Rand(Nerds); Episode 5

We have a special guest on the Podcast this month, new nerd Adam Thorn joins us to discuss Farcry 3: Blood Dragon, Payday 2, King of Fighters 13, and a varity of Ouya and Gamestick games. We also discuss threatening Garry from Garry’s Mod, making our own game modes, reminisce over the Thief games, the new game consoles and we also continue to insult more countries.

Hi all, you lucky people, two podcasts in one month. This isn’t our christmas special, we’re saving that to next month. But you do get 50% more spoken drivel with our extra nerd Adam who joined us this month.

Notes:

View the world of 80’s nostalgia with Farcry 3: Blood Dragon.

Hold up a few banks in Payday 2.

All for an old fashioned Beat them up see King of Fighters 13.

Combine Bioshock and Bioshock: Infinite with the DLC Burial At Sea. (Yes, I got the name wrong in the podcast)

Try and get one of the hardest achievements and play Garry Mod, please don’t use a gun.

Visiting London? Like arcade game? Visit Heart of Gaming.

Anything you think we should talk about? Weird news to blow Luke mind with? Or just want to ask us a question? You can email us here.

Follow us on twitter
Like us on facebook
See our YouTube channel
Join us on google+

Until next time guys

Cheers

Nick, Luke and Adam

Bioshock Infinite: Burial at Sea – Review

NOTE: I will do my best to endeavor to avoid spoilers in this review, but at some part i may have to refer to events from all the Bioshock series of games, you have been warned!

First thing I need to say about Burial at Sea, is you need to have completed Bioshock: infinite. If you don’t, prepare to have key plot points ruined by the DLC. BaS is set the day of the new years eve attack by Atlas and his rebels. As such you have the opportunity to explore parts of rapture before the fall. you get to see what the city like and hear the residents talking about life, while at the same time feeling slightly creeped out by the fact no-one bats an eye to the little sisters and big daddy’s wandering around. It’s a nice touch, giving you an atmosphere as to how life was in the original game and mirrors the opening to BS:I, a calm before the storm. This section takes about the first hour of the game, the end of which you’ll meet an old ‘Friend’ form BS1 before being plunged into the the combat heavy section.

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Not a good day to be in Rapture

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Seems familiar

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Little sisters make a creepy return

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Cohen, still obsessed with rabbits and proof that he was mad before splicing

Combat is identical to BS:I, Vigor’s and Salts have been renamed Plasmids and Eve to keep in theme with the Rapture setting, of which you’ll have Possession and Devil Kiss right from the start. later on you’ll pick a few old favorites form BS:I and a new one call Old Man Winter. weapon selection is also similar, with a pistol, Tommy gun, carbine and shotgun. you also get to play with the new Radar Range, this is rapture answer to mcrowave ovens and and excellent at crowd control. it a pity you get it so late in the game as you don’t really have a chance to use it before the final showdown. Elizabeth reprises her role as combat support, throwing you health and eve as needed during combat, and the skyline system makes a return, although Rapture cramped conditions don’t really lends themselves using it the same as BS:I.

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Splicers look in a worst state then in the first Bioshock

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Old weapons return, but with an art-deco edge.

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You still get the opportunity to do gruesome finishing moves, Elizabeth doesn’t mind this time.

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Elizabeth still has her lock-picking ability.

The storyline is good, and fits reasonably well with the BS1 and BS:I storyline, however unless you’ve played both, you may find some of the references hard to get. The ending is also something I was not expecting and generally surprise me, just like the BS:I ending. The only thing I would like to have seen more was for the renaming of weapons and plasmids/vigors to match BS1, given that a lot of these had counterparts in the first game this would not have been a hard thing to do and would have tied in nicely with the series. My only major grip with the DLC as a whole is it is very short, on my first play through it took me less then 3 hours to complete, and that was with getting stuck on a puzzle, and I do feel £11.99 is a bit overpriced for such a game. considering you payed a similar price for the dishonored DLC and they gave you double the playtime. So my advice, either buy the season pass or wait for a sale before getting the game.

Rand(Nerds); Episode 4

This episode we discuss Saints row the third, Superfrog HD, Pokemon X Ghostmaster, Deus Ex: HR – The Director Cut and Walking dead season 2. We also talk about hatred of achievements, failure of audio recordings, translating GTA: San Andreas and the audio book version of the bible.

