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        <pubDate>2026-04-07 00:22:55</pubDate>
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                <title><![CDATA[Reptile Revealed for Mortal Kombat X]]></title>
                <link>https://novogamer.com/articles/reptile-revealed-for-mortal-kombat-x-zxyeb08kBe</link>
                <description><![CDATA[<p>Mortal Kombat X is scheduled to release on April 14, 2015. As this release date draws near, characters old and new are being announced for the upcoming title. This week, Reptile, has been announced, with a reveal trailer to show off his new design...</p><p><iframe width="560" height="315" src="https://www.youtube.com/embed/qmfm6JzuoZQ" frameborder="0" allowfullscreen=""></iframe><br></p><p>With the new generation of video game consoles comes change, do you appreciate the changes to old characters, such as Reptile's "bone man" look? Or does a traditional, green-ninja look suit the series better?</p><p>The game appears to run far better than MK9, now with a steady 60 frames per second. As fans, do you appreciate NetherRealm's moving of Mortal Kombat towards a more traditional fighting game feel? Or will the clunky, block-button fighter always be the way to go?</p>]]></description>
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                <author><![CDATA[Archive]]></author>
                <guid>zxyeb08kBe</guid>
                <pubDate>Thu, 29 Jan 2015 10:34:00 +0000</pubDate>
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                <title><![CDATA[Resident Evil HD Remaster - Review]]></title>
                <link>https://novogamer.com/articles/resident-evil-hd-remaster-review-DaLwjWEgO9</link>
                <description><![CDATA[<p><p><b>INITIAL THOUGHTS-</b></p><p>For those who loved the original resident evil this game is a god send! For those who never played it, even more! The game is new and improved, featuring updated sounds, graphics, lighting and even some new puzzles.</p><p><b>VISUALS-</b></p><p>The game looks stunning, the lighting is gloomy and fits the tone well. This is the type of game I would love to get an art book for. The redone textures look amazing and the player models look great too.</p><p><p><img src="https://novogamer.com/images/archive-broken-image.png" style=""></p></p><p><b>CONTROLS-</b></p><p>When starting a new game, players are given the option to play with the original controls or the remastered controls. People have described the original controls as 'tank like' and I agree, but don't think it's a bad thing. You adapt to the controls and the it puts you on edge during intense situations. The new controls allow for easier use of the joystick and I feel take away from the experience. It allows for faster and more precise turning and overall more accurate movement. However if you were put off from playing because of the original controls are recommend using the new controls, so you can still enjoy the experience.</p><p><b>COMBAT-</b></p><p>Scary. The encounters with enemies are few and far between until later in the game. Making every new room you enter your possible final resting place. You may think you've got the controls mastered, but when you hear the sound of a zombie shuffling towards you, your hands will become a water park of sweat, and the controller will slip and slide around in your hands like no ones business. You will be on edge. And when you think you're safe. Ka-POW! You're dead.</p><p><b>COMPLAINTS-</b></p><p>- The addition of new puzzles might confuse fans of the original.</p><p>-Lack of understanding at the beginning of the game can have major consequences later, and this might turn players away.</p><p>-Zombie models repeat each other (not really a complaint but could have been easily changed).</p><p><b>OVERALL VERDICT-</b></p><p>Excellent game. Fans of the original will want to replay it, new players will love playing it. Would recommend!</p><br></p>]]></description>
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                <author><![CDATA[Archive]]></author>
                <guid>DaLwjWEgO9</guid>
                <pubDate>Thu, 29 Jan 2015 10:34:00 +0000</pubDate>
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                <title><![CDATA[Assassin's Creed UNITY - Review ]]></title>
                <link>https://novogamer.com/articles/assassins-creed-unity-review-DzXEMWGO3P</link>
                <description><![CDATA[<p><p>Pre-Word</p><p>So it seems like (for me at least) the general consensus about Assassin's Creed Unity is that it was a major hit and miss. All the reviews and message boards Iv'e read through have said similar things ranging from moderate praise to downright hatred. Iv'e even tried talking to people who haven't even played the game themselves and I hear a lot of complaints. As I was blessed with a seemingly perfect copy of the game and never experienced any graphical issues or game play issues whatsoever (Playing on PS4) I think I can give a pretty good summary of the game as a whole!</p><p>BRIEF BACKSTORY-</p><p>Assassin's Creed Unity is the latest game in the Assassin's Creed series and is set in Paris during the French Revolution. This is a bloody and dark time period, full of strange characters that were really alive during the time period. The main character Arno Dorian is a handsome, young man who after the death of his father was raised by the Grandmaster of the french Templars. Thirteen years after his fathers death, Arno is framed for the murder of the Grandmaster and sent to prison in the Bastile. Arno is accepted into the Assassin's order after being trained by the assassin Pierre Bellec in prison and the plot of the game begins.</p><p>INITIAL ANALYSIS-</p><p>What sticks out like a sore thumb immediately is the similarity's between Unity and AC:2. Arno and Ezio are very similar, both womanisers, masters of romance and quick to get into a fight. But as the story progresses they become more mature and focused. These similarity's aren't a terrible thing, AC:2 is considered by many to be the best in the series, and I really appreciate Ubisoft's efforts to bring the series back to it's roots. With the introduction of ship battles in AC:3 and then the pirate simulator that was Assassin's Creed Black Flag, the series seemed to get off course (pun intended). Black Flag barely had anything to do with Assassin's and Templars! The side missions are all interesting and hold a lot of content, the Characters you meet are all really cool to look at and have their own identities. It brings the series home and does it well!</p><p>THE WORLD-</p><p>The world looks beautiful. The colours are all very vibrant and everything is textured well.</p><p>&nbsp;Broad open cities with so much going on in them. Side missions and collectibles that will keep you entertained between story missions. They've introduced random encounters throughout the city. People getting extorted for money, fights between citizens and royalists. These seem to pop up whenever you start to get bored and makes for some interesting scenarios. It's so easy to just zone out and run around Paris, getting into fights and doing side missions.</p><p>COMBAT-</p><p>The combat in Unity is personally the best it has ever been. Moving away from the one hit kills and chained combos in favour of a brutal, sophisticated combat system. Three buttons are utilised: Roll, Parry and Attack. A bar above the enemies heads represents the timing at which to either roll or to parry (depending on the enemy type). Getting into fights with large groups of enemies can be devastating and only gets harder. Enemies can throw flash bangs, knock you to the ground, shoot at you and parry your attacks. Combat becomes a wild dance as you dart around enemies, picking your targets and desperately trying to hold your ground. Button mashing is a thing of the past.</p><p>CUSTOMISATION-</p><p>A really neat addition, and the game is better for it. You can customise Arno to look however suits you (using the possible combinations). By adding in this customisation, it's much easier to feel like you're progressing through the game and getting stronger. Weaponry is varied and interesting, and allows for many different styles of play.</p><p>MULTIPLAYER-</p><p>Multiplayer is excellent when you are playing with your friends or with expierenced players. I advise to avoid the Multiplayer until you are pretty far through the game, as I encountered many players who simply wouldn't cooperate and had little experience with the new elements of the combat. There is no real way of communicating with other players without a mic, except for a Portal 2 style 'Go Here' marker. The Multiplayer missions are really interesting and add alot to the game, definitely play through them all if you have a couple of friends on Skype to play with.</p><p>FREE RUNNING-</p><p>Not much to say on this topic other than it's been improved simply by adding a 'free run down' feature. This new feature allows you to vertically climb down buildings, giving a lot more control to the player</p><p>MICRO TRANSACTIONS-</p><p>I have little complaints about the micro transactions. Micro transactions are really only used as a way of getting to content before you have enough in game currency to do so. I personally never felt like they were being shoved in my face or that I needed to spend money to play the game, the option is just there for people who might not have enough time to get all the in game currency required for items.</p><p>COMPLAINTS-</p><p>- The story goes on for a little too long, and it became a drag to play story missions towards the end.</p><p>- Some of the 'Legendary; equipment in the game is locked. You can only unlock it by participating in big multi player events which are confusing and often difficult to complete.&nbsp;</p><p>-Towards the end of the game, almost every enemy can shoot at you and this is a major issue. When you try to run they will never miss, and the only way to dodge is to roll when in a combat situation. Getting shot will take major chunks out of your health.</p><p>-Glitches. I didn't encounter any but many people did. Frame rate drops and graphical glitches are all possible while playing.</p><p>- One of the major selling points of the game was its massive crowds, but the game doesn't really really pop them into existence until you get really close, which creates a really distracting effect. Major complaint, has been slowly getting better each patch but is still an issue.</p><p>OVERALL VERDICT-</p><p>I love Assassin's Creed Unity, it is by far my favourite in the series. It does everything AC:2 did and better. I personally don't believe in putting a number to something but I would absolutely recommend at least borrowing it from a friend, if not buying it yourself. With the amount of people trading it in, it will probably be really cheap, really soon!</p><p>First review ever really so,tell me if I should never write anything again?</p><br></p>]]></description>
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                <author><![CDATA[Archive]]></author>
                <guid>DzXEMWGO3P</guid>
                <pubDate>Thu, 29 Jan 2015 10:34:00 +0000</pubDate>
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                <title><![CDATA[Halo Reach: One out of Six Is Bad (Spoilers Below) ]]></title>
                <link>https://novogamer.com/articles/halo-reach-one-out-of-six-is-bad-spoilers-below-rAvMENL5xZ</link>
                <description><![CDATA[<p><img src="https://novogamer.com/images/archive-broken-image.png" style="width: 530px; height: 333px; float: left; margin: 0px 10px 10px 0px;" alt="Halo Reach">When Reach first came out, I remember hearing a lot of praise for its\r
 story. I knew it was about a squad of spartans and their role in the \r
fall of Reach, one of humanity's last secure planets that was essential \r
to the Halo universe's war. Of course, hearing about how the game \r
revolved around a close knit squad, I could already predict a lot of \r
dramatic deaths, and attempts at plucking heart strings. The fact that \r
nearly the entire squad died wasn't surprising to me, but I didn't focus\r
 on that. I focused on how they died, and how I felt about each death. \r
And unfortunately, it didn't feel right until their sixth try.</p><p>Noble Team are the stars of Reach. The squad consists of Carter, \r
their commanding officer, Kat, their technician, Jorge, their explosives\r
 and big arms expert, Jun, the marksman, Emile, the close quarters \r
specialist, and finally Noble Six who is the rookie of the group, and \r
the player character. Of course, Six is unnamed for the sake of the \r
player's immersion.</p>\r
<p>The chemistry the group has is done fairly well thanks to dialogue \r
that helps the soldiers be more than just their jobs. Carter often\r
 has to check in with command to get green lights for ideas from his \r
squad, making him a very by-the-books kind of leader. Jorge acts as a \r
translator for the group, speaking and comforting some refugees they \r
find in the story. He becomes the gentle giant. Kat is protective of her\r
 tech, and often challenges Carter's authority, befitting her name as a \r
rather "catty" character. Jun seems to be a bit shady, and maybe a bit \r
cocky? Emile appears to be the violent, but silent type. Notice how the \r
descriptions of each character got shorter and more uncertain. </p>\r
<p>The time spent with each character is far too short before they begin\r
 to be killed. This causes a few problems as well. With how early the \r
deaths come, the player already knows what to expect. The player will \r
have less interest in caring for the squad if he already expects them to\r
 all just die for one reason or another. Another issue this causes is \r
taking screen time away from development and shoveling it into each \r
dramatic moment, which isn't even done thoroughly anyway. And of course \r
with the characters being shot down like flies, they don't even get the \r
chance to develop enough to care about before they die. You can even see\r
 the developers and writers trying to compensate for this by giving the \r
next person on the list to die some extra screen time.</p>\r
<p>Jorge had his moment with the refugees, and the scientists before \r
dying. Kat had her confrontations with Carter before dying. Carter had a\r
 confrontation with Halsey, the head scientist before dying. Emile had a\r
 final stand moment with some powerful enemies before dying. Jun didn't \r
even die, the guy just left, leaving his part of the story \r
hanging. All these sequences do, is prepare the player for their \r
inevitable death, it doesn't make them want to live, just guess when.</p>\r
<p>But let's get into a bit more detail with the actual deaths.</p>\r
<p>Jorge sacrifices himself to blow up a starship. There's a wonderful \r
scene where he tears off his dog tag, holds Six's hand, and carries him \r
to the edge of the ship before tossing Six out. As Six floats through \r
space and back into Reach's atmosphere, the ship explodes with Jorge \r
still inside. This all occurs while in the first person perspective, as \r
well. It's a great scene that's timed so poorly, the effect is drained \r
almost entirely. With how early this takes place, it makes it feel \r
pointless, and undermined by the idea that there's simply more of this \r
to come. The fact that the act of blowing up the ship did little for \r
them plot-wise doesn't help either. Of course this could be used in a \r
powerful way, a motivation to try and make Jorge's death not in vain. \r
But we already know it is, so the whole scene feels hallow.</p>\r
<p>Kat is the second spartan to die. And her's is perhaps the most \r
offending of the lot. As the team is running through a corridor, she's \r
shot in the head by a sniper in a ship above them which flies off. She \r
falls, the dramatic music kicks up, and there's a long shot of the team \r
waiting for a ship to arrive, presumably to take her body away as one of\r
 them holds her in his arms. The entire sequence is so brief, and sudden\r
 it makes it feel like the developers simply decided to cut time here \r
for the sake of the rest of the game. Even if we did have plenty of time\r
 to grow to love Kat as a character, we wouldn't even get a chance to \r
grieve.</p>\r
<p>Jun leaves. As one of the two least characterized Spartans, we aren't\r
 even humored with his death. Jun simply leaves the squad at some point \r
with orders to protect a scientist. His part in the story is over, \r
nothing comes of that. He just leaves.</p>\r
<p>Carter is next. The scene starts with an AI the squad has demanding \r
he seek medical assistance. Blood is on his armor, and his helmet is \r
off. The ship he, Emile, and Six are on is being shot at, and he's \r
piloting. Telling Emile and Six to abandon ship, he says he'll draw fire\r
 and give them air support. There's no real suspense here, the scene is \r
set; he is going to die. With as much death as there's already been in \r
the game, any idea of tension of him maybe shaking the enemy off and \r
surviving is simply laughable. You're just waiting for him to blow up at\r
 this point. Later in the level a Scarab stands in Emile's and Six's \r
path. Without a chance to get around or handle it another way, Carter \r
quickly throws himself and the ship into the tank-like opponent. With a \r
corny one-liner, and brief encouragement from Emile, he's gone.</p>\r
<p>To a level, I don't mind the dialogue here, however. They are \r
soldiers, after all. They do expect to die and give their lives for what\r
 they need to do to win. So, instead of making Carter's last moment one \r
of hatred, anger, and sorrow, they let it be one of victory and bravado.\r
 If there's any bones I'd throw at Bungie through this, that's the one. \r
It makes sense, it feels right. Too bad the timing and set-up, is again,\r
 way off. It's just another “there goes another one“ moment for the \r
player.</p>\r
<p>Emile's death is another mix of some good and some bad. The timing \r
isn't bad, and the set-up isn't awful. While sitting on a large cannon \r
to shoot at incoming ships, he's overwhelmed by some powerful enemies. \r
He's stabbed and mauled before taking some down on his own. Six has to \r
go to the gun himself to use it just as Emile was, and when you do get \r
to the cannon you come across his body. This is important. This gives \r
the player a moment to mourn. Despite how little I knew of Emile and how\r
 little I cared, coming across his body still had an impact. It made me \r
stop, and my heart dropped just a bit. And after a heavy sigh, I \r
continued. It was so close to being a great moment, stolen by the fact \r
that when I did stop, I didn't have much to reflect on when it came to \r
him.</p>\r
<p>After five characters, and Bungie has only scratched the surface of \r
the emotional shock a death should have. After Six man's the cannon, and\r
 the VIPs get away to trigger the rest of the events in Halo, he's left \r
alone, his objective complete, and his teammates dead. Reach is lost, \r
but thanks to him and his team's sacrifice there's still hope for \r
humanity to win the war. Their role in the rest of the universe is done.\r
 The credits roll. </p>\r
<p>But Six's own journey hasn't yet ended. Once the credits fade out, we\r
 find Six standing in the middle of some torn down buildings. An enemy \r
ship passes by overhead and drops off a group of aliens. The player is \r
back in control and an objective is presented: Survive. With nothing \r
left to do, no one left to protect and fight for, Six has only this \r
instinct left. He won't make his last stand for humanity, for his team, \r
for a future, or a past. He won't fight for Reach, or even just because \r
it's right. Six's last stand is for him, and him alone. It's a moment, \r
one last moment, to just be who he is: a warrior. A warrior in its most \r
purest form. </p>\r
<p>With enemies coming from all directions, the player is able to live \r
and experience Six's last moments of being a solider. The player fights \r
for as long as he can, killing as many as he can, and running for as \r
long as he can until he's finally overwhelmed. It's a moment of \r
catharsis for both Six and the player, to just let loose and kill \r
everything just because they can, just to prove how strong their own \r
resolve is; counted by bodies.</p>\r
<p>When the player finally submits to the onslaught we have a scene \r
where Six falls to the ground as aliens surround and overcome him. Some \r
are shot or hit away, until one is able to deliver the final blow. \r
The scene is drawn out, and doesn't provide hope, but instead a point. \r
It doesn't try to be dramatic, because you wanted to live. It's \r
dramatic, because you want to keep fighting, you want to keep standing, \r
you want to survive. And when you die both Six and the player feel the \r
sword pierce into their heart, punctuating the end of Halo: Reach. </p>\r
<p>The post-credits final stand of Noble Six was a perfect example on \r
how to handle a protagonist's death. It's a moment where the player and \r
character finally meld together. Their motivations are the same, and \r
held in fiery passion. Together, Six and the player have one last moment\r
 to truly test their skills, ambition, and will. </p>\r
<p>Obviously, I found Six's death to be the strongest part in the game, \r
and maybe even one of the best deaths in video game history. It's just \r
such a shame it took Bungie five characters to figure it out. </p><br><p></p>\r
]]></description>
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                <author><![CDATA[Archive]]></author>
                <guid>rAvMENL5xZ</guid>
                <pubDate>Thu, 20 Nov 2014 09:32:00 +0000</pubDate>
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                <title><![CDATA[Civilization: Beyond Earth- Is it worth it?]]></title>
                <link>https://novogamer.com/articles/civilization-beyond-earth-is-it-worth-it-WAY1VgW6va</link>
                <description><![CDATA[<p>The newest game in the highly-acclaimed stratagy game series Civilization came out a while back and I only just got my hands on it, and I felt the need to compare it with the previous game in the series, Civilization V, to see if it was actually worth the money I threw at it. Beyond Earth is set in a time where Earth has, to be honest, fucked itself over. World powers, or 'corporations', have sent ships out into space with 'worthy' civilians on board to create a new civilization on different habitable planets across the galaxy. It's your job as x corporation to win by choosing one of five different ways, by enslaving the population of earth by creating a gate to earth and sending soldiers there, bringing the population to earth and settling them in your lands, becoming 'one' with the planet by <strike>getting really high</strike> a plant or something on those lines, contacting some aliens far off in space or the good ol' domination victory.</p><p>Beyond Earth is what I found easier then V to get a grasp of; the tutorial is just a little bit more user-friendly and it is perfect for any new Civ players. Other then that though I found it not much better then V. It's somewhat shorter and easier to win with only a small amount of corporations and the "large" map not being as big as in the previous game. There isn't much advantage to being one race over another which is okay and the choices you make affect the outcome a lot more then any choices you would make in V but there are no mods, nothing strange like being able to be a facist dick to everyone and that is where Beyond Earth just doesn't shine like the other Civ games. Beyond Earth is V with a fancy coat of paint, different enemies and a more intuitive tutorial. If you're new to Civilization, buy it, but if you're a Civilization veteran and you don't have too much money to spend then leave it be and just get some more mods.<br><br>Besides, it's fun being a Nazi Russian warlord on Earth, and you can't do that in space....right?<br></p>]]></description>
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                <author><![CDATA[Archive]]></author>
                <guid>WAY1VgW6va</guid>
                <pubDate>Thu, 29 Jan 2015 10:33:00 +0000</pubDate>
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                <title><![CDATA[Evolve - Hunt Mode Mechanics]]></title>
                <link>https://novogamer.com/articles/evolve-hunt-mode-mechanics-YAY1kvbJJ7</link>
                <description><![CDATA[<p></p><p><span style="font-style: normal;"></span></p><p>I've recently learning a lot about<a href="https://www.turtlerockstudios.com/">Turtle Rock Studio's</a>new game<a href="http://evolvegame.com/">Evolve</a>. One of the first games that I watched was hunt mode, I thought the concept of hunt mode was awesome. In the game after the monster reaches max level it is able to attack the reactor. After watching about a dozen matches it always ended with one of the two teams dead and the reactor mostly untouched. My first though was entire addition of the reactor was pointless and stupid, but after thinking about it the game can't work without it.</p><p>A hunt match takes ten minutes to play max. If both sides are still standing at the end of the matchTurtle Rockmade it so the hunters will win automatically. In doing so there is no reason for the hunters to attack the monster. As long as they can avoid the monster for the ten minuets they are in no trouble and can win without engaging the monster. Because of this they added the reactor so the hunters "avoid strategy" is useless. If the hunters choose to avoid the monster, it can attack the reactor instead.</p><p>The reactor itself can't regenerate lost heath and the monster could solely attack the reactor and win knowing every hit he made is permanent and he knows the hunters can't kill him quick enough to stop it, butTurtle Rockwas cleaver in their solution.Whenever the monster wants to damage the reactor they approach it, press a key and let the animation do it for them. If the monster would take any damage during the animation, it would stop. Because of this the monster can't damage the reactor whenever the hunters are nearby, preventing the monster from getting a cheap victory.</p><p>The sole purpose of the reactor is to kick-start the final confrontation andto make the hunt meaningful. The reactor draws both sides to it to kill each other. If ether side fails to show they would lose. The high stakes ending that makes the game fun to watch wouldn't happen because the hunters would avoid the monster the entire match and walk away victorious. And the reactor give purpose to the hunt because the hunters don't want to fight a max level monster. The hunters willactivelysearch for the monster while it's low level and try to kill it before they areforced to fight the monster because they need to stop it from destroying the reactor.</p><p><span>Sources:</span></p><p><a href="https://www.turtlerockstudios.com/">https://www.turtlerockstudios.com/</a></p><p><a href="http://evolvegame.com/media/images">http://evolvegame.com/media/images</a></p><p>Image URL:</p><p><a href="http://downloads.2kgames.com/evolvev3/images/uploads/markov-hunter-evolve-1024x576-0042.jpg">http://downloads.2kgames.com/evolvev3/images/uploads/markov-hunter-evolve-1024x576-0042.jpg</a></p><p></p><p><br></p>\r
]]></description>
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                <author><![CDATA[Archive]]></author>
                <guid>YAY1kvbJJ7</guid>
                <pubDate>Thu, 29 Jan 2015 11:20:00 +0000</pubDate>
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                <title><![CDATA[Oculus Rift - The Physical and Mental Health Benefits of Virtual Reality Gaming]]></title>
                <link>https://novogamer.com/articles/oculus-rift-the-physical-and-mental-health-benefits-of-virtual-reality-gaming-yzwZG9gVNV</link>
                <description><![CDATA[<p>\r
\r
<p>While attending this year’s New York Comic-Con, I\r
had the rare opportunity to use the Oculus Rift for the first time. The Oculus\r
Rift is a three dimensional video gaming device that tracks the motions of your\r
head in order to control your character’s movements.<span> The game system’s technology utilizes a\r
strap-on visor and headset in order to immerse the player into the world of the\r
game with a full range of vision and surround sound capabilities. The game I played was a flight simulator\r
based on Dreamworks’ “<i>How to Train Your Dragon</i>.“ As my character flew over the ocean, I was in\r
awe of the spectacular graphics and accurate motion tracking capabilities of\r
the visor as I looked in all directions.\r
The experience was so immersive that an attendant had to tell me to “take\r
it easy on the controls.“ In those two\r
minutes I spent playing, I had become more immersed in a video game than I had\r
ever experienced in the countless hours I have spent on other console and\r
computer games. This technology heralds\r
a new era for the gaming industry. In\r
only a few decades, video games have gone from 8-bit graphics to complex three\r
dimensional worlds. With the Oculus\r
Rift, the concept of virtual reality gaming now seems feasible, and with it, a physical and mental evolution of the gamer.<br></span></p>\r
\r
<p>I feel that the goal of gaming has always been to\r
immerse players in a new world, inhabiting another person’s body, and\r
experiencing physical and mental challenges that may not be possible in their\r
own lives.<span> Games as they are now rely on\r
joysticks, buttons and triggers in order to carry out an array of functions\r
such as running and picking up items.\r
These factors ground the player in reality and keep them detached from a\r
heightened experience of gameplay. Basic\r
motor functions are carried out by pre-programmed functions and animations\r
within the game. What if these functions\r
depended upon the player’s own physical actions in order to be performed (beyond the motion sensor capabilities of the Wii and Kinect)? What if video games immersed the player\r
through senses such as touch, instead of just sight and hearing? Any person is sure to notice a distinct\r
difference between swinging a sword using the B button on a controller, and\r
holding the simulated weight of a sword in their own hands. Physical stimuli evoked from a video game\r
would have major health benefits for players.\r
Playing video games would no longer be limited to problem solving and\r
hand-eye coordination. It would be an\r
experience that requires players to engage their minds and their bodies in\r
order to complete challenges, resulting in a new form of exercise. The adrenaline released from this exercise\r
would serve to increase a player’s overall physical health and mood. Enjoying all of the fantastic experiences\r
some games would have to offer would be dependent upon how much a player is\r
willing to improve upon themselves both mentally and physically. "Achievement unlocked" would no longer be a generic means of praise for the players doing what they are supposed to do in the game, but a true sense of achievement from pushing their minds, bodies, their entire being, in order to accomplish their goals. Eventually, this same feeling will inspire gamers to push their limits in other parts of their lives, such as their careers.<br></span></p>\r
\r
<p>However, I believe it is important to remember that\r
games such as this must also be designed to accommodate physically challenged\r
individuals, as basing a game’s functionality on complete body control would be\r
discriminatory toward the handicapped.<span>\r
While some might like the idea of complete physical control of a\r
character in a game, there might also be individuals who enjoy the prospect of\r
complete mental control of a character.\r
What this would entail is using a person’s brain activity and thought\r
patterns to control video game characters.\r
Joysticks only have so much accuracy when aiming at a target or changing\r
direction, but future technologies might be able to calculate a character’s\r
movements based on factors such as a player’s eye movements and focus, creating a new level of\r
precision control. Complete mental\r
control would also provide handicapped individuals with realistic simulations\r
of physical functions that may no longer be available to them, since thoughts\r
would dictate actions. There is always the fear that individuals might become dependent on this type of escapism, choosing to experience simulations of a fully-functioning body more often than experiencing life in their own limited ones. However, if video games can be programmed to react to brain stimuli, who is to say they cannot be programmed to respond to the brain with stimuli of their own? The clash of swords could replicate the feeling of an amputee player's arm tightening. The sensation of running could simulate the feeling of weight pressing on the feet of a paraplegic person. Eventually this technology might yield advancements in the production of prosthetic limbs, electronic eyes, etc., allowing the brain to recognize these appurtenances as part of it's organic makeup.  <br></span></p>\r
\r
There are those who claim that video games have warped players’ senses of reality, but new innovations in\r
the gaming industry have proven that the goal of video games is to one day be\r
able to simulate reality.<br></p>]]></description>
                <category></category>
                <author><![CDATA[Archive]]></author>
                <guid>yzwZG9gVNV</guid>
                <pubDate>Thu, 29 Jan 2015 10:34:00 +0000</pubDate>
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                <title><![CDATA[Halo ODST: Losing Your Theme ]]></title>
                <link>https://novogamer.com/articles/halo-odst-losing-your-theme-rOK4x5YLRm</link>
                <description><![CDATA[<p></p><p><img src="https://novogamer.com/images/archive-broken-image.png" style="width: 440px; height: 300px; float: left; margin: 0px 10px 10px 0px;" alt="Halo ODST">Having recently played ODST for the second \r
time, I can still say with confidence that it's my favorite Halo simply \r
due to its narrative. Of course, if you were to ask me the before to \r
explain why, I'd honestly be stuck in just saying the structure. I \r
couldn't tell you why the structure worked so well, the theme it \r
carried, and what it does for the player. I'd almost leave the \r
