Finally! Jason Trost has made a sequel to ‘The FP’, my favorite post-apocalyptic, dance dance revolution to the death, action film! That’s right! ‘The FP2: Beats of Rage’ has finally arrived in theaters and Jason is back on Geekscape to talk about fan-funding the follow up to the cult film, course correcting the project from a TV series to a film and why making things on an independent level is the best way to make art! We also talk a bit about ‘Umbrella Academy’, the positives and minuses of the Marvel Cinematic Universe and hint at what might be in the future for the FP universe. And we shout out Geekscapist Frank Sanders a lot! If you’re an independent artist, this is a pretty solid one to listen to! Enjoy!

Pre-Order ‘The FP 2: Beats of Rage’!

Subscribe to Geekscape on iTunes!

Follow Jonathan on Twitter and Instagram!

Join the Geekscape Forever Facebook Group!

Visit Geekscape.net for more Geekscape goodness!

Longtime Geekscape friend Yuri Lowenthal has been keeping a secret… that he’s Spider-Man! But now, the entire world knows because Spider-Man on PS4, in which Yuri plays Peter Parker and Spider-Man, is one of the hottest, system selling games of the year! In this episode, Yuri talks about the long process of auditioning for the roll, having to keep such a giant secret and performing as one of the most iconic characters of all time! What was the process of performing some of the action packed mocap sequences? Did he get to adlib any of the lines? What were some of his favorite parts of the whole experience and would he be up for a sequel? Also, we talk about Yuri’s live, user interactive sci-fi series for Project Alpha, ‘Orbital Redux’, and what an insane and brilliant idea it is for a web series! There’s a lot here to process, Geekscapists, so enjoy!

Subscribe to Geekscape on iTunes!

Follow Jonathan on Twitter and Instagram!

Join the Geekscape Forever Facebook Group!

Visit Geekscape.net for more Geekscape goodness!

Subscribe to Geekscape TV on YouTube!

Join Derek, Courtney, and Josh as they discuss the last week in video games!

The gang talks about God of War a lot, even tho they say they aren’t going to. Courtney is a mother now. Derek tries to push Resident Evil 4 on Courtney again. Josh hates E3. ONLY on the Geekscape Games Podcast.

 

PSSTT – here’s the link to the Obduction website Courtney mentioned!

Subscribe to us in iTunes!

Subscribe with another app!

Join our public Facebook group!

Geekscape Games Theme Song: Winter Frosts – MmcM

Subscribe to us in iTunes!

Follow us on Sound Cloud!

Subscribe to us on Google Play!

Follow us on Stitcher!

Subscribe with another program!

Subscribe to our Twitch Channel!

Follow us on Twitter!

@AKGeekyGirl

@dkraneveldt

@InuJoshua

@shaneohare

Join Derek, Josh, and Mika as they discuss the last week in video games!

 

Subscribe to us in iTunes!

Subscribe with another app!

Join our public Facebook group!

Geekscape Games Theme Song: Winter Frosts – MmcM

Subscribe to us in iTunes!

Follow us on Sound Cloud!

Subscribe to us on Google Play!

Follow us on Stitcher!

Subscribe with another program!

Subscribe to our Twitch Channel!

Follow us on Twitter!

@AKGeekyGirl

@dkraneveldt

@InuJoshua

@shaneohare

Join Courtney, Josh and Shane as they discuss the last week in video games!

Subscribe to us in iTunes!

Subscribe with another app!

Join our public Facebook group!

 

 

This Week:

Josh returns from Japan and tells us a tale. Nintendo releases a Mini Direct and it’s actually damn awesome!

Geekscape Games Theme Song: Winter Frosts – MmcM

Subscribe to us in iTunes!

Follow us on Sound Cloud!

Subscribe to us on Google Play!

Follow us on Stitcher!

Subscribe with another program!

Subscribe to our Twitch Channel!

Follow us on Twitter!

@AngryBananas

@AKGeekyGirl

@dkraneveldt

@InuJoshua

@TheKingOfMars

@shaneohare

Join Courtney, Derek, and Josh as they discuss the 2017 Video Game Awards!

Subscribe to us in iTunes!

Subscribe with another app!

Join our public Facebook group!

 

This Week:

We talk about the winners and what surprised us at the Video Game Awards.

Geekscape Games Theme Song: Winter Frosts – MmcM

Subscribe to us in iTunes!

Follow us on Sound Cloud!

Subscribe to us on Google Play!

Follow us on Stitcher!

Subscribe with another program!

Subscribe to our Twitch Channel!

Follow us on Twitter!

@AngryBananas

@AKGeekyGirl

@dkraneveldt

@InuJoshua

@TheKingOfMars

@shaneohare

Join Derek & Josh as they discuss “Life is Strange: Before the Storm”. WARNING – DOES CONTAIN SPOILERS!

https://soundcloud.com/geekscape-games/bonus-stage-6-life-is-strange-before-the-storm

Subscribe to us in iTunes!

Follow us on Sound Cloud!

Subscribe to us on Google Play!

Follow us on Stitcher!

Subscribe with another program!

Subscribe to our Twitch Channel!

Follow us on Twitter!

@AngryBananas

@AKGeekyGirl

@dkraneveldt

@InuJoshua

@TheKingOfMars

@shaneohare

Kay Bess my not be a household name to many of you Geekscapists… but you’ve definitely heard her voice in your household! After a successful career of commercial and television voiceovers, Kay talks to us about her recent transition into doing voiceovers for games and cartoons, most notably her turn as Persephone Brimstone in the recently released ‘Agents of Mayhem’ (from the folks who brought you ‘Saints Row’)! Kay gives some advice for aspiring voice over actors and we do all of this while observing the solar eclipse and giving you a play by play! Suffice to say, it’s a pretty good Geekscape!

Photo Credit – Ricky Middlesworth Photography

Subscribe to the Geekscape podcast on iTunes!

Subscribe to Geekscape on Soundcloud!

Subscribe to Geekscape TV on YouTube!

Get your own Loot Crate subscription! And use the offer code ‘Geekscape’ for a discount!