Surprise! We’ve released our podcast early. And we start offending other countrys and groups early. Audio has taken a technical hit but it still quite listenable.

Notes

Complete Luke’s cursed game Saints Row the Third.

Relive the old amega days with Superfrog HD

Play a game about child endagment and animal cruelty with Pokemon X

Or play as a bad guy in Ghostmaster

The fixed version of Deus Ex: Human Revoloution – The Directors Cut

The future of gaming, playing as a small child in The Walking Dead: Season 2

Gaming in your pocket with Gamestick.

Play old game with a modern controller with Pinnacle Game Profiler.

Proof that us brits can be weird too, with the full version of the I am the Wolfman short that Sony based their advert on.

Fancy a different type of dog? Try a Lamb-Poodle

Anything you think we should talk about? Weird news to blow Luke mind with? Or just want to ask us a question? You can email us here.

Follow us on twitter
Like us on facebook
See our YouTube channel
Join us on google+

Until next time guys

Cheers

Nick and Luke

Rand(Nerds); Episode 3

This Episode we discuss Farcry 3, Thomas was alone, that triple A mainstream game Farming Simulator 2013, Rain, Thief 4 and SteamOS. We also talk about the lack of world war two games, David Cameron upcoming appearance in games, Hatred of squares and Nick gets himself banned from Norfolk.

Hi everyone, we’ve made it to episode three and we’ve come in with a bumper long show. We’re still on our slightly worst audio setup so apologies to any audiophiles out there.

Notes

Get yourself a Tatau with Farcry 3

Support unique indie game with Thomas was alone

Start your own venture in agriculture with Farming Simulator 2013

For story’s about invisible children who may or may not be dreaming try Rain

AMD attempt to take our DirectX with Mantle

Values take on the console with SteamOS

See here Silent Hill 2 more unusual ending

Anything you think we should talk about? Weird news to blow Luke mind with? Or just want to ask us a question? You can email us here.

Follow us on twitter
Like us on facebook
See our YouTube channel
Join us on google+

See you next month!

Cheers

Nick and Luke

 

Sir, You are being hunted Pumpkin update, new biome and robots

Well Halloween is just around the corner, and to celebrate the guys at Big Robot have release version 0.6 of ‘Sir, you are being hunted‘. There have been a few minor changes, such as the inventory and loot windows being switched round (loot on the left, inventory on the right) perhaps as a symptom of my psychological condition from playing too many game with loot systems, I  didn’t actually noticed till I read about the change in the patch notes. But i feel this is a good thing, sometimes the changes that you don’t notice are the best as it just make the game flow and feel better, even if you can’t put your finger on why, which is what happened to me. Another minor change, is when you hover your mouse over items in the inventory now, it tells you underneath if the are in anyway useful, for example, a piece of edible food will be marks as usable, a rifle as equitable, random junk like boots and skulls as… well junk and stuff you could eat but shouldn’t as dubious. this saves you the time of having to randomly try something in your inventory and see if you could use it.

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The new switched round layout that I failed to notice

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New item codes give you an idea if its worth taking any piece of loot

The next major update is the new industrial biome. it has a lot more buildings then the others, plus a central canal running through the map. This creates some interesting situations as you can only cross the canal at certain points, leaving you to hope the area is free from robots before moving, as the crossing seem to always be nice and exposed. My only feeling about this is, most of the biomes and just variation on the rural theme, rather then a new place. this wasn’t too noticeable before, but the industrial biome shows it up as basically being the rural theme with a few more building and walls being plonked down rather then being a whole new place to explore.

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The new industrial biome

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A canal separates the map creating some interesting situations

There are two new enemy types, the first one I encountered was the scarecrow. initially I approached up to just to see what it would do, i was a bit taken aback as it all seem to do was open its glowing red eyes and stare at me while making a moaning noise,. it would not even attack me when i got close. It was then I saw what must have been 8 or 9 robots making haste to my position, the blasted scarecrow has alerted them to my location. thinking i would sneak away, I turned my back on the scarecrow and moved into cover at the edge of the field. When I looked back to where the scarecrow had been, it was gone. I could still hear its moans, and they didn’t seem to be getting quieter, looking around my position I jumped out of my skin when I saw it was now a few feet behind me! each time I move it kept following me, but only when I was not looking. if you’ve ever seen any of  the Doctor Who episodes with the weeping angels in it, now imagine them in a game, that’s what you get with the scarecrow. The only way to avoid this is to either not alert it, or keep moving away while maintaining sight contact at all times. easier said then done with what seems like the whole map worth of hunters converging in on you.