impression that you could impress me with that kind of narrative \r
technique despite its use. Now, after about five years, I can do all of \r
that. But in doing so, I can't help but see where it fell short of being\r
 something more than just the beatnik of the Halos.</p>\r
<p>In ODST, the main character is Rookie, the newest member of the \r
squad. He is silent through the entire game, and only becomes a vital \r
role to the game's sub-plot at the end. Even then, however, his role is \r
to simply act as another gun or driver for the more important characters\r
 in the sub-narrative.</p>\r
<p>Early on in the game, the squad gets scattered as they drop into an \r
invaded city. The Rookie is knocked out for several hours, and wakes up\r
 lost and alone in the city. The plot, at this point, is simple: reunite\r
 with the rest of the squad. </p>\r
<p>As the game begins, the player, as Rookie, is introduced to the city \r
they came to. Being several hours after the initial invasions and \r
battles, the city is dark and generally silent. Deep neon lights dot \r
along buildings in a jazzy green or red that stand out along a lot of \r
black, and dark iron. It's a color combination I can only describe as a \r
war-torn poetry club. The music adds to this, by clashing with the tone \r
of being alone in a warzone with a dreamy piano tune accompanied by low \r
brass and strings.</p>\r
<p>The low tension, yet mysterious atmosphere almost feels disneyesque. \r
There's a sense of wonder that comes over the player- a child like \r
desire that demands to slowly stroll through the streets and take in the\r
 low lightning and dark towers as just another mystery to solve. The \r
idea of being attacked or harmed is almost out of sight, and the player \r
feels more relaxed. They end up craning Rookie's head around, not \r
minding the lack of action or speed as they soak in the world around \r
them, a world that's all too inviting to tell you a wonderfully \r
fantastic tale.</p>\r
<p>This is when the theme is starting to get pushed. Rookie isn't a \r
desperate, scared, and battle hardened vet looking to find his squad \r
and save the day, he becomes something smaller and more naive. Rookie \r
becomes a child lost in the expansive and dark woods behind his \r
backyard. He's lost, but unafraid. He's focused, yet curious. Little \r
trinkets he finds, become artifacts from a great warrior from long ago. \r
Shadows are mysterious woodsmen or monsters, hiding and watching him as \r
he travels through, but scared and hesitant of the strange thing in \r
their woods. Everything he finds tells a fantastic story, despite how \r
trivial the object may be, and that's where the rest of Rookie's plot \r
comes in. </p>\r
<p>As Rookie wanders the rest of the city, he comes across items of \r
interest that relate to his squad. He uses these items to follow\r
 their trail and eventually reunite with them. Whenever Rookie does find\r
 an object of interest, the player is temporarily taken out of the shoes\r
 of Rookie as one of his squadmates to experience what \r
happened to them when they were scattered. This tells the story of how \r
they came together, and then accomplished their mission from each \r
member's perspective. While this does well to serve the purpose of \r
fleshing out the squad, and organically giving players the typical Halo \r
experience, this could also be interpreted as a part of Rookie's own \r
character.</p>\r
<p>When Rookie finds an object, his interactions with the object can be \r
seen as somewhat childlike. He'll get scraps of metal to poke at a \r
hanging rifle, he'll jump on a broken turret and aim it around, as a \r
child would play pretend. The idea here is Rookie is drawing his own \r
conclusions, and while what the player sees during the flashbacks to the\r
 teammates could be very well how they transpired, they are also in huge\r
 contrast to Rookie's own situation. There's a lot more shooting, \r
explosions, bravado, and drama. The term unreliable narrator comes to \r
mind when thinking of these sections. Like how many children would over \r
dramatize an object they find, the Rookie could very well be doing the \r
same. Maybe his squad didn't kill that many aliens, or had so many close\r
 calls. Maybe one just took a fall and got hurt, or tripped and lost his\r
 gun.</p>\r
<p>It's a journey of discovery where a person can only understand so \r
much thanks to the little they find, and due to these findings, their \r
imagination runs wild. The game feels less like a war simulator, and \r
more of just a lost simulator. Discoveries carry a lot of weight, and \r
constantly bring you towards something familiar that's buried in all the\r
 mystery the city holds. It's a story that illustrates value on what we \r
know, and how it can affect our perception of realities. These realities\r
 can be very fantastic, and exciting. Maybe not true, but the point is \r
they cause us to create our own narrative and expand on what may or may \r
not be real. And sometimes we need those fantasies to keep moving, and \r
to hold out hope for finding our own familiar security- to find home.</p>\r
<p>Rookie could have assumed at anytime that his squad had died on \r
arrival, or killed in action, but he didn't, because he created \r
narratives that kept him motivated. They kept him alive.</p>\r
\r
<p>Now with all of that said, you might be in agreement that Halo: ODST \r
did have quite the story to tell, right? Well, it's all the more sad \r
that the game abandons this approach as soon as Rookie does find his \r
squad. Nothing is talked about, but the currently front-running sub-plot\r
 of saving a specific alien due to its knowledge. While this plot \r
doesn't necessarily come out of nowhere, it does undermine all of \r
Rookie's story before hand. Rookie's experience never truly feels \r
complete and concluded, despite him achieving his goal. The focus is \r
quickly changed to a very forced and cliche love story, as well as the \r
rescued alien. And this focus is so strong, it makes me feel like that \r
Bungie only did it to remind the players that ODST was a Halo game.<br></p>\r
<p>It's such a shame that such a much more interesting narrative had to \r
be sacrificed for the sake of the source material, which did well to \r
simply act as a base for the rest of ODST and Rookie's story. It's \r
almost offending how quickly Rookie is tossed aside for two much less \r
developed sub-plots. </p>\r
<p>If Bungie had somehow kept to Rookie's story of simply finding his \r
way home, I think they would have been able to make ODST stand out more \r
in the Halo crowd. It was the first game to not feature Chief, and \r
instead emphasized on the struggles of the human characters. This let us\r
 get closer to Rookie already, and his journey felt much more human than\r
 anything else in the franchise. Maybe it wouldn't be considered the \r
best game in the series, but I believe many more people would appreciate\r
 it, had it stuck to the path. </p>\r
<p>It's a bit ironic, and also quite sad, that a game about being lost, ended up lost in the shadow of it's older brothers. </p><br><p></p>\r
]]></description>
                <category></category>
                <author><![CDATA[Archive]]></author>
                <guid>rOK4x5YLRm</guid>
                <pubDate>Thu, 20 Nov 2014 09:32:00 +0000</pubDate>
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                <title><![CDATA[Endless Legend: The Review]]></title>
                <link>https://novogamer.com/articles/endless-legend-the-review-RkYQ2nWyOM</link>
                <description><![CDATA[<p>Endless Legend, the most recent 4X game by Amplitude Studios quietly came onto the scene in September of 2014. As an avid follower of the game since its conception and alpha, I have watched it grow and evolve into the most enjoyable 4X game on the market. For the uninitiated, 4X is a market term for games such as Sid Meier's Civilization and Age of Wonders, the 4 X's being eXplore, eXpand, eXploit and eXterminate. Endless Legend blends the in depth political and economic mechanics of Civilization with the more strategic and built up concept of war that Age of Wonders possesses. While it may not be the master of either, it does both excellently, and blends them together into a very well built game.&nbsp;</p><p><span style="background-color: rgb(255, 255, 255);"><span style="line-height: 1.45em;"></span></span></p><p><span style="background-color: rgb(255, 255, 255);"><span style="line-height: 1.45em;"><p><img src="https://novogamer.com/images/archive-broken-image.png" style="width: 352.307692307692px; height: 190px; float: left; margin: 0px 10px 10px 0px;" alt="Endless Legend"></p>Amplitude Studios spared no expense crafting the most vivid and beautiful randomly generated game on the market. Their landscape is breath-taking and varied, and the world is always dotted with mystical "</span><span style="line-height: 1.45em;">Anomalies</span><span style="line-height: 1.45em;">" each with its own flavor text explaining its importance to the world. The races you can play as are each very distinct and come prepackaged with their own lore, back story, and "Story Quest" you can chose to play through. On top of the eight playable races you also have a multitude of minor factions you can conquer and assimilate, adding even more variation into your armies. While the game lacks in a multitude of different soldiers to chose from (just 3 per race) with the minor factions as well as a HUGE customization option which lets you equip soldiers with armor and weapons that give them new properties, each&nbsp;</span><span style="line-height: 1.45em;">playthrough</span><span style="line-height: 1.45em;">&nbsp;will feel fresh and new. To win a game, you have many options, from an economic victory revolving around making the most "Dust" (the games currency) before the game ends to an elimination victory, better suited to those who enjoy destroying all of his enemies cities.&nbsp;</span></span></p><p><span style="background-color: initial;"><span style="line-height: 1.45em;">The mechanics can be a bit rough without any prior knowledge, since the game can overload you on information. The tutorial can help, but you may find that it's easier to learn on the go, playing a few practice games is the best way to understand the mechanics. Don't be discouraged right at the start. The game is rewarding to learn, and eventually you'll find yourself managing an entire empire AND an army at the same time with a few clicks.&nbsp;</span></span></p><p><span style="background-color: initial;"><span style="line-height: 1.45em;">Endless Legend&nbsp;</span>possesses<span style="line-height: 1.45em;">&nbsp;a fairly powerful non-player AI at its disposal. Past the normal difficulty the AI expands quickly, and falls into&nbsp;their&nbsp;</span>preferred<span style="line-height: 1.45em;">&nbsp;victory type quickly. You'll find that the more militant AI will expand and build armies quickly while the more political will send you compliments or peace treaties, hoping to win by forging good relations with all other players. The&nbsp;</span>competent<span style="line-height: 1.45em;">&nbsp;AI provides an enjoyable and challenging option for players who cannot play online or chose not to. For those who look towards the challenge of real players, you might find that online matchmaking is poor, so you may have to do a bit of searching looking for players. This is a problem all 4X games possess, the time requirement for games such as these means you cannot knock one out in an hour, games can span days or even weeks, depending on settings. Building up a friends list and setting times to play is crucial, since most evenings will end with a save to be picked up later.&nbsp;</span></span></p><p><span style="background-color: initial;"><span style="line-height: 1.45em;"><p><img src="https://novogamer.com/images/archive-broken-image.png" style="width: 389.487341772152px; height: 219px; float: right; margin: 0px 0px 10px 10px;" alt=""></p></span></span></p><p>It would be remiss not to mention the flaws in the game. It contains some minor glitches and bugs, such as quests not working properly or minor crashes, but considering the quality compared to more recent releases, they are only minor inconveniences. Considering this, the overall quality far outweighs this tiny issues. The online works fantastic, and rarely do you experience crashes or internet issues that would impede gameplay.&nbsp;</p><p>Easily a top 5 game of 2014, it was easy to miss Endless Legend if you don't actively monitor alphas or 4X games. But I highly recommend anyone interested in joining the 4X genre or just looking for a fresh start try out Endless Legend. The developers are still actively patching and updating the game with new content, and I see a bright future for the series.&nbsp;</p>\r
]]></description>
                <category></category>
                <author><![CDATA[Archive]]></author>
                <guid>RkYQ2nWyOM</guid>
                <pubDate>Thu, 15 Jan 2015 09:07:00 +0000</pubDate>
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                <title><![CDATA[Shovel Knight, and why you should Dig it.]]></title>
                <link>https://novogamer.com/articles/shovel-knight-and-why-you-should-dig-it-12a16wvkZE</link>
                <description><![CDATA[<p>Lets face it, retro platformers are 'retro' for a reason. Now a days we have HD textured 3D sandbox games with so much content and possibilities I could insert joke here about it being comparable to the universe. We're spoiled for content, especially if you're of the ilk that likes to "mod it 'till it crashes". So why should we be excited for a game that looks old, sounds old, and plays old? (Feel old yet?) <br></p><p></p><p><p><img src="https://novogamer.com/images/archive-broken-image.png" style="width: 400.367647058824px; height: 225px; float: left; margin: 0px 10px 10px 0px;" alt=""></p>The story is as simple as it gets. Shovel knight and his companion shield knight are two traveling knights in search for every knights dream, treasure. Their Journey brings them to the <b>Tower of Fate</b>, where they lose their way to dark magic from a cursed amulet. When Shovel knight comes to, shield knight is nowhere to be found and the tower is sealed. With his will broken shovel knight resigns himself to solitude. With shovel knight out of the game, a new evil envelopes the land, the <b>Enchantress</b> and her <b>Order of no Quarter</b>. When shovel knight learns that the Tower of fate has once again unsealed, he sets off in haste to find his old companion. Simple storyline, friends go on adventure, friend loses other friend, time pases, friend goes looking for friend. Or not actually that simple, but its a story we can all understand and get behind. There's not dabbling in side story, or hundreds of characters with intricate motives (I'm looking at you game of thrones).It makes sense, and it feels good, what else do you need? .The game is short however; it's not a rogue like that will play differently 1000 times, and is <b>my only</b> vice with the game. That however shouldn't change your mind about picking it up.</p><p><br></p><p>But I can hear your clamor, "It has a seamless storyline, so what? It's a video game, there's more to it". I couldn't agree more my hypothetical straw-man gamer, but would you believe me if I told you that wasn't all there is to this game? Gamers of old had to have started playing somewhere, and if you were like me it was with Jumpman 'Mario' Jumpman; And if you remember playing that game, don't worry, we're not that old yet. The controls of this game are as clean and simple as they get, you can jump, you can dig and hit things with your shovel. Gathering treasure is still important to shovel knight apparently because there's a tonne of it wherever you go, and you'll want to pick it all up; because who doesn't .There's some extra power ups, but otherwise there are no combo's you need to memorize. It feels clean, plays like a charm on any platform (and every platform). Shovel knight has made it to pc on steam, to the 3DS, to OS X, Linux and will be coming to playstation 3, 4 and vita (I'm looking at you xbox one). <br></p><p><p><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: right; margin: 0px 0px 10px 10px; width: 359.72602739726px; height: 202px;"></p></p><p><br></p><p>These days, platformers have made a return through indie games. A strong return too, as well as pixel art. So if you like that, this will blow your mind. The art is easily one of the games strengths. Each level is crafted with awesomeness, from the plague infested castle of the aptly named plague knight, to the icy landscapes of polar knight. It's glorious in all it's pixely splendor. The music on the other hand, is amazing. Every tune is beautiful, and the best thing is their collectible. They really set the atmosphere for every level, its like actually being there; and if you stayed for the retro art style then you'll stay for the chiptune goodness that is crammed into every second of this game. The music is easily my favorite aspect of this game and I think Yacht games hit this nail right on the head.</p><p>So if you find yourself with a couple of hours with nothing to do, and have an affinity for retro games and a flair for odd weapons. Then you'll love digging yourself into this game.</p>\r
]]></description>
                <category></category>
                <author><![CDATA[Archive]]></author>
                <guid>12a16wvkZE</guid>
                <pubDate>Thu, 29 Jan 2015 02:11:00 +0000</pubDate>
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                <title><![CDATA[The Advancements in Advanced Warfare]]></title>
                <link>https://novogamer.com/articles/the-advancements-in-advanced-warfare-qw39m62OeD</link>
                <description><![CDATA[<p><img src="https://novogamer.com/images/archive-broken-image.png" style=""><br></p><p>November 4<sup>th</sup> marked the release of Call of Duty:
Advanced Warfare, the most innovative of the franchise, and in turn one of the
worst of its series. Sledgehammer Games has made some changes to how players
move in Call of Duty via what is called an Exo Suit, but have failed to tap the
potential of these new movement options.</p>

<p>Before in Call of Duty games, players could only walk, run,
duck, crawl, jump, and climb. Advanced Warfare expands on these movement
options by giving players what is called an Exo Suit. The Exo Suit more or less
acts like a jetpack, reinforcing the futuristic setting the game is in. On top
of what has already been stated, players can now slide in any direction, double
jump, hover, and dash in the air.</p>

<p><ul><li><span style="line-height: 1.45em; background-color: initial;">By expanding
the movement players have by so much, the rest of the game should be built
around these new movement options. Maps should include more verticality, be
wider, and give players several paths both vertically and horizontally to
encourage the use of the Exo Suit. The size will also allow players to plan
their approaches. However, the maps in Advanced Warfare feel as small and
congested as ever.</span></li></ul><ul><li><span style="line-height: 1.45em; background-color: initial;">The Exo Suit seems only allows
players to find each other and kill each other even faster than they already
could before. While maps have generally lower buildings now for players to jump
up to for vantage points, they are also very open. Teams can move across the
map, getting around and behind defensive positions so quickly that players are
more inclined to keep running in circles to try and keep up with the chaos
rather than hold back and let it come to them. Also when players respawn after
dying- spawning being the act of being replaced in the map after being killed-
they usually are immediately greeted with more conflict, having no time to
strategize their next move.</span></li></ul><ul><li><span style="line-height: 1.45em; background-color: initial;">Despite how conflicting the elements
are, the goal is more or less achieved. The Call of Duty franchise does highly
value constant high impact action. The Exo Suit makes conflicts almost
impossible to avoid, appealing to audiences who love the constant engagements.
However, this can also turn off a lot of players who want to take the military
genre more true to its name with tactics, strategies, and a playstyle that emphasizes
survival over kills.</span></li></ul><ul><li><span style="line-height: 1.45em; background-color: initial;">After several hours of trying to
adapt to the new movement and ever increasing speed of the game, I find myself
turned off by the emphasis on reaction and lowered value on strategy. Due to
this, I believe Advanced Warfare's addition of the Exo Suit was bold, but
hardly considered when creating the rest of the game. I just hope that
Sledgehammer will make maps in the future that will better utilize the changes
they've made.</span></li></ul></p>







<br><p></p>]]></description>
                <category></category>
                <author><![CDATA[Archive]]></author>
                <guid>qw39m62OeD</guid>
                <pubDate>Tue, 13 Jan 2015 06:06:00 +0000</pubDate>
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                <title><![CDATA[Game Weapon Practicality 01]]></title>
                <link>https://novogamer.com/articles/game-weapon-practicality-01-QZ4MnaWvZN</link>
                <description><![CDATA[<p></p><p><span>So then... How does a gamer who takes pride in his real life analyst skills write a weekly article when he t</span><span style="line-height: 1.45em; background-color: initial;">akes\r
 more pride in a single character design (bio type stuff) than anything \r
worth money? Well I got thinking and I'm good with weapons and stuff... I\r
 figured out how to build a Metal Gear and several weapons crossovers \r
along with knowing many key vitals on the human organs. So why not look \r
at just that. Weapons and characters. Stuff like did Sephiroth kill Aerilth. So, to make it easy I'm \r
using weapons that "don't work" in real life so no guns and I may \r
explain staves however magic is hard to cover as some spells are \r
impossible.</span></p><p></p><p><span>I\r
 am going to place a note at the beginning here... I'm working around two \r
"bases" for the weapons. My physical structure as it is something I can \r
work with for using weapons, however I'm also gonna\r
 use world records for weight lifted and similar aspects. This should \r
give a range of most people so because I say I can lift it with \r
difficulty don't mean you will struggle. That said I'm male and I'll be \r
using male records for consistency but will adapt for female weaponry</span></p><p></p><p><span>All the formalities covered I need a weapon...Metal Gear, Rail-Gun's, HF blades... What's the best to start with? Well... I'm gonna\r
 look at the HF blade as I like the concept, so what is a high frequency\r
 blade Its based on real stuff as a blade vibrating fast enough can cut \r
anything while moving slow making it look good so far since its had high\r
 frequency vibrations sent through the blade however this don't work in \r
practice. As either the blade would shake too much from needing constant\r
 vibration or it would cause your hand to go numb.</span></p><p></p><p><span><img src="https://novogamer.com/images/archive-broken-image.png"><br></span></p><p><span>The\r
 issue is animals like ants that use similar techniques work because of \r
the size and there is a constant source unlike in the games causing \r
issues in implementing the theory to reality. However hypersonic \r
technology may be a nice work around. The vibration from these is enough\r
 to help remove the drag and cut objects easier... We have an issue with\r
 the hand going numb though. You may be able to direct the vibration \r
away from the hilt and into the blade however it would be a larger \r
hand-guard and may break the blade if you are nanometres out.</span></p><p></p><p><span>It's\r
 a plausible weapon if done correctly however may need some work and \r
bulky blades to be effective on anything without melting your hand. Or \r
shaking bolts loose (not a hint for my next article at all.) Leave \r
suggestions in my email (<a href="mailto:addavenye@live.com">addavenye@live.com</a> or <a href="mailto:gmarshall1996@gmail.com">gmarshall1996@gmail.com</a>)<br></span></p><p></p>\r
]]></description>
                <category></category>
                <author><![CDATA[Archive]]></author>
                <guid>QZ4MnaWvZN</guid>
                <pubDate>Tue, 13 Jan 2015 09:28:00 +0000</pubDate>
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                <title><![CDATA[Spotify to Enter Partnership with PlayStation]]></title>
                <link>https://novogamer.com/articles/spotify-to-enter-partnership-with-playstation-zgbAx0M9Jn</link>
                <description><![CDATA[<p>Yesterday, PlayStation announced it would be working with Spotify music to create a new application called "PlayStation Music." Spotify is a free music-player partnered with Facebook, in which you can create playlists consisting of any songs in their library, and play them at will. The website remains free by its use of advertisements, but a premium service is available.</p><p style="text-align: center;"></p><p><img src="https://novogamer.com/images/archive-broken-image.png" style="width: 330.904645476773px; height: 404px; float: left; margin: 0px 10px 10px 0px;" alt=""></p><p></p><blockquote style="margin: 0 0 0 40px; border: none; padding: 0px;"><p></p><p><span style="font-style: normal;"><span style="line-height: 1.45em; background-color: initial;"><font color="#0c0c0c"><span style="line-height: 1.45em;">One question raised is whether PlayStation music will operate like the Spotify program for the PC, or if it will act similar to the mobile app. In the mobile app, the service takes similarities to common radio apps, in which you may listen to radio stations based off of songs or artists, or you can listen to your personal playlists on shuffle. Many people may bedisappointed if PlayStation music is simply Pandora radio for your PlayStation. Do you believe the fusion of music and video games will be beneficial? Or will it lead to more price tags and</span>hassle<span style="line-height: 1.45em;">?</span></font></span><span style="line-height: 1.45em; color: rgb(12, 12, 12); background-color: initial;"></span></span></p></blockquote><span style="color: #777777;"><i><br></i></span><p><i><a href="http://blog.us.playstation.com/2015/01/28/playstation-meet-spotify/">View the official announcement here.</a><br><br></i></p><p><i>I recommend downloading Spotify if you have a stable internet connection, and want free music.<br></i></p>\r
]]></description>
                <category></category>
                <author><![CDATA[Archive]]></author>
                <guid>zgbAx0M9Jn</guid>
                <pubDate>Thu, 29 Jan 2015 02:52:00 +0000</pubDate>
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                <title><![CDATA[Check in, Knockout and check back in again.]]></title>
                <link>https://novogamer.com/articles/check-in-knockout-and-check-back-in-again-11v2bwGnjM</link>
                <description><![CDATA[<p>Imagine, you check into a seemingly normal hotel. You talk to the check in desk, they give you your keys. You're on the second floor, but that's all it says, you then notice that your other friends have the exact same key. You take the elevator, and when you get there you don't see a corridor of doors, just a platform and no visible floor. Then your friend rips a chuck of the floor of and tosses it at you. What you're struggling to imagine is <b>Check in, Knockout</b>, the latest from <a href="http://www.Lionadegames.com">Lionade games</a>. A simple 4 man brawler with a twist.</p><p><br><iframe src="https://www.youtube.com/embed/pmx4ASZHQCA" allowfullscreen="" frameborder="0" height="315" width="560"></iframe></p><p>The game is still in development, with no release date set. But for those who enjoy the kind of games where the action is mad quick, the pain is real and the points don't matter. Then you should keep your eye on this one.<br></p><p><br></p>
]]></description>
                <category></category>
                <author><![CDATA[Archive]]></author>
                <guid>11v2bwGnjM</guid>
                <pubDate>Thu, 29 Jan 2015 04:52:00 +0000</pubDate>
                <media:content height="1080" type="image/jpeg"
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                <title><![CDATA[Games That Time Forgot: Monster Rancher]]></title>
                <link>https://novogamer.com/articles/games-that-time-forgot-monster-rancher-AOn5PQmGMO</link>
                <description><![CDATA[Growing up in the late 90s/early 2000s, a lot of my friends and I were engrossed in the monster raising craze, brought on by Pokémon  and Digimon. For me and my family, there was a bizarre 3rd entry in that genre that none of my friends growing up had heard about. I'm talking about Monster Rancher, which took monster raising to a whole other level, that Pokémon  has never been able to reach.<br><br>For those unfamiliar, Monster Rancher involved monster breeding with a twist: The game made you take the disc out, and you generated monster from other games, music CDs, and DVDs that you had lying around the house. It would generate different breeds, sub breeds, and stats, and it was enough to make me and my dad try every disc in the house and copy down what it made into a notebook, for future reference. Not all of them were random though; certain discs made special monsters, based on the game, album, or movie put into it. Most notably, putting the soundtrack for Terminator 2 made a metal jell, which looked like the liquid metal terminator that this entry was known for. Other future titles used words and drawings to generate monsters instead of replacing discs, but I feel like with our new generations of consoles, we could do so much more with them. After you've made your monster, it was time to train it.<br><br><p><img alt="" style="float: left; margin: 0px 10px 10px 0px;" src="https://novogamer.com/images/archive-broken-image.png"><br><i>For putting Metal Gear Solid disc 1 in Monster Rancher 2, you got a Gaboo with a headband and camouflage, being an obvious throwback to Solid Snake.</i></p><p>Training consisted of choosing an activity to enter your monster in to train a specific stat, resting, battling, or going on adventures that tired your monster out, but had a big stat payoff. The game runs on a weekly basis, and you choose what to&nbsp; train in for that week, for every four weeks, until you have to feed them again at the start of the next month. More often than not, your monsters would pass the training, but there are certain times where they'd go above and beyond expectations, cheat to pass, or just fail completely. During these times, you are given options to scold and praise your monster accordingly. It was always up to you to figure out when to scold or forgive, because letting them off the hook will only increase their cheating and failing ways. If you were too hard on your monster, however, they could run away. They could be gone anywhere from a mere week, up to a few months. Growing up, this weighed on me a lot, and I'd constantly check to make sure I wasn't accidentally pushing my monster away when I meant to hone their skills. Resting is lets your monster take a week off to recover from training or battling, to get them ready for another round. After months of training, you'd be ready to enter your monster in some battles.</p><p></p><p><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: right; margin: 0px 0px 10px 10px;"><br><i>Here you can see a Hopper at the ranch on Monster Rancher 2.</i><br></p>Feeding your monster gets pretty expensive after a while, so to fight off bankruptcy, you need to fight. Monsters would enter tournaments to compete for prizes, cash, and ranks. The game runs on a ranking system, going from E, D, C, B, A, to S. If your monster is knocking monsters out with ease, then it'd be time to enter the championship. In battles, you have a far, mid, and close range move, and you can switch these out as you need during battles. Each attack has a 'guts' cost, and if you'd just spam it, you could potentially leave yourself defenseless. You'd have to keep an eye out for your opponent, and see if there are any spots in their ranges where they couldn't hit you from and exploit it. Although skill is a factor, it mainly came down to stats, which would be raised during training. The match compares your stats with the enemy's right at the start, so you can see if you're leagues ahead of the competition, or if you should go back to the ranch and train some more. If your monster's stats were too high, some monsters would even quit to avoid a beating. Battles possessed a danger though, and if your monster gets KO'd by a devastating attack, they could be hospitalized, or even die. As a kid, this game transcended all other monster raising games, because although my Pokémon  could faint, I never had to see a memorial service for them. The series had fun with it though, and even had a ghost monster you could only get after having one die on you, which just blew my mind at the time. If training wasn't enough, errantries and adventures could pass the time and get you some more items.<p></p><p></p><p><img src="https://novogamer.com/images/archive-broken-image.png" alt="A battle taking place on Monster Rancher 2" style="float: left; margin: 0px 10px 10px 0px;"><br><i>A battle taking place on Monster Rancher 2</i><br></p>If you needed lots of training for a tournament a few months away, errantries were the best route to take. They involved going to different exotic locations, and doing training exercises there to boost 2 stats, while slightly lowering 1 stat. These could result in injury if the monster fails certain trials too many times, and are rather risky at the start of a monster's life. If the monster does really well, however, they can learn new attacks to use in battles. Other than errantries, adventures led you and your monster to many different locations, searching for items to sell. Once you hit certain rank milestones, you could go there and look for items to make specific legendary monsters. If your monster didn't have very high intelligence, you could potentially waste a whole month, while your monster bumbles around and doesn't find anything. These are also risky to monsters, as they can be attacked by wild monsters while exploring. If your monster's life stat is too low, and you can't return to your campsite in time, they can also get lost for months. These were typically reserved for more elite monsters and breeders, but had too high of a payoff to just ignore.<p></p><p></p><p><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: right; margin: 0px 0px 10px 10px;"><br><i>A picture of an adventure, from Monster Rancher 2.</i><br></p>I could go on for hours about Monster Rancher, but despite being loved by most gamers who've played it, it's failed to stay relevant in the gaming market. Other than a DS game, it hasn't had a new entry in the series since the PS2! The gameplay is as solid as ever, and it still holds up to this day. I feel like the amount of similar games it had to compete with overshadowed it, but a game as unique as Monster Rancher might be what the current gen needs to break out of the monotony of FPSs and parkour games. As fond as my memories are of Monster Rancher, I want to see it thrive on modern consoles, rather than just stay a relic of the past. Maybe Tecmo Koei will one day remember this gem, and decide to revisit it.<p></p><p>If you played Monster Rancher in the past, leave a comment letting me know your thoughts on it.<br></p>\r