After making his surprise appearance on Geekscape 400, Casper Van Dien is back… and this time it’s official! Casper talks about working on the Sci-Fi classic ‘Starship Troopers’ and working with directing geniuses like Tim Burton and Paul Verhoeven! We also talk a bit about his own directing work and how he approaches it as an actor! And of course I’ve got to mention Casper’s appearances in two of my favorites: ‘Beast Master III’ and ‘Wing Commander IV’! The man has a ton of awesome sci-fi stories so sit back and enjoy!

Subscribe to Geekscape on Soundcloud!

Subscribe to the Geekscape podcast on iTunes!

Subscribe to Geekscape TV on YouTube!

The Second Season of AMC’s ‘Better Call Saul’ premieres tonight and what better way to celebrate than with a visit from Michael Mando, who plays Nacho Varga on the show! We talk about workings with heavyweights like Vince Gilligan and Jonathan Banks and how this is “the best show on TV” (as I call it)! For videogame fans, Michael gives us the origin story to his super popular ‘Far Cry 3’ character Vaas Montenegro and how sometimes you’ve got to just stay positive for things to happen for you! We also preview the release of his upcoming short film ‘Wake Up’ and talk a little filmmaking! Enjoy!

Subscribe to Geekscape on Soundcloud!

Subscribe to the Geekscape podcast on iTunes!

Subscribe to Geekscape TV on YouTube!

Michele Morrow has been covering all aspects of Blizzard and World of Warcraft for years now on places like Nerdist, Geek And Sundry and Direct TV. So obviously, as WoW noobs, she’s the best person around to help educate us on the subject… especially after making fools of ourselves talking about the ‘Warcraft’ trailer last week! Of course, we also talk about our addictions to Fallout 4, say thank you for almost 9 years of Geekscape and discuss Michele’s Superhero Origin Story! It’s all here for you!

Main Photo Credit: Isaac Sterling

Subscribe to Geekscape on Soundcloud!

Subscribe to the Geekscape podcast on iTunes!

Subscribe to Geekscape TV on YouTube!

Writer Kevin Jakubowski joins us on Geekscape to talk about his new book 8-Bit Christmas! Drawing inspiration from that time in our lives when all we wanted was that brand new game system, 8-Bit Christmas leads us into a discussion of our favorite Holiday related gaming memories, including Ben’s betrayal of his parents’ No Gameboy Rule! Also, what did we think of the teaser trailer for The Force Awakens and AMC spoils their own mid-season finale of The Walking Dead… and the internet erupts!

Subscribe to Geekscape on Soundcloud!

Subscribe to the Geekscape podcast on iTunes!

Subscribe to Geekscape TV on YouTube!

First up: I’ve kept my review of All That Remains as spoiler-free as possible. That being said, there are some season one spoilers below, so be warned if you haven’t finished it yet. You have finished it though, right? Season one was almost everyone’s favourite title of 2012 (including ours). Get on it!

Damn you, Telltale.

I can’t count how many times I thought or uttered those words throughout the duration of All That Remains. Right from the opening line, hearing our gone (but certainly not never forgotten) friend Lee Everett recap the happenings of the game’s stellar first season, I knew what I was in for: Telltale is on a mission to break all of our hearts yet again (and again… and again). Mission accomplished.

Lee's not there to save you this time.
Lee’s not there to save you this time.

All That Remains kicks off some 16 months after season one’s conclusion. We do get to catch up with some of season one’s other prominent characters, but this time, of course, Clem is front and centre. She’s a little older, a little taller, and a lot wiser than she was when we last left her, and this time around, instead of acting as her guardian, she doesn’t have one, and it’s up to you to directly control the character and make every tough decision for her.

And what tough decisions they are. Within a few moments of the game’s opening my jaw was on the floor. Then it happened again, and again, then I cried… you get the picture. It’s tough to describe without ruining it (and The Walking Dead is absolutely a game that you shouldn’t have ruined for you), but All That Remains, largely setup as it is, left me an absolute wreck. Just when you think that Telltale couldn’t have any more surprises in store, just when there couldn’t possibly be a harder choice, just when you think they couldn’t possibly rip your heart out again, just when you think they wouldn’t go there, they go there.

Damn you, Telltale.

As always, the game is relentlessly forcing you into situations that you don’t want to be in, and pushing you into impossible decisions that you don’t want to make. This time though, everything feels different. Playing as a child, making these choices from a kid’s point of view, changes everything. You have options that would have never been options with Lee, as his hardened, bleak perspective on the world is one that Clementine hasn’t fully realized yet. It almost feels as though Clementine has hope, which is something that’s arguably even more heartbreaking than any decision we’ve had to make so far, and especially so knowing how the lives of those connected to her tend to turn out. All That Remains is just the beginning, and I have a feeling that we haven’t seen anything yet. Things are only going to get harder, decisions are only going to get worse, and if Clementine dies in the end, I’m going to freaking explode.

Ah, Omid. It's great to see a familiar face, isn't it?
Ah, Omid. It’s great to see a familiar face, isn’t it?

Technically, everything seems vastly improved from last year’s offering. I still experienced that classic Telltale slowdown (again playing on PS3, so I can’t vouch for other platforms), and while annoying, it seemed (mostly) limited to the opening few seconds after every loading screen, a major improvement from season one’s consistent stutter. Character models look much better than last year (and I thought that they looked great before), but the biggest graphical improvements are definitely the game’s environments and backgrounds. Last year’s trees, backdrops, and buildings seemed oddly low resolution at times, with little to no animation even in areas that you would expect to see it. This time around, trees sway in the wind, grass moves when you walk over it, and almost every texture looks substantially higher resolution than those that came before.

All That Remains also boasts a much improved camera system. You still don’t have any control over it (which I’m all for in a title like this), but this year’s version feels much more cinematic. Rather than a largely still shot, with an occasional pan and lots of cuts, the camera in All That Remains seems much more inclined to follow you, tracking smoothly as you move between trees, along porches, or wherever else the game may take you.

Action sequences have taken a note from The Wolf Among Us (which we loved the first episode of) here, and bring a few welcome changes to the table: buttons are larger and easier to see, a very clear radius system lets us know just how close or far away we can be and still activate something, and the action in general seems streamlined, more cinematic, and much more entertaining to be a part of. The developer has also broken up the action with a few simple (essentially fetch quests), but very welcome puzzles that give you just a few moments to catch your breath. Also, the much appreciated faster-walk button from The Wolf Among Us has been included (thank you). There were some painfully slow walking moments in season one, so I’m very happy to see that those moments will not make the jump to season two.