 

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The scarecrow, look a bit creepy but not too bad

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How about now?

The other new enemy is the bog monster, my first thought when I saw it was the tneticle creature from Half-Life 1. it springs out of water briefly and the retreats back into it, before returning. From the promo video for this update I saw, it can also apparently move, but I’ve not seen that in the world I’m currently playing. initially, like the scarecrow it seemed to be pretty harmeless, tilll, for the sake of science, I decided to brave the water with it and approach it. It didn’t end well. Once I reloaded my save, I released what the purpose of both these new enemy’s were for. in previous versions of Sir the two great places to hide was the long grass in fields, or in the water. now both these enemys make both solutions less safe, but cleverly and importantly, do not make both solution impossible and prevent the game getting frustrating.

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From here your safe

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From here, less so.

Sir is really shaping up to be something special, there are still a few bugs which break the immersion, like a boat to one of the other island being stranded in a lake, But overall its getting there. I’m hoping when they do the urban biome, they take the plunge and redo the procedural generation to make a proper full urban area, and we don’t end up with the rural setting with more houses. I’m also still waiting for my VTOL horse that they showed in the concept art at the beginning. Come on lads, give me my pony!

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Did you really need a dock that big?

 

 

 

Rand(Nerds); Episode 2

In this Episode we talk about Sir, you are being hunter, Watchdogs, Losing wives to FFXIV, reloading guns from 1998, a new style of film making and a Thundercats spin off.

We did it! we didn’t fade!

So here it is, our second podcast. Sorry for the poor quality of the audio, our pre-amp broke and we had to use a poorer substitute. Hopefully when you download this you’ll also have all the artwork showing, and hopefully it’ll all work through iTunes.

Notes

You can become the hunted by playing Sir, You are being hunted

Have a spouse that’s around too much? buy them a sub to FFXIV

Still can’t work out what Luke was talking about? have a look yourself at Hyperdimension Neptunia

Have a go at hacking Chicago

See one of Luke’s favorite remakes

Proof that Sony executives must be on something

Anything you think we should talk about? Weird news to blow Luke mind with? Or just want to ask us a question? You can email us here.

Follow us on twitter
Like us on facebook
See our YouTube channel
Join us on google+

Until next time guys

Cheers

Nick and Luke

Sir, You Are Being Hunted impressions after a month of play

I’ve been playing Sir, you are being hunted for a few weeks now, and so far have really enjoyed the tense atmosphere of the game. It has just been updated to version 0.5.4725, code name ‘Dead Haggis’, and brought with it quite a few new features. So I think it’s a good time to get some thoughts and feelings down.

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Sir main menu

For those who don’t know, sir is a stealth based game set on a series of procedurally generated islands. For each of these islands (except for the centre island, which is defaulted to rural) you chose a ‘biome’ basically a theme for how the terrain is laid out, at the moment the themes are the above mentioned rural (typical country side, with small towns, fields and winding little roads), fens (like rural, but a lot more open, presenting less cover to sneak from) and mountain (as the names suggest, very tall mountains, seems to be a lot less buildings).

ruralBiomeA typical scene from the rural biome

The goal is to collect 25 pieces of a device that have been scatted around the islands. During your time you also have to managed your ‘vitality’, which is basically hunger. Having a low vitality prevents you from healing and can lead to death. Vitality is constantly dropping, making you have to take a break from collecting fragments and start raiding villages for food and supplies every so often. I’ve never run out of vitality during the games I’ve played, although it has come close a few times and the mechanic adds a nice tension to the game.

The main adversary’s of the game are robots, the basic hunter, dressed in a manner of a stereotypical country gent from around the late 19th century, roam the island in packs of 2-5 (size depending on how many pieces you’ve collected). They are armed with shotguns, which will take you down quickly up close, and can cause you to bleed, which you need bandages to heal otherwise you’ll bleed out. As they roam the island, if they come across a fragment or building they will sometimes start guarding it. More then once I’ve come back to retrieve some goods I stashed ‘safely’ in a building to find it guarded and having to sneak past them.