]]></description>
                <category></category>
                <author><![CDATA[Archive]]></author>
                <guid>AOn5PQmGMO</guid>
                <pubDate>Sat, 31 Jan 2015 11:57:00 +0000</pubDate>
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                <title><![CDATA[Living the Fantasy Life]]></title>
                <link>https://novogamer.com/articles/living-the-fantasy-life-dlvwZKmgKg</link>
                <description><![CDATA[<p></p><p>Lets\r
face it, we all hate chores, running errands, and pandering to the needs of\r
annoying&nbsp;neighbours, but for some reason we just can't stay away from\r
games that incorporate these aspects of life into game-play. <i>Fantasy Life</i>, for the Nintendo 3DS, is\r
essentially what you would get if <i>Final\r
Fantasy: Crystal Chronicles </i>and <i>Harvest\r
</i>Moon had a baby; it's a magical RPG packed with quests, weapons, fishing, flower\r
picking, crafting, and monsters. Like<i> Harvest Moon&nbsp;</i><span>before\r
it,&nbsp;</span><i>Fantasy Life </i>allows you to explore and\r
immerse yourself into a colourful world filled with a wide array of charismatic\r
NPC's and their never-ending requests.&nbsp;</p><p><span style="line-height: 1.45em; background-color: initial;">In many\r
games the class you choose during character creation is the class that you are\r
stuck with, one of the key features that </span><i style="line-height: 1.45em; background-color: initial;">Fantasy\r
Life </i><span style="line-height: 1.45em; background-color: initial;">offers is the opportunity to have your character switch between 12 unique\r
classes at almost any point during game-play. This allows the player to embrace\r
their inner miner while living the peaceful life of a fisherman but still being\r
able to kick-ass as an adorably ruthless mercenary. Additionally, each class\r
has unique goals which will no doubt keep the player occupied for hours. One of\r
the more disappointing qualities of the 12 class system is that the fundamental\r
game play does not change in any way when you switch between classes, and aside\r
from gaining new skills and quests when you switch classes (which are retained\r
when you switch again) there is no real change in how the game is played. In\r
some respect this makes the 12 class system unnecessary, but at least the class\r
specific costumes are cute.&nbsp;</span></p><p><span style="line-height: 1.45em; background-color: initial;"><a href="http://fantasylife.nintendo.com/quiz/"><img src="https://fantasylife.nintendo.com/assets/images/quiz/char_combat-group.png" alt="Fantasy Life" style="float: right; margin: 0px 0px 10px 10px; width: 327.539568345324px; height: 271px;"></a></span></p>\r
<p><i>Fantasy Life</i> also offers a main quest\r
that involves the player running about, defeating monsters, and saving the\r
world. Despite following the standard RPG archetype the story line it is quite\r
charming, and besides, if you're already venturing out into the world to\r
improve the rank of your life-at-the-time you might as well get some of the\r
main quest done too.</p>\r
<p>The\r
majority of time spent with this game will involve forging swords, sewing hats,\r
and mining gem stones for NPC's, and aside from being able to purchase a few\r
different homes and a wide array of items there isn't much to work towards\r
financially. That being said <i>Fantasy Life</i>\r
is a game that you will either love or hate; if you enjoy games like <i>Animal Crossing</i> you will no doubt be\r
hooked on <i>Fantasy Life </i>after an hour.</p><br><p></p>\r
]]></description>
                <category></category>
                <author><![CDATA[Archive]]></author>
                <guid>dlvwZKmgKg</guid>
                <pubDate>Fri, 30 Jan 2015 11:18:00 +0000</pubDate>
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                <title><![CDATA[To Pre-Order or not to Pre-Order]]></title>
                <link>https://novogamer.com/articles/to-pre-order-or-not-to-pre-order-DZVyjWwOyQ</link>
                <description><![CDATA[<p>Pre-ordering games is serious business. For sometimes more than twice the price of the original game (In Australia at least) you can get assortment of special, limited edition memorabilia and maybe some in game content. As someone who will save&nbsp;up to buy these collectors editions of games I've barely seen, I can tell you right now it's not always a perfect end result (I'm looking at you Assassin's Creed 3). There are so many factors to think about when it comes to pre-ordering.</p><p><b>COST-</b></p><p>Sometimes a special edition may only be an extra $40, but I have seen some pretty pricey collectors editions. Some games even come with different levels of bonuses, for different prices. When it comes down to it, it's the game which will ultimately persuade you to pre-order or not.</p><p></p><p><img src="https://novogamer.com/images/archive-broken-image.png" style=""></p><font color="#202020"><b><i>Good pre-order, full of stuff, nice looking statue.</i></b></font><p></p><p><b>BONUSES -&nbsp;</b></p><p>For me, the best pre-orders are the ones where you get the bang for your buck. Large detailed&nbsp;statues, in-depth art books, the soundtrack of the game, additional content and a cool box it comes in. If a pre-order offers me all that it's a done deal. But more often than not, you'll see maybe only a statue or a coin. It's really personal preference, but there are plenty of people willing to pay $150 for a nice statue. Honestly more pre-orders should offer a copy of the soundtrack, it's not difficult and takes up limited space. I'm sure the game's composer would appreciate more people hearing his work too. Right now&nbsp;</p><p><b>WHAT ABOUT YOU?-</b></p><p>You need to decide whether or not you're over-hyped. For me, I pre-ordered Assassin's Creed 3 because I was super hyped for the game, I got the game and enjoyed it but don't think I would have paid as much for it as I did. Especially since i didn't get much in the way of bonuses. You need to think rationally. Look at the bonuses and decide whether you really want to pay nearly double for the game for the bonuses. &nbsp;</p><p></p><p><img src="https://novogamer.com/images/archive-broken-image.png" style=""></p><font color="#202020"><b>Cool statue but is it worth it overall?</b></font><p></p><p><b>FINAL WORDS-</b></p><p>In my opinion, most of the time it's not worth pre-ordering. You can pick up the game on the day it comes out, if you wan't to get it. If you the pre-order is too good to be true: Well priced, Full of neat stuff and you know enough about the game to know you'll like it, then go for it. If you feel at all hesitant, that feeling won't go away. Buyers regret is a pain in the ass.</p><p><br></p><p><i>Also I'm real sorry if none of this applies&nbsp;to anyone, I'm Australian and our video games&nbsp;are really weird . . .</i></p>\r
]]></description>
                <category></category>
                <author><![CDATA[Archive]]></author>
                <guid>DZVyjWwOyQ</guid>
                <pubDate>Sat, 31 Jan 2015 03:11:00 +0000</pubDate>
                <media:content height="1080" type="image/jpeg"
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                <title><![CDATA[The New 3ds, because its new.]]></title>
                <link>https://novogamer.com/articles/the-new-3ds-because-its-new-1gyQbwaaNm</link>
                <description><![CDATA[<p>You might have heard, but the 3ds is getting a new face (figuratively and literally). "But Blanky, why would I get a new 3ds? What's new?" A good question, which is why this article is here. So for you handheld fans, here's what's 'new':</p><p><br></p><p><b>The 3D is actually good now.</b></p><p>If you're like me, not needing weird 3D glasses to experience Link beating your ass all over Final Destination in 3D was like living in the future. Then you realize it's pretty bad, you have to keep your face directly in front of the screen to see the 3D, which makes it not so much fun to play games in 3D. So why is it good now? Because you can face the screen from all the angles, and still get that sweet 3D. 3D for days son.</p><p><br></p><p><b>C-stick, It's back baby.</b></p><p>If you played on ye old Nintendo console's you'll know what the C stick is, and what it does. Otherwise its just another joystick, that'll do new stuff. Get that vitamin C-stick.</p><p><br></p><p><b><img src="https://novogamer.com/images/archive-broken-image.png" style="width: 437.191435768262px; height: 261px; float: left; margin: 0px 10px 10px 0px;" alt=""><br></b></p><p><b>Aren't there enough buttons?</b></p><p>No. Two shoulder buttons? Does 4 sound good? Because you'll get 4. <br></p><p><br></p><p><b><br></b></p><p><b>But first let me take a 3D selfie.</b></p><p>If you have a 3D then you'll know that the camera is pretty weak, your phone probably has a better camera. But with the new 3Ds Nintendo promises that it'll be better much better, muuuuuuuch better. So get ready for some sweet 3D photos. (inb4 3D nsfw)</p><p><br></p><p><b>It'll play new things. <br></b></p><p>The new 3Ds boasts increased power, with newer and faster CPU's and GPU's. Which means it'll play old games smoother (I'm looking at you Pokemon X/Y in 3D mode), and it'll play newer more power Intensive games. Like Monster hunter 4, and other titles. However that also means that these new power intensive games won't run well on the older system. Which means new games for the new 3Ds won't play on the 3Ds. It's annoying, especially for everyone who still think the 3Ds is a newish system, and don't exactly have the dosh to get another.&nbsp;</p><p><br></p><p><b>More bang for the same amount of buck.</b></p><p>Unless you bought the first 3Ds then that statement is true. The price for the new 3Ds is about the same with the first iteration, the compact $151 and the XL for $174 .So for the same price you get a butt load more, and if you do wanna shell out for the new system regardless, I'd say worth. Unfortunately for the US only the XL will be available, and the systems will still be region locked. <br></p><p><br></p><p><b>D-Day, when's it gonna drop?</b></p><p>It already has... in Japan and Australia. In the Eu and the US you'll have to wait till February 13th, 2015.&nbsp;&nbsp;</p><p><br></p><p>All in all, its annoying as hell that they bring a new system so soon. But for what it brings, i'm looking forward to it, most definitely.<br></p>
]]></description>
                <category></category>
                <author><![CDATA[Archive]]></author>
                <guid>1gyQbwaaNm</guid>
                <pubDate>Fri, 30 Jan 2015 09:37:00 +0000</pubDate>
                <media:content height="1080" type="image/jpeg"
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                <title><![CDATA[The Wii U is the winner of the Console War]]></title>
                <link>https://novogamer.com/articles/the-wii-u-is-the-winner-of-the-console-war-DzjEMWvLeG</link>
                <description><![CDATA[<p></p><p>Now listen. I know what you're thinking. But seriously, the Wii U Is just about the sickest thing to be sitting in my living room since my elderly grandma (Love you Gran, get well soon xx).&nbsp;</p><p>And I'm not just saying this because I got it back when it was still like $600. Since getting the Wii U, I've accumulated a fine assortment of games; Shovel Knight, Mario Kart 8, Super Smash Bros.Brawl, Lego City Undercover, Lego Hobbit, Just Dance 3 etc.&nbsp;</p><p>While playing&nbsp;these on and off I got my PS4. I love the PS4 and love . . . most of the games I have for it. . . Around the same time my neighbor<span>&nbsp;got an XBOX ONE. But as many people who got an Xbox or a&nbsp;PlayStation&nbsp;know, the launch title games weren't all that great . . . A lot of issues and a lot of disappointment.&nbsp;</span><span><b>Ryse: Son of Rome</b></span>? More like '<b>Son of the Bargain&nbsp;Bin</b><span>'.&nbsp;Watch_Dogs? More like '</span><i>I'd rather be&nbsp;</i><b>Watch</b><i>ing my mum get eaten by </i><b>Dogs</b><span>'. Sure a lot of people love these games (I myself love the look of&nbsp;Ryse&nbsp;and think it's a pretty groovy game) but the general consensus seems to be one of disappointment. Assassin's Creed Unity, The Master Chief Collection it feels like every game coming out is being disliked by heaps of people.</span></p><p></p><p><span>Here's where the Wii U comes in. Mario Kart 8: Straight upgrade, no complaints.&nbsp;Bayonetta: More of what everyone loves. Lego Hobbit: Great Lego game,&nbsp;open world, fun for all ages. That's one of the things the Wii U has going for it, it's a console for all ages. From&nbsp;Skylanders&nbsp;to Resident Evil, gamers of all ages and skill levels can enjoy it.</span></p><p><span>The games coming out are so hype. The new Zelda, new Yoshi, new Kirby,&nbsp;XenobladeChornicles&nbsp;and even a new&nbsp;Starfox! This is so fly. Now of course&nbsp;I'm hyped for games like&nbsp;Bloodborne&nbsp;(Sorry Xbox owners) but the Wii U's track record for rad games is&nbsp;consistent. Captain Toad is such a basic idea but it's done so well and it's a heap of fun!&nbsp;Amiibos&nbsp;are fresh to death (even if they're getting a bit costly). I'm getting butterflies in my stomach just thinking about how sweet all this new stuff for Wii U is, and I just don't get the same feelings for many of the games coming to PS4 and Xbox.</span></p><p><span>Keep in mind I am still plenty excited for a lot of PS4 and Xbox games (I'm sure my&nbsp;neighbour&nbsp;will continue to let me use his Xbox), and this is all just my opinion but the evidence is there. This war is over. N1nt3nd0&nbsp;izthasikest.</span></p><p>(Inb4 PC Master Race)</p>]]></description>
                <category></category>
                <author><![CDATA[Archive]]></author>
                <guid>DzjEMWvLeG</guid>
                <pubDate>Fri, 28 Apr 2017 00:51:00 +0000</pubDate>
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                <title><![CDATA[Dungeon of the endless deaths.]]></title>
                <link>https://novogamer.com/articles/dungeon-of-the-endless-deaths-1xBQ6wMNGn</link>
                <description><![CDATA[Do you like RPG's? Do you like rogue likes? Do you like tower defense? Do you like strategy? Do you like turn based games ? Do you like dungeons? Do you like multitasking? Because you'll love <b>Dungeon of the Endless</b>. Which is basically all of the things I listed, all mashed into one grand game.<br><br><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: left; margin: 0px 10px 10px 0px;"><br>Your ship is going down, the only way out was an escape pod with the ships energy source, the Gem. As you pray to whomever you pray too, the pod hurdles towards an unexplored planet. You crash down, luckily the pod is tough enough to hold on impact, but it burrows itself deep into the planet's crust. Looks like it won't be going anywhere now, and it seems the only way up, is through the ruins of the planets monster infested dungeon. It looks like you'll have to fight your way out, or die trying.<br><br>Fighting your way out won't be easy though, as you'll have to power rooms and set up defenses, or be overrun. Most of the action in this game centers around keeping the Gem safe (as it is your only power source) and getting to the strange lifts. The only way to progress is to open doors, which act as a sort of next turn please button; in which you'll receive additions to supplies of food/science/industry. Food is used to level up and heal heroes, science to research and upgrade turrets, and industry to build turrets. Then once the resources are tallied one of several thing will happen, the most likely being swarmed by enemies. <br><br><img style="width: 536.494px; height: 302px; float: right; margin: 0px 0px 10px 10px;" src="https://images.eurogamer.net/2013/usgamer/DotE1.jpg" alt=""><br><div>The art is amazing too. The pixel art is smooth and well defined, with a darker color palette that really gives a atmosphere that fits the story. It has a similar feel to Risk of Rain, but takes a 3d(ish) approach instead of 2D, but if you love one you'll love the other. The music is not a strong point I feel with this game, and is often a little loud for myself. The monster sound effects however are well done, and it'll send chills down your spine when you know you're not ready for that 3rd wave of monsters headed for you. <br><br>On that note I should address the difficulty levels. There's too easy, Easy (which is default) and unlock-able harder difficulties. Now as a beginner, you might think Easy difficulty would be okay, but you couldn't be more wrong. Easy is tough, and you'll not likely get further than level 3-4, you'll be swarmed. The game requires real thought, and without it you'll start losing heroes left and right (and the tears will flow). So if you like strategy, then this game is swamped in it.<br><br>But don't take my word for it, here listen to this talking dog.<br><iframe src="https://www.youtube.com/embed/pBhfV4qOhxU" allowfullscreen="" frameborder="0" height="315" width="560"></iframe><br><br><br><p><br></p>
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                <category></category>
                <author><![CDATA[Archive]]></author>
                <guid>1xBQ6wMNGn</guid>
                <pubDate>Fri, 30 Jan 2015 07:46:00 +0000</pubDate>
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                <title><![CDATA[Bloodborne - Why you should HYPE]]></title>
                <link>https://novogamer.com/articles/bloodborne-why-you-should-hype-DZVyjWwOv2</link>
                <description><![CDATA[<blockquote style="margin: 0 0 0 40px; border: none; padding: 0px;"><p><span style="font-style: normal;"><span style="color: #000000;">Bloodborne is the latest&nbsp;upcoming&nbsp;game from FROM soft, the developers of Dark Souls and Demon Souls. Dark Souls is my favourite&nbsp;game of all time so it's no&nbsp;surprise&nbsp;that I am super hyped for Bloodborne. And I think you should be too!</span></span></p><p><span style="font-style: normal;"><b><span style="color: #000000;">YOU MAY BE THINKING-</span></b></span></p><p></p><ul><li><span style="color: #000000;"><span style="font-size: 15px; line-height: 1.45em; font-style: normal;">I was&nbsp;disappointed</span><span style="font-size: 15px; line-height: 1.45em; font-style: normal;">&nbsp;by Dark Souls 2, how can I trust FROM soft to deliver a good game?</span></span></li><ul><li><span style="font-style: normal;"><span style="color: #000000;">There are two different teams in FROM soft, the A team and the B team. The A team has the genius Hidetaka Myazaki, who is&nbsp;working&nbsp;on Bloodborne. The B team does not&nbsp;have&nbsp;Myazaki :/</span></span></li></ul><li><span style="font-style: normal;"><span style="color: #000000;">Dark Souls was hard, I don't want to be punished for playing a game!</span></span></li><ul><li><span style="font-style: normal;"><span style="color: #000000;">Suprise! Myazaki has said that he wants to make it more open to casual players. Man up and grab the game by it's balls</span></span></li></ul><li><span style="font-style: normal;"><span style="color: #000000;">But I haven't played any of the previous games, how will I know what's going on?!</span></span></li><ul><li><span style="font-style: normal;"><span style="color: #000000;">This game isn't even a part of the Souls series! (Though recent theories on <a href="https://reddit.com/r/Bloodbornethegame">r/Bloodbornethegame</a> would tell you otherwise). The lore will all be fresh and groovy, dive in!</span></span></li></ul></ul><p><span style="color: #000000;"><span style="font-style: normal;"></span></span></p><p><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: right; margin: 0px 0px 10px 10px; width: 572.957020057307px; height: 322px;"></p><span style="color: #000000;"><br></span><p></p><p><span style="font-style: normal;"><b><span style="color: #000000;">WHAT WE KNOW ABOUT GAMEPLAY-</span></b></span></p><p><span style="font-style: normal;"><span style="color: #000000;">Listen, this game is faced paced and bloody. It's risk and reward. It's a lot more forgiving than the previous games but no less hard. New weapons that have multiple different&nbsp;set-ups&nbsp;(We're talking swords that transform into even longer swords, hammers turning into&nbsp;swords and one knife, into two knives! This means you can changing your weapon setup while in combat! No more shields but you get a gun now. Time your shots right and you'll stun an enemy, leaving him open for a brutal counter attack. Character customisation has been hinted at but not confirmed (I have high hopes though).</span></span></p><p><span style="font-style: normal;"><b><span style="color: #000000;">THE WORLD-</span></b></span></p><p><span style="font-style: normal;"><span style="color: #000000;">Souls games have always been rich in lore. Bloodborne should be no exception. A world filled with mystery and misery.&nbsp;Beautiful&nbsp;Gothic architecture and bright dancing flames adorn every alley and plaza. The enemies that inhabit it are frightening and&nbsp;dangerous, very spooky and will keep you edge.</span></span></p><p><span style="color: #000000;"><span style="font-style: normal;"></span></span></p><p></p><p><img src="https://novogamer.com/images/archive-broken-image.png" style="width: 451.680709534368px; height: 254px; float: left; margin: 0px 10px 10px 0px;" alt=""></p><p></p><p></p><p><span style="font-style: normal;"><span style="color: #000000;">FINAL WORDS-</span></span></p><p><span style="font-style: normal;"><span style="color: #000000;">Look these kinds of games&nbsp;aren't&nbsp;for everyone, but seriously if you like the look of any of the screenshots and like the look of it,, check out some gameplay!</span></span></p><p></p></blockquote>
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                <category></category>
                <author><![CDATA[Archive]]></author>
                <guid>DZVyjWwOv2</guid>
                <pubDate>Sat, 31 Jan 2015 06:19:00 +0000</pubDate>
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                <title><![CDATA[Titanfall Review]]></title>
                <link>https://novogamer.com/articles/titanfall-review-9YENRGzxN4</link>
                <description><![CDATA[<p></p><p><span>I'm typically not one to review games, or to read a whole lot of reviews unless they're from people that I value the opinions of. These are people that play a lot of games and know when something is good and well, when it isn't. 2014 was a slow year for video games in my opinion, and&nbsp;Titanfall&nbsp;stands out as one of the few "diamonds in the rough" that we were gifted last year.</span></p><p><span>Now, let's get on with the actual review. The multiplayer, (which is all this game is) is an overall solid experience with a nice amount of variance in weaponry and&nbsp;loadouts, albeit reminiscent of the "Call of Duty" franchise that the dedicated gamer community loathes. But hey, in a game that literally boasts</span>&nbsp;"<i>Crafted by key developers behind the CALL OF DUTY franchise...</i>"&nbsp;on the back of the box, what more can you expect?</p><p><b>Game Modes</b></p><p><span>Titanfall&nbsp;has a number of different Game Modes to pick from when you initially load up the game, some of these are well known, such as "Capture the Flag" and "Hardpoint&nbsp;Domination", but others are a bit more unique, such as "Last Titan Standing", and "Pilot Hunter". Attrition, which is the main mode that you'll see played, is very simple and basically "Team Slayer". Using your standard&nbsp;loadout&nbsp;weapon or Titan&nbsp;mech, you kill enemy pilots, grunts, or titans to earn points. These points go towards your overall team score, and the first team to reach 300 is the winner.</span></p><p>Another Game Mode featured is "Campaign", although it hardly lives up to the name. Campaign mode consists of cooperatively playing with other players as well as against enemy players. You play as one of two teams, The IMC, or The Militia. This is where the story really shows its thin, underdeveloped plot. Basically, the IMC is the big-bad government that wants to have control over all of the colonized planets, and the Militia is primarily made up of those on the frontier that want to have their own independence. Not much more to it than that, unless you attempt to externally dig deeper for the lore. All I could think of while playing was the Insurrectionists vs. the UNSC from the Halo franchise, but maybe that's just me.</p><p>Anyway, Campaign places you into a battle on one of these two opposing sides, as well as giving you a very brief explanation of what purpose the battle holds. For example, one assault by the Militia on an IMC refueling depot was to prevent the IMC from having the capacity to refuel their warships, thus being unable to make the jump into the frontier effectively. Hardly anything new or inspiring, but hey, it is what it is.</p><p><b>Gameplay Mechanics</b></p><p><span>Gameplay is where&nbsp;Titanfall&nbsp;really shines. Your pilot is given a standard&nbsp;loadout&nbsp;at the beginning of each match. This can vary from your Automatic Carbine or SMG, to a Semi-Auto Rifle or Sniper. You're also given a sidearm, explosive ordinance of your choice, and a pilot ability, which range from increased running speed to cloaking. Perhaps the unique part of this&nbsp;loadout&nbsp;is your Anti-Titan weapon, such as a massive homing rocket-launcher or a slow-yet-deadly laser. These are the weapons that give you a fighting chance against the behemoth&nbsp;mech-suits called Titans that fall out of the sky when you've earned enough points to acquire one.</span></p><p><span>Speaking of Titans, this game is called&nbsp;Titanfall, and the real reason anyone evem&nbsp;</span>bothered to play this at&nbsp;all.</p><p><b>Titans</b></p><p><span>Titans are large, mechanical suits constructed for pilots to battle in. There are 3 basic chassis in which Titans can be built from. Atlas is the All-Around body, with a balance of both maneuverability and durability. The Ogre is a slow moving tank, able to take massive damage before going down. Finally, the&nbsp;Stryder&nbsp;is the fast-moving hit-and-run&nbsp;mech, able to dish out serious punishment, but is taken down easily with concentrated fire due to a lack of armor. Which you choose is up to you. Titans can also be custom-built to suit your playing styles with main weapons such as electricity-cannons and rockets, we well as abilities like nuclear ejection and temporary shields.</span></p><p><b><span>Overall&nbsp;Judg</span>ment</b></p><p><span>There's more to this game than I can personally fit into this review. To experience what&nbsp;Titanfall&nbsp;really has to offer, you're&nbsp;gonna&nbsp;have to play it yourself. The Game is available for Xbox 360, Xbox One, and PC This gives you a wide array of platforms in which to enjoy the title. Overall,&nbsp;Titanfall&nbsp;is a solid title that will give you hours of mind-numbing entertainment, but at the end of the day, what is does is cool, but not revolution. It feels like a recipe with all of the ingredients taken from other existing titles like&nbsp;CoD, Halo, MechAssault, etc. Still, it's fun to play, and that's what I truly value in a game.</span></p><p></p><p><b>FINAL SCORE: 8/10. Fun to play. Lack of campaign story and originality are drawbacks.</b></p><p><b><br></b></p>
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                <category></category>
                <author><![CDATA[Archive]]></author>
                <guid>9YENRGzxN4</guid>
                <pubDate>Fri, 30 Jan 2015 11:28:00 +0000</pubDate>
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                <title><![CDATA[Review: Dante's Inferno]]></title>
                <link>https://novogamer.com/articles/review-dantes-inferno-ZBJekwAALj</link>
                <description><![CDATA[<p>Ahh, Dante's Inferno. This game was an underappreciated hack 'n' slash action "adventure" (more on that later) that was released for the Xbox 360, PS3 and PSP in early 2010. VERY loosely based on the epic poem of the same name, you play as Dante, a crusader that had been murdered by an assassin in Saladin, after which Death himself condemns Dante to "everlasting damnation for [his] sins" that he had committed during the Third Crusade. However Death fails and is killed by Dante with his own scythe, and Dante begins his quest of redemption by going through the gates of Hell with the help of the poet Virgil and reclaiming his beloved Beatrice from a bet that she lost with Lucifer, the Prince of Darkness that dwells in the deepest, coldest pit of the Inferno.</p><p></p><p></p><p></p><p></p><p><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: left; margin: 0px 10px 10px 0px;"></p>The gameplay is fairly simple. You fight the demons of the underworld with Death's scythe and Beatrice's crucifix, solve puzzles to help you get closer to Dante's love, punish or absolve shades that give you bonus souls, and collect relics (which boost your stats) and Judas Iscariot's 30 pieces of silver (which give you more bonus souls from shades and fountains).&nbsp;<span style="line-height: 1.45em; background-color: initial;">Now, while the game is technically labeled as an adventure, it is almost completely linear as exploration is extremely limited. Most secrets are fairly obvious on where they are hidden, but that is my only gripe with this title as everything else pays off quite well.</span><p></p><p><span style="background-color: initial;"><span style="line-height: 1.45em;">The game plays almost exactly the same as the God of War franchise so if you know how to play those games, you'll be able to pick up and play this one without much trouble. However, while the game is virtually the same as God of War in terms of gameplay, the environment and atmosphere is vastly different and where this game really shines. The music is one of the most atmospheric details about this game. It has a very demonic feel to it and it sends chills down my spine when it starts to&nbsp;</span>crescendo at the right time and place. And don't get me started on the environment. The depictions of the various levels of Hell and the eldritch horrors that occupy them is extremely detailed and imaginative, ESPECIALLY with the fight against Cerberus. I have never seen such a unique&nbsp;interpretation&nbsp;of the 3-headed&nbsp;hellhound&nbsp;in my life.</span></p><p><span style="background-color: initial;"></span></p><p><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: right; margin: 0px 0px 10px 10px;"></p>As I played and went deeper into the pit below, everything just got more and more insane. A giant phallic tower enveloped by a cyclone of the sinners of lust, a massive walled city that you destroy on the back of a colossal monster, a bleeding forest made from the bodies of those that committed suicide, it all just gives me a sense of dread and fear.<p></p><p><span style="background-color: initial;">In conclusion, I had a lot of fun with this title mostly from the atmosphere alone, but if you want to play it for yourself, I highly recommend that you get one of the console versions as the PSP version has quite a bit of content cut from it in exchange for a digital comic which really isn't worth the amount of game that was removed. But until then, I'll be seeing you.</span></p><p>Console Score</p><p><img src="https://novogamer.com/images/archive-broken-image.png" style="line-height: 1.45em; background-color: initial;"></p><p></p><p></p><p>PSP Score</p><p><img src="https://novogamer.com/images/archive-broken-image.png" style="line-height: 1.45em; background-color: initial;"></p><p></p><p></p><p></p><p></p><p></p><p></p>\r
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                <category></category>
                <author><![CDATA[Archive]]></author>
                <guid>ZBJekwAALj</guid>
                <pubDate>Fri, 30 Jan 2015 09:36:00 +0000</pubDate>
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                <title><![CDATA[Adr1ft - Preview]]></title>
                <link>https://novogamer.com/articles/adr1ft-preview-11A2bwNZvK</link>