Graphics and animations have both vastly improved from the game's first season.
Graphics and animations have both vastly improved from the game’s first season.

Looking back on the evolution of The Walking Dead, it’s easy to see just how much Telltale has grown since the very first episode (A New Day) all the way back in April of 2012. I doubt that the developer could have known the absolute acclaim and dozens (upon dozens) of awards that were in store for them when that first episode went live last year, but it’s clear by the titles now in the works (both Borderlands AND Game of Thrones) just how infatuated the world has become with this little(ish) studio that could. Essentially all of the criticisms (aside from the few technical stutters) that we had with last year’s iterations have been solved and improved upon, and I’m both insatiably excited and incredibly terrified to see what the next episode, A House Divided brings to the table.

We said it last year, and we’re saying it again. Telltale’s The Walking Dead is the definitive version of the franchiseAs much as we love the Image comic series, and as great as the AMC series can be (especially this year), the video game is better. Even if you’re not a gamer, if you’re a fan of narrative entertainment, you owe it to yourself to check this out.

The Walking Dead: Season Two, Episode One – All That Remains scores a tear-jerking 4.5/5.

Decisions, decisions.

As I sat in front of my television waiting for 400 Days to download from the Playstation Store, I thought I knew exactly what Telltale had in store for us: there’d be some new characters, some new drama, and some uncomfortable decisions, but there was no way that it would be able to match the level of intensity of the game’s seven-month-long first season. Apparently, I had no idea what I was really in for.

The board of survivors, again, playable in any order.
The board of survivors, again, playable in any order.

The Walking Dead: 400 Days takes a stark departure from the linearity of the previous chapters. As the game opens, you’ll have to make your first intriguing, yet tough decision: whose story will you play first? See, instead of following a few characters through a lengthy set of episodes, 400 Days offers five separate, short tales, beginning with a story just two days after the initial outbreak, and closing with an epilogue, fittingly 400 days into the zombie apocalypse.

That first choice is one of the most incredible and defining aspects of 400 Days. Each character’s journey is completely separate, yet oddly connected (there’s even a connection to events in Season One). The order that you play them in can and will drastically change the way you feel about characters, locations, and events that you experience later in the game. And what memorable events they are! Each character’s story in the DLC, be it Vince, Wyatt, Russell, Bonnie, or Shel, features events that will change you, decisions that you will question for days, and moments that will haunt you until Season Two releases this fall. The nail-biting intensity and “so nerve wracking that I need to pause or take a break” moments from every episode of the game’s first season are back in full force here.

I'm getting chills just thinking about this scene.
I’m getting chills just thinking about this scene.

The fact that these moments hold such weight is a true testament to Telltale’s consistent quality of writing and direction. Because 400 Days has so many stories to tell, each section’s playtime is astoundingly short. We spend only 20-30 minutes with each character, with someone’s life or well being in jeopardy for the bulk of that time, and yet I feel as though I’ve already had the opportunity to come to know each and every one of our new survivors. I’m still asking myself how that’s even possible, but Telltale’s writing ability is really what shines here, where character’s traits, hopes, fears, skills, past lives, and more are all revealed subtly, satisfyingly, and sometimes heartbreakingly, exactly when they need to be. I’ve said time and time again that Telltale’s The Walking Dead has featured some of gaming’s best writing, possibly ever, and 400 Days definitely keeps with that trend. I don’t want to give away too much, but again, the Telltale team does an exceptional job of putting you immediately in the shoes of characters who are both incredibly diverse and find themselves in incredibly diverse situations, like playing Roshambo to decide who checks outside the car for a possible survivor or pulling the trigger on another human being in order to maintain the safety of the group. The situations become so stressful to navigate that our Editor in Chief Jonathan told me he and his wife Laura had to start flipping a coin just to continue making decisions.

I have a great deal of praise to give 400 Days, but like all things in life, nothing is perfect. The PS3 version of the DLC, as with all previous chapters, plays host to a myriad of technical issues (I can’t comment on technical issues on other platforms). This time however, things were even worse: constant framerate drops, a lot of out-of-sync audio, and a consistently choppy camera actually had me concerned for my console’s health.

It's hard to say whose story was the most intense.
It’s hard to say whose story was the most intense.

Of course, as incredible and intense as these miniature tales manage to be, it’s simply impossible for them to match the cripplingly emotional tale of Lee, Clementine, and the other stars of season one. Our previous journey was seven months long, with hours upon hours of gameplay, countless tough decisions, and more moments of despair than any gamer should ever have to go through. At times, 400 Days simply feels paltry in comparison. Each tale could act as an extended scene of a bigger episode, and I think that it’s safe to say that all of us would love to play through these stories in their entirety.

That may lead to the most important and exciting aspect of 400 Days: what on Earth will come next? We’re nearly halfway through the Summer now, with Telltale set to begin a second season in the fall. Could 400 Days act as an introduction to our next group of survivors? I almost feel as though it has to. If not, why would the developer create a new batch of amazingly real, relatable characters if we were only meant to spend a few minutes with each of them? And how does 400 Days continue to connect to Season One? Could our new group meet up with a hardened and alone Clementine? Could our choices from the game’s first season affect the character that Clementine has become?

Clementine ranks among video gaming's best characters... ever.
Clementine ranks among video gaming’s best characters… ever.

If this insanely dramatic and intense DLC chapter is a direct prologue for what’s next, then 400 Days is one hell of a start, and season two of Telltale’s The Walking Dead could easily follow in season one’s footsteps, and be one of the best games of the year. Whatever platform you’re playing on, The Walking Dead: 400 Days is well worth the $4.99 asking price. As soon as the credits roll you’ll be dying to begin the experience again. If not, you’ll simply be spending days wondering what could have happened had you made that other decision.

