PC

Review: The Walking Dead: Season 2 - Age is not Wisdom

A prompt pops up at the start of The Walking Dead: Season 2 asking the player to import a save file from the previous game. Plot points and player actions personalize each player's story, or so Telltale claims. Yet continuity only works if the story demands it - if a story still needs an end. Season 2 needs a new set of characters and a new main character to begin a brand new story. Instead Telltale brings back 11-year-old Clementine and places her in another dysfunctional group destined to not survive. The results of the second season returns the plot to where Clementine began, making the new season an unnecessary blip in Clementine's brief lifetime.

Clementine learns a lot over the past three years and owes much of her survival to Lee's guidance and support. Even around adults, Clementine must make her own decisions and often offers better alternatives than the group leaders. Regardless of her age, Clementine fights off the strength of adult sized zombies, shoots with pin-point accuracy and persuades anyone lacking just a shred of confidence - she can do anything.

Review: Transistor - Plan, Not Process

As each person adventures alone in Bastion, piecing together the world with each step, a narrator watches. The narrator stays an observer, never guiding players down a path. Transistor doesn't accompany players with a narrator, but with a voice imbedded inside a sword called the Transistor. The sword's voice fills the empty air left from the voiceless main character, Red. Despite any resistance from the Transistor, Red pushes forward to unravel pieces of story neither Red nor the player can begin to form. When players learn of the the enemies called the Process, players simultaneously unravel an ambiguous, forced story wrapped around an ingenious turn-based combat system.

Review: BioShock Infinite - Clear Skies

A utopia, no matter how promising, will always fall. Unlike the first BioShock, in BioShock Infinite you will witness the floating city of Columbia as it descends from the perceived perfection and suffer the same fate as the underwater city of Rapture. The inevitable utopic fall represents one of the many themes throughout the game which all contribute to the believability of a society living in the sky. The gradual development of these themes builds upon the understanding of Columbia's history and current events. Irrational Games' attention to detail and their ability to imagine grand fictional worlds only compliments one of the best told stories in video games.  

Review: Dishonored - Blink, stab

I don't know if I actually enjoy stealth games. I find that whenever guards spot me trying to sneak from behind, I fall into an awkward limbo where I will either restart from my latest save, or stab everyone in the neck until I hear complete silence. Unfortunately, Dishonored doesn't change my mostly cynical opinion about the stealth genre. Dishonored's industrial, Victorian era setting fails to even compete with the highly detailed and futuristic world of Deus Ex, but it stays close to the crouch walking, throat stabbing and trap setting tactics found in the best stealth games.

Review: Borderlands 2 - A Vault not worth hunting

I believed if I collected enough junk shields and single shell shotguns that I eventually wouldn't be so bored with Borderlands 2. Only about an hour in, scepticism to whether I would even finish, let alone begin a second playthrough, already began to develop. All the positive and glowing feedback said up until and after the release, made me question whether or not I failed to see the brilliance. But I know of that brilliance - I dumped over 50 hours into the first Borderlands and all of its DLC. After 25 levels as a Siren, the unsettling familiarity and the unsatisfying reward for the patience the progression requires ruined any desire to ever play more Borderlands

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