                <description><![CDATA[<p>Imagine the Academy award winning film Gravity, now make it a video game, you now have Adr1ft.</p><p>Rather than the deluge of Mountain Dew and Doritos filled Bro-filled shooters available for every console, Adr1ft aims to be everything Alien:Isolation was not. Rather than a horror-survival sim everyone expected A:I to be it still contained many action sequences that put a gun in your hand and told you to shoot your way out of a situation rather than building up the tension as Alien did. Adr1ft aims to change that by presenting space as it really is; A horrifying void of death and silence.</p><p>You start of in the shoes of a cosmonaut staring across space at the stars and of course the debris of your newly destroyed space station, this visually stunning opener is quickly forgotten as you make your way to the bulk of your once safe home through the eerily silent void of space with a pinch of dead friends scattered along the way. With the lack of communication and setup in play during the first few minutes of this game, it looks as if 505games have put a lot of effort into making this a proper FPX (First person experience) without the compulsive need to put a gun in your hand and slaughter waves of seemingly endless grunts. <br></p><p>The Aim of Adr1ft is to make it back to the surface in you EEV ( Emergency Escape Vehicle) While collecting canisters of oxygen scattered around to supplement your rapidly deteriorating supply in your broken EVA (Extravehicular activity) suit. All this combined with the eerie soundtrack should make for a powerfully frightening puzzle adventure game with the enough tension to keep you on the edge of your seats at all time.</p><p>Hopefully the visuals and soundtrack aren't there to distract from a lack of substance a large portion of games released onto next gen consoles seem be suffering with at the moment.</p><p></p><div style="text-align: center;"><a href="https://www.youtube.com/watch?v=hzOvI2cdaWk&amp;feature=youtu.be" style="line-height: 1.45em;"><b>Adr1ft trailer</b></a></div><p><br></p>\r
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                <category></category>
                <author><![CDATA[Archive]]></author>
                <guid>11A2bwNZvK</guid>
                <pubDate>Sun, 01 Feb 2015 06:57:00 +0000</pubDate>
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                <title><![CDATA[Game Weapon Practicality 02]]></title>
                <link>https://novogamer.com/articles/game-weapon-practicality-02-QRlQNaOXOZ</link>
                <description><![CDATA[<p></p><p><span>So real life hit me over the past few weeks and i've been unable to type my cybernetics weapon thing i decided to do... so i shortened it and done magic&nbsp;briefly&nbsp;(in prep for the third thing) so enjoy this short analysis and ill upload these as possible..</span></p><p><span>So\r
 I have a friend who designed a robotic arm for when / if I lose my arm \r
building or testing his weapons and how dangerous some were I felt \r
inclined to look into it... And its too easy too look into the workings.\r
 Nerve endings trigger movement by sending elecro-chemical signals and then its motors and hydraulics' kinda the basic stuff for me... And its been done... Sadly im\r
 not looking at speed of it just making it work and it exists already so\r
 I need a new weapon too look at... So from my spiritualistic point of \r
view (basically souls being a part of a person AND souls having an minor\r
 influence on our world and the people in it) does magic have any \r
validity to it?&nbsp;</span></p><p></p><p><span>Now\r
 magic is the manifestation of energy and a soul is energy which is you \r
so what can a soul do? Now I can say 2 things for definite the first is \r
that each person has different spiritual abilities l can identify \r
spiritual traits to a degree and read specific aspects of a soul... \r
There are moral issues so simply put it takes time to look at a soul as I\r
 cant look when I don't truly know someone and then I avoid personal \r
stuff so it can take weeks to look at aspects of a soul... It takes \r
weeks to look at a soul you with the 6/7 years of training in this ive had it gives me the magic stuff some ground.the rest will be covered in the next few weeks as magic is a difficult topic</span><br></p><p></p>\r
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                <category></category>
                <author><![CDATA[Archive]]></author>
                <guid>QRlQNaOXOZ</guid>
                <pubDate>Sun, 01 Feb 2015 09:11:00 +0000</pubDate>
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                <title><![CDATA[Storytelling in Games]]></title>
                <link>https://novogamer.com/articles/storytelling-in-games-YMYwlvD6m1</link>
                <description><![CDATA[<p>Unlike games, other media only requires the observer to passively watch as it presents all of its content to you in a neat and complete package. Because games causes the player to engage with it's plot and has the unique ability to hide away content to those who don't look for it or lack the skill to reach it, the story can become quite complex and that more interesting. Movies can't deliberately hide plot points like this. Books won't have a different ending if you finish it quick enough. This is a game specific story telling mechanic, and although video game storytelling is underdeveloped, I would argue that this makes it the ultimate form of narrative.</p><p>If you can make a movie out of a video game plot, you have done it wrong. Although games like Resident Evil, Beyond Two Souls, or &nbsp;Dead Space have well written plots for the most part, they don't fully utilize the medium they are placed in. They could have done as well if they were a movie, although heavily edited to better suit it. It's because the plot is straight forward told to you. You don't need to explore much to find any missing parts of the plot. They are just as good of a game as the rest (except Beyond Two Souls), but the reason behind this linear storytelling is because they were written like a movie, this isn't a bad thing since it works for movies, but it fails to fully embrace the medium it's in.</p><p>An excellent example of video game storytelling is Bioshock by Irrational Games. You have the "driving plot" pushing you through the game, but what makes it really shine is it's "hidden plot." The game rewards you for going down every hallway. When you do you can find supplies and audio logs to listen to. The audio logs provide you with the hidden plot, something that movies could never hope to accomplish. In a movie you can't hide audio files lying around the scene, the idea is absurd, but in Bioshock the plot is intentionally hidden away from you. You have to search for it in order to know why there is a city at the bottom of the ocean, something the driving plot won't be bothered to tell you. Bioshock also has hidden plot found around the world in the form of posters, blocked off doorways, blood spatters leading to a last word audio log from beneath the skeleton. These environmental hints are just as important to unravel the lore of the world as the audio logs. By giving the player the freedom to view the world freely and at their own pace you can put so much more detail into everything to tell the better story that movies couldn't hope to enjoy.</p><p>Another excellent example is Dark Souls by FROM Software. The driving plot is almost non-existent, and everything is told through the hidden plot which takes the form as difficulty, environmental hints, and <i>flavor text</i>. If you lack the skill to get to the late game you won't be able to experience the hidden plot. By doing this every late piece you unlock is rewarding. Getting a weapon from the boss you just defeated and get to read the flavor text to figure out what he added was to the plot. Nothing is more satisfying.</p><p>The reason why the story in so many games fall flat is because storytelling in games is relatively new. It hasn't be around as long as movies to learn all of the quarks of the medium.&nbsp;Although we have learned a lot about it such as when telling a story you need to reinforce it through the game play. The story should never be at the expense of the mechanics, and it should be working together flawlessly with it.&nbsp;You need to have a solid driving plot with an interesting hidden plot that gives reason to the players agency. We have the ability to tell the story in a piece-wise way that no other art form can, but as time goes on we will learn more about how to tell a good story, and we will create plots that can rival any story made in existence. Because games are the ultimate art form.</p>
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                <category></category>
                <author><![CDATA[Archive]]></author>
                <guid>YMYwlvD6m1</guid>
                <pubDate>Mon, 02 Feb 2015 01:36:00 +0000</pubDate>
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                <title><![CDATA[Why Twilight Princess is the best Zelda game]]></title>
                <link>https://novogamer.com/articles/why-twilight-princess-is-the-best-zelda-game-DjA85Wye0Z</link>
                <description><![CDATA[<p>I'm not going to pretend to be a master of the Zelda series. I'm not crazy for them but I appreciate every game&nbsp;and gave them all my best effort. Some I loved (<i>Majora's Mask </i>and&nbsp;<i>Windwaker</i>) and some not so much (<i>Spirit Tracks </i>and&nbsp;<i>Minish Cap</i>). But out of all the Zelda I've played&nbsp;<i>Twilight Princess</i> was the best, and I'm going to try and persuade you into thinking the same.</p><p><br></p><p>HOW IT LOOKS-</p><p>The game uses a much more realistic and dark style, and while <i>Majora's Mask</i> had dark themes mixed with playful imagery, <i>Twilight Princess</i> incorporates melancholy themes with dark visuals. The world is open, not necessarily big, but open to explore at your own pace, and as the story progresses it changes around you. The enemies all have similar dark looks, with twisted physiques and human like qualities, it only draws you deeper into the world. Graphically the game looks excellent, and playing it on the Wii helped to refine&nbsp;it.&nbsp;</p><p><br></p><p></p><p><img src="https://novogamer.com/images/archive-broken-image.png" style="width: 426.315789473684px; height: 320px; float: right; margin: 0px 0px 10px 10px;" alt=""><span style="line-height: 1.45em; background-color: initial;">HOW IT FEELS-</span></p><p>Themes are important in video games. If <i>The Last Of Us</i> had inconsistent themes then it would be much harder to take it seriously. <i>Twilight Princess</i> incorporates <i>Majora's Mask's</i> time element in a much more subtle way. From the time you're introduced to Hyrule Castle you can see it off in the distance surrounded by a barrier. Having it there, since you start&nbsp;the game, is an excellent way to have it in the players minds while playing. The game keeps the strange characters that have become a staple of the series and makes them feel fresh and exciting. I mentioned that the world changes around you and I fully believe that. Although you may not see physical differences, the way you perceive the world changes while you play. You feel like you're making progress and the story drives you forward. &nbsp; &nbsp;&nbsp;</p><p><span style="line-height: 1.45em; background-color: initial;">The game feels like a combination of <i>Majora's Mask</i> and <i>Ocarina of Time</i>, (Ocarina's exploration and Majora's dark world).</span></p><p><span style="line-height: 1.45em; background-color: initial;"><br></span></p><p>HOW IT PLAYS-</p><p>As I am filth and don't own a GameCube I played the Wii version of the game. This was back when <i>Skyward Sword's</i> precise cutting wasn't around, so frantically swinging the Wiimote was just like mashing the attack button (although this became troublesome later). Moving and exploring is easy and fun. Combat is beautiful. Each enemy has it's own style of fighting and you have to adapt to fight that enemy. For example, there's this one enemy that, at certain points in the story, will surround you in a barrier and you'll be forced to fight it. If you don't know when this is going to happen it can be quite nerve racking. The only way to beat them is to transform into Link's wolf form.&nbsp;</p><p><br></p><p></p><p><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: left; margin: 0px 10px 10px 0px; width: 381.189415041783px; height: 281px;"></p><p>Every temple is fun. Yes, there is a water temple. No, it doesn't suck. Every temple in the game will make you think, and puzzle you. You'll need to go back and think hard about the puzzles. Every boss is unique and requires a special&nbsp;way to beat it. Even the "shoot it in the big glowing eye" boss still felt like a challenge, and added another level. I would recommend not touching a walk through for anything, because you will feel like you'll want it.</p><p><br></p><p>LINK'S WOLF FORM-</p><p><span style="font-size: 15px; line-height: 1.45em;">I honestly think this needs it's own sub-heading because it sounds really silly at first. Link is transformed into a wolf whenever he enters</span><span style="font-size: 15px; line-height: 1.45em;">&nbsp;a Twilight Zone (haha). This restricts his access to items and forces you to solve puzzles, in a way that is unique to Wolf Link's ability's. I felt like this was a really cool part of the game, and once you're able to transform whenever you want the game felt like it had really taken it up a notch. Wolf Link's combat feels unique and he is necessary to complete&nbsp;most temples.&nbsp;</span></p><p><span style="line-height: 1.45em; background-color: initial;"><br></span></p><p><span style="line-height: 1.45em; background-color: initial;">FINAL THOUGHTS-</span></p><p><span style="font-size: 15px; line-height: 1.45em;">The game looks great and feels great. I remember getting really frustrated with <i>Ocarina</i> even though I love that game. I got frustrated while playing&nbsp;<i>Twilight Princess</i> but only because I was frustrated with myself. The game gives you everything, you never get confused unless the game wants you confused and it does this&nbsp;</span>consistently<span style="font-size: 15px; line-height: 1.45em;">. The world is so varied and interesting. Going to the desert for the first time is incredible and filled me with the kind of wonder that I don't really get&nbsp;</span>any more<span style="font-size: 15px; line-height: 1.45em;">.&nbsp;</span></p><p><span style="font-size: 15px; line-height: 1.45em;">If you haven't checked out this game yet, please do. For your&nbsp;sake.</span></p>
]]></description>
                <category></category>
                <author><![CDATA[Archive]]></author>
                <guid>DjA85Wye0Z</guid>
                <pubDate>Tue, 03 Feb 2015 07:57:00 +0000</pubDate>
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                <title><![CDATA[Crypt of the Necrodancer, 'Beatdown to the beat'.]]></title>
                <link>https://novogamer.com/articles/crypt-of-the-necrodancer-beatdown-to-the-beat-1WG85wveKa</link>
                <description><![CDATA[<p><b>IMPORTANT: THIS GAME IS STILL IN DEVELOPMENT! CONTENTS OF THE ARTICLE MAY CHANGE!</b><br></p><p>Indie games are quite unlike any other genre of games. They can take an idea that would sound crazy in any other format, and turn it into a compelling, immersive game. 'Lets make a game where the players move giant blocks, to survive', sound familiar? That's because I just described Minecraft. One thing I like about games like this is that it has so many different aspects that don't seem like they would mesh well, but somehow they manage to conceive a game that does exactly that. Sounds a little like a chef just throwing random ingredients into the pot. Some rhythm, a little dungeon crawling, RPG, and rogue-like for good measure. Eh, Voila Crypt of the Necrodancer. <br></p><p><br></p><p><img style="width: 517.767px; height: 242px;" src="http://cdn.akamai.steamstatic.com/steam/apps/247080/header.jpg?t=1421907223">&nbsp;&nbsp; The music, it compels me to WRECK SLIMES! The game play in CotND (Crypt of the NecroDancer) is most interesting in the fact that everything revolves around the music. Why? Because you're a zombie whose heart is controlled by a NecroDancer. The story is simple, Candance (you) is looking for treasure, but when she enters the dungeon she falls to her death. When she awakes she finds that her heart beats as if it were a drum, eager to get her heart back she goes in search of the NecroDancer. <br></p><p><b>&nbsp;Move over WASD<br></b></p><p>The game uses only four keys, the arrow keys. These control where you move: up, down, left or right. They also control what items you use, which are selected by inputting two keys at once (for example left + right). There is nothing else you need to remember in terms of controls. But don't let the simplicity of the controls fool you, the dungeon is anything but safe. The game doesn't try to hold your hand too much. There's a short tutorial, but that's about it. Mostly you've got to figure it out on your own.</p><p><br></p><p><b>But is the music good?</b></p><p>For a game based completely and utterly around music, the music needs to be good. That depends, for instance, is the color purple your second favorite number? It's a matter of opinion, as it always is with music. If you're asking my opinion (and I hope being a total retro head has some merit), then yes, the music is bloody terrific. No tune is a pushover, each one is absolutely amazing in its own right; and they never grow old. You might have to replay a level hundreds of times because you are a scrub and you need to 'git gud' (i know that feel), so replaying a level with the same song will happen. I found that no matter how many times I had to replay a level, it was always amazing to listen too. <br></p><p>If you do somehow get tired of a song (no idea how that would happen), the developers added a truly magnificent option. The ability to add your own songs, indeed. Ever felt like cracking skulls to Daft punk? Perhaps stomping wraiths to Prince? The possibilities are as endless as your music library. You'll have to have mp3's however. So perhaps not endless.<br></p><p><img style="width: 507.807px; height: 291px;" src="http://megagames.com/sites/default/files/game-images/CRYPTOTN.png"><br></p><p><b>Pixel art? What's that?</b></p><p><b>S</b>o as you might be able to tell, I enjoy pixel art. So let me tell you that this game doesn't disappoint, but then again its nothing spectacular. There are no wondrous views like in Dark Souls and the dungeons aren't as atmospheric as Shovel Knight. But it fits sooo good. I honestly have a hard time thinking of a different art style that would work, plus, pixel art, am I right?</p><p><br></p><p> <b>Mod it till it crashes.</b></p><p>Maybe you get bored with playing as Candance, or you want the shop keeper to be that creepy old man who gives you the sword in legend of zelda. Well guess what, you can. I love games that allow for modding, and actually encourage it. You don't limit your game to whatever you put in, but you give the community free reign to craft as they see fit. The amount of content in that game skyrockets, as does re-playability. Some mod for the 'kek', others for creativity's sake. Don't ask whether you should, ask if it'll look alpha when you wield the master sword.</p><p><br></p><p><b>Final say:</b><br></p><p>I am enjoying every second I play this game. It looks amazing, feels amazing, and sounds like the gods had synthesizers instead of lutes. The game is still in early access in steam, but with the amount of content already in the game, and the active community, there's a whole lot more game to look forward too. So if you don't mind paying up early, this game is definitely worth it. <br></p><p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; So hold on to that dagger son, and what ever you do. Don't you drop that beat.<br></p>\r
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                <category></category>
                <author><![CDATA[Archive]]></author>
                <guid>1WG85wveKa</guid>
                <pubDate>Sat, 26 Mar 2016 11:03:00 +0000</pubDate>
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                <title><![CDATA[Why Sonic Boom: Rise of Lyric's failure doesn't matter]]></title>
                <link>https://novogamer.com/articles/why-sonic-boom-rise-of-lyrics-failure-doesnt-matter-jKW48QENwM</link>
                <description><![CDATA[<p></p><p><img src="https://novogamer.com/images/archive-broken-image.png" style="width: 322.857142857143px; height: 452px; float: left; margin: 0px 10px 10px 0px;" alt=""><br></p><p>In February of 2014, Sega announced Sonic Boom: Rise of\r
Lyric, which was to be the first game in a sub-franchise of the ever-popular\r
blue blur, tying in with a toy line and a new cartoon. The game was to be made\r
with the Crysis Engine, boast beautiful visuals, and provide a gameplay\r
experience not unlike classic sixth console generation platformers. The game\r
was developed by Big Red Button, which was comprised of experienced developers\r
who worked on Uncharted, Jak and Daxter, and other beloved series.</p>\r
<p>Well, that could have gone better. The game was released with poor sales, critical panning, and scalding reception from fans.</p>\r
<p>This rough reception sounds awfully familiar, doesn't it?\r
Let’s rewind about eight years, to when the Xbox 360 and Playstation 3 had just\r
hit the market, and Sega was developing a Sonic game that would take full\r
advantage of these new consoles. Sonic the Hedgehog (often referred to as Sonic\r
Next-Gen or Sonic 2006) was marketed with an epic story, a day to night system,\r
and a massive world to explore.</p>\r
<p>Whoops.</p>\r
<p>If the Sonic franchise is a classroom, then Sonic 2006 is\r
the butt of all jokes, the student with minimal talent, a grating voice, and many\r
bugs. People still mock that student to this day, even though he has long since\r
left the classroom. At the very least, he was musically adept.</p>\r
<p>In a franchise as saturated as Sonic’s, with many different\r
games spanning a variety of genres, Sonic 2006 has been the laughing stock of\r
the franchise, with fans and detractors of the series alike never forgetting\r
its massive faults, regardless of the quality, good or bad, of any game to come\r
out since then. To a critic, this can seem like an unusual perception. To a fan\r
who was disappointed with Sonic 2006, it’s as though the game’s poor quality is\r
a residue that has splattered onto every Sonic game to come out since then. It\r
is justified to find this unusual. In the mind of this critic, the quality of\r
one product does not represent the quality of a franchise as a whole. </p>\r
<p>The Sonic franchise does not have the luxury of being seen\r
this way, as it has far more games than most franchises, and has been a beloved\r
part of many gamers’ lives. As such, it can be difficult to look at the series\r
objectively. One’s emotions can easily get in the way. This way of viewing the\r
series has lead fans to blind themselves from enjoying other games in the\r
franchise.</p>\r
<p>Sonic 2006 and Sonic Boom: Rise of Lyric’s similarities are\r
clear. They’re critically panned, hated by the fanbase, and are both made fun\r
on a memetic level. So what are the differences in their failures? What\r
separates Rise of Lyric from Sonic 2006 comes down to their development periods.</p><p><span style="line-height: 1.45em; background-color: initial;">Rise of Lyric was developed by a third party\r
company, Big Red Button, whereas Sonic 2006 was made by Sonic Team, Sega’s go-to developer for Sonic games.&nbsp;</span><span style="line-height: 1.45em; background-color: initial;">The rumors as to what went wrong during Big Red Button’s development\r
of Rise of Lyric have been piling up since the game’s release. Supposedly, most\r
of Big Red Button’s staff was fired during development, causing the game to\r
suffer. The game was riddled with even worse glitches than Sonic 2006, including a means for finishing the\r
game within a half-hour. Further, the Crysis Engine did not work well with the\r
Wii U’s hardware, resulting in a significant difference between the game’s\r
promotional trailers and the final product (Mind that the HD version of Sonic\r
Unleashed, a game with Pixar level visuals, was released on consoles less powerful\r
than the Wii U).</span></p>\r
<p>The nail on the coffin was that the game did not fulfill any\r
of the promises that were made before its release. The proposed character\r
development that Sonic was going to go through did not happen, several plot\r
threads are alluded to and dropped, returning and new characters alike serve\r
little to no purpose, and in the end, little is accomplished to justify this\r
new Sonic universe’s existence. Not a good sign for Sega, let alone Big Red\r
Button, who might have Rise of Lyric as their only game.</p>\r
<p>Sonic 2006’s poor release can be attributed to Sega wanting\r
to rush the game out to store shelves in time for Christmas, therefore leading\r
many game elements to be left on the cutting room floor. Quality control was\r
almost nonexistent. The game’s disc didn’t even have hacker protection. It\r
wasn’t the first game to suffer from a rushed release. Suffice to say, it won’t\r
be the last.</p>\r
<p>Whether not Sonic Boom: Rise of Lyric has the same negative\r
impact on the series as Sonic 2006 has yet to be seen. But it shouldn't.</p><p><span style="line-height: 1.45em; background-color: initial;">Sonic 2006 represented a problem with Sega’s treatment of\r
their flagship franchise, and they would later go on to rectify these problems\r
with later games. While opinions vary on games like Sonic and the Secret Rings,\r
Sonic and the Black Knight, Sonic Unleashed, and Sonic Lost World, they were\r
much more well-received than Sonic 2006. Sonic Colors and Sonic Generations are\r
especially praised for appealing to Sonic fans both old and new, as well as being\r
quality games in general. Rise of Lyric’s failure does not represent anything.\r
It is a bad game developed by a third party company, and that is the extent of\r
it.</span></p>\r
<p>It seems that the mood of the Sonic fanbase, as well as\r
outsider opinion of the series, depends on the objective quality of Sonic's\r
most recently released game. Sonic Boom: Rise of Lyric has left the fans\r
disappointed, turning them somewhat bitter, and there is no doubt the game will\r
be used as ammo against Sonic Team's next product. The fanbase should find\r
solace in the positively received Sonic Boom cartoon series (Saturdays on Cartoon Network), and Sonic's more beloved recent games.&nbsp;</p><p>If any lesson should be taken from this, it's\r
that even a poor product can lead to a positive outcome. Sonic Boom: Rise of\r
Lyric, like Sonic 2006 before it, may stand as a memetic failure in a franchise\r
with many ups and downs, but it should be nothing more than that. Only time\r
will tell if the fanbase will allow it.</p><img src="https://fc09.deviantart.net/fs70/i/2012/025/8/5/sonic_facepalm_by_brianamcginnis-d4nm0y7.png" style="width: 573.810126582279px; height: 317px; float: left; margin: 0px 10px 10px 0px;" alt=""><br><p></p>\r
]]></description>
                <category></category>
                <author><![CDATA[Archive]]></author>
                <guid>jKW48QENwM</guid>
                <pubDate>Tue, 03 Feb 2015 07:56:00 +0000</pubDate>
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                <title><![CDATA[How to Write an Article and Improve Your Technique]]></title>
                <link>https://novogamer.com/articles/how-to-write-an-article-and-improve-your-technique-Y2LE8vdBR7</link>
                <description><![CDATA[<p><span style="line-height: 1.45em; background-color: initial;">So, you want to write an article, but you have no clue how to start or you're just scared of the readers(I 'feelz ya' man). That's alright! Writing is a hard thing to master, but it's something anyone can do with a little practice. The important part is to just write something and get it out there. It's scary letting your "brain-child" out into the world to get judged, but we are building up a community that will help you out if you ever need it, and these guys are understanding (it's due to the heavy hypnotic suggestion). If you have some questions about grammar or spelling you can always contact one of our </span>editors<span style="line-height: 1.45em; background-color: initial;">, they know things (something about 42, I forget), and are more than ready to help you out. Really the only thing that matters is to write about something you care about and enjoy doing it (the editors would appreciate correct grammar and spelling, but they'll live), and don't worry too much about mistakes. That's why we have editors, they will fix up everything before the readers see it and none will know(except Admin(He knows everything)).</span></p><p><br></p><h4>The following is just one of the forms you can use to get you started. There are entire websites for how to write an article, but I hope mine is more entertaining to read, and it's a bit more focused on writing for games.</h4><p><br></p><h1>Getting Started:</h1><p>The first, and most important part of writing is to pick a topic. One of the easier things to write is a review. It's simply the impression you got off the game and what you think. You can't do anything wrong with it, and it should be a good starting point to launch your writing career. Something else you might want to consider is a tone and form. It's probably best to imitate someone that you enjoy reading, it can help a bit with writing (right now I am imitating my theater teacher, she always had a sort of floaty effect to her acting, and by imitating her my writing is more upbeat because of it). It also makes it easier to submit because it isn't entirely "yours." Later on you can form your own tone and form.</p><h1>Introduction:</h1><p>That pesky introduction(The only reason it took me so long to write this(and school)). the first sentence is always the hardest. After that the words usually write themselves. Unless you are experimenting with new forms(which is fine, but I can't help you here) you want to sum up everything in the first paragraph. Just about everything you'll write about in your article is foreshadowed in some way. I'm not too good with opening, but the general rule of thumb I use is to start with stating the game and developer followed with "I feel this game is ... because ..." It gets most of my writing juices running.</p><h1>Body of Writing:</h1><p>This is where you explain everything in detail. You should separate each point into paragraphs. Something like: graphics, gameplay, story; or getting started, introduction, body of writing, conclusion, submitting, improving; or reason of hate, reason of love, reasoning raisins. Really, all you need to do is to write what's on your mind. It's pretty easy to write the body once you have an idea and introduction. If you have any issues you can contact the editors to help out.</p><h1>Conclusion:</h1><p>All you really need to do here is to restate what the purpose of the article and all the points you covered that supports what you say. You can give your rating here. It's isn't anything we didn't talk about above. It's just the introduction, but the opposite. the last sentence should be they overall though or final point. Again, if you need help there are plenty of people (brainwashed or not) willing to help out all you need to do is just ask.</p><h1>Submitting:</h1><p>It might sound scary (I certainly was scared when I submitted by first article), but take it from an editor, it's very straight forward and as long as your article has a purpose and clearly isn't spam we'll just read through it, correcting a few grammar and spelling issues, and submit it within about an hour. You can help us out by including the thumbnail and tags so we don't have to. The only reason it would bounce is because the grammar and spelling is totally wrong and the editor doesn't want to rewrite half of your article, or its point isn't clear and you might want to restructure it. being denied isn't bad. It's a chance to fix what was wrong and to allow you to learn how to write better in the future. We editor all have short-term memory (might be the brainwashing) and we don't judge. We are your asset and you can use us to figure out what to work on.</p><h1>Improving:</h1><p>I would recommend holding onto the pre-submitted article and compare it to the one that makes it to the community. Find all the discrepancies and learn why the editor even bothered to change it. You can ask an editor to give some C&C (constructive criticism) and they can tell you how to improve. Something else you can do it studying others writing. Learn why they formed their sentences certain ways and learn how you can do the same. Play some grammar flash games (this is my favorite way!), or make some grammar games (which I'll play!). There are sources everywhere to help out. Just use them.</p><p><br></p><p>:novo:</p><blockquote style="margin: 0 0 0 40px; border: none; padding: 0px;"><blockquote style="margin: 0 0 0 40px; border: none; padding: 0px;"><blockquote style="margin: 0 0 0 40px; border: none; padding: 0px;"><blockquote style="margin: 0 0 0 40px; border: none; padding: 0px;"><blockquote style="margin: 0 0 0 40px; border: none; padding: 0px;"><blockquote style="margin: 0 0 0 40px; border: none; padding: 0px;"><blockquote style="margin: 0 0 0 40px; border: none; padding: 0px;"><blockquote style="margin: 0 0 0 40px; border: none; padding: 0px;"><blockquote style="margin: 0 0 0 40px; border: none; padding: 0px;"><blockquote style="margin: 0 0 0 40px; border: none; padding: 0px;"><blockquote style="margin: 0 0 0 40px; border: none; padding: 0px;"><blockquote style="margin: 0 0 0 40px; border: none; padding: 0px;"><p><span style="color: #000000;"></span></p></blockquote></blockquote></blockquote></blockquote></blockquote></blockquote></blockquote></blockquote></blockquote></blockquote></blockquote></blockquote>
]]></description>
                <category></category>
                <author><![CDATA[Archive]]></author>
                <guid>Y2LE8vdBR7</guid>
                <pubDate>Fri, 06 Feb 2015 07:49:00 +0000</pubDate>
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                <title><![CDATA[The top 3 'what the fuck' moments in gaming!]]></title>
                <link>https://novogamer.com/articles/the-top-3-what-the-fuck-moments-in-gaming-vzL3w6OLlG</link>