The Walking Dead: 400 Days scores a cool 4/5. If you’re already a fan of Telltale’s Walking Dead series, give it a download immediately. If not, begin with episode one: A New Day, and brace yourself…

You know the drill by now. Telltale releases a new episode of The Walking Dead, and Geekscape gets a zombie hard-on about it while swearing we’re not on the company’s payroll (really… we’re not!).

If you’re hoping for anything different this time around, you might as well go read something else (I’d recommend our weekly Walking Dead column, or at least something on Geekscape). Or you could simply put up with it and listen to how freaking INCREDIBLE this experience was, especially now that it’s come to an end. And what an end it was.

So let’s get to it! There will be light spoilers ahead, so I’d refrain from reading until you’ve finished the episode!

The first chapter of Telltale’s The Walking Dead launched just seven months ago, but it feels as though it’s been years: it seems so long ago that Lee was a prisoner in that police cruiser: it’s been nearly a lifetime since he found Clementine hidden in that treehouse: ages have passed since the group was starving in the motor pool: Duck and Katjaa left us abruptly so very, very long ago. This is a testament to the unparalleled character design of the title: none of these individualss existed just seven months ago, but now each and every one of them seems so real and so different than when we were first introduced to them. The simple fact that I feel as though I personally knew these characters is an accomplishment that in my opinion, no other game has achieved before. And it’s also why it’s so hard to say goodbye to them (and we’ve said goodbye to most of them)!

Eerie, intense, and climactic, from the first moment to the last.

As amazing as Telltale’s The Walking Dead is, it’s also an extremely hard game to review. Not because I don’t know what to score it or something silly like that, but because if I reveal one major spoiler and one person decides to read this before playing, I’ve ruined the entire experience, and I wouldn’t wish that upon my worst enemy (well, maybe that one ex-girlfriend). The Walking Dead is all about your experience. Not how it ended for me, not the decisions that I made, but you, and only you. It’s like The Sixth Sense: you don’t walk around asking people if they’ve seen it, and then blurt out the twist if they say that they haven’t. If that sounds like something you would do, then you’re an awful person and I hope someone ruins this game for you, but it’s not going to be me.

Someone ruined ‘The Sixth Sense’ for me… I’m still bitter about it. So I won’t be ruining The Walking Dead game for you here.

As the fourth chapter, Around Every Corner, came to a close, our survivors were left in pretty dire straights. The final moments of the episode were among the most jaw dropping we’d seen so far: a horde of walkers on route to Savannah, Clementine kidnapped, and Lee with a fresh walker-bite on his wrist… Yes. The main character… that you’re playing as! LEE WAS BITTEN! HOW COULD THAT HAPPEN!?

I had so many extreme emotions going through me in those closing moments. I was angry because I liked the character so much, and unless his hand was quickly removed (which these survivors don’t have a clue about), things were not going to end well. At the same time, I was excited: it’s not often that games surprise me anymore, and this was something that I never, ever saw coming. Where could things possibly go from there? This had to have a happy ending, right? After all this game had put me through, I really should have known better.

If Lee doesn’t make it, these two would make pretty great parents.

No Time Left fittingly wastes no time getting started. Within moments, we’re forced to make arguably the toughest, most cringe-inducing decision of the entire game’s duration. A decision has to be made about Lee’s bite, and just like the beginning of Episode 2, during Ben’s introduction with the bear-trap, the decision to remove a limb is a tough and grisly one (and one that Telltale is going to make us experience every moment of). As disturbing as AMC’s The Walking Dead can sometimes be, you’re still just a passive TV viewer. Here, you’re not just watching, you’re making every tough decision, stabbing every walker, removing every limb with a bone-saw and oftentimes worse. Your choices effect the group, it’s your fault when others die, and it’s you and the people close to you that will suffer if you make a bad decision (and you’ll make lots of them). In writing this review, I realized that I often spent more time thinking about how to react to something while playing The Walking Dead than I do in real life. That’s another testament to how well this game is crafted: I’m constantly worried that something I say will be taken the wrong way, and I sincerely care about what these character’s think of me. Is that messed up or what?

In another intense moment, the horde hits Savannah.

No Time Left takes The Walking Dead‘s already fantastic presentation, and somehow makes it even better. It’s hard to put a finger on, but something here just felt different, maybe because it was a constant process of saying goodbye to characters we’ve grown to love. Vocal performances were nearly perfect (as they have been in every episode), and music and sound effects were also at their best. The cinematography of this episode is what really impressed me: as Lee escaped up the hospital’s elevator shaft in the introduction, with light rays shining through the dusty halls of each walker infested floor, I realized that the world of The Walking Dead has never been more beautiful.

Unfortunately, No Time Left was also the shortest episode of the bunch. I say unfortunately only because while I couldn’t wait to see the conclusion and where our characters would end up, it was an experience that I never wanted to end. The plot of the episode is the rescue of Clementine from her unknown kidnapper and the story makes a straight b-line to this confrontation. While short, the pacing of this episode is perfect, and I felt as though if a single moment had been cut, we’d be losing out on something meaningful. Every line of dialogue, every tough decision I was forced to make (did they seem tougher than ever to anyone else?), every second that passed was absolutely essential to the plot and understanding of this bleak, bleak finale.

And the finale is bleak. As I said earlier, chances of a happy ending to this story ended when you pressed the ‘Start’ button. Even though the episode was the shortest, it also includes the best moment in the entire series (of which there were many): Lee coming face to face with Clementine’s kidnapper. This sequence not only ties the entire series together, it also plays completely on the specific decisions that the player has made going back to the beginning of the first episode. It’s an incredible, self-referential moment that twisted all of my previous choices and threw them back in my face. While it brought back some very dark memories, the sequence acted as both a story summation, a psychological profile and a chess game at the same time. I don’t recall another game that had ever put me in that position before and it’s yet another testament to how the Walking Dead has taken the Adventure Game genre to another level.

As always, I played the PS3 version of the game. As is common with playing The Walking Dead on the platform (again, I’ve only played on PS3, so I can’t vouch for other versions), there were occasional technical issues that kept the game from being perfect. For me, the framerate dropped a little more often than I’d have liked, and as I’ve mentioned before, there were sometimes brief pauses while the console loaded the next camera angle. Annoying and distracting, but not nearly enough to be very detrimental to the experience.

