Brad Gallaway's blog
By Brad Gallaway on July 16, 2009 - 11:54pm.
Although it's not exactly a new thing, two games I've played recently have included vocal NPCs tagging along with the player—and I love it. Specifically, the titles I'm referring to are Call of Juarez: Bound in Blood and Ghostbusters.
In Juarez, the player selects either Thomas or Ray McCall at the beginning of each level, and the AI plays the role of the other. Although the adventure is heavily scripted in nearly every aspect, their constant company provides ample opportunity for dialogue between the characters. These conversations help build a sense of familiarity with the characters, and it's very welcome to play a game where I don't feel like a lone soldier fighting a war all by myself. Honestly, the back-and-forth between the brothers is the best aspect of the entire game.
In Ghostbusters (I'm still really early in the game) but the first section featured constant chatter between the player and the main characters from the films.
By Brad Gallaway on July 14, 2009 - 5:55pm.
Contrary to popular rumor, the Best of Community feature I've been plinking away at is still alive and kicking. I had to shelve it for a little while for various reasons, but I have two reviews that need to be posted tonight, and once those are in the can then I'm going to focus my full attention on getting the first installment of Best of Community up and running.
In other news, I never saw this one coming but the PlayStation Portable's Phantasy Star Portable has been getting the majority of my playtime lately.
One reason is that I've been on the go much more than usual lately, so the "portable"
aspect has a lot to do with it. That aside, it's been a while since I played a good level-grinding loot-fest, so this one is fitting the bill. It's not one of the genre's best and it's certainly not as good as it could be, but it definitely has a certain charm.
By Brad Gallaway on July 10, 2009 - 12:19am.
I needed something to play on the PlayStation Portable since I knew I'd have some time to kill. Scanning the shelves of used titles (and trying not to imagine a future where this is no longer a reality) I found myself strangely attracted to Phantasy Star Portable.
Although I enjoyed a couple of the original Phantasy Star games back on the Genesis and spent some time with Phantasy Star Online, I can't really claim to be a huge fan of the series in its various incarnations. The more recent titles have been especially lacking in my opinion, and although Phantasy Star sorta paved the way for online console MMOing, the developers don't really seem able to keep pace with current trends for various reasons.
By Brad Gallaway on July 8, 2009 - 12:50am.
I'm completely behind schedule in terms of reviews which is a little embarrassing since I pride myself on being an industrious, high-output kind of guy, but I'm making the effort and slowly getting back up to speed. At the moment I'm still chugging through Call of Juarez: Bound in Blood on PlayStation 3.
By Brad Gallaway on June 30, 2009 - 11:03pm.
Started Call of Juarez: Bound in Blood on PlayStation 3 tonight. I was having a little trouble keeping my eyes open so I didn't play past the first two chapters. However, it definitely seems better than the first Call of Juarez so far. It's still not a graphic powerhouse, but the visuals have improved and I'm always a sucker for a Western (or Western-ish) setting.
By Brad Gallaway on June 19, 2009 - 1:42pm.
Just from the description Lair sounds like a can't-miss, but it was savaged in the reviews at the time for a number of reason—one of the primary ones was that control of the dragon was linked directly to the motion of the Sixaxis instead of a more traditional setup. I tried it briefly and found the controls as atrocious as most said, so I quickly moved onto other things. However, I was aware that Factor 5 had produced a download patch that gives players the options for standard flight controls using the sticks, and considering that I needed a third game to get one free, I was willing to give it another chance.
By Brad Gallaway on June 15, 2009 - 12:24pm.
If you've been reading this blog then you will know that I was quite impressed with the recent Bionic Commando game, updated and re-imagined by Swedish developer GRIN. So impressed, in fact, that I felt motivated to track down someone on the development team and ask them a few questions about their superb effort.
Thankfully, Bionic Commando producer Dan Eriksson was quite willing to chat with me for a bit about the work involved in reinventing such a classic game.
By Brad Gallaway on June 11, 2009 - 12:14am.
About a month ago, I started getting a serious open-world jones, and being as tight with my discretionary spending as I am, it wasn't really an option to buy both Prototype and inFamous brand-new. Naturally, since both games are basically the same thing in large part, the feverish comparisons began. Which one had more of what I want? Prototype had some killer videos out on the Internet to show the wide range of abilities, but I had total faith in Sucker Punch and have been a fan of theirs since the beginning.
It was a tough choice.
By Brad Gallaway on June 9, 2009 - 12:11am.
Have I mentioned yet that I love GRIN's Bionic Commando? Love. It.
If you haven't given it a spin yet, don't be scared off by the overly-negative reviews and see what it's got to offer. Despite finishing it a few days ago, I still can't get it out of my head. And the ending? Although it's been categorized as completely random and nonsensical, I didn't find that to be true at all… I'm not going to spoil it, but I thought it was pretty amazing for a few reasons.
By Brad Gallaway on June 4, 2009 - 10:27pm.
Expectations are an important issue to deal with for anyone, but doubly so for a critic. After all, we are supposed to be "neutral and unbiased" when we evaluate, right? Of course, it's absolutely impossible to be without some sort of penchant or leaning—we wouldn't be human, otherwise. But, although it's not realistic to sit down with a game and approach it as a completely blank slate, managing expectations is something that could, and should be done.
Take, for example, GRIN's reimagining of Bionic Commando.
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