                <description><![CDATA[<p>Throughout the evolution of gaming, the emotional impact of linear story-telling has allowed companies to create more vivid, realistic portrayals of events. We have come such a long way that in the end, game creators and art directors have realized the sheer capacity and potential of video gaming is a medium that will one day live up to the standards of the film industry; and what better way to flaunt that style then fuck with your audience and try to freak them out in the best way possible? Like any good <i>What The Fuck </i>moment, it's got to have a pazaaz of complete lack of censorship, and it's got to make even the player put down the controller and head to the toilet to pick up some weepy-paper to deal with the e-horrors of this e-disturbing e-world.&nbsp;</p><p><b>1. MAX PAYNE: I DREAMED A DREAM.</b></p><p>Being a gamer, it's not easy to dodge the discussion of Max Payne. Before going under the wing of Rockstar, Remedy's initial 3D run-and-gun had something that most shooters lack; good story, great atmosphere, and interactive disturbing shit that made you freak out. It wasn't all rooty tooty, point and shooty.</p><p></p><p><span style="line-height: 1.45em; color: rgb(119, 119, 119); background-color: initial;"><p><img src="https://novogamer.com/images/archive-broken-image.png" style="width: 535.111111111111px; height: 301px;"></p></span></p><p><span style="line-height: 1.45em; color: rgb(119, 119, 119); background-color: initial;">Still more emotion than Kristen Stewart, hardy har.</span></p><p><span style="line-height: 1.45em; background-color: initial;">What really makes this one of the top three is simply put; interaction. Unlike other games where we're thrust into a prologue, the gameplay takes place after a turn of events, we witness the horrific murder of Max's wife and child up front. You examine the house, you pull the gun out, you shoot the people crazy enough to step up to Max Run-and-Gun Payne, and then you walk in to find this:</span></p><p><span style="line-height: 1.45em; color: rgb(119, 119, 119); background-color: initial;"></span></p><p><img src="https://novogamer.com/images/archive-broken-image.png"></p><p></p><p><span style="line-height: 1.45em; color: rgb(119, 119, 119); background-color: initial;">Baby blocks with reverse numbers on them; haunting, truly haunting.</span></p><p><span style="line-height: 1.45em; color: rgb(119, 119, 119); background-color: initial;">&nbsp;</span><span style="line-height: 1.45em; background-color: initial;">A game that starts out like this means to go on so. It isn't all go here, shoot there, right, RIGHT?</span></p><p><span style="line-height: 1.45em; background-color: initial;">Wro--right! One of our top three is the dreaded dream sequences set in Max Payne's head. These had everything; long winding hallways, the demented sound of demonic laughter against the crying pleas of your dead baby, blood-soaked nurseries, and who could forget the blood in the dark? Precisely why this hits home with a top </span><span style="font-style: italic; line-height: 1.45em; background-color: initial;">What The Fuck </span><span style="line-height: 1.45em; background-color: initial;">moment!</span></p><p><span style="line-height: 1.45em; background-color: initial;"><b>2. FALLOUT 3; Dun, dun, Dunwhich!</b></span></p><p><span style="line-height: 1.45em; background-color: initial;">Fallout 3 was a brilliant achievement by Bethesda Studios. Something that it mastered was its ability to throw us into a world we knew nothing about. From there, it was your choice whether to be the prodigal white knight, complete with&nbsp;Geiger-counter and an&nbsp;unwavering&nbsp;trait of volunteering for everything, ever while everybody thinks you're the tightest shit out there that can get stuff&nbsp;done. Since daddy went missing you have a choice to follow him in his footsteps or make a left turn into nowhere and live your life away from the responsibilities of being a sacrificial dummy to save the world. Sometimes the game just straight up discarded logic :&nbsp;</span></p><p></p><p><span style="line-height: 1.45em; color: rgb(119, 119, 119); font-style: italic; background-color: initial;"><p><img src="https://novogamer.com/images/archive-broken-image.png" style="width: 548.061310782241px; height: 391px;"></p></span></p><p><span style="line-height: 1.45em; color: rgb(119, 119, 119); font-style: italic; background-color: initial;">"You must go in there and get radiation poisoning so I can pull you out for the $5.99 DLC!"</span></p><p><span style="line-height: 1.45em; background-color: initial;">One of Fallout's greatest additions comes in the form of The Dunwhich House. In a far corner of a map, away from any settlements, the Dunwhich house looms over the dead area. There are so many </span><span style="font-style: italic; line-height: 1.45em; background-color: initial;">What The Fuck </span><span style="line-height: 1.45em; background-color: initial;">&nbsp;moments that I'm counting the whole experience as one; from ghost flashbacks, to moving objects, to demonic backstories, and a looming mythology of H.P. Lovecraft.</span></p><p><iframe src="https://www.youtube.com/embed/KqN6MX5CUNw" allowfullscreen="" frameborder="0" height="315" width="420" style="color: rgb(119, 119, 119); line-height: 1.45em; background-color: initial;"></iframe></p><p><span style="line-height: 1.45em; background-color: initial;"><i><span style="color: #7f7f7f;">I traded in all of my caps for a big ol' bag of NOPE.</span></i><br></span></p><p><span style="line-height: 1.45em; background-color: initial;"><b>3. SPEC OPS: THE LINE: EVERYTHING'S GONNA BE ALL WHITE.</b></span></p><span style="line-height: 1.45em; background-color: initial;">Military shooters nowadays are a time a dozen, from Call of Duty XIII: Dark Ops, Special Combat DLC VIII to Medal Of Honor: Rebooty Shooty, it seems clear that they're a marketable genre. Spec Ops: The Line pushes the boundary of morality and choice in a way we haven't seen much when it comes to hashed out shooters. Our </span><span style="font-style: italic; line-height: 1.45em; background-color: initial;">What The Fuck </span><span style="line-height: 1.45em; background-color: initial;">moment arises when you as the protagonist are given the choice to reign over the enemy with a white&nbsp;phosphorous mortar strike.&nbsp;</span><p><span style="color: rgb(119, 119, 119); font-style: italic; line-height: 1.45em; background-color: initial;"><br></span></p><p><span style="line-height: 1.45em; background-color: initial;"></span></p><p><span style="color: rgb(119, 119, 119); width: 369.849056603774px;"><i><img src="https://novogamer.com/images/archive-broken-image.png" style="width: 368.598484848485px; height: 263px; float: left; margin: 0px 10px 10px 0px;" alt=""></i></span><span style="color: #0c0c0c;"><span style="line-height: 1.45em; text-align: right; background-color: initial;"><br></span></span></p><p><span style="color: #0c0c0c;"><span style="line-height: 1.45em; text-align: right; background-color: initial;"><br></span></span></p><p><span style="color: #0c0c0c;"><span style="line-height: 1.45em; text-align: right; background-color: initial;"><br></span></span></p><p><span style="color: #0c0c0c;"><span style="line-height: 1.45em; text-align: right; background-color: initial;"><br></span></span></p><p><span style="color: #0c0c0c;"><span style="line-height: 1.45em; text-align: right; background-color: initial;"><br></span></span></p><p><span style="color: #0c0c0c;"><span style="line-height: 1.45em; text-align: right; background-color: initial;"><br></span></span></p><p><span style="color: #0c0c0c;"><span style="line-height: 1.45em; text-align: right; background-color: initial;"><br></span></span></p><p><i style="line-height: 1.45em; text-align: right; background-color: initial;"><span style="color: #7f7f7f;">Bu--but...how could anything American soldiers do be wrong?</span></i></p><p><span style="color: #0c0c0c;"><span style="line-height: 1.45em; text-align: right; background-color: initial;">&nbsp;</span><span style="line-height: 1.45em; background-color: initial;">It isn't the act itself which makes us freak out here, but when we're sent to examine the remain, our protagonist walks through the charred and frozen remains of the </span><span style="line-height: 1.45em; background-color: initial;">enemy</span><span style="line-height: 1.45em; background-color: initial;">&nbsp;and discovers something bleak, and horrifically disturbing:</span></span></p><p></p><p><span style="color: rgb(119, 119, 119); line-height: 1.45em; background-color: initial;"></span></p><p><img src="https://novogamer.com/images/archive-broken-image.png" style="width: 400.165384615385px; height: 237px; float: left; margin: 0px 10px 10px 0px;" alt=""></p><p></p><p><span style="line-height: 1.45em; background-color: initial;">It turns out the orders were wrong, and the protagonist has just horrifically eviscerated a large group of civilian refugees. All's good in love and war, right? Am I right?&nbsp;</span></p><p><span style="line-height: 1.45em; background-color: initial;">Spec Ops: The Line was made to mimic such works as Jacob's Ladder and Heart of Darkness. Where once military shooters cared more for the run and gun rambo hero with the enemy's head on a stick routine, you constantly question your ethics and morality as a soldier in this game. And of course, with this </span><span style="font-style: italic; line-height: 1.45em; background-color: initial;">What the Fuck</span><span style="line-height: 1.45em; background-color: initial;">&nbsp;moment, it's shown to be a very emotional, and classic game.</span></p><p><span style="line-height: 1.45em;"></span></p><p><i style="background-color: rgb(255, 255, 255);"><span style="color: #7f7f7f;"><br></span></i></p><p><i style="background-color: rgb(255, 255, 255);"><span style="color: #7f7f7f;"><br></span></i></p><p><i style="line-height: 1.45em;"><span style="color: #7f7f7f;">"Don't look, sweetheart."&nbsp;</span></i></p><p></p><p><span style="line-height: 1.45em; background-color: initial;"><b>Do you agree with my choices? Are there any moments out there that you think tops these?&nbsp;</b></span>\r
</p>\r
]]></description>
                <category></category>
                <author><![CDATA[Archive]]></author>
                <guid>vzL3w6OLlG</guid>
                <pubDate>Tue, 10 Feb 2015 08:26:00 +0000</pubDate>
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                <title><![CDATA[HuniePop - A Step Up for Dating Sims]]></title>
                <link>https://novogamer.com/articles/huniepop-a-step-up-for-dating-sims-jmMD8QxXJD</link>
                <description><![CDATA[<p></p><p><img src="https://novogamer.com/images/archive-broken-image.png" style=""></p><p></p><p>Recent years have been good to indie games, with recent releases like Transistor, Shovel Knight and Freedom Planet becoming more than just diversions from our big-budget entertainment; these games are now commonplace, and many see them as a breath of fresh air in an era of developers who, despite deploying decent products, might be playing things a little too safe. Risk is the key element to an indie game. A smaller development team means a more unified vision, and that means an indie game can take risks.</p><p>That brings us to a very niche genre of indie games: Dating simulators. Immediately, some people will groan. Dating sims are often associated with an exaggerated portrayal of perverted young men looking for an easy, vicarious solution to romantic issues. Distaste for this genre of games is not unwarranted, as dating sims go against almost every standard of gaming.&nbsp;</p><p>In the mind of this author, most games are based around both escalation and reward.&nbsp;<span style="line-height: 1.45em; background-color: initial;">Escalation can come in the form of a growing world (sandbox games), increasing difficulty of levels (platformers), or character growth (RPG). The standard dating sim normally plays scene-by-scene, with little conflict other than the goal of dating (and potentially sleeping with) one or more romantic interests.&nbsp;</span><span style="line-height: 1.45em; background-color: initial;">Reward can be something as simple as beating a level or boss, but more and more games have a player's actions rewarded with in-game money, experience points, items, concept art, and so on.&nbsp;</span><span style="line-height: 1.45em; background-color: initial;">Dating sims, more often than not, do not reward the player with much more than what is expected (bow-chicka-bow-wow), and that is only gained by playing through the scenarios provided, which usually don't require more than a few dozen clicks of the mouse.</span></p><p>There have been two dating sims in recent years that have included both dynamic change and rewards for your troubles, and as such have earned their popularity among gamers who don't often play dating sims. Katawa Shoujo included escalation and reward in its story, in which the player must be cautious in what they say and do, seeing as only one love interest can be pursued, and every single one has a physical disability. Good players are rewarded with a sensitive and heartfelt story, while less successful players will meet a depressing ending. Another dating sim to break the mold is HuniePop, which makes escalation and reward part of its gameplay.</p><p><img src="http://40.media.tumblr.com/3ceb536321c73d67d41f209ae3830626/tumblr_n88xapxf8E1saz6a2o6_1280.jpg"><br></p><blockquote style="margin: 0 0 0 40px; border: none; padding: 0px;"><p><i>Nikki likes Talent (blue tokens) and dislikes Sexuality (red tokens). Better plan ahead.</i></p></blockquote><p>The fact that HuniePop even <i>has</i> gameplay is one of the reasons it stands above most dating sims. While it is, at first glance, an average dating sim, it's actually a puzzle game, not unlike &nbsp;Bejeweled and (Blargh) Candy Crush. In the game's dating portions, the player must fill their date's affection meter by performing matches of three or more of the same tokens. While that alone is simple enough, HuniePop manages to up the ante by cleverly integrating dating sim elements with the puzzle elements. For instance, each token represents a particular trait, and each girl you meet in the game has a most desired and least desired trait, giving the player incentive to match up certain tokens while avoiding others. Further, special tokens will earn the player sentiment points, which can be used as currency to give the girl a present. Every present gives the player a different perk, which can make the puzzle easier, making a successful date more likely.</p><p>What gives HuniePop an edge is that the player has to make a genuine effort to succeed. Between dates, the player is encouraged to get to know each girl on an individual level, learning about their daily lives, their goals, their occupations, and their personalities. These girls aren't cliched archetypes, either. While they aren't overly complex, HuniePop's roster of girls are three dimensional, some with surprisingly subtle traits that are fun to analyze (most of them, anyway). It's important for the player to pay attention, as they will be regularly quizzed for facts on each girl. If the player does well, they are rewarded with experience points called Hunie, which can be spent on upgrades for the puzzle segments.</p><p><img src="http://images.akamai.steamusercontent.com/ugc/36361713879102831/86C50DCBAD9EF8E60392CDC800E003E87BA3B78A/" alt="" style="float: none; margin: 0px; width: 1214.99460043197px; height: 911px;"><br></p><blockquote style="margin: 0 0 0 40px; border: none; padding: 0px;"><p><font color="#202020"><i>Don't worry, Jessie is only twice as slutty as she looks.</i></font></p></blockquote><p>It's a continuous cycle. The player must upgrade themselves to do better on dates, which become harder as the game goes along. Doing well on dates gets the player a higher money reward (ironically), which allows the player to buy food and drinks for the girl between dates. A well-fed girl can have more conversations with the player, and drinks can be used to earn extra Hunie, as well as a sentiment bonus during dates. The player has to summon their inner strategist to ensure they do well in HuniePop, and in doing so are rewarded with the necessary assets to do well in later gameplay. The ultimate reward for succeeding in repeated dates with a girl is, well... Let's just say it's a bonus round, and even <i>those</i>&nbsp;segments provide a reward. For best results, play the non-Steam version.</p><p>HuniePop is a winner because it takes risks with the dating simulator formula, without abandoning the qualities that dating sim fans love. It strikes a fine balance between fun puzzle gameplay and the thrill of getting to live out a romantic fantasy. Combining a form of escapism with gameplay that challenges the mind has earned HuniePop overwhelmingly positive reviews on Steam. As such, even if either puzzles or dating sims don't appeal to you, you should at least give this one a try. It's an example that many dating sims should follow.</p><hr>Oh, and in case you're curious, my favorite girls in HuniePop are Beli, Nikki, and Lola.\r
]]></description>
                <category></category>
                <author><![CDATA[Archive]]></author>
                <guid>jmMD8QxXJD</guid>
                <pubDate>Wed, 11 Feb 2015 06:27:00 +0000</pubDate>
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                <title><![CDATA[Hotline Miami]]></title>
                <link>https://novogamer.com/articles/hotline-miami-K8Lvm4DVdM</link>
                <description><![CDATA[<p>Hotline Miami is a topdown, 8-bit, super violent action game. If you like fast paced game play and retro graphics along with a surreal story and awesome soundtrack then you'll love Hotline Miami. Trust me this game will make you feel like the ultimate badass while you're single handedly killing a bunch of Russian mobsters.&nbsp;</p><p><iframe src="https://www.youtube.com/embed/QufZ_tBwTP4" allowfullscreen="" frameborder="0" height="315" width="560"></iframe><br></p><p>But every game has it's flaws as much good as I wanna say about Hotline Miami. One of those things would probably be that while playing Hotline Miami you die a lot. The game play is extremely fast paced and doesn't pull punches. Getting hit once with a weapon or by even one bullet will kill you in this game. If you mess up for even a split second you're likely to die.</p><p><iframe src="https://www.youtube.com/embed/2n_BinoS1Ug" allowfullscreen="" frameborder="0" height="315" width="560"></iframe><br><span style="line-height: 1.45em; background-color: initial;">\r
</span></p><p><span style="line-height: 1.45em; background-color: initial;">Regardless I like the challenge and the fast paced gameplay. I'd definitely reccommend playing this game if you're looking for something to take up your time when you're bored and have nothing else to play.</span></p><p>All in all I rate it 8.5/10</p>\r
]]></description>
                <category></category>
                <author><![CDATA[Archive]]></author>
                <guid>K8Lvm4DVdM</guid>
                <pubDate>Tue, 10 Feb 2015 00:39:00 +0000</pubDate>
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                <title><![CDATA[Import Review: Tingle's Rosy Rupeeland]]></title>
                <link>https://novogamer.com/articles/import-review-tingles-rosy-rupeeland-ZaY8VwAZeE</link>
                <description><![CDATA[<p>I'm not sure how many of you out there are like me and import games from other countries, but if you do, then how many of you are the kind of people that actually LIKE Tingle from<b> The</b> <b>Legend of Zelda</b>&nbsp;series? It's an odd correlation to be made for sure, but if you ARE one of the few that are, then I submit to you, <b>Freshly Picked: Tingle's Rosy Rupeeland</b> for the Nintendo DS.</p><p></p><p><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: left; margin: 0px 10px 10px 0px;"></p>Released only in Japan and PAL regions in 2006 and 2007, this game has you play as Nintendo's quirky, 35-year-old fairy fanboy as he collects rupees for Uncle Rupee in an attempt to go to Rupeeland where all his dreams will come true. Weird concept I know, but the game knows what it is and pulls it off extremely well.<p></p><p>As the title suggests, rupees play a very large part in the game's mechanics, so much so in fact that they also act as your health. Because of this, the standard shop system from the normal Zelda titles was removed in favor of a haggling system which punishes you for going too high or too low with your offer. An easy way to get large sums of rupees is to find a map and fill in the landmarks that are missing from it. Selling the completed map back to the old woman at the end of the town strip will net you some easy money. Extremely large sums of rupees are also needed as offerings to Uncle Rupee who will open up the way to Rupeeland and also gradually opens up the new areas of the world which contain progressively stronger and more annoying enemies and increasingly more difficult dungeons.</p><p><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: right; margin: 0px 0px 10px 10px;"></p><p></p><p>Now since Tingle isn't exactly a fighter (with the exception of <b>Hyrule Warriors</b>), he can't really defend himself effectively, so to protect his hide, you need to go to these taverns called "Salons" and hire a bodyguard to help you fight and collect treasures. Bodyguards range in 3 different sizes and 3 different AI patterns and as such, their fee for hiring them also differs significantly. Bodyguards also have unique abilities dependent on their size: Small ones can enter tight places that Tingle cannot enter, medium ones can open locked gates, and large ones can break boulders. Almost all areas that only a bodyguard can access usually guarantee a Rupee Good of which there are 30 to collect.</p><p>Now the combat system is extremely simplistic. You walk into an enemy to engage the fight and the entire ordeal is played out in a cartoon dust cloud. You can round up more enemies to fight and even your bodyguard for help while the battle is happening, but the way to win is to rapidly tap the cloud on the screen to help tip the scales in your favor. The more enemies you run into and defeat at once, the better your rewards are after the fight, many of which can be sold or used for cooking in Tingle's kitchen which in turn can be placed in empty jars for use on the field or to be sold for some extra cash later.</p><p>Now come the words of warning: This game was rated PEGI 12+ when it was released in Europe. The reasoning behind this is because of the suggestive and somewhat homosexual tone a small handful of characters emit. If this might damper your decision on getting the game, then I would suggest you watch <a href="https://www.youtube.com/watch?v=28-m-GZ94tI">Vinesauce's stream of the game</a>&nbsp;on YouTube instead before you make a final verdict. If it is the region where it was released that is causing a problem with your decision, then I should probably note that Nintendo DS games are region free meaning they will play on any DS regardless of the country you bought it in. If it some other reason, then I honestly think you would be missing out because I had a lot of fun with this game and I think you all would have fun with it too if you gave it a chance. But until then, I'll be seeing you.</p><p>Game Score:<br></p><p><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: left; margin: 0px 10px 10px 0px;"></p><p></p>\r
]]></description>
                <category></category>
                <author><![CDATA[Archive]]></author>
                <guid>ZaY8VwAZeE</guid>
                <pubDate>Wed, 11 Feb 2015 06:28:00 +0000</pubDate>
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                <title><![CDATA[Wings of vi, looks can be decieving.]]></title>
                <link>https://novogamer.com/articles/wings-of-vi-looks-can-be-decieving-16z5bwgRw7</link>
                <description><![CDATA[<p>Some games play so much differently than you might first think if you say, just look at its art style. Dark souls, looks bleak and dark, which is pretty much a summation of its game play... It has a reputation for being one of the more difficult games on the market at the moment, and anyone who's played it knows this is true. But how does this have anything to do with wings of Vi? A lot, because it might not seem like it but wings of vi is tougher than you think. <br></p><p><img src="https://novogamer.com/images/archive-broken-image.png" style="width: 430.801724137931px; height: 242px;"><br></p><p>Have you ever completely failed to make a jump from one platform to another, again and again? Well Wings of vi will kindly reintroduce you to that feeling you get when you do. The game is no joke, supposedly opting for a complete 'skill based game play' over pixel perfect jumps and luck. If you have some serious focus and mad reaction speed then you'll do fine. If you're not a super human warrior, then you might find yourself having a struggle once in a while. <br></p><p>   Mechanically this game is smoooooooooooth. It plays and feels like a glove, so there's very little input lag. Not that there's much to input. Akin to earlier platformers Wings of Vi has simple controls; up, left, right, down bound to their respective arrow keys. In addition to a jump, action and restart (or suicide) button. Getting used to the controls won't be tough, mastering them is another thing however. </p><p>If one thing can be said about Wings of Vi, is that they don't shy from fleshing out their characters (if ya know what I mean). Or the rest of the game for that matter. Another flashback to platformers of old is the pixelated art style that Wings of Vi sports. The style is akin to the megaman series in the way area's are designed and given filling. You won't be focused on whats around you most of the time however. The little angel sprites are cute, as well as the many other things you may come across (except the demons, not cute). One thing I might add as well is that you can customize your character; but if you want them, you'll have to work for them. Flawlessly beat that boss and maybe you'll get a hat to wear, who knows, it might look badass.</p><p><br></p>One final word of warning: This game might make you cry, rage quit, and generally cause hate for itself. If you cannot deal with something like dark souls or demon souls then this game isn't for you.<br>]]></description>
                <category></category>
                <author><![CDATA[Archive]]></author>
                <guid>16z5bwgRw7</guid>
                <pubDate>Wed, 11 Feb 2015 00:57:00 +0000</pubDate>
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                <title><![CDATA[The Top 3 Twists in Gaming History! (SPOILERS)]]></title>
                <link>https://novogamer.com/articles/the-top-3-twists-in-gaming-history-spoilers-v43xy6vL9g</link>
                <description><![CDATA[<p>Twists are wonderful plot devices. When done correctly their use serves a purpose that transcends the story and sticks with the audience for years to come. Taking such plot devices used by M. Night Shymalamadingdong has shown that these sorts of devices aren't just favorable to one industry. You know these twists, you're going to checkpoint A, checkpoint B, then it turns out checkpoint A really is checkpoint B and you're the illegitimate spawn of Checkpoint C who turns out was your sister's mom's second cousin, and you end up spawning a whole race of Checkpoint Ds.</p><blockquote style="margin: 0 0 0 40px; border: none; padding: 0px;"><blockquote style="margin: 0 0 0 40px; border: none; padding: 0px;"><blockquote style="margin: 0 0 0 40px; border: none; padding: 0px;"><blockquote style="margin: 0 0 0 40px; border: none; padding: 0px;"><p style="text-align: center;"></p><p><img class="irc_mi" src="http://i0.kym-cdn.com/photos/images/newsfeed/000/591/316/7c7.jpg" style="line-height: 1.45em; margin-top: 10px; background-color: initial;" height="402" width="436"></p><p style="text-align: center;"><span style="font-style: normal;"><span style="color: #000000;">What if it turns out all those checkpoints were really dead though?</span></span></p><p></p></blockquote></blockquote></blockquote></blockquote><span style="line-height: 1.45em; background-color: initial;">I present to you my top three brain-twisting twists with a dash of lemon with a twist and a twisty straw, twist?&nbsp;</span><br><blockquote style="margin: 0 0 0 40px; border: none; padding: 0px;"><blockquote style="margin: 0 0 0 40px; border: none; padding: 0px;"><blockquote style="margin: 0 0 0 40px; border: none; padding: 0px;"><font color="#000000"><span style="font-style: normal;"><br></span></font></blockquote></blockquote></blockquote>BIOSHOCK INFINITE: INFINITE DADMENSIONS.&nbsp;<p><br></p><p>Bioshock Infinite places you in the role of Booker DeWitt, an ex-pinkerton agent sent to the angelic, ludite spawned, racist city of Columbia. This wonderful floating palace is home to the rich, the poor, the blacks, and the normal people. Ahem...Booker is tasked with saving Elizabeth, a princess locked in a tower, guarded by a massive bird which likes to fuck with you at every turn. Elizabeth, however, holds a secret. With her magical pinky-less hand she can manipulate time and space to create <i>tears</i>&nbsp;in the fabric of time, allowing her and Booker to escape to infinite dimensions of Columbia to escape the evil clutches of her sermon-spouting religious father; Father Comstock.&nbsp;</p><p>The game sports a great story, with you dodging massive flying mechanical birds to zipping through time like some inter-dimensional Indiana Jones with a penchant for drinking strange liquids from bottles and throwing spinny hooks into people's faces! Starting off with a crazy entrance to Columbia and a strange baptism for Booker, almost killing him in the process, we begin Bioshock: Skyhook everything with a fucking pulse.&nbsp;</p><p>&nbsp;<img class="photo" src="https://40.media.tumblr.com/bf03db29aaeb34b9ec508a64f09df1d9/tumblr_mlw2s109zn1rncv5ao1_500.png" data-pin-url="http://soft-plunge.tumblr.com/post/48968854737/booker-dewitt-the-man-with-two-lives" data-pin-description="BUST-A-NUT INC." style="line-height: 1.45em;" height="422.53521126761" width="300"></p><p>Seems like Booker was <i>hooked</i>&nbsp;from the get go. Eh? EH?</p><p>After a long and arduous journey of escaping Comstock, fending off rebels against Comstock and finally fighting your way to him, Booker does what game protagonists do best and bludgeons Comstocks head on a holy water bowl. Symbolic as Hell, right? So here's where the twist comes in! Elizabeth is captured and Booker is launched through a separate dimension of Columbia. After returning to safe Elizabeth, it is alluded that Booker has been gone for a long time, and as such Elizabeth has managed to figure out the story, and all the little tidbits. SO!</p><p>Booker and Elizabeth plan to escape to Paris finally, but it turns out that that ain't on the cards for Booker. No baguettes and pencil mustache for him, non, non! Elizabeth leads Booker through a series of portals into the place where ALL other Bookers and Elizabeths from separate portals meet in an ocean of lighthouses. Elizabeth remarks: "There is always one man, one lighthouse, one city."&nbsp;</p><p>Now that's just bullshi--</p><p><img style="" src="http://vignette1.wikia.nocookie.net/bioshock/images/5/5b/Entrance_Tower.jpg/revision/latest?cb=20070823162351"></p><p>GOD, DANGIT, LEVINE.</p><p><br></p><p><span style="line-height: 1.45em; background-color: initial;">So in the end, Booker and Elizabeth escape the lighthouse ocean and then here comes the kicker!&nbsp;</span></p><p>COMPLICATED SPOILER AHEAD, DO NOT READ UNLESS YOU WANT HEAD TO IMPLODE:</p><p><br></p><p>Booker is taken to a similar baptism that he goes through in the beginning of the game. It is then alluded that Booker took a similar baptism many years before, but opted out of it because "dousing yourself in water doesn't absolve your sins." Booker becomes a gambling drunk, loses all of his cash, and realizes he must go to Columbia for a job to absolve his debts. HOWEVER. It turns out that YOU, Booker DeWitt, are in fact ZACHARY HALE COMSTOCK and that Elizabeth is Booker's legitimate daughter who Zachary Hale bartered with him over giving her to him as to erase his debts. <b>HOLY FUCKING SHIT, KER-AZZY RIGHT?&nbsp;</b></p><p>The explanation goes like so! Booker DeWitt lives in an infinite number of dimensions. Each dimension is created when a decision is made. For example, if I drink coffee in this universe, another universe splinters off where I drink water, or coke, or piss, yum yum. The baptism that Booker goes through forked off in two ways. Booker refused it and stayed as Booker, the war-hero, and another in which he became Zachary Hale Comstock, founded Columbia, and mastered inter-dimension travel (hence why he's old as Gahndi's nutsack). In the end, Booker realizes that in order to fully kill Comstock, he must die, and with an army of Elizabeth's, he is drowned under the water and one by one the Elizabeths from Comstock's universes are erased from existence.&nbsp;</p><p>Or are they?</p><p>&nbsp; &nbsp;<img class="irc_mi" style="margin-top: 0px;" src="http://www.reactiongifs.com/r/2013/11/dramatic.gif" height="422" width="479"></p><p><br></p><p><br></p><p>2. KoTor: Knights of the Old Republid: I AM YOUR FATH--YOU, I MEAN.</p><p>Knights of the Old Republic was a crowning achievement of Bioware. Sporting a control system similar to Mass Effect, it put you in control of one of the Old Republic's soldiers, an adept character who is tasked with stopping the evil agenda of Darth Malak, the apprentice to one of the most evil Sith lords in all of Star Wars continuity; Darth Revan. You spend a large portion of the game trying to fight you way through to Malak, learning about the characters, and your link to Bastila, a sexy jedi with a double lightsaber, a British accent, and a badonkadonk as round and hot as Tatooine itself.</p><p>&nbsp;&nbsp;<img src="http://img1.wikia.nocookie.net/__cb20071010012527/starwars/images/c/c8/BastilaAvatar.jpg" style="line-height: 1.45em; -webkit-user-select: none; width: 600px; height: 800px;" height="667" width="500"></p><p>Oh, I'mma use the Force alright, girl.</p><p>So you're working with a ragtag group of people to stop an Empire of evil. Bastila Shan was revealed to have killed Darth Revan in a large battle before the events of the game, however, this is the kicker:</p><p><b>YOU ARE DARTH REVAN</b></p><p><img class="irc_mi" src="http://replygif.net/i/1062.gif" style="line-height: 1.45em; margin-top: 118px; background-color: initial;" height="186" width="330"></p><p><br></p><p>It turns out that Bastila only knocked him out and using the force, the Jedi council brainwashed Revan and wiped his memory and any trace of his actions as Darth Revan, thus returning him to his previous state of super-duper jedi hero. It was a twist that was delivered through hours upon hours of gameplay. But don't worry, it all ends well for our hero who saves the day and nothing bad ever happened to him again after that. He settled down and lived happily ever after and wasn't used to boost the sales of a dying MMO or anything.</p><p><img class="irc_mi" style="margin-top: 24px;" src="http://media.giphy.com/media/ebuZ7sDhZcSJO/giphy.gif" height="375" width="500"></p><p>The Old Republic what?&nbsp;</p><p>3. SILENT HILL 2: 100% EGYPTIAN COTTON</p><p>Silent Hill has been a franchise which has slowly sort of began to rot like the skin-walkers that populate the foggy town, apart from the Norman Reedus reboot cause that looks flash as fuck. However, going back it's roots, Silent Hill 2 proved to be a formidable, atmosphere masterpiece from Team Silent.&nbsp;</p><p>The story goes like this: You are James, a man who has lost his wife. After receiving a letter from her, telling you to meet her in Silent Hill, it becomes abundantly clear that that is where you're going. The game is like any other Silent Hill art, a worthy horrific endeavor choc-a-bloc with crazy characters and psychosis inducing horror.</p><p><img class="irc_mi" src="https://33.media.tumblr.com/06137dd7a26ee70e32565148d6efd349/tumblr_mtowyjgl0F1rkdy7mo1_500.gif" style="line-height: 1.45em; margin-top: 16px;" height="391" width="500"></p><p>Hahahahahaahahahaeeeeegugug OH GOD OH GOD OH FUCKING GOD.</p><p>The problem with Jame's wife is that she kicked the bucket a long while back thanks to the Big C. This meant two things; either it's a fake by some sick prankster, or it's the demonic spawn of Satan sitting in a rusted out warehouse, chopping up bodies and fucking leg-people waiting for you to show up.&nbsp;</p><p>The smart money would go on prankster, but this isn't smart.</p><p>James spends the whole game jumping through demonic hoops, from fending off Toblerone-man, to going through a demonic hospital with faceless nurses. After shooting and killing his way through an army of the undead, he finally makes it to his wife.&nbsp;</p><p>THE KICKER: Jame's wife has been dead all along and James murdered her out of some sick kind of euthanasia with a pillow.</p><p>Silent Hill has always been a game that looks in to its characters for their flaws, and the land has always been sort of a punishing, surreal world in which characters guilt mixes with the trans-dimensional horror, allowing the people to go in and out with some sort of dramatic change, except this time, that doesn't happen. The endings all come to a halting, depressive end in which your choices range from James driving his car into Toluca lake out of guilt, to saving the doppelganger of his wife, Maria, who ends up coughing like Mary did when she first started to get ill.</p><p>Isn't the world a happy place?</p><p><br></p><p>Those were the three biggest twist of gaming, for me at least. Watch this space for more articles.&nbsp;</p><p></p>\r