This isn’t the saddest thing we’d see this episode.

As the episode progressed I slowly realized how things were going to end and I was both shocked and helplessly drawn to the inevitable. When the time finally came and my assumptions were correct, it hit me much harder than I’d expected and for the first time ever, a video game brought tears to my eyes. Yes. Actual tears.

As the final lines were spoken and the game faded to black for the first time without a ‘To Be Continued’ message, I realized that I couldn’t have asked for a better conclusion. The credits rolled and I was mesmerized, frozen. The Walking Dead was not only the best game I’d play this year, but one of the best gaming experiences of my entire life. I just can’t believe it’s over.

Thanks Lee. Thanks Clementine. Thanks Telltale.

I can’t wait to experience it all again. I can’t wait to make different decisions just to see how things turn out. Most of all, I can’t wait for the announced Season Two! 

The Walking Dead: Episode 5 – No Time Left scores a heartbroken 5/5.

PS: Make sure to stay through the credits. You can thank me later.

It felt like October would never arrive. Not that there’s anything particularly wrong with September: it’s typically a nice crisp end to those unbearably hot Summer nights. But October meant it would be time for another episode of Telltale’s The Walking Dead. 

Telltale pulled another fast one on us. Just as with episode three, the release date was announced only a day before the episode was actually set to come out. As I mentioned after the date was revealed, I absolutely love that they’ve been doing this: when I saw the date, I said “OH SHIT” instead of “Oh Cool, just a few more weeks”.

In case you need a refresher, Geekscape is IN LOVE with this game (check out our reviews of the previous three episodes here, here, and here). Jonathan has called the Telltale series “the best iteration of The Walking Dead” on numerous occasions, and I’ve gone on to declare it my favorite piece of zombie fiction period. I’ve played a lot of games this year, but at this point The Walking Dead sits atop the pile as the best gaming experience I’ve had in 2012.

There are light spoilers ahead. If you’ve managed to listen to all of our praise without yet playing the game: first, what is wrong with you? Second, stop reading this and go play it unless you hate things that are awesome.

The end of Long Road Ahead (hopefully you’ve picked your jaw up off the floor by now) found our survivors arriving in the city of Savannah. The alone, broken soul that used to be Kenny is determined to find a boat in the river city to take himself and the rest of the group far away from the horrors that they’ve faced. Clementine has also been talking to a mysterious male on the radio, who can’t wait for her to get to the city.

The finale of ‘Long Road Ahead’ had me seriously worried for Clem’s safety

In playing the previous episodes, you likely know pretty much what to expect from this one: great writing, characters that you really care about, countless gruesome, disturbing moments, and a conclusion that will stick with you for days and leave you itching for more.

Clementine gets into danger very quickly in ‘Around Every Corner’

The episode begins with the group walking into Savannah on their mission to reach the river. Not even a few minutes after entering town, shit goes down and hordes of walkers shamble towards the location of the survivors. This forces  Lee and the others to break into a nearby house through some pretty disturbing means. The house becomes a makeshift base for the survivors, but they won’t stay a unified group for long: while some group members wish to leave in search of a boat, others want to stay to take care of the injured.

Just like in previous episodes, Around Every Corner does nearly everything very well. The game looks great as always, with its uniquely styled cel-shaded look. Voice acting is among the best in gaming: even with the distinct visuals, I found myself often forgetting that I was looking at something animated, the performances are simply that believable. The plot is strong, but at the same time does not seem as well paced as the previous episodes. This one also lasts a bit longer than past chapters, though I almost wish that it didn’t: I felt like certain scenes dragged on for longer than they needed to.

Clementine’s small stature makes her very useful in many situations.

I also came across a few technical issues that were not present in Long Road Ahead (though Starved for Help did contain some of them). Gameplay was often very choppy, with cuts between camera angles sometimes freezing the action for a second or two before buffering enough to continue. I also had an incident where a muzzle flash decided not to go away, and instead chose to light the remainder of the scene very awkwardly. Of course, neither of these are game breaking issues, but do add a high level of distraction to an otherwise extremely polished experience. Hopefully any issues present here will be resolved for the release of the finale, No Time Left. I played the PS3 version of the game, so I cannot vouch for whether or not these issues are present in other editions.

Just as with prior episodes, the best part of the Telltale version of The Walking Dead is the level of control that you feel. You are the leader of this group, you are responsible for everyones well being, and if anything happens, that’s on your head. I can’t think of any time in my many years of game playing where I have felt like this, or especially where I have cared about a group of characters as much as I do here. I swear Telltale, if No Time Left brings any harm to Clementine, there’ll be hell to pay.

I also love the very noticeable ways that the games characters have grown: Clementine has morphed from a scared little girl to a brave as hell, extremely useful member of the group, and Lee himself has adapted from a man, damaged and bitter from his past, to a father and leader. These are characters that feel human and real, and since you’ve been through so much together, it feels like you personally know them. I have never had this feeling, with any other game in history.

Lee finds himself alone and in trouble.

Around Every Corner definitely hits its high point with its conclusion. Unlike previous chapters (which felt much more resolved when the credits rolled), this one ends with a scream-at-your-TV cliffhanger just a few moments after a FREAKING MAJOR plot point.   I seriously have no idea what could possibly happen in the finale, and I both don’t want to find out (out of fear for my beloved characters) and cannot wait.

It had to be impossibly hard to follow the nearly perfect Long Road Ahead, and while not entirely successful, Telltale still gave us a great chapter here and a nice calm before the final storm. Overall, I feel like The Walking Dead: Episode 4 – Around Every Corner was probably the weakest episode of the game so far. Of course, when you’re talking about the weakest link of the best game of the year, it is still and incredible experience. In my opinion, it simply didn’t flow as flawlessly as previous episodes have, and the overall plot was not nearly as interesting as those that we’ve received in the past. That being said, the conclusion of the episode was quite possibly the strongest yet, with an insane cliffhanger that simply leaves you itching for more.

And itching I am. As much as I do not want this experience to end, I cannot wait for another taste.

The Walking Dead: Episode 4 – Around Every Corner scores a solid 4.5/5. I’ll say it again. Talltale’s The Walking Dead is the best game that I’ve played this year. I cannot wait for the finale, and I am insanely glad that we’ll be getting a second season.