Aiding the hunters, are balloonists, they float round the maps and look for you with a searchlight. If they find you, they’ll sound an alarm and alert other hunters to your location. Hunter also sometimes have hounds with them, these will attempted to pin you down and hold you still while the hunters come in for the kill. The final robot you’ll encounter is the squire, unlike the others he is non-hostile and patrols village, but if he catches you stealing he will then become aggressive.

The stealth system itself is very similar if you’ve played any of the thief series of games, you have a visibility meter, which shows how easy you are to see, if you well hidden enough a robot could walk within a few metres and you will not been seen, on the other hand, with a maxed out visualise you can be seen from very far away. It worth noting, that unless your under hard cover, the balloonist can see you no matter how low your meter reads.

So that’s a brief overview of the game, so what have they changed? Well there is a new inventory system. In previous versions you had items assigned to the number keys, these were hard coded and not be changed. Now you can assign items to the keys 1-7. At the moment you can only have items that can be ‘used’ i.e. guns and other devices, you can’t place food items in the slots to give you an quick way to eat without having to go into the inventory, which is a minor annoyance, but not big one.

new-inventoryThe new inventory, notice the additional slots to assign items to

I’ve just created a new world, but have only been able to get a hour or so of play on it at the moment, but have some across a few of the new items. The first one I discovered was the torch, in this new versions night is a lot darker (but does add a bonus to make you harder to see) and the torch really helps you find your way and see what you are doing. It also unsurprisingly makes you very easy to spot.

torchOffIts gets dark a night!

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Torches make it easier to see, but also make you easy to spot!

I then got to try out one of the new distraction devices. In previous versions you only had rocks or bottles, which you could throw to distract robots. I found them not very effective as they tended to not travel far enough, and robots didn’t investigate them for very long mean you didn’t have a lot of time to snatch the piece. You now have some better options.

I came across a piece being guarded by two robots, a short distance away I placed a toy train on the ground I had picked up from a village earlier. I had a few seconds to circle round to the other side of the fragment before the train horn sounded, the robots rushed over to investigate it allowing me time to pick up the pieces and make my getaway.

The games currently in alpha, so I’m not going to be too critical of it as it can change on a weekly basis. But I do have some thoughts, some of the things I would like to see, such as more types of enemies and biomes I know are in the pipeline to be implemented. I would like to see a biome representing a modern rural area. With perhaps an area of farm buildings to hide in, and more regimented field with some different crop types like wheat in them, more modern’s road and larger villages. Perhaps some farm vehicles to hide behind and round.

I do have some other issues, in game there are will-o’-wisp that lead you to the pieces, however I often find myself standing around a waiting for them to appear to lead me to the next piece, and sometimes you don’t see them for quite a while wasting vitality, You can also end up with several moving in different directions make them hard to track. A scanner device has been introduced to make finding pieces easier, but I’ve not come across it yet so don’t know yet how helpful it is.

Other then that, I’ve no real problems. If you like stealth games, then this is worth a look, it still in alpha so theirs plenty more stuff to look forward to. It given me many hours of enjoyment so far and I can recommend it.

Reviewing System Explained

Hi All

As we’re now going to start doing reviews, it worth explaining how our reviewing rating system will work. The whole point of the system is not to give a definitive score, it to give a guideline on what we think about the games we’re playing. The rating is simply an insight into our opinion on them. The guide below will explain what the rating means.

Uninstall

A game not worth playing, and does not deserve to grace your hard drive with a single single byte of data. This is reserved for the worst of the worst, the games where we wounder how the developers sleep at night knowingly they released this monstrosity into the world.

Install – Minimum

A game which may provide some minimal entertainment. The game will probably find a cult following, but overall is pretty bad. perhaps worth picking up if found in a bargin bin

Install – Recommended

An excellent game, that just misses out of true greatness. Fans of the genre should definitely pick up this game and it is an excellent addition to their collection.

Install – Complete

Buy it! Buy it now! This is an excellent game and should grace everyone’s hard-drive, even if you not a normal fan of the genre. You will not be disappointed with the game.

Hopefully this post explains and makes its clear to understand how our system works, you be seeing these ratings in all of our future reviews.

Cheers all

Nick and Luke