]]></description>
                <category></category>
                <author><![CDATA[Archive]]></author>
                <guid>v43xy6vL9g</guid>
                <pubDate>Thu, 12 Feb 2015 01:21:00 +0000</pubDate>
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                <title><![CDATA[Minecraft]]></title>
                <link>https://novogamer.com/articles/minecraft-bM8vlGNR9y</link>
                <description><![CDATA[<p>Minecraft is a wonderful game that was founded on May 17, 2009. &nbsp;Further updates&nbsp;made the game more immerse as well as enhanced the play-ability of the game. &nbsp;</p><p>Minecraft is a powerful sandbox video game that has really impacted gaming history.The game was conceived by a&nbsp;Swedish programmer by the name of Markus "Notch" Persson, who founded the game.&nbsp;The idea was to allow&nbsp;player's to build anything they wanted out of 3D textured cubes&nbsp;among neat things.&nbsp;The possibilities are endless, &nbsp;such as slay zombies, ride pigs, make mansions, even make music.&nbsp;<br></p><p></p><p><img src="https://novogamer.com/images/archive-broken-image.png" style="width: 366.504px; height: 220px; float: right; margin: 0px 0px 10px 10px;" alt=""></p><br><p></p><p>The&nbsp;game Is widely popular and very well known for its&nbsp;capabilities. Like&nbsp;fun with friends, real life building designs, and just to play when you're bored.&nbsp; Some schools even use Minecraft as a way to teach kids about design and creativity. This game can and has been used for many different purposes.</p><p>There are many Blocks, items, and resources&nbsp;in this game, also including several modes that can be played. Survival mode is the most basic,&nbsp;that you can play.&nbsp;&nbsp;The player will get a health bar,&nbsp;hunger bar and an experience bar where the player can level up and use those levels to enchant his or her weapons and armor.&nbsp;This help increase the destruction they&nbsp;inflict upon their mortal enemies. A key mechanic is the hunger bar, which slowly depletes as the player does actions such as running, mining, chopping, fishing, or even walking, all except for just standing still. &nbsp;This can easily be filled back up by making food such as bread from wheat, steak from cooked cow,&nbsp;cooked pork chop from the pigs you kill, and many other wonderful dishes.</p><p></p><p></p><p></p><p><img src="https://novogamer.com/images/archive-broken-image.png" style="width: 303.094px; height: 192px; float: right; margin: 0px 0px 10px 10px;" alt=""></p><br><p></p><p>The next game mode is the Creative mode which was made for players who <i>don't</i>&nbsp;want to spend hours on end mining and collecting resources;&nbsp;and&nbsp; instead want everything handed to them for easier and faster building. &nbsp;The player also gets the power to fly and instantly break blocks which players do not get outside of this mode. &nbsp;All this&nbsp;for the main purpose of testing designs and building things&nbsp;quick and easy. &nbsp;But of course using this mode is less prestigious due to the fact that everything is just given to you. &nbsp;</p><p>Lastly the Adventure mode where the player is in a survival type game but has many restrictions to their player. &nbsp;This mode was made for the purpose of playing on adventure maps that other people have made such as Mario party in Minecraft, or an arena game, or perhaps some Zelda related games. &nbsp;This mode helps give the player a&nbsp;lot more to do since they can experience.&nbsp;&nbsp;More than just vanilla Minecraft.<br></p><p></p><p><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: left; margin: 0px 10px 10px 0px; width: 193px; height: 193px;"></p><br><p></p><p>Minecraft is a wonderful game in my own opinion and in the eyes of millions as well. &nbsp;This game has <i>grown</i> from such a small place and has <i>grown</i> a long time into something so beautiful its almost blinding. &nbsp;Overall this game is very fun and needs to be played, at least for the experience. Having played the game and seen what it can do,&nbsp;I give&nbsp;Minecraft a&nbsp; <span style="line-height: 1.45em; background-color: initial;">9/10.</span></p>\r
]]></description>
                <category></category>
                <author><![CDATA[Archive]]></author>
                <guid>bM8vlGNR9y</guid>
                <pubDate>Thu, 12 Feb 2015 01:21:00 +0000</pubDate>
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                <title><![CDATA[Top 10 Most Iconic Swords in Video Games]]></title>
                <link>https://novogamer.com/articles/top-10-most-iconic-swords-in-video-games-ZBJekwDO42</link>
                <description><![CDATA[<p style="text-align: justify;">As someone who plays a lot of fantasy games, swords are among my favorite weapons to use in battle. They are well known, easy to use, and half the time they often integral to the plot of the game. That being said, there are few swords that just stand out quite a bit more than the standard medieval weapon. So I present to you my top 10 list of the most memorable and iconic swords in the gaming industry in no particular order.</p><p><strong>(Please keep in mind that my opinions may or may not reflect your own, this list is entirely biased)</strong></p><p><strong>The Revolver Gunblade from Final Fantasy VIII</strong></p><p><img src="https://novogamer.com/images/archive-broken-image.png" alt="Squall Leonheart's Revolver" style="float: right; margin: 0px 0px 10px 10px;"></p><p style="text-align: justify;">Squall Leonhart's weapon of choice, this kick-ass blade is basically a single-edged broadsword with an over-sized 6-shooter revolver as the hilt. If you pull the trigger on it, it sends a shock wave up the blade making it vibrate which inflicts a more devastating cut. This weapon makes the most impact in the opening cut-scene just before you are given the option of naming your character.</p><p><strong>The Valiantium Blade from The Wonderful 101</strong></p><p><img src="https://novogamer.com/images/archive-broken-image.png" alt="Wonder Blue and his Valiantium Bladd" style="float: left; margin: 0px 10px 10px 0px;"></p><p style="text-align: justify;">Said to become even sharper every time it slices into its enemies, the Valiantium Blade can act as a lightning rod to divert electrical currents, reflect lasers back at their sender, cut the thickest steel construction cables and can even be used as a key to unlock blast doors in certain locations. The only real flaw it has is its wielder as he is a hot-headed, arrogant jerk that only cares about his own selfish goals over the safety of his comrades. He eventually learns his lesson, but not after putting his entire team's lives in peril to chase after his own personal vendetta. Remember, a sword is an extension of its handler and is only as good as the person who wields it. Oh, and here's a little Easter Egg, the Valiantium Blade is also in Bayonetta 2 as the main weapon of the angel Valiance albeit in a different form.</p><p><strong>The High-Frequency Blade from the Metal Gear Solid/Rising series</strong></p><p><strong><img src="https://novogamer.com/images/archive-broken-image.png" alt="Raiden's HF Blade from Revengeance" style="float: right; margin: 0px 0px 10px 10px;"></strong></p><p style="text-align: justify;">A technologically advanced Japanese katana made by the government that can cut the most durable of alloys due to it being able to resonate at a frequency so high that it separates materials at the molecular level. This blade has actually been in the possession of two previous owners before it finally found its way to Raiden, A.K.A. Jack the Ripper, and it is his weapon of choice during the events of Metal Gear Solid 4 and Metal Gear Rising: Revengeance. The blade is incredibly powerful and can be seen cutting an unmanned Metal Gear RAY unit completely in half during the prologue chapter of Revengeance, but while it is very strong, it kinda plays second fiddle to Gray Fox's Fox Blade which could be only obtained in the game when you pre-ordered the game at GameStop. Never really liked pre-order DLC bonuses because of that.</p><p><strong>The Z-Saber from the Mega Man X/Zero series</strong></p><p><strong><img src="https://novogamer.com/images/archive-broken-image.png" alt="Zero wielding his Z-Saber" style="float: left; margin: 0px 10px 10px 0px;"></strong></p>A high tech weapon from the year 21XX, the Z-Saber is Maverick Hunter Zero's weapon of choice for hunting down the generals of Sigma's army of rogue androids. It projects a solid beam of energy from its hilt and is about meter in length, but what makes it special is that like X, Zero's sword can also copy the abilities of the Mavericks that he's defeated in battle. It can change into steel, ice, fire, lightning, plasma and can even destroy enemy shots with ease. X has even used this weapon to great effect in Mega Man X6 in Zero's absence before finally returning it to its rightful owner in the Mega Man Zero games. It's basically just a lightsaber from Star Wars only better.<p><strong>The Keyblade from Kingdom Hearts</strong></p><p><img src="https://novogamer.com/images/archive-broken-image.png" alt="The Kindome Key" style="float: right; margin: 0px 0px 10px 10px;"></p><p style="text-align: justify;">Destined to be used by the one who will save the worlds from the Heartless and the Nobodies, the Keyblade is a sword of great power that can change its shape depending on what kind of keychain is clipped onto its pommel. Because of its ability to lock the door to the heart of a world, it plays great importance and a very heavy burden on its wielder, Sora. In reality though, there are actually many keyblades all which now rest at an old battlefield called the Keyblade Graveyard where a large scale war once took place.</p><p><strong>Soul Calibur and Soul Edge from the Soul Calibur series</strong></p><p><img src="https://novogamer.com/images/archive-broken-image.png" alt="The Broken Destiny, a fusion of Soul Calibur/Edge" style="float: left; margin: 0px 10px 10px 0px;"></p><p style="text-align: justify;">Now, I know that they are technically two separate swords, but because of them both being pretty equal in power and magical influence, I have little choice but to consider them the same weapon (Especially considering the fact that they were once one blade at one point in their history, picture on the left). These two swords are basically two sides of the same coin, one is of light and the other of darkness. This is also reflected by the fact that the ones who wield them are good and evil variations of the same person. Soul Calibur is the weapon of choice of Siegfried and his demonic alter-ego Nightmare uses the Soul Edge in battle. "Transcending history, and the world, a tale of swords and souls eternally retold." Ahh, I'll never get tired of hearing that phrase.</p><p><strong>The Energy Sword from the Halo series</strong></p><p><img src="https://novogamer.com/images/archive-broken-image.png" alt="An Elite's Energy Sword" style="float: right; margin: 0px 0px 10px 10px;"></p><p style="text-align: justify;">As the name suggests, this is a sword made of energy, but the symbolism the sword represents within the Halo lore is actually quite fascinating. It states only the highest ranking elites can wield these blades. While these specific Elites are not allow to marry, they have the privilege to mate with any female they want regardless if they have a spouse or not. This is so they can preserve the lineage of sword wielders for as long as possible. Lore aside, this weapon is also very powerful as it can one-hit-kill any enemy as long as it is a sneak attack in the back. Seems a little cheap, but it gets the job done.</p><p><strong>The Blades of Chaos from the God of War series</strong></p><p><img src="https://novogamer.com/images/archive-broken-image.png" alt="One of the Blades of Chaos" style="float: left; margin: 0px 10px 10px 0px;"></p><p style="text-align: justify;">These weapons of mass bloodshed are wielded by everyone's favorite screaming Spartan, Kratos, but he doesn't use these swords by choice. When he pledged his loyalty to Ares, the God of War, he painfully chained the two blades to Kratos's arms. This gave him the power he needed to destroy his enemies with ease, but he was cursed to be Ares warrior-slave until the day he died. These swords are brutal, jagged, unholy weapons meant only to be used to kill and they certainly do their job without fail.</p><p><strong>The Master Sword from The Legend of Zelda series</strong></p><p><img src="https://novogamer.com/images/archive-broken-image.png" alt="The Master Sword in all of its glory" style="float: right; margin: 0px 0px 10px 10px;"></p><p style="text-align: justify;">The all powerful "blade of evil's bane." This sword was forged with the power of the gods with the intent of being the weapon of choice for the Goddess Hylia's chosen hero. This masterfully crafted one-handed longsword also housed the spirit Fi, a calculative construct whose sole purpose was to serve the chosen hero until he completed his task. The blade strikes fear in all of the evil beings of the land and the only one who dared to fight its power was the Demon King Ganondorf and all of his reincarnated forms across the space/time continuum.</p><p><strong>The Monado from Xenoblade Chronicles</strong></p><p><img src="https://novogamer.com/images/archive-broken-image.png"></p>The great sword that was once wielded by the titan known as the Bionis, this blade of unfathomable power gives its wielder the ability to see visions of the future. Forged by the god Zanza to manipulate and focus the ether energy of the world, it is used to shape and mold whatever the blade's wielder sees fit. It cannot harm the people that now live on the corpse of the dead Bionis, but it can harm the machines from the opposite titan known as the Mechonis with ease. Plus there is a bit of a secret behind its history, but you'll have to play the game yourself to find out. No spoilers here!<p style="text-align: justify;">Well, that's my list folks, if you disagree with my choices, tell me why in the comments and what you would have chosen instead. Until then, I'll be seeing you.</p>]]></description>
                <category></category>
                <author><![CDATA[Archive]]></author>
                <guid>ZBJekwDO42</guid>
                <pubDate>Fri, 13 Feb 2015 09:34:00 +0000</pubDate>
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                <title><![CDATA[Among the Sleep: An Interesting Take on Horror.]]></title>
                <link>https://novogamer.com/articles/among-the-sleep-an-interesting-take-on-horror-dLzyPKv9Vn</link>
                <description><![CDATA[<p></p><p>I'm going to be straight with you, horror games are not for\r
everyone. I've noticed that while people will almost indefinitely play out\r
RPG's they are quick to give up on horror games after a few good scares, and\r
while it's not proven (by any means), I suspect that this is because the\r
average player cannot identify with many of the protagonists of horror games in\r
the same way they can relate to the hero's and anti-hero's of other games. This\r
is completely reasonable as much of a games enjoyability comes from the player\r
being able to project aspects of who they are, or aspire to be, onto the main\r
character. This is also why&nbsp;<i>Among the Sleep</i>&nbsp;stands out as a\r
horror-adventure.&nbsp;In&nbsp;<i>Among the Sleep</i>&nbsp;you play as a young child who is searching for his mother. This is one of the most fascinating aspects of the game because everyone knows what it is like to be a child who is scared -and maybe a little lost.&nbsp;</p><p>One of the first points that I'd like to make is this: the narrative in this game, while a little on the short side, is pretty good. Granted, it is nowhere as in-depth as say <i>Amnesia: The Dark Descent</i>, but it is fairly compelling despite its simplistic nature. As previously mentioned, you are a toddler, 2 years old to be exact, who has woken up in the middle of the night to find that something is amiss in your house. Like any scared child you stumble through the house (keeping your faithful companion, Teddy, close by)&nbsp;and eventually make your way to your mothers bedroom to seek comfort and reassurance that there are no monsters in the closet. Unfortunately, upon making it to her room you find her bed empty; this is where the story truly begins.</p>\r
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<p></p><p><img src="https://novogamer.com/images/archive-broken-image.png" style="width: 445.716px; height: 268px; float: right; margin: 0px 0px 10px 10px;" alt=""><span style="line-height: 1.45em; background-color: initial;">Playing through this <i>Among the Sleep</i> with the unique perspective of a child lends an added creep factor to the game. While on your quest you find yourself in various strange dark places; many of which appear to be distorted memories of the child protagonist that have been overcome by nature. The scenery in this game is an eerie&nbsp;amalgamation of unsettling and whimsical and works well as a metaphor for the themes of destruction and loss that are present though out the game.&nbsp;</span></p><p></p><p></p><p>Some of the core game play is also driven by the petite stature of the playable character. Toddlers are not particularly adept at walking and so they occasionally revert back to crawling; in this game you can switch between the two at will. The two methods of movement also offer different benefits and weaknesses. While walking you are able to interact with objects and hug teddy (which provides a little bit of comforting light), walking, however, is slow and makes you more visible. Crawling, on the other hand, is fast and allows you to hide under things. You also have no way of fighting, well... what ever that thing is, you are only 2 after all.</p><p><br></p><p><span style="line-height: 1.45em; background-color: initial;"><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: left; margin: 0px 10px 10px 0px; width: 359.683673469388px; height: 202px;">Most of the "horror" that comes from this game is rooted in the environment, there is a thing eventually, and a few <img>jump-like scares here and there, but ultimately it will be the little noises and movements that send chills down your spine.&nbsp;As a bit of a side note: this game is oculus compatible. I have not yet played&nbsp;<i>Among the Sleep</i>&nbsp;on oculus (though I might try to get around to it within the month) but I have played a few other horror games/demos on the oculus and I believe that this game would be infinitely better on oculus. The atmosphere developed through the maps is what really shines about this&nbsp;</span></p><p>Overall this game is a great introduction to horror games. The puzzles are not overly complex, nor do you have to dedicate too much time to finishing the narrative. At $21.99 CDN <i>Among the Sleep</i>&nbsp;is a little bit expensive, considering the quantity of content (and I've never been a fan of characters body parts passing through walls either), but aside from some minor flaws with the character models the quality of this game is great and I would strongly recommend it to anyone, horror and non-horror fans alike.</p><p style="text-align: center;"><iframe src="https://www.youtube.com/embed/y3xAudQiJ78" allowfullscreen="" frameborder="0" height="315" width="560"></iframe><br></p>\r
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                <author><![CDATA[Archive]]></author>
                <guid>dLzyPKv9Vn</guid>
                <pubDate>Thu, 12 Feb 2015 03:22:00 +0000</pubDate>
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                <title><![CDATA[Underrated Gems: Brutal Legend]]></title>
                <link>https://novogamer.com/articles/underrated-gems-brutal-legend-wzgvD7xVP7</link>
                <description><![CDATA[<p></p><p>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;<img src="https://novogamer.com/images/archive-broken-image.png" style=""></p><p>Brutal Legend is the criminally underrated game created by Tim Schafer and his development team, Double Fine, and published by Satan...or their preferred name; "EA". What makes Brutal Legend different from every other hack and slash game is it's Heavy Metal inspired themes and it's use of RTS in typical hack and slash gameplay.</p><p></p><p><img src="https://novogamer.com/images/archive-broken-image.png" alt="Eddie Riggs" style="float: left; margin: 0px 10px 10px 0px; width: 312.08275862069px; height: 419px;"></p><p></p>In Brutal Legend you play as Eddie Riggs, the world's greatest roadie for a terrible band called "Kabbage Boy". In an attempt to save a member of the band from a falling piece of stage scenery that Eddie himself built, Eddie, is in turn killed by said falling piece of scenery. While lying dead on the floor a droplet of his blood lands on his belt buckle which happens to be an amulet of&nbsp;Ormag√É¬∂den, a fire god, and Eddie then awakes alive and well in a world inspired by Heavy Metal album covers.<p></p><p>Eddie Riggs is voiced and modeled after Jack Black. Eddie is such a damn good roadie that he is able to create just about anything out of thin air to help him and/or his allies. As well as being the greatest roadie of all time, Eddie, is also an extremely skilled guitarist that can play certain guitar riffs to kill enemies in different ways. He also acquires an axe early on in the game that serves mainly as a primary weapon. It also cuts stuff like an axe. Which is pretty neat.</p><p>As soon as Eddie is resurrected by&nbsp;Ormag√É¬∂den he meets his love interest, Ophelia. Ophelia is just as metal as Eddie so, of course, he falls for her. She is voiced by veteran voice actresses, Jennifer Hale. Ophelia's role in the game seems so unimportant, like a forced love interest. That is until about 3/4 of the way through the game when things start to get even crazier, but all starts to make sense...kinda.&nbsp;</p><p><br></p><blockquote>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; "Too much metal!"</blockquote><p><br></p><p></p><p></p><p></p><p><img src="https://novogamer.com/images/archive-broken-image.png" style="width: 1206.13px; height: 679px;"></p><blockquote>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; "I claim this land for Ironheade!"</blockquote><p>On top of Brutal Legend's hack and slash gameplay and RTS elements it is also and open world game. And a damn good one at that. While roaming around the world your main mode of transportation is " The Deuce". The Deuce is a hot rod Eddie builds at the beginning of the game to escape from The Temple of&nbsp;Ormag√É¬∂den with Ophelia. Enemies clutter the land trying to turn the beautiful Heavy Metal inspired landscape into something more akin to Glam Rock. Glam Rock is the main enemy of the game with it being led by General Lionwhyte. A play on words of the band White Lion, a Glam Rock band. To defeat lower tier enemies, Eddie, must use a combination of The Separator, his axe, and his flying V guitar, Clementine. For more important battles and usually boss battles, Eddie must use his powers of RTS. Now the RTS elements in the game are something very strange for a hack and slash game and that's one of the reasons why some people passed on the game, but surprising they work pretty well. At first I hated the RTS parts of the game because I don't much care for RTS games in general , but like I said, they work.</p><p>Eddie is able to summon two types of allies to assist him on the battlefield during Stage Battles. Melee fighters and Ranged fighters. Stage Battles are pretty unique. You are tasked with taking back parts of the Heavy Metal land via a "Battle of the Bands" type showdown. Heavy Metal vs. Glam Rock. Eddie has to set up and defend "Merch" booths in the name of Ironheade whilst destroying the Glam Rock's Merch booths. Overall, the RTS elements work and have their place, but some people may be turned off by them.</p><p></p><p><img src="https://novogamer.com/images/archive-broken-image.png" style="width: 516px; height: 290px; float: right; margin: 0px 0px 10px 10px;" alt=""></p>The cameos. Holy fuck, the cameos. If you are a fan of the Heavy Metal genre in general you will absolutely love some of the characters in this game. For instance, Ozzy Osbourne, The Prince of Darkness, lives in hell and you can drive on down there to chill with him. He is known as "The Guardian of Metal". Ozzy also upgrades The Deuce for a price. He's even fully voice acted by the man himself. &nbsp;Other Heavy Metal rockers that lend their voices and likenesses to the game are&nbsp;Lemmy Kilmister as "The Killmaster", Rob Halford as "General Liowhyte" and "The Baron", and last but certainly not least Lita Ford as "Rima, Queen of the Zalia".&nbsp;<p></p><p>Tim Schafer did his homework on the icons of Heavy Metal. I can not stress it enough that this game as a whole is just a huge love letter to the fans of the genre, but it also isn't afraid to joke around about some of the stereotypes of Heavy Metal without blatantly insulting it. Unfortunately, that's one of the reasons why the game flew under the radar is because fans of this genre of music were either not gamers or that the genre has been declining since the early 2000's. Some even regarded this game as a "Relic of another time". Sadly, there is truth to that statement.&nbsp;</p><p></p><p><img src="https://novogamer.com/images/archive-broken-image.png" style="width: 452.662px; height: 269px;">&nbsp; <i>Rob Halford as "General Lionwhite"</i></p><p><br></p><p><img alt="" src="https://novogamer.com/images/archive-broken-image.png" style="line-height: 1.45em; width: 352.125px; height: 333px; background-color: initial; float: left; margin: 0px 10px 10px 0px;"></p><blockquote>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br></blockquote><p></p><p><i>Lemmy Kilmister as "The Killmaster"&nbsp; &nbsp;</i></p><p><br></p><p></p><p></p><p>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;<img src="https://novogamer.com/images/archive-broken-image.png" style="width: 609.479px; height: 342px;"></p><p>In the end, it's sad to see just how under appreciated this glorious game was. Taking a tired old genre of hack and slash, incorporating some good RTS elements, and wrapping it all in a beautiful Heavy Metal world inhabited by the men and women who actually help define Heavy Metal as a genre. One good thing to come out of this though is that if you were to pick up this game now (on consoles at least) you can get it for dirt cheap. I picked up my copy for the PS3 about a year ago for $5! It's almost criminal to pay ONLY $5 for it. On Steam, Brutal Legend, is only $15 and even then that's a steal. There's enough content in the game to hold you over for about 9 hours at the minimum without doing really any of the side quests. So if you a fan of hack and slash games, RTS games, Heavy Metal music, or Tim Schafer and Double Fine games then do your self a favor and pick this one up. &nbsp;<b> 9/10&nbsp;</b></p><br><p></p>\r
]]></description>
                <category></category>
                <author><![CDATA[Archive]]></author>
                <guid>wzgvD7xVP7</guid>
                <pubDate>Wed, 18 Feb 2015 03:03:00 +0000</pubDate>
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                <title><![CDATA[Life Is Strange Episode 1 - Review]]></title>
                <link>https://novogamer.com/articles/life-is-strange-episode-1-review-w84wn7yzEV</link>
                <description><![CDATA[<h2><i>Life is Strange</i> is an episodic decision based game similar to the likes of Telltale's The Walking Dead.</h2><p><img src="http://new1.fjcdn.com/pictures/Life_d93913_5453920.jpg" alt="Life is Strange Episode 1- Review. Life is Strange is an episodic decision based game similar to the likes of Telltale's The Walking Dead. Story: In Life is Str" title="Life is Strange Episode 1- Review" style="width: 344.558px; height: 194px;"></p><h2>Story: <br></h2><p>In Life is Strange you play as Max Caulfield. A socially awkward girl that has a passion for photography. While in her photography class, Max discovers that she has the ability to rewind time. but only so far. Max is the definition of socially awkward and is constantly shit on by other people who go to her school; which brings me to the first problem of the game. </p><p>Everybody is either a bully or a socially awkward victim. There is no in between apparently except for Max's friend Chloe who is introduced later on in the episode.</p><p><img src="http://new1.fjcdn.com/pictures/Life_f1d943_5453920.jpg" alt="Life is Strange Episode 1- Review. Life is Strange is an episodic decision based game similar to the likes of Telltale's The Walking Dead. Story: In Life is Str" title="Life is Strange Episode 1- Review" style="width: 687.608px; height: 387px;"></p><h1>Writing: </h1><p>It's blatantly apparent that the developers have no idea what real schools in this day in age are like. It genuinely feels like tumblr's idea of high school is. And unfortunately, that's what this game feels like. Tumblr: The Video Game. <br><br>Now, you could chalk this all up into "Maybe it's only this one school that is like this." Well if that were the case I wouldn't have a problem with it, but the dialogue is written so poorly that all the bullies' dialogue might as well have been written like "You're dead meat. I'm gonna pound you." And on top of that, the acting is just as poorly executed with the exception of one character. All the dialogue is acted out in such a stale manner. Like all the voice actors wanted to go home or something. Lip syncing is just as bad. Not one piece of dialogue matched up with any of the character's lips.</p><p><img src="http://new1.fjcdn.com/pictures/Life_d9b6ba_5453920.jpg" alt="Life is Strange Episode 1- Review. Life is Strange is an episodic decision based game similar to the likes of Telltale's The Walking Dead. Story: In Life is Str" title="Life is Strange Episode 1- Review" style="width: 553.549px; height: 449px; float: right; margin: 0px 0px 10px 10px;"></p><h1>Decisions: </h1><p>Just like in Telltale's TWD, Life is Strange, contains an actions and consequences element that happens through actions and dialogue. In addition to this, Max's rewind ability lets her change a decision she made on the spot. Saving you from a second play through. I actually like this because, more often or not, you're going to fuck up a timed event and with this you can save yourself the frustration of loading a previous save. <br>One problem I have with this actions and consequences system implemented is that so seem comical. Like, in one part of the episode, if you water a plant in your room you will get the notification that "Your action will have consequences." What's the worst that will happen? The plant hunts down and kills your mom for not watering it properly?</p><p><img src="http://new1.fjcdn.com/pictures/Life_bb6e33_5453920.jpg" alt="Life is Strange Episode 1- Review. Life is Strange is an episodic decision based game similar to the likes of Telltale's The Walking Dead. Story: In Life is Str" title="Life is Strange Episode 1- Review" style="width: 517.422px; height: 291px;"></p><h1>Graphics: </h1><p>The graphics confuse me. Scenes like this one in the picture can look pretty pretty (?), but I still can't tell if the devs are going for a stylized approach like TWD or if they are trying to be realistic. It's like the developers stopped half way through making the decision and said "Fuck it. Just do both."</p><p><img src="http://new1.fjcdn.com/pictures/Life_d85bc2_5453920.jpg" alt="Life is Strange Episode 1- Review. Life is Strange is an episodic decision based game similar to the likes of Telltale's The Walking Dead. Story: In Life is Str" title="Life is Strange Episode 1- Review" style="width: 678.724px; height: 382px;"></p><h1>Opinion piece:</h1><p>One thing I'd like to add that really bothered me (but probably wont bother you) is Chloe's step dad, David. Obviously this dude is going to be a huge antagonist further down the line and he's just a huge asshole the entire episode. Bulling people on campus and the lot. But it's his background and the way he's portrayed that bothers me. <br>David was in the military and is a huge asshole. Which I don't mind, but it's the way that his and Chloe's dialogue is written that bothers me. "I was in the military." "He was in the military." "You're paranoid." "War does that to you." It's like the developers are trying to imply really negative things about the military. And they just keep going on and on about how he was in the military and he's an asshole. But that's just me. So if that doesn't bother you, then more power to you.</p><p><img src="http://new1.fjcdn.com/pictures/Life_9e9c8b_5453920.jpg" alt="Life is Strange Episode 1- Review. Life is Strange is an episodic decision based game similar to the likes of Telltale's The Walking Dead. Story: In Life is Str" title="Life is Strange Episode 1- Review" style="width: 620.329px; height: 338px;"></p><p>Before I wrap up this review I'd like to talk about Max's friend; Delsin Rowe... I mean Chloe. Chloe's voice actress sounds like the only one in the entire episode actually trying. You can tell that she has some pretty intense demons under her tough punk exterior. She's genuinely interesting and I want to know more about her and her missing friend Rachel Amber. <br>Why the fuck aren't we playing a game about her?? Max is so stale and boring. It would be a lot more interesting to see Chloe change into the rebellious punk she is in Life is Strange. But that's just me.</p><p><img src="http://new1.fjcdn.com/pictures/Life_4dbd30_5453920.jpg" alt="Life is Strange Episode 1- Review. Life is Strange is an episodic decision based game similar to the likes of Telltale's The Walking Dead. Story: In Life is Str" title="Life is Strange Episode 1- Review" style="width: 568.326px; height: 359px;"></p><p>I tried so hard to like this game. I really did. I brushed aside all the preconceived notions I had about it before playing and tried to get invested, but in the end I just couldn't. To me: the only one redeeming factor in this game is Chloe's character. I'm probably going to buy the rest of the episodes when they come out just to find out what happens to her. <br>Overall, it's lackluster to say the least. I was hoping for a deep story which game like from the likes of Telltale, but what I got was Gone Home meets The Walking Dead. Sound on paper, but was executed poorly. I wasn't going to recommend this, but given that it's only $5. So if you have the extra cash and have already bought every Telltale game; you should try it. Maybe you will get engrossed in it. Unfortunately, I didn't. <br>And if you want a numerical score: 6/ 10</p><p>*This review is written improperly because I originally posted it on FunnyJunk. The reason that I basically copied and pasted it from their is because I'm really proud of this piece. I've never had anyone else read my writings so constructive criticism is much appreciated so my writing will improve in future articles. I hope you have a wonderful day. </p><br>]]></description>