Now Telltale, just keep Clementine safe. Or else.

In early April and July, Jonathan reviewed Episode 1 and Episode 2 of Telltale Games’ foray into The Walking Dead universe. To refresh your memory, he wholeheartedly recommended it, gave it a perfect score, and basically told you to buy it if you’re a fan of things that are wonderful. I did… and now it’s time to reflect on the recently released Episode 3… which is possibly the best episode yet.

In Jonathan’s reviews, he called Telltale’s game series “the best iteration of The Walking Dead”. I feel even stronger than that about it: The Walking Dead by Telltale Games is my favorite piece of zombie fiction. Period. It’s also one of the best gaming experiences I’ve had all year.

Now be warned! There are spoilers ahead. If you haven’t played the game yet, do not read beyond this point. Just do yourself a favor and play it!

As we told you back in July, Episode Two – Starved For Help was insane. It upped the ante on literally everything we were introduced to in A New Day. It was more intense, it was more disturbing, the decisions were tougher, and we really got a sense of just how bleak this world was becoming. The episode was stunning from the get go and was full of literal jaw-dropping moments. I’m getting chills just thinking about it again.

Again, the episodic layout works perfectly here. At the close of Starved For Help, I was itching for more, which makes the journey feel so much sweeter when the next episode finally arrives. Long Road Ahead was set to release by the end of August. The end of the month was here, with no sign of the game, when all of a sudden it popped up on PSN! What an awesome surprise! Of course, there’d be many more surprises to come as I started up the episode…

Long Road Ahead

The chapter opens a week after the events of Starved For Help. The group is still taking shelter at the motor inn after retrieving a wealth of food from an apparently abandoned station wagon (which I was against at the end of Episode 2). We can see that the group has had trouble however, as the outside perimeter is littered with arrows and debris from battles against passing bandits.

In Macon, Lee and Kenny are off in search of medical supplies from the pharmacy. It’s here, within a few minutes of beginning the episode, that we’re already shoved into a tough decision. A young woman bursts into the street, screaming for help, hurt, walkers in tow. She’s quickly bit. So what do you do? Do you do her a favor and put her out of her misery with a bullet but risk that the walkers will be drawn to the sound? Or use her to keep the walkers busy so we can safely grab any supplies that are left?

Remember, you’re playing a video game, so the choice should be obvious: do what’s best for your character. The screaming girl isn’t real. She never was and never will be. She doesn’t even get a name. Yet for some reason I care. She’s only introduced seconds before you’re left to determine her fate, but I feel sorry for her, and morally, I feel like I need to help her. And as the decision meter dwindles, I have to make my choice quickly. Again, Telltale does a great job of making you responsible for the outcome… and this opening decision is the easiest one of the episode!

Medical Supplies

Have I mentioned how stressful this game is? I dread having to make decisions in The Walking Dead more than I do in real life. I’m constantly wondering how different the outcomes might be if I had made a different choice. Sometimes, the game notifies me with a message stating what characters will remember which of my decisions and I immediately wonder, was this the best outcome?

I often found myself wondering things like “maybe if someone else would have lived, Ben wouldn’t be giving me a deathly glare right now and maybe Clementine wouldn’t look so sad all the time. Maybe someone else wouldn’t have to die.” As mentioned in the previous reviews, the choices you’re presented with are hard, game altering, and permanent. If you make a poor decision and it gets someone killed or hurt, there isn’t any going back from there and these decision carry over from episode to episode, effecting who is left in your party to help you and providing you with different story lines. For example, I chose to save Doug and not Carley way back in Episode 1, and although he’s been a big help, Jonathan saved Carley and it opened the possibility of a budding romantic interest in Episode 3.

Are there negatives? What few there were in the first two episodes seem to be fixed here. Playing the game on PS3, the only issue I had with Starving For Help were some technical ones. The game was very choppy, sometimes pausing for seconds to load a different camera angle. It was by no means a game ruining problem, but it was annoying, distracting, and definitely did take away from the flow of the game. I’m happy to say that these issues appear to be resolved, and Long Road Ahead was a buttery smooth experience.

As for the story and gameplay, both are further improved. It isn’t long into the chapter before literally everything goes to shit for the group of survivors. There’s a suspected traitor in the group – someone is stealing from the already short amount of supplies. The survivors quickly jump into blaming Ben, the most recent addition. But before we have a chance to resolve anything, the compound is attacked by bandits, which in turn brings in the zombies, drawn by the gunfire.

The sequence does do two things new to the series. You get a first person shooter perspective as you shoot at bandits and zombies from behind cover to try and rescue the other survivors. You also get to play as one of the other survivors for a brief turn. But the protective walls of the motel are down and the chaos forces the already splintered and tense group to pack into an RV, leaving everything behind in an attempt to escape with their lives.

At this point, I’m already stressed out and I’ve only gone through the Episode’s first set piece. I’m on the edge of my seat and I have no clue about how the plot is going unfold. And there’s still the matter of the traitor in our midst. Telltale has done an incredible job in presenting the game. I don’t remember the last time that a zombie survival story felt so fresh, and I certainly don’t remember the last time I was as attached to characters as I am with these ones. Just when you think that you’ve put some distance between yourself and the bandits, and that things may be starting to cool off, Telltale punches you in the gut with an even more intense situation than the one you just witnessed.

Duck

Even moreso than the presentation and gameplay, this is where Telltale’s series really  shines: the writing. As if Episode 2 wasn’t filled with enough shocking and stressful moments, Long Road Ahead doesn’t go 10 minutes without throwing you a serious emotional curve-ball. Literally no one is safe in the storyline and I spent much of my time playing with my jaw on the floor or yelling at the TV. The characters are detailed, believable and three dimensional, one minute acting as your advocates and sometimes as your opposition.

And again, you feel actively responsible for all of them, because they are still the living. To reiterate our previous reviews, the game is incredibly good at making you feel like your decisions matter. Choices have a lasting impression not only in the current episode, but subsequent ones as well. This makes re-playability very high. I can definitely see myself going through the title a few times to see just what could happen if I make different choices.

Train!

