Review – Chronicles of Mystery: The Tree of Life

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Adventure games are an eclectic bunch. They range from goofy third-person experiences like the Monkey Island games to more serious, story-driven games like the Myst series. Some rely heavily on inventory-based puzzles; others more on dialogue; still others on logically piecing elements of the environment together in order to progress.

Despite this diversity, there are generally three things that define adventure games:
-They are story-centric.
-They are of a slower pace than most games.
-Most of them are terrible.

Chronicles of Mystery: The Tree of Life, fortunately, manages to side-step that last quality. Mostly.

You play as Sylvie Leroux, a young archaeologist called into a French museum to examine a mysterious chest. Through a series of puzzles and unfortunate events, you’ll work through a story that takes you to France, Cairo, Venice, and a few other locations.

The game tells an interesting story that deals with the Mary Celeste, a real-world ship from the 1870s whose crew mysteriously disappeared. You’ll avoid assassins, gather evidence, and solve mysteries as the story unfolds into a satisfying twist at the end. The pacing, unfortunately, is maddeningly slow. The game is only ten to fifteen hours long, but it feels much longer.

To its credit, the game does sidestep many of the pitfalls that plague adventure games. In each environment, there are a variety of things to interact with – things to pick up, objects to manipulate, people to talk to, etc. In a much-appreciated move, developer/publisher City Interactive included a hint button that highlights each clickable object on the screen. This eliminates the maddening pixel hunts that so many adventure games are known for, and also cuts down on the need to backtrack and re-explore areas of the game to hunt for something you missed. It’s a feature that more games like this should incorporate.

However, it does fall prey to a few other issues. I am a believer that inventories in adventure games are a mistake, because they tend to force immersion-breaking leaps of logic: It’s nice that I can pick up that tablecloth and take it with me, but I have no idea why I’m giving into such kleptomania until I discover that it’s part of a puzzle solution later in the game.

For the most part, the puzzles are intuitive and appropriate to each environment, but there were a few times when I found myself at a loss, randomly trying everything in my inventory until finally discovering what the game wanted me to do. This doesn’t happen often, but it stands out when it does.

Graphically the game is dated, but it works for what the game is trying to accomplish. The voice acting is largely bland, but never offensively bad.

There aren’t many content issues to speak of. Smoking and alcohol are referenced. The story deals with multiple murders, in non-graphic fashion. A smattering of mild language pops up.

There is also some interesting spiritual imagery. The story deals with the Tree of Life, a Biblical reference to the tree from the Garden of Eden. One or two characters reference scripture passages and imagery. The Bible isn’t put down in any way, and some of the references were oddly insightful enough that it left me wondering if the game was developed by a Christian studio.

The game is rated ‘T’, and doesn’t contain content that will worry most gamers in that age bracket.

Chronicles of Mystery: The Tree of Life isn’t as polished, visionary, or memorable as other selections from the adventure genre, but it does spin an interesting tale that will occupy a few hours of your time – if you have the patience for its slow pacing and occasional poor design decisions.

Jerod Jarvis is an independent gaming journalist and founder of Duality Games. He maintains gaming columns for The Washington Times Communities and for The Outpost. When not blogging madly about games, he freelances for the Spokesman-Review in his hometown of Spokane, Washington and attends school at Whitworth University. Check out his presence on Facebook and Twitter to stay up on Duality Games updates and the inside scoop on the gaming news you care about.

Epic Review – Bioshock 2

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Bioshock 2 has been one of the most anticipated games of the last several months. Both critics and fans have been divided over whether or not it would be a worth successor to the brilliant original. I’ve made no secret of my views.

But now I’ve had a chance to play it, beginning to end(s). And I’ll get this out of the way right at the get-go:

My predictions were largely correct. Bioshock 2 gets a few things right, but it’s ultimately not a worthy successor to the original. Allow me to expound.

The game takes place 10 years or so after the events of the first Bioshock. You play as one of the original Big Daddies. Andrew Ryan, the founder of Rapture, is dead, and a new antagonist, Sophia Lamb, has risen to take his place as leader of the undersea city of Rapture.

Though Ryan and Lamb both believe Rapture is the answer to all of humankind’s problems, their methods could not be more different. Ryan believed in the ultimate power of the individual; Lamb places her faith in the collective. Ryan was a rabid capitalist; Lamb is more of a communist. Ryan looked for salvation in the removal of moral, legal, and ethical boundaries and the elevation of individual achievement; Lamb insists that the good of the many must take precedence over any individual need.

You awaken at the beginning of the game without knowledge of what’s gone on over the past ten years, except that you must find your “daughter” — the Little Sister who was bonded to you when you were turned into a Big Daddy. The resulting hunt lasts the entire game, and will have you exploring new corners of Rapture, battling hordes of crazed citizens, and navigating moral conundrums.