                <category></category>
                <author><![CDATA[Archive]]></author>
                <guid>w84wn7yzEV</guid>
                <pubDate>Sun, 15 Feb 2015 09:30:00 +0000</pubDate>
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                <title><![CDATA[10 Reasons Why You Should Buy a Wii U]]></title>
                <link>https://novogamer.com/articles/10-reasons-why-you-should-buy-a-wii-u-ZMYdOwGbmm</link>
                <description><![CDATA[<p style="text-align: justify;">Some of you might think the XBox One and PS4 are the best consoles of this generation, that they are far superior than some "under-powered gimmicky toy for children." But I honestly think you are missing out on one of the most fun current gen gaming consoles by having that mentality. So I'm going to list 10 reasons why you should buy a Wii U if you haven't already done so.</p><p><strong>Reason 1: Value</strong></p><p><img src="https://novogamer.com/images/archive-broken-image.png" alt="Super Mario 3D World Wii U Bundle" style="float: right; margin: 0px 0px 10px 10px;"></p>Compared to the XBox One and PS4 which are both listed at $399.99 USD for the bare minimum sets (console, 1 controller and needed cables), the Wii U is $299.99 USD for most deluxe bundle sets (console, gamepad, 2 games and needed cables). Sounds like you would certainly get your money's worth with that deal, especially if you're on a budget.<p><strong>Reason 2: Free Online Play</strong></p><p style="text-align: justify;">Once again, if you are on a budget, this is a great alternative to XBox Live and PlayStation Plus/Now as there are no online subscription fees. However, while there aren't many games on the Wii U that use online gameplay, the ones that do are very good and are (for the most part) stable with little lag or connection drops. (Keep in mind this still does happen regardless of which console you choose.)</p><p><strong>Reason 3: Backwards Compatibility</strong></p><p style="text-align: justify;">Out of the three current gen consoles, the Wii U is the only one that can play the games of its predecessor without the need for modding. And because you can transfer your all of your Wii Shop Channel purchases and save files from the Wii to the Wii U, you could move all of your data onto the new Wii U and sell the Wii at GameStop/EBGames or on eBay for some quick cash to help cover the cost of the system.</p><p><strong>Reason 4: Exclusive Games</strong></p><p style="text-align: justify;"><span style="line-height: 1.45em; background-color: initial;">When it comes to games, exclusivity is what usually sells a console, and out of the three, the Wii U has the widest and most fun selection of games you could ever ask for. Here are some examples:</span></p><ul><li>Super Mario 3D World</li><li>Bayonetta 2 (Includes Bayonetta 1)</li><li>The Wonderful 101</li><li>Super Smash Bros for Wii U</li><li>Captain Toad: Treasure Tracker</li><li>Pikmin 3</li><li>Nintendo Land</li><li>Hyrule Warriors</li><li>Mario Kart 8</li><li>Donkey Kong Country: Tropical Freeze</li></ul>If that list isn't convincing enough, then I don't know what is.<p><strong>Reason 5: Amiibo</strong></p><p><img src="https://novogamer.com/images/archive-broken-image.png" alt="Super Smash Bros Amiibo Series" width="505" height="234" style="float: right; width: 505px; height: 234px; margin: 0px 0px 10px 10px;"></p>If you're a collector of Nintendo memorabilia, then these little figurines will certainly eat a very big hole in your bank account. They may be small, but the amount of detail they have is astounding. Plus, since each one is outfitted with NFC technology, they can interface with the chip reader in the GamePad of the Wii U to further enhance the games you're playing.<p><strong>Reason 6: Off TV Play</strong></p><p style="text-align: justify;">Say you're the kind of person that lives in a house with other people (terrifying I know) and they want to watch a show or movie on the TV you're using, but you're playing games and don't want to give up the remote because you just got comfy. Well because of the Wii U's GamePad, most games for it have the ability to play the game with the TV on a different channel or even completely off. This even applies to the TV streaming apps on the system as well. No more fighting for the remote!</p><p><strong>Reason 7: Miiverse</strong></p><p style="text-align: justify;">Most gaming forums are usually pretty boring and lackluster due to a lot of them being run by a small handful of people in their spare time, but since Miiverse is run by Nintendo itself, there is an air of family friendliness which is a nice alternative to the many other forums I have found to be uninviting. Also, if a game supports Miiverse, you can post screenshots of your achievements or if you're stuck, you can ask for advice in game specific communities. Plus every once and a while, Nintendo's employees will post updates on news, contests and various other activities which help to mix things up a bit.</p><p><strong>Reason 8: Local Asymmetrical Gameplay</strong></p><p><img src="https://novogamer.com/images/archive-broken-image.png" alt="New Super Mario Bros Boost Mode" style="float: right; margin: 0px 0px 10px 10px;"></p>This is probably the biggest reason why I love the Wii U so much. Because of the GamePad, multi-player game modes in some games are much different than other consoles due to the separate screen. One player uses the GamePad while 1-4 other people use Wii Remotes (with nunchuks) or Pro Controllers on the TV. Think along the lines of a game of tag where the one with the GamePad is "it."<p><strong>Reason 9: No More Friend Codes</strong></p><p style="text-align: justify;">Assuming you were like me and hated the Wii's constant use of friend codes in any game that had online, then you'll love the fact that Wii U has abandoned that feature entirely in favor of a Nintendo Network user ID. Plus it also gives you the ability to send friend requests instead of the stupid and tedious act of registering each other's friend codes and hope that it worked.</p><p><strong>Reason 10: Unique Single Player Experience</strong></p><p style="text-align: justify;">Single player games that put emphasis on use of the GamePad are often the most entertaining to play as the second screen provided by the GamePad is frequently put to good use. Usually it provides easy access to a map or your inventory, but there are a few games that offer a more unique experience by using the GamePad in conjunction with the TV. It just feels innovative and fresh.</p><p style="text-align: justify;">Hopefully these reasons will help sway you into buying a Wii U the next time you have some extra cash to burn. But until then, I'll be seeing you.</p>]]></description>
                <category></category>
                <author><![CDATA[Archive]]></author>
                <guid>ZMYdOwGbmm</guid>
                <pubDate>Mon, 16 Feb 2015 06:17:00 +0000</pubDate>
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                <title><![CDATA[CLASSIC REVIEW: Grand Theft Auto V (SPOILERS)]]></title>
                <link>https://novogamer.com/articles/classic-review-grand-theft-auto-v-spoilers-vm4wB6yRB1</link>
                <description><![CDATA[<p>I'm a simple man; I grew up playing Rockstar games since they released the ported version of GTA 1 for PS1. My days were filled with gunning down Hare Krishna conventions, doing missions for my boyz and smashing open crates to find weapons. They were good times, the best times., and what six year old can say they loved growing up with the freedom to run and gun, destroying everything in his path?&nbsp;</p><p><br></p><p style="text-align: center;"><img src="https://novogamer.com/images/archive-broken-image.png" style="line-height: 1.45em; width: 700px; height: 325px; background-color: initial;"></p><p style="text-align: center;">My parents never loved me like a PS1 did anyway.</p><p>I've always been a big fan of Rockstar, and whenever any Grand Theft Auto was released, I lapped it up like a crack addict relapsing in a snowstorm. The glory days of Take-Two and Rockstar filled us with unending joy, from Bully (originally entitled <i>Canis Canem Edit) </i>for the Playstation 2, and eventually Xbox 360 to Manhunt, GTA III, Vice City, and many, many others. It seems that production in Rockstar games has come to a very slow pattern over the last few years and with their recent release of Grand Theft Auto V, I decided to revisit it and give it a play to see where it stands.</p><p>LET'S BEGIN.</p><p>Grand Theft Auto V puts you in the role of Michael Townley, or uh...Michael De Santa if you know what's good for you. The story begins with a prologue. <b>North Yankton, Ludendorff. Nine years ago. </b>Michael, Trevor, and Brad are three friends, a crew, who are turning over a cash depot when, shocker, things don't go to plan and Brad and Michael are shot and Trevor escapes into the woods of Canada. This begins the game with is set nine years later. Michael is a rich, lonely, miserable wreck in Witness Protection following the fucked up prologue. He hates his life and what his family has become. His tendency to fly of the handle lands him in trouble when he befriends Franklin Clinton, who he recently discovered stealing his idiotic son's car. His escapades with Franklin earn him the unwanted attention of one of the West Coast's biggest criminal gang-leader, Martin Madrazo, and as a result, Michael must pick up his balaclava and six shooter once more to rob and pillage Los Santos. However, following a successful stint, the once-thought-dead Michael is suddenly noticed by none other than his psychotic ex-best friend: Trevor Phillips.</p><p style="text-align: center;"><img src="http://oi59.tinypic.com/6ds7e0.jpg" title="Click for a larger view" id="imgElement" alt="" style=""></p><p style="text-align: center;">Why, Mikey? Why?</p><p>Michael Townley is the first ever Grand Theft Auto character to actually be a married man and living in a nuclear family. As far as he goes as a man, he seems to share the same characteristics of any psychopath. He is a bitter, angry man who seems to hate rotting away in Los Santos and doesn't quite come alive until there really is a threat or action. He tears down houses, murders people, and in the end, he finds that the very thing pulling the family apart is the same thing that can bring it together. He is a funny character, with great lines, and his chemistry with Trevor is great. However things that sell him short is his consistency to want to kill Trevor, almost achieving this back in Ludendorff and in the final mision: Death wish.&nbsp;</p><p>Trevor is the catalyst that sold GTA V like it did. A necrophiliac cannibal with an addiction to meth-amphetamines, his introduction to the audience is in one of the most symbolic ways possible. Trevor is introduced murdering Johnny Klebitz from GTA IV, the second protagonist and playable character in <i>The Lost and Damned</i>&nbsp;DLC. Trevor fucks his girlfriend, turns, smashes Johnny in the face and crushes his head with a few stamps from his boot. One story ends, another begins.&nbsp;</p><p>Our final character of the trio, Franklin Clinton turns out to be the most under-developed and ultimately useless one of the group. An ex-gang banger with delusions of "makin' it big, dawg," his aspirations earn him looks of disapproval from his friends and family, and earns him a one way ticket to Betrayal Town with people who can't be trusted. He flows through the game like any throwaway character, spouting bad one-liners and ultimately only becoming semi-useful in the end when you use him to either murder Michael or Trevor.&nbsp;</p><p style="text-align: center;">Grand Theft Auto V: Good ol' fashioned racial stereotypes DLC only $19.95.</p><p>Gameplay mechanics in GTA V seemed to have improved greatly. Borrowing a similar platform style to Max Payne 3, shooting is a lot easier, with a simplistic approach to aiming and weapon selection. Looking back at the controls for GTA IV, Rockstar have centered on linear control, allowing more advanced driving and shooting, with a more active cover system. Everything feels a little too polished, with some buyers remarking that GTA IV driving seemed a lot more enjoyable and took skill, while GTA V's car handling has been suited for twelve year old's. Ludicrous! Grand Theft Auto isn't played by twelve year old's...</p><p>...</p><p style="text-align: center;"><img class="irc_mi" style="margin-top: 0px;" src="https://novogamer.com/images/archive-broken-image.png" height="393" width="590"></p><p>Ahem...</p><p>Rockstar seems to have changed a lot of GTA V's mechanics. Physical control of your car means that flipping it over means you just have to shimmy your joystick a little and it'll flip right back. This seems like a pointless feature, and ruins the idea that reckless driving has consequences. Another issue I seemed to find with the game is of course, the very same things others have found problems with:</p><p style="text-align: center;"><img class="irc_mi" src="https://novogamer.com/images/archive-broken-image.png" style="line-height: 1.45em; margin-top: 0px;" height="393" width="373"></p><p style="text-align: center;">"Is he jaywalking? BRING OUT THE DE-VIRGINIZER."</p><p>These bastards. I am unsure of whether or not game developers decided to go overkill due to GTA IV's cops being bumbling morons, but the fact that cops in GTA V resemble The Terminator is an annoying feature. Cops are quick to shoot, quick to appear, and if you think physics were thrown out just with cars, you can think again, hombre.&nbsp;</p><p>Police in this game will spawn almost anywhere, as well as helicopters coming from complete blank areas, you are fucked pretty much up from a three star wanted level. Cops will ram you, shoot you with precise aiming, and if you think your modified sports car will change anything you are sadly mistaken. Cops are armored, quick, and will corner you like a rat and shoot you from across the map with a potato gun and you'll still wonder how fucking high the game developers were when they were making them as a feature.</p><p>Previous stories in GTA involved your main character being a lowlife criminal who raises through the ranks and fights his way to the top. In this one, your character has pretty much done that. The game centers around the trio robbing shit, then paying for it for the rest of the game. The three heroes are constantly and proverbially fucked in the ass over money, teasing big pays for big risks, and then they're bum-rushed and screwed over at every chance they get. Like a large metaphor for capitalism at its finest, the best way to make big money, is to play the stock market, like the suit and tie capitalist pink you are.</p><p style="text-align: center;"><img class="irc_mi" style="margin-top: 0px;" src="https://novogamer.com/images/archive-broken-image.png" height="393" width="420"></p><p style="text-align: center;">Dan Houser's taken a turn for the worst since GTA's release.</p><p>The story gives way to a final choice with Franklin. Three endings, which, surprisingly, sell the game shorter. Unlike other amazing, philosophical endings like GTA IV's, V seems to cram in three awful conclusions to a game that wasn't the best or the worst in the franchise.&nbsp;</p><p>ENDING A: Kill Michael.&nbsp;</p><p>Franklin kills Michael who has his life in order. It's a depressing, bleak, and ultimately anti-climactic end.&nbsp;</p><p>ENDING B: Kill Trevor.</p><p>You and Michael kill Trevor, setting him ablaze. In the end Michael comes full circle as a slimy scumbag who sells his friends short and kills his best friend.&nbsp;</p><p>ENDING C: The happy-dappy walk-away-into-the-sunset ending which leaves all three alive, killing off the competition and living happily ever after. The ending felt so false and rushed that I believe somewhere on the cutting room floor, GTA V has a hidden ending which encapsulates what was really trying to be put across. The trio all escape and stay best chums with their lives ahead of them and no issues from th FiB or the agency or whatever cheap antagonist decides to show up. It was a low end for an otherwise high game.&nbsp;</p><p>Being such a big fan of Rockstar, I've loved their games over the years; Red Dead, Max Payne, GTA, Manhunt, and somewhere along the line I felt that GTA V, in all its glory and beauty, was a game that didn't live up to the hype it was given. It was a fun game, with interesting characters, but was sold short in the story and ending which didn't seem up to par with other games in the series. While enjoyable, it is a game which didn't leave an impression on me like others did, and while I have tried my best to be fair, it seems more like a game that was manufactured and polished, rather than a game with heart and soul like IV, or Vice City, or any other Rockstar game.</p><p>7/10.</p><p>Don't even get me started on GTA: Online.</p><p style="text-align: center;"><img style="-webkit-user-select: none;" src="http://img.xcitefun.net/users/2009/12/128633,xcitefun-crying-babies.jpg"></p><p style="text-align: center;">Summed it up in one picture, son.</p><p style="text-align: right;">Max Payne, out.</p>
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                <author><![CDATA[Archive]]></author>
                <guid>vm4wB6yRB1</guid>
                <pubDate>Thu, 19 Feb 2015 04:33:00 +0000</pubDate>
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                <title><![CDATA[Contrast Review: Super Smash Bros. for the Wii U/3DS]]></title>
                <link>https://novogamer.com/articles/contrast-review-super-smash-bros-for-the-wii-u3ds-ZMYdOwGb8E</link>
                <description><![CDATA[<p>These games have been two of the most hyped games to be released last year, and for good reason. If you have been living under a rock for the past three years, <b>Super Smash Bros for the 3DS and the Wii U</b> are the fourth and fifth games in the critically acclaimed party brawler series from<span style="line-height: 1.45em; background-color: initial;">&nbsp;<b>Kirby's Dreamland</b> series creator Masahiro Sakurai, but I'm sure you don't need me to tell you that. As such, this review is going to be slightly different than what I normally do. Because of the varying contrast between the content of the two versions of the game, this time I'm gonna compare the two and tell you which version would better suit your gaming palette.</span></p><p></p><p><img src="https://novogamer.com/images/archive-broken-image.png" alt="Character Select Screen" style="float: right; margin: 0px 0px 10px 10px;"></p>Now if you are worried about what characters are available in each version, you have no need to worry about that. Both versions of the game have the exact same cast of nearly fifty characters which include Mario, Link, Pikachu, Fox, Samus, Yoshi, Donkey Kong and Kirby (just to name a few), but the number of unlockable characters is reduced in the Wii U version. While there are twelve characters to unlock in the 3DS version, the Wii U version has four of these characters already unlocked from the get go which reduces the amount of work needed.<p></p><p>Returning from <b>Super Smash Bros Brawl</b> are the challenges. Challenges are in both versions of the game, but they are split up into three separate pages on the 3DS version with a total of 105 relatively easy ones to complete whereas the Wii U version has 140 moderately more difficult ones all on one page. Completing a challenge will give you a reward and a special picture to view as a little bonus.</p><p>Classic Mode also makes a return in these games as it always has since the series' beginning, but this time it has gotten a drastic overhaul. On the 3DS, you go through branching paths of varying difficulty (Blue = Easy, Green = Normal, Red = Hard) and it feels very similar to how Classic Mode has been in past games, but in the Wii U version, Classic Mode is more based on your actual skill level as there are multiple groups of fighters each with a varying number of opponents and the occasional rival and surprise ambush.</p><p></p><p><img src="https://novogamer.com/images/archive-broken-image.png" alt="All-Star Mode" style="float: left; margin: 0px 10px 10px 0px;"></p>All-Star Mode makes a return yet again from its introduction in <b>Super Smash Bros Melee</b>, but it feels a little bit different this time around. Like in Brawl, you face every character in the game in order of character's creation and release according to the real world (with the exception of the customizable Mii Fighters), but the direction of the order you face them in differs per version. In the 3DS version, you fight them in chronological order. In the Wii U version, you fight them in reverse&nbsp;chronological order. Also, unlike the previous games in the series, All-Star Mode is unlocked from the start with more available opponents to face every time a new one is unlocked.<p></p><p>Now for the mode everyone knows about, SMASH MODE. This is the game's basic free-for-all versus mode in which you choose your character and beat the crap out of your opponent on one of dozens of different stages inspired by a game in Nintendo's MASSIVE repertoire of franchises. The types of battles that can be done include Timed, Stock, and Coin battles and each can be played in teams. Smash mode can also be played online in modes called "For Fun" which has all items on and uses every stage except for Final Destination, and "For Glory" which all items are turned off and the only stage available is Final Destination or a visual variation of it.</p><p></p><p><img src="https://novogamer.com/images/archive-broken-image.png" alt="Mario amiibo" style="float: right; margin: 0px 0px 10px 10px;"></p>Now new to these two games are character customization and amiibo support. With character customization, you can apply badges to a character that will boost one stat and hinder another and modify their special moves to better suit your tastes (I personally made a version of Mario that had completely fire based attacks). These customizations can also be applied to the amiibo that have been getting released these past few months. Amiibo fighters are completely AI controlled with no input by the player at all, but at their lower levels they can be trained to fight better by mimicking the player's fighting style. It should also be noted that amiibo support on the 3DS is limited to the "New" 3DS only.<p></p><p>Stadium mode also returns from the previous games, but with some slight alterations. Break the Targets has been completely removed and a new mode called Target Blast has taken its place. The 3DS version only has one stage while the Wii U version has three and if you want an idea of what Target Blast plays like, think Angry Birds but instead of a slingshot, you're launching a large bomb with a character's smash attack. 15-Minute smash mode in the Stadium has also been replaced with a new mode called Rival Smash in which you have to knock out more opponents than a CPU controlled rival character. The Fighting Alloy Team from <b>Brawl</b> in Stadium has also been replaced with the Fighting Mii Team. I find this to be pretty humorous as the Mii's faces are taken from the system's internal memory (I have some pretty low brow ones on my systems<span style="line-height: 1.45em; background-color: initial;">).</span></p><p>Now, here is what is exclusive to each version.</p><p>Returning from <b>Brawl</b> are the Event Matches, but these are exclusive to the Wii U version of the game. Event Matches are special battles with very specific win conditions. Some examples would include defeating a specific character before a computer controlled rival, or even preventing a hoard of slowly falling enemies from landing of the stage. Each event also has a secondary win condition that will reward you with a special prize should you succeed.</p><p>Also returning from <b>Brawl</b> and are exclusive to the Wii U are the Masterpieces. Masterpiece are demos of classic games that last anywhere between 1 to 5 minutes in length. If you happen to like the game's demo by the time the timer runs out, you are given the option to buy the game from the eShop which is a very nice convenience.</p><p></p><p><img src="https://novogamer.com/images/archive-broken-image.png" alt="Stage Builder" style="float: left; margin: 0px 10px 10px 0px;"></p>The Stage Builder also returns to the Wii U version of the game, but it simultaneously got both an upgrade and a downgrade in terms of content. The upgrade is the ability to draw the stage you're building with the Wii U's Gamepad. The downgrade on the other hand is the lack of stage additions you can add to what you're creating compared to Brawl. While the free form drawing is very nice and extremely cool, I feel a bit let down by the removal of so many options from the last game. Overall though, what you are given gets the job done, but I was still hoping for more.<p></p><p>New to the game and exclusive to the Wii U version is Special Orders mode. Special orders gives you randomized rules and opponents to fight with a guaranteed prize should you succeed. In Master Orders you pay a small sum of coins to take one of three challenges and the options reset with each win or loss. In Crazy Orders however, you can either pay a fairly high sum of coins or pay with an Orders Pass which can be won from Event Matches or from the roulette in Classic Mode. In Crazy Orders, you go round after round with most damage kept after each round until you feel like you don't have the confidence to continue any further. Whatever damage you accrued from the previous rounds will be then calculated into health for the final battle with Crazy Hand and any minions he may have helping him.</p><p></p><p><img src="https://novogamer.com/images/archive-broken-image.png" alt="Donkey Kong gets wrecked by a Polar Bear" style="float: right; margin: 0px 0px 10px 10px;"></p>Exclusive to the 3DS version is Smash Run mode which is a 5 minute trial in a MASSIVE map where you collect stat boosting items to help increase your chances of winning a special challenge after the time is up. To find stat boosters, you need to defeat enemies from many different Nintendo games and some from games made by Capcom, Namco and Sega. It is actually very similar to the City Trial mode in Kirby Air Ride. The Wii U version has something slightly similar to this mode, but it is a much more party based mode called Smash Tour. This mode is played on one of 3 different maps of varying sizes with your Miis to act as the game pieces, but the general concept is the same: collect stat boosting items to improve your chances in the final match. Honestly though, I personally think Smash Run is much better than Smash Tour.<p></p><p></p><p><img src="https://novogamer.com/images/archive-broken-image.png" alt="The Main Eight in 8-Player Smash" style="float: left; margin: 0px 10px 10px 0px;"></p>And now the pi√É¬®ce de réstistance, 8-PLAYER SMASH. This mode is exclusive to the Wii U version of the game and it is a damn fun mode to be had. You and up to seven other people can compete in these fantastically outrageous battles on a select few set of stages that can support the load of eight characters at once. But there is a catch. If you want to play with eight people, you will need to get at least one Game Cube controller adapter due to the fact that only four wireless controllers can linked to the console at any one time. In my opinion though, the Game Cube controller is the way to go anyway.<p></p><p>Now comes the verdict. The controls are tight and responsive, the music is fantastic, and everything else will keep you occupied for a very long time like collecting trophies and betting coins on the online spectator mode. If you're like me and enjoy playing games with other people in the same room, then get the Wii U version. Almost all the game modes in the Wii U version can be played in co-op mode with friend which is very nice. However, if you aren't the person who spends a lot of time playing TV games or if you travel a lot, then I would recommend the 3DS version as the game can be taken over to a friend's house for use as a controller for the Wii U version or you can play the 3DS exclusive Street Smash game mode when you encounter a random person with the game when out and about. I guess you could also get both if you have the money, but until then, I'll be seeing you.</p><p>3DS Score:</p><p><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: none; margin: 0px;"></p><p></p><p>Wii U Score:</p><p><img src="https://novogamer.com/images/archive-broken-image.png"></p><p></p>\r
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                <category></category>
                <author><![CDATA[Archive]]></author>
                <guid>ZMYdOwGb8E</guid>
                <pubDate>Wed, 25 Feb 2015 08:28:00 +0000</pubDate>
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                <title><![CDATA[Games To Check Out - Eternal Winter]]></title>
                <link>https://novogamer.com/articles/games-to-check-out-eternal-winter-wKvwb7Ajz2</link>
                <description><![CDATA[<p></p><p><img src="https://novogamer.com/images/archive-broken-image.png" style="width: 460px; height: 215px; float: right; margin: 0px 0px 10px 10px;" alt=""></p>Quick article for you guys. Normally, I tend to avoid both Early Access games and survival games like DayZ since Steam is absolutely flooded with them, but this one caught my eye and genuinely impressed me. Instead of zombies or other players to survive against, Eternal Winter, has you surviving against nature in a hostile open world winter environment where you must scavenge and hunt for supplies. Eternal Winter is being developed by an indie developer by the name of "Developers Pack". This time though, you aren't alone. You are accompanied by 4 dogs that you can name and pick their play styles before starting a new game. Not only do you have to feed and keep yourself hydrated you also have to keep all four of your canine companions fed and hydrated. Because hydration is key. Eternal Winter has a&nbsp;minimalistic style to it that is actually quite appareling and reminds me of Eidolon.&nbsp;<p></p><p></p><p><img src="https://novogamer.com/images/archive-broken-image.png" style="width: 555.49px; height: 312px; float: left; margin: 0px 10px 10px 0px;" alt=""></p>Like I said, the graphics have a minimalistic style to them but that doesn't negatively effect the overall experience. The animations on the dogs are surprisingly smooth and the different play styles do have an effect on the gameplay for each dog.&nbsp;<p></p><p><span style="line-height: 1.45em; background-color: initial;">You can scavenge buildings for supplies and hunt animals such as deer for meat. This is essential because you can eat things such as candy bars and cans of beans the survive, but your dogs can't. They can only eat meat. You or the dogs can eat the meat raw or cooked and, just like real life, cooked meat is better for you.</span></p><p><span style="line-height: 1.45em; background-color: initial;"></span></p><p><img src="https://novogamer.com/images/archive-broken-image.png" style="width: 553.709px; height: 311px; float: right; margin: 0px 0px 10px 10px;" alt=""></p>The game isn't finished. That's why it's in Early Access and because of this I wouldn't normally recommend a game in this state to anyone just yet, but I've made an exception here because the developer seems honest and has been dedicated to rolling out an update every week and he has been following up on this every week so far. The money helps him put together a team to help him finish the game by next year.&nbsp;<p></p><p><span style="line-height: 1.45em; background-color: initial;">The developer is also going to create a 4 player Co-Op mode later down the line. Finally, the game is currently on sale for $5.99, lowered from $9.99 until March 1st. (today being&nbsp;</span>February 26th, 2015)</p>\r