Eventually, the survivors find a train, and after some trial and error, manage to get it running. It seems as though they’ve hit a stroke of luck, as it looks like the track is set to take them exactly where they want to be: the safety of the ocean and a boat. Even a helpful hermit who calls the train home has offered to come with them and assist where he can.

Hopefully by now you’ve learned that things will quickly go from bad to worse again… and the most shocking moment of the episode is yet to come. In fact, this heartbreaking moment was the highlight of the episode for me. Just when you think things couldn’t get worse for the group… when you think that things have to turn around, that they couldn’t possibly become any bleaker, they do. And in this moment (you’ll know the one), Telltale puts the gamer in the center of a situation that neither the Walking Dead comic or TV show have come close to handling. It might be the biggest moment of the entire series.

As I stated earlier, I love what Telltale has done here. They’ve taken a tired genre (zombie, not adventure), reinvigorated it, and turned the experience into pure gold. Everyone involved should be extremely proud of themselves, and every adventure fan, zombie fan, and gamer in general owes it to themselves to pick the series up. I wish I could be more critical, perhaps find some negative points. And I swear that I’m not on Telltales’ payroll. But put plainly, The Walking Dead game is a brilliant experience, from the moment it opens, until the second it closes. And I can’t wait for Episode 4 to get another taste.

The Walking Dead: Episode 3 – Long Road Ahead gets a 5/5… easily (just not so easy for your nerves).


A point and click adventure game about wrestling? Why the hell not!?!

Wadjet Eye Games and Icebox Studios have decided that their latest game, Da New Guys: Day of the Jackass can provide a necessary can of whoop ass to the genre and to that I say “HELL YEAH!”

With any PC point and click adventure game, the right mix of story, puzzles and atmosphere of the setting of the game is what separates the decent ones from the really great ones. Da New Guys starts off with a great opening. From the main menu’s music having a similar sound as Eye of the Tiger to the very first puzzle, you get a sense that you are in for one hell of a good time. After a brief opening puzzle, you learn that your teammate, Brain, has been kidnapped while trying to escape an angry mob of wrestlers at your apartment calling your win of the title belt a sham. They demand that Brain should give it up to one of them. Playing as the other two teammates, The Defender (he gets upset when you don’t add the The when saying his name) and Simon, you must figure out who would want to kidnap Brain and rescue him.

The first half of Da New Guys suffers from a lack of engagement when you’re stuck just going back and forth between the same areas ad nauseum. I was quite frustrated by how many times I had to travel to one area to get or do a specific thing, only to have to travel back to my previous area to do another so many times in a row. Repeated actions without changing up the routine just a little is a good way to make someone bored with your game.

I also never found the puzzles too hard but there are some that need a little more thought to grasp the answers to. Try not to over think most of the puzzles. You would be surprised at how simple the solution usually is. I am trained for the crazy solutions due to games like the Monkey Island games and Maniac Mansion so it was hard for me to think “simple” enough when presented with a puzzle. Some may see an issue with simple solutions in a point and click adventure and that is understandable. I was okay with the simplistic nature of some of the puzzles. It let me enjoy the story more.

I do have to say that I was ready to give up on Da New Guys after the halfway point. Issues with the pacing, compiled with the dull voice acting, which at times sounded like either the mixing was bad or the voice actors were too close to the mics, had my mouse hovering over the “quit” button. Then something amazing happened that I never would had expected in a point and click adventure game: a top down point of view stealth mission! Okay, I know that doesn’t sound like something that should be mind-blowing but to me it was. Between the top down view stealth and puzzle solving, this was a great change of pace for the point and click adventure genre. Da New Guys even throws in a crazy car chase scene and let’s the player interact in a really inventive way that I’ve never seen yet. I don’t want to ruin it but it involves guns. Good on you Icebox Studios!

Little things like the voice acting, some of the character designs not fitting right with certain things, a slow beginning to the game and not being able to change the resolution hurts Da New Guys a little and may be hard for people to want to give it a shot. If you can manage to stick it out past the first half of the game, I promise Da New Guys will be a treat for anyone who likes point and click adventure games and wants something new in the genre that is a refreshing treat.

Today on the Battlelog Blog Community Manager zh1nt0 posted the entire patch notes.

Some notable fixes are:

-Players should no longer take fall damage from short falls.

-Unguided tank rounds and RPGs will now instantly destroy Jets, Attack Helicopters, and Scout Helicopters.

-AA Missiles are more difficult to dodge in Jets, this was unintended behavior that created an imbalance against skilled pilots.

-The F35 will now only attempt to enter Hover at low altitudes, though it will maintain the hover until forward flight is resumed, even if it reaches high altitude.

-The Horizontal Sway reduction has been changed from a global percent reduction to a weapon specific value reduction

-The Hip Accuracy bonus provided by the Laser Sight has been increased. Some PDWs have had their crouch and prone base stats adjusted to prevent hip firing being more accurate than aimed fire when using a laser sight.

-The MAV can no longer be used as an elevator.

Also, possibly the most important patch from the entire changelog

-Added Horns to all Jeeps.

Thats right…HORNS ARE BACK BABY!

There is not a release date for this patch yet, they are tweaking the whole stack for all three platforms

Everyone loved Borderlands. If you didn’t, you’re probably considered a massive jerk… or you actually live out in some type of borderland (like Sandstone).

Anyhow, 2K has released this launch trailer for Borderlands 2, announcing a Sept. 18th release for the US and everywhere else on Sept. 21st!

DC Animation always knocks it out of the park, so this could be a winner… an upcoming multi-console video game based on the Young Justice cartoon series.

Here’s the official press release:

Fan Favorite DC Comics Franchise/Animated Television series From Warner Bros. Animation Set to Make Videogame Debut in a Multiplayer Action RPG

Little Orbit, a worldwide game publisher, announced today that it has entered into a licensing agreement with Warner Bros. Interactive Entertainment for the Young Justice: Legacy video game set to ship in early 2013 for PlayStation®3 computer entertainment system, the Xbox 360® video game and entertainment system from Microsoft, Nintendo’s Wii(TM) system, and the Nintendo DS(TM) hand held system.