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                <category></category>
                <author><![CDATA[Archive]]></author>
                <guid>wKvwb7Ajz2</guid>
                <pubDate>Thu, 26 Feb 2015 02:53:00 +0000</pubDate>
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                <title><![CDATA[3 Games That You Should Play This Month]]></title>
                <link>https://novogamer.com/articles/3-games-that-you-should-play-this-month-djLVbKy3QK</link>
                <description><![CDATA[<p>I'm sure that I, like many of you, sometimes have difficulties balancing work, school, hobbies, friends, family, significant others, pets, chores, and every other thing under the sun. Too often I find myself with far to little time to just veg out and play random new games, and during these turbulent times, when I do make time for a good game session, I tend to stick to games that I know I will not be disappointed with; I always go for the same genre's or games that are very similar to others that I have played. This unadventurous habit has resulted in my library being stacked with games that I could accurately fit into one of five categories: "sorta like <i>Skyrim,"</i> made by Nintendo, "like <i>Amnesia</i>but not really scary, and actually nothing like <i>Amnesia,</i>" "strategy... more-or-less," or "basically just survive."<span style="line-height: 1.45em;">If this sounds like you, then I invite you to partake in a little challenge that I have created for myself.</span><span style="line-height: 1.45em; background-color: initial;">I have recently decided that while the other aspects of my life are probably more important than expanding my gaming horizons I would like to make a better effort to play new and interesting games, and while I simply do not have the time to play every free-to-play or scroll through the endless greenlights on Stream I can probably manage to play (at least a little bit, if not to completion) three new games each month.</span></p><p><span style="line-height: 1.45em; background-color: initial;">I'd like to start by stating that I have not personally played any of the games on this list. These are simply games that, for various reasons, have captured my attention. If you buy any of these games and they turn out to be terrible I take zero responsibility for your lost funds (but if you ask I'll apologize, I'm Canadian and super good at apologizing.)</span></p><p><span style="line-height: 1.45em; background-color: initial;"><br></span></p><h2><b>1. Dwarf Fortress</b></h2><p>Ok, I'm not going to lie, this game might be a little bit overly ambitious for this list. <i>Dwarf Fortress</i> is a deeply complex strategy game in which you control a dwarven outpost. There are no real objectives in this randomly generated world, and crazy and absurd events are likely to occur. This game was recommended to me by a good friend who is very much into this game, he has played numerous games and restarted countless times, but he assures me that it's worth it (for reasons other than Dwarves beating off enemies with severed limbs amongst other bizarre happenings).</p><p><img src="http://www.bay12games.com/dwarves/screens/dwf8.png" style="width: 579.176895306859px; height: 271px;"><img src="http://www.bay12games.com/dwarves/screens/adv33b.png" style="width: 578.198555956679px; height: 271px;"><br></p><p>-Screenshots from <i><a href="http://www.bay12games.com/dwarves/index.html">Dwarf Fortress</a></i>.</p><p>One of the main reasons why I have not played<i>Dwarf Fortress</i>yet is that it seems to be very complex, and so much so that I am unsure of how much time I would need to dedicate to learning how to play. There's also the graphics; they are not exactly cutting edge, but I think with a little bit of imagination the narrative provided could easily make up for the lack of traditional visuals.<br></p><p><i>Dwarf Fortress</i> is a game that I believe would be well suited to players who have enjoyed games like <i>Rimworld. </i>Both revolve around a randomly generated world in which the player is responsible for overseeing the activities, happiness, and lives of individuals in a colony, and as the friend who recommended this game once said to me "<i>Rimworld</i>is essentially just babby's first <font color="#202020"><i>Dwarf Fortress</i>."</font></p><p><span style="line-height: 1.45em;">From what I've been told the depth and unimaginably complex situations that are generated in this game are essentially never the same from one play through to the next and this is where</span><span style="line-height: 1.45em;"></span><i style="line-height: 1.45em;">Dwarf Fortress</i><span style="line-height: 1.45em;">shines. Fair warning though, the learning curve steeps backwards before platueing.<br></span></p><p><span style="line-height: 1.45em;"><br></span></p><h2><span style="line-height: 1.45em;">2. Orcish Inn</span></h2><p>This is a fairly new Steam Greenlit game and it's fairly simple. You are an orc. You run an inn. Your patrons want beer. You brew beer. Now you also have to grow barley and worry about whether or not your brew is too hoppy for your patrons, but aside from that it's seems like it will be an easy game to pick up.</p><p><iframe src="https://www.youtube.com/embed/cKxMEHotaI8" allowfullscreen="" frameborder="0" height="315" width="560"></iframe><br></p><p>I have watched a few youtubers play around with <i>Orcish Inn</i>and initially it seems to be something between<i>Harvest Moon </i>and <i>Terraria.</i></p><p>Currently <i>Orcish Inn</i>is in alpha, but from what I've seen it's designed beautifully and there will hopefully be many new features to look forward to in the future. And hey, <a href="http://orcish-inn.stevencolling.com/hub.php?content=download">it's free</a>, so you might as well give it a try!</p><p><br></p><h2>3. Besiege</h2><p>Once again, this game makes the list because I believe it would be simple to pick up, and deliver on the fun while not taking up a huge amount of time.</p><p>The singular goal of <i>Besiege</i>is to build an ransacking vehicle/contraption/apparatus/thing that is capable of destroying a set target. The only real limitation is a modest height restriction, your imagination, and surprisingly good in game physics.</p><p><iframe src="https://www.youtube.com/embed/n-aG7E9gTNI" allowfullscreen="" frameborder="0" height="315" width="560"></iframe><br></p><p>Like <i>Orcish Inn</i>this game is in early access alpha and is currently a little lacking in terms of the volume of content available, but if the alpha is an accurate indicator of what we can expect from the final product I think this game will be well worth themodest price tag of $7.79 CDN. There is really nothing more to be said about <i>Besiege</i>. If you like building, and you like destroying, you'll like <i>Besiege...</i>probably.</p>\r
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                <author><![CDATA[Archive]]></author>
                <guid>djLVbKy3QK</guid>
                <pubDate>Wed, 25 Feb 2015 08:35:00 +0000</pubDate>
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                <title><![CDATA[Metro Redux - Review]]></title>
                <link>https://novogamer.com/articles/metro-redux-review-wKvwb7AjDx</link>
                <description><![CDATA[<p></p><p><img src="https://novogamer.com/images/archive-broken-image.png" style="width: 904.778px; height: 509px;"></p>Metro Redux is the remastering of two phenomenal games, Metro 2033 and Metro Last Light, developed by 4A Games and published by Deep Silver. The Metro games sit comfortably some where in between the more casual experience of the Fallout series<span style="line-height: 1.45em; background-color: initial;">&nbsp;and the more hardcore experience of the S.T.A.L.K.E.R. series. This review will split into two halves for each game.&nbsp;</span><p></p><p><span style="line-height: 1.45em; background-color: initial;"></span></p><p></p><p></p><p></p><p><img src="https://novogamer.com/images/archive-broken-image.png" style="width: 471.453px; height: 265px; float: right; margin: 0px 0px 10px 10px;" alt=""></p><p></p>Metro 2033 was&nbsp;<span style="background-color: initial;"><span style="line-height: 1.45em;">one of the most underrated games of 2010 and still doesn't get the recognition it deserves. Metro 2033 takes place 20 years after a cataclysmic nuclear war that had taken place in 2013 (sometimes referred to as World War 3 to some NPCs.) &nbsp;In Metro 2033 you play as Artyom, an inexperienced young man in his early 20's wanting desperately to be an elite soldier called "Rangers" like his idol, a man named Hunter. After his home station is attacked by mutated beasts known as "Nosalises", Artyom, must venture through the Metro tunnels to a far away station known as "Polis". To add insult to Nosalis induced injury, there's an unknown race of beings known only as "Dark Ones" that are seemingly attacking humans telepathically and destroying their brains. I won't spoiler anything, but Artyom is the only one immune to the Dark Ones' influence and is the only one able to stop them. Gameplay is the standard First Person Shooter experience, but with a heavier emphasis on stealth making it a bit more unique. The atmosphere in this game is one for the record books. I highly recommend playing both 2033 and Last Light with headphones. From the echoes of both human and monster in the far reaches of the Metro tunnels to the somber music and NPC conversations in each of the Metro stations you will encounter on your journey.&nbsp;</span></span><p></p><p><span style="background-color: initial;"><span style="line-height: 1.45em;"></span></span></p><p><img src="https://novogamer.com/images/archive-broken-image.png"></p><p></p><p><span style="background-color: initial;"><span style="line-height: 1.45em;">Metro 2033 is where the bulk of the remastering went. It looks almost as if it were built from the ground up using the updated 4A Engine similar to that of Metro Last Light, but a more realistic idea is that the textures and placements of some objects were given a fresh coat of paint that still looks absolutely fantastic. Unfortunately though, the best comparison image I could find was a compressed YouTube image that doesn't do it as much justice as I would have hoped it would, but I think it still gets the point across.&nbsp;</span></span></p><p><span style="background-color: initial;"><span style="line-height: 1.45em;">As well as a graphical upgrade, Metro 2033, also gets an upgrade to it's HUD and menus. Now it's exactly like Metro Last Light where you hold down a button or key that brings up all your tools. This is a million times more&nbsp;</span></span>convenient than the older Metro 2033 HUD and menus though I can see why some people may not like it feeling like the same game, but i like it being two different games feeling like one huge video game ride.&nbsp;</p><p></p><p><img src="https://novogamer.com/images/archive-broken-image.png" style="width: 508.687px; height: 286px; float: right; margin: 0px 0px 10px 10px;" alt=""></p>One of the stand out features is the atmosphere.&nbsp;It's almost unbelievable just how alive this game feels especially since death lingers heavily in the air. Every Metro station you visit on your journey to Polis feels lived in by real people. It doesn't feel like the developers just made a Metro station and put some NPCs in there with a few lines of dialogue. Children will gather around a flame while an adult tells them a story of plays an instrument.&nbsp;<p></p><p>Some times you will be given a small side quest for money or a karma point towards the good or bad though it doesn't really matter because Last Light will always pick up after the bad ending. I can not say enough good things about this game. It's really more like an experience because even after you've finished the game you will never forget the experience you had with it. Since you can buy each game separately I give this game on it's own merit a <b>9/10.&nbsp;</b></p><hr><p></p><p><img src="https://novogamer.com/images/archive-broken-image.png" style="width: 532.07874015748px; height: 299px; float: left; margin: 0px 10px 10px 0px;" alt=""></p>If it isn't broken; don't fix it is definitely 4A Games' motto with Metro Last Light. Now, normally this would be a bad thing like with the Call of Duty series, but the gameplay was nearly flawless in 2033 (NEARLY) so there wasn't much that needed to change to make Last Light any better. This part of the review has spoilers from Metro 2033 so you've been warned.&nbsp;<p></p><p>Metro Last Light picks up right after the bad karma ending to 2033 where Artyom launched the missle strike against the Dark Ones' nest, but only after it's revealed to him that the Dark Ones were actually good and mean't no harm to humans and actually wanted to help them rebuild humanity. Khan, from 2033, visits Artyom and reveals to him that one Dark One survived so now it is race to get the last remaining Dark One. You will fight against the Fourth Reich, the Soviets, and bandits as well as everybody's favorite mutated dog things; Nosalises.&nbsp;</p><p></p><p><img src="https://novogamer.com/images/archive-broken-image.png" style="width: 515.148px; height: 290px; float: right; margin: 0px 0px 10px 10px;" alt=""></p>Whereas, Metro 2033 took place in the winter, Metro Last Light, is the spring following. Now all the snow on the surface has either melted or is still melting. Here on the surface you can see the odd beauty of the post-apocalyptic landscape. Last Light spends a little less time on the surface than 2033 so that's a shame. While on the surface it is also more linear than it was in 2033.&nbsp;<p></p><p>Artyom also gets a love interest named Anna whom the developers spent more time modeling her boobs than her face (you'll see what I mean in a minute). Anna actually goes through a bit of a character arch. She starts out as a real bitch to Artyom then through a set of events she respects and becomes attracted to him. Anna isn't given a lot of screen time though. She's at the beginning of the game then disappears for more than half the game to show up towards the end. Artyom still only speaks during loading screens and remains silent during gameplay which makes me wonder how he ever gets Anna.&nbsp;</p><p></p><p></p><p><img src="https://novogamer.com/images/archive-broken-image.png" style="width: 531.749271137026px; height: 299px; float: left; margin: 0px 10px 10px 0px;" alt=""></p><p>This is what I meant when I said that the developers spent more time modeling Anna's boobs than her face. I have to note that the breasts and nipples are the most realistic I've ever seen in a video game (which is warrant enough for a 10/10 amiright, guys??) The nudity is kind of strange in this game though. Both times it happens you are in a really intense fire fight then less than 5 minutes later you get boobs in your face. I'm not really complaining for that reason, but it did hurt some of the pacing for two really intense parts.</p><p>The first time you on a raft with another survivor fighting off mutated water monsters called "Shrimps" to get to a nearby station then you get a bare breasted lap dance. It is optional though. The second time you shooting your way through a metro station that is burning down and are trying to get to Anna because she was captured by the Soviets in the last mission. At the last moment the enemy breaks you gas mask and you are exposed to a biological weapon that the Soviets tested on the metro station with. You and Anna are then both saved and quarantined by Khan and his men because the biological weapon was Ebola. In the face of uncertain death Anna gets partially naked and Artyom and Anna make a baby.&nbsp;</p><p></p><p><img src="https://novogamer.com/images/archive-broken-image.png" style="width: 602.991379310345px; height: 339px; float: right; margin: 0px 0px 10px 10px;" alt=""></p>The atmosphere is back and it is just as effective. Moans and echoes can be hard in the far reaches of the metro tunnels and the stations are just as alive as 2033. More activities can be seen being done. I would argue that the stations feel even more alive than in the previous game. You'll see adults entertaining children in new ways as shown in this picture and features even more NPCs going about their daily lives as if they weren't AIs.&nbsp;<p></p><p>There are less side quests to do in most of the stations though. You'll still see your typical bum in the corner asking for a bullet and you can still give him one for a good karma point. Metro Last Light also has the ability to get a good ending and a bad ending except this time one of the endings implies a sequel to this game and the other ends the series. You'll see which is which depending on the ending you get. <b>9/10.</b></p><p></p><p></p><p><img src="https://novogamer.com/images/archive-broken-image.png" style="line-height: 1.45em; width: 910.460122699387px; height: 335px; background-color: initial;"></p><p>So, I'll stop gushing for a moment and get down to it. Metro Redux isn't flawless. Stealth is some times way too easy. There are some minor animation hiccups here and there. Last Light has minor pacing issues, but overall these games are amazing. The story is well told, the atmosphere is incredible, the gameplay is rock solid, boobs, and you get to kill Nazis. What more could you possibly want. Both Metro 2033 and Last Light have both been remastered and it shows (more in 2033). You also get both games for the price of one. I highly recommend you pick this one up on any platform of your choosing. I know that it should average out to about a 9/10, but I'm taking into account you get two games for the price of one. Overall I give Metro Redux a <b>9.5/10. </b>It's that good.&nbsp;</p><br><p></p><p><br></p>\r
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                <category></category>
                <author><![CDATA[Archive]]></author>
                <guid>wKvwb7AjDx</guid>
                <pubDate>Mon, 02 Mar 2015 05:50:00 +0000</pubDate>
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                <title><![CDATA[Retro Review: Kirby's Dream Course]]></title>
                <link>https://novogamer.com/articles/retro-review-kirbys-dream-course-Z53mOwnwWL</link>
                <description><![CDATA[<p></p><p>I love golf games. I love Kirby games. But the question is, would a Kirby golf game be any good? I think the answer would surprise you. Originally released on the SNES in 1995, Kirby's Dream Course combines the ascetic of Nintendo's Kirby series with gameplay that combines the elements of golf and billiards. This fusion of styles may sound a bit strange, but it works astonishingly well.</p><p></p><p><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: right; margin: 0px 0px 10px 10px;"></p><img><img>The goal on each board is to knock Kirby into all the enemies on the field and then into the hole that the last enemy turns into. For each stroke that you take, you lose one tomato (Health Pip in 2-player mode), and you gain one back for each enemy you take out on the field, and if you manage to get a Hole-In-One, an automatic 1-Up would be your prize. Kirby can be putted or driven much like in golf, but he bounces off many obstacles in a similar fashion to a cue-ball on a pool table. Because of this, careful planning must be employed to ensure victory.<p></p><p></p><p></p><p></p><p><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: left; margin: 0px 10px 10px 0px;"></p><div>In classic Kirby fashion, specific enemies grant Kirby certain powers that may help improve your chances of winning, but if you don't know what each ability does, it may actually make matters worse. Some abilities include Spark (destroys roadblocks), Stone (halts all movement), Hi-Jump (launches you into the air) and Wheel (skims across water hazards). These powers are often extremely helpful in certain courses, but like most Kirby games, it is usually pretty forgiving when it comes to mistakes.<p></p><p>In 2-Player mode, you compete against a friend in a series of 8 courses while you try to collect as many stars as possible. Stars are collected when you defeat enemies or by stealing your opponent's stars on the field. The player with the most collective stars at the end of last course is declared the winner. It is also a lot of fun messing with your opponent in this mode as you can knock your Kirby into theirs to swap copy abilities and/or to force them off the course reducing the number of times they can act before their inevitable 1-turn penalty.</p><p></p><p>I had a ton of fun with this game. It's creative, the controls respond really well and VS mode is a great way to pass time with friends. If you want to purchase this game legitimately, it is also available for Virtual Console on the Wii and Wii U. You may even enjoy it as much as I had. But until then, I'll be seeing you.</p><p>Score:</p><p><img src="https://novogamer.com/images/archive-broken-image.png"></p><p></p><p></p>\r
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                <category></category>
                <author><![CDATA[Archive]]></author>
                <guid>Z53mOwnwWL</guid>
                <pubDate>Tue, 03 Mar 2015 05:41:00 +0000</pubDate>
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                <title><![CDATA[Top 10 Most Iconic Firearms in Video Games]]></title>
                <link>https://novogamer.com/articles/top-10-most-iconic-firearms-in-video-games-Z53mOwnwXA</link>
                <description><![CDATA[<p style="text-align: justify;">If you all remember my last top ten, then you know that I covered swords which are one of my favorite melee weapons. However, if a sword or any other type of melee weapon is unavailable, then I guarantee you I'll be picking a gun instead. There is just something about the complexity in a firearm that just triggers a sense of destruction in me, especially if the weapon is big and overpowered as hell. So I present to you my top 10 most iconic guns, cannons, and firearms in video games in no particular order.</p><p><strong>(Please keep in mind that my opinions may or may not reflect your own, this list is entirely biased)</strong></p><p><strong>The BFG 9000 from the DOOM series</strong></p><p><strong><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: right; margin: 0px 0px 10px 10px;"></strong></p><p style="text-align: justify;">With a name that is literally an abbreviation for "Big Fucking Gun," you can just imagine the kind of sheer force that is expelled from the barrel of this monster. The BFG 9000 fires highly concentrated bolts of plasma that explode into an immensely powerful concussive shockwave vaporizing anything unlucky enough be to within range. The BFG also appears in the DOOM film that was released in 2005, but it was renamed as the Bio Force Gun.</p><p><strong>The Aperture Science Handheld Portal Device from the Portal Series</strong></p><p><strong><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: left; margin: 0px 10px 10px 0px;"></strong></p><p style="text-align: justify;">While not a weapon per say, the Aperture Science Handheld Portal Device, otherwise known as the Portal Gun (or as I like to call it, the ASHPoD) is used primarily for opening miniature wormholes to get you from point A to point B much faster. This also makes solving the puzzles issued by the psychotic GLaDOS during her little "tests" much easier as just about all of them need the Portal Gun in order to complete them. Plus if you happen to know a thing or two about physics, you could turn all of those cubes that you have to lug around into catapults using gravity alone.</p><p><strong>The Needler from the Halo series</strong></p><p><strong><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: right; margin: 0px 0px 10px 10px;"></strong></p><p style="text-align: justify;">Unlike most people, I happened to like the Needler from the first Halo. If used properly, the weapon's explosive glass needles would deal a ton of damage against whoever was unfortunate enough to be on the receiving end. I suppose the only real downfall is the fact that its shots moved through the air at a snail's pace, but in my opinion, the homing feature makes up for that. Plus it can be dual wielded in Halo 2, doubling the amount of explosive crystalline fury at hand.</p><p><strong>The Super Scope accessory from Nintendo</strong></p><p><strong><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: left; margin: 0px 10px 10px 0px;"></strong></p><p style="text-align: justify;">Unlike every other gun on this list, the Super Scope was a real accessory that was made by Nintendo for use with a small handful of games on the SNES. It was calibrated with a sensor that was placed on top of your TV set and was powered by six AA batteries. Because of the impact this particular weapon had on the gaming community (and because of how cool it looked), this weapon was revived in the Super Smash Bros series, but instead of it being a harmless toy, it instead fired bolts of light that could be charged up for extra power.</p><p><strong>The Scarborough Fair from Bayonetta</strong></p><p><strong><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: right; margin: 0px 0px 10px 10px;"></strong></p><p style="text-align: justify;">While this weapon is technically four separate handguns by the names of Parsley, Sage, Rosemary, and Thyme, the Scarborough Fair instead feels like one gun as they are part of Bayonetta's fighting style called Bullet Arts. She grips one gun in each hand and the other two are strapped to the heals of her boots. They are made of a demonic alloy that makes them virtually indestructible and are used for killing angels due to a contract she made with a demon called Madama Butterfly. These guns are replaced by a blue variant called Love is Blue in the sequel, but I think these guns are more cleverly named and look much better as red.</p><p><strong>The R.Y.N.O. from the Ratchet & Clank series</strong></p><p><strong><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: left; margin: 0px 10px 10px 0px;"></strong></p><p style="text-align: justify;">Bought by a shady looking merchant at the end of an alley on a distant planet, the R.Y.N.O. is a portable auto-targeting rocket launcher with multiple barrels making it obscenely powerful, especially considering that "R.Y.N.O." is short for "Rip You a New One." It also changes its appearance in each game, but that doesn't diminish its power in the slightest. It's just too bad that it is the most expensive weapon in the series, often costing millions of bolts to purchase.</p><p><strong>The Morph Gun from the Jak & Daxter series</strong></p><p><strong><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: right; margin: 0px 0px 10px 10px;"></strong></p><p style="text-align: justify;">This gun, which is given to Jak by Krew as payment for an important delivery, <span style="background-color: initial;"><span style="line-height: 1.45em;">has the ability to be quickly modified on the fly into one of 12 different weapon styles. These include a close range shotgun, a rifle with a laser scope, an arc cannon and even mini nuke launcher. This was one of the best and most </span>versatile<span style="line-height: 1.45em;"> weapons in any game I've ever played, and the games were also good enough to back that claim up.</span></span></p><p><strong>The Crossbow from Oddworld: Stranger's Wrath</strong></p><p><strong><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: left; margin: 0px 10px 10px 0px;"></strong></p><p style="text-align: justify;">This is probably one of the most unusual firearms I've encountered, but also one of the most unique. This crossbow was custom built to be used by a bounty hunter known as the Stranger and is mounted on the back of his right hand. The crossbow itself is nothing special on its own, but the ammunition it uses is very unique to be sure. Unlike most crossbows that use arrows or short bolt-like darts, this one uses creatures picked up by the Stranger as he's on his hunts. Some of these creatures are zappflies, stingbees and fuzzles and each one is unusually dangerous despite their names.</p><p><strong>The Peanut Popguns from the Donkey Kong Country series</strong></p><p><strong><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: right; margin: 0px 0px 10px 10px;"></strong></p><p style="text-align: justify;">These wooden handguns first appeared in Donkey Kong 64 and are wielded by Donkey Kong's nephew, Diddy Kong. Despite the fact that they are made of wood and their ammunition is peanuts of all things, they are surprisingly powerful and have left quite an impact on the series as they reappear in later Donkey Kong Country games whereas the weapons of the rest of the DK crew didn't. They are even used by Diddy Kong again in the Super Smash bros series where the ammunition will sometimes drop shelled peanuts that can be eaten to regain health.</p><p><strong>The Blazefire Saber from Final Fantasy XIII</strong></p><p><strong><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: left; margin: 0px 10px 10px 0px;"></strong></p><p style="text-align: justify;">Okay, I'll admit this is cheating a little bit, but the way I see it is that even though it is technically a sword, it can still fire live rounds which effectively makes it a gun. This weapon (and variations of it) is used by Lightning in the Final Fantasy XIII saga and in Dissidia 012. Because it is also a sword, if it happens to run out of ammo (which never happens in the game), you can still use the blade for melee strikes. This gun also appears in the game The 3rd Birthday as an unlockable bonus.</p><p style="text-align: justify;">Well, that's my list folks, if you disagree with my choices, tell me why in the comments and what you would have chosen instead. Until then, I'll be seeing you.<br></p>]]></description>
                <category></category>
                <author><![CDATA[Archive]]></author>
                <guid>Z53mOwnwXA</guid>
                <pubDate>Wed, 04 Mar 2015 09:11:00 +0000</pubDate>
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                <title><![CDATA[Retro Review: Yoshi's Story]]></title>
                <link>https://novogamer.com/articles/retro-review-yoshis-story-Z53mOwnwvv</link>
                <description><![CDATA[<p></p><p><span style="line-height: 1.45em; background-color: initial;">I have a bit of an unconventional taste when it comes to video games. I'll play almost anything as long as it plays well and how it looks is often unimportant. Yoshi's Story falls under that category. Sure, it looks like it was designed for younglings, but looks can often be deceiving.</span></p><p></p><p></p><p></p><p><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: left; margin: 0px 10px 10px 0px;"></p>Originally released for the Nintendo 64 in 1998, Yoshi's Story is a simple 2.5D platforming game in which you go from stage to stage (one per world) throwing eggs and eating fruit. Eat thirty fruit and the stage ends and you move onto the next one. This game is extremely easy if you only do the main goal, but unlike most games that were released around the same time, this game is only as difficult as you make it to be.<p></p><p></p><p></p><p></p>In each stage, there are thirty green melons that can be found and eaten and are crucial to getting the high score in the stage. In addition to this, there are also three large smiling hearts that will unlock more difficult stage options in the world succeeding the one you are currently in. Doing both of these tasks makes the game's replayability go up quite a bit as more stages will be unlocked in the game's Time Trial mode. There are also two unlockable yoshis that are more powerful and can eat the damaging and bitter Black Shy Guys and spicy red peppers. They also give you a higher score from all available fruit instead from just a specific kind that the other six yoshi's have favorites of.<p></p><p></p><p></p><p><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: right; margin: 0px 0px 10px 10px;"></p>Now as I was saying before about how the game looks and feels, it has a very childish appearance about it making it look very much like a pop-up book. Backgrounds are rendered too look like felt, quilting material or even cardboard. The story is cutesy and happy and there doesn't appear to be any kind of conflict told within the game's narrative. This may sound extremely off-putting for even the most tolerant and patient of gamers, but I really think this is an excellent way to narrate this specific type of game. It collectively feels very much like a bed time story and I often like to come back to it whenever I can just so I can relax.<p></p><p>All in all, I had a lot of fun with this game. While the music is overly happy and cheerful and the environments literally look like cardboard and felt, the gameplay is what really matters and I think it plays extremely well for what it does. If you want to legally play it for yourself, the game is available on the Wii's Virtual Console service. You may find that looks aren't everything as well. But until then, I'll be seeing you.</p><p>Score:</p><p><img src="https://novogamer.com/images/archive-broken-image.png"></p><p></p>\r
<p></p>\r
]]></description>
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