New episodes of the Warner Bros. Animation series Young Justice will air beginning Saturday, March 3, at 10:30 a.m. ET/PT on Cartoon Network as part of DC Nation, the network’s brand-new one-hour block of exclusive kids’ television programming and shorts based on DC Comics characters.

In Young Justice, teenage heroes Robin, Aqualad, Kid Flash, Superboy, Miss Martian and Artemis are tasked by theJustice League to act as their covert operations team. Armed with superior skills, weaponry and powers, the team must do battle against a wide array of villains from the DC Universe while trying to prove to themselves, and to their superhero mentors, that they too have what it takes to be a hero. Their journey is further complicated when they face the many unpredictable obstacles that arise in their path from inexperience and youth.

In Young Justice: Legacy fans can look forward to an original storyline set in between Seasons 1 and 2 of the television series, written in collaboration with show writers Greg Weisman and Brandon Vietti.  The game is packed with fan favorite playable characters, cameo appearances by popular Justice League heroes and villains, and includes online multiplayer as well as local multiplayer modes.

“The TV series is a fantastic combination of compelling writing, witty humor, iconic art, and exciting action sequences. The creators have done an amazing job blending over 180 DC Comics characters into their show filtered through a new, youthful perspective,” said Matt Scott, CEO of Little Orbit. “The new video game contains a slew of cool features and a large playable cast of familiar heroes, but our core mission is to create a unique experience that fits seamlessly into the world of the show and offers a new way to interact with these popular DC Comics characters.”

For more info, check out the game’s official website:
http://www.youngjusticelegacy.com

When it comes to modern RPGs, the Mass Effect series is at the top for me. It’s much better than Persona 3, Fallout 3, and even Skyrim. For the main games, you got fantastic cinematic storytelling, an extremely immersive universe, and most importantly, excellent characters that you really care about. It’s also interesting to see how the game evolved from an RPG similar to Knights of the Old Republic to an extremely competent hybrid of 3rd-person shooter and RPG, and when it was announced that it would have multiplayer, I was worried that it was the first potential sign that Mass Effect 3 would not be as great a game as the first two. To my surprise, when the demo was released and multiplayer was open to everyone, it was fantastic…! Intense game play that plays EXACTLY like Mass Effect 3’s single player campaign, strong co-op, and a really fun experience, the multiplayer certainly has a lot going for it.

Mass Effect 3’s Multiplayer has you playing as part of a squad whose task is to survive wave after wave of enemy forces until an Alliance shuttle can extract you and your squad from danger. You and three other players have to survive ten waves of enemies, with special tasks to accomplish at the 3rd, 6th, and 10th wave. These usually involve deactivating/activating 4 targets on the map, or fortifying a specific location to allow/stop the upload of intel, and after the final wave, you fortify your starting location for 2 minutes until a friendly shuttle can pick you up and end the mission. At this time, there are only two maps with three difficulty levels, but it’s still fun to play.

What’s great about the multiplayer is the sense of teamwork you get from each match as you need to work together in order to survive. It is possible to play by yourself or with one other person, but the maps do not adjust the amount of enemies in relation to how many players are in a single match, especially since the enemies are actively pursuing you in Mass Effect 3, unlike Mass Effect 2 in which the majority of enemies only advanced when you moved from your position. In order to win, it’s best to have at least 2 other people to back you up. At the end of each match, you get experience to level up your character and credits to buy different packs of items, which include weapons, mods for your weapons and armor, weapon upgrades, consumable items, and the ability to unlock further customization for a specific class.

When you start multiplayer, you choose a class and then you choose a character. There are 4 characters to each class: Two humans (Male and Female) and two aliens. As of now, only one character is unlocked, and I’m assuming that as you buy more item packs, you can unlock the other characters. Each race per class has unique abilities, so if you want a specific power set, try to unlock that character as you play more of the game. After you name your character, you can adjust his primary armor color and highlight color, with other customization options waiting to be unlocked.

Afterwards, you’re brought to the character menu in which you can choose and upgrade your powers like in the main game, change your weapon loadout as well as mod your weapons with scopes and other add-ons, add special enhancements for a single match via the Equipment option, or buy more item packs from the store. With weapons, you can only equip two guns total and you can’t carry two of the same type (IE, can’t carry two shotguns at once), but you can choose whatever guns you like, so it’s a good balance. One disappointing thing is that while you can create more than one character per class, you can’t delete your character. If you’re playing a human, you can move to the other gender since humans have the same skills in each class, but if you mess up with any of the other races, you’re stuck with a bad setup, and at this point, I don’t know if there is a way to re-adjust your powers.

When you’re done perfecting your character, it’s time to join a match. You’re able to join any match via Quick Match, create a new match and see personal and global leaderboards. Regardless of whether you choose quick match or create new match, you get to choose your map and your difficulty level. With creating a new match, you can choose to make it public, so anyone using quick match can access your lobby, or private, so that only your Origin friends can access the room. You can examine mission settings, adjust your character settings as if you were in the character screen, and adjust options here.

When you’re ready to play, click “Ready”, wait for everyone else, and in 5 seconds, you’re dropped into the match.  Another disappointing note is that there’s no general lobby where you can pick and choose player rooms, so you can pick the ones with a decent internet connection. When I used Quick Match, the hosting player’s internet connection was unstable half the time, which meant plenty of lag and matches ending prematurely when the hosting player is disconnected. This is probably the most disappointing part of the Multiplayer, and I hope that when the full game is released, there is at least an option to pull up a general lobby to pick your matches.

All in all, the multiplayer for Mass Effect 3 is very solid, and it is a good example of how to do co-op multiplayer well. The aggressive enemies and increasingly difficulty help reinforce working together as a team, and that is definitely the best part of the multiplayer altogether. It also feels more immersive than the main game at this time since you are playing as your own character in the Mass Effect universe rather than your version of Shepard. However, the disappointments that I pointed out will definitely turn off some players, especially those who play mostly for the multiplayer. Bioware/EA has at least some time to fix these issues, and if not, there will hopefully be a patch that addresses this in the near future. I definitely recommend checking out the single player campaign before you dive straight into the multiplayer, just so you can get an idea of how it works. You can download the demo and get more information about Mass Effect 3 at masseffect.bioware.com.