From a purely technical perspective, Bioshock 2 is polished to a greater shine than its predecessor. The gameplay has been tightened down considerably: the shooter mechanics are smoother and more fun; the ability to use plasmids and weapons at the same time is nice; hacking turrets and security systems is more intense and intuitive; and enemy splicers are more varied, using group tactics and cover, and are more satisfying to put down.

But as any true Bioshock fan will agree, gameplay is of secondary concern to story and atmosphere.

From the very beginning, the game starts off on the wrong foot. Playing as a Big Daddy just isn’t compelling. It has its moments (using the drill dash to crash across the room and pummel an enemy never gets old), but the emotional connection to the situation isn’t there. You are told what you need to do, but not why you should want to do it. It wasn’t until about halfway through the game that I learned enough about my character to understand why I should care, but by then it was too late.

When I played the first game, the first-person experience was immediate and near-complete. I was playing a plane crash survivor stranded in a terrifying undersea city fighting for survival and answers. I was just as freaked out and mystified as my character was supposed to be, so it made connecting with the game and suspending disbelief incredibly easy.

As a Big Daddy, I had no idea what I was supposed to be feeling as a character. The Big Daddies in the first game were purposefully mysterious, but here you’re supposed to be able to identify with what one is feeling. Every time I started to get freaked out by something in the game or think I could understand what was going on, I’d catch sight of the edges of my faceplate and be reminded that whatever human emotions I was feeling were probably not what I would be feeling as a Big Daddy.

It might sound like I’m overthinking it (and I’m willing to admit that I tend to place more importance on this kind of thing than a lot of gamers), but the point is I was unable to immerse myself in Rapture the way I was the first time around. The creepiness is less creepy, the twists are less twisty, and the emotional impacts less emotionally impacty.


I won’t give too many specifics away, but another disappointment were the “boss” characters. In the first game, you faced iconic and fascinatingly insane arch-enemies who forced you to crawl around in their psyches. It was creepy, terrifying, and intense.

By contrast, Bioshock 2’s major enemies seem rather tame. They aren’t really interesting to learn about or even stand up to because they’re either stereotypical (Father Wales), weird and irritating (Alex the Great), or just kind of…boring (Grace Holloway). Dr. Steinman and Sander Cohen would be ashamed.

The other hallmark of Bioshock was the heavy philosophy it delved into while creating an underwater world and dynamic characters. Bioshock 2 follows suit by creating another agenda-driven arch-enemy with a worldview that is at once alien and understandable. And yet even here, the effect is less interesting.The individualistic humanism of the first game is pitted against a collectivistic humanist worldview in Bioshock 2. Rather than an exploration of a belief system, you are forced to pick one side or the other.

Sophia Lamb wants to create the ultimate utopianist, a perfect being who will put the good of the many before the good of the few. Free will and self-awareness is a genetic curse that must be rooted out before the next step of human evolution can take place, and Lamb is willing to do anything it takes (read: murder, torture, and human experimentation) to achieve her goals. The end justifies the means, as long as that end is good.


What is Lamb’s definition of good? Without God in the picture, concepts like good and evil are totally meaningless. Lamb realizes this, and asserts that the only scientifically classifiable good is pleasure. Therefore, pleasure is the ultimate end of human pursuit. Since the only way to escape pain, guilt, grief, and anything else not conducive to pleasure is to ultimately expunge a sense of self, the secret to human evolution is doing away with free will.

While the player is clearly supposed to understand that Lamb is wrong, it’s never made clear exactly why, nor is a better alternative ever explored. In fact, the rabid individualism that was encouraged under Andrew Ryan’s regime is occasionally implied to be the superior system.

The game also takes some direct swings at Christianity. Citizens of Rapture who turn to the Bible are painted in a negative light. One of the major characters in the game is a crazed fire-and-brimstone preacher who was once an atheist before he “got religion.” While the Reverend is certainly not an example of anything Christianity really stands for, the implication is clear that his conversion was part of his loss of sanity.

Other content issues include frequent harsh language (God’s name abused, f-bombs dropped, etc.) and brutally graphic violence similar to what was seen in the first game (you’ll find characters who appear to have hung themselves; your primary melee weapon is a giant drill that does exactly what you’d expect it to). Sexual themes are more prevalent than in the first game. Though nothing graphic is ever seen on screen, part of the game takes place in a ruined brothel and red light district of Rapture. A few splicers who clearly made livings as prostitutes before going insane can be overheard discussing ‘business’ transactions.

When the end credits roll, it’s clear that you’re meant to feel that the atheist-humanist dream that gave rise to Rapture is still a goal worth pursuing. It’s implied that humans have the power to forge a moral course and make the world a better place; what’s not explained is exactly how that works. Both Lamb and Ryan had marvelous intentions when they began their enterprises, and both ended up inflicting horrific crimes upon the very humanity they were trying to save. The only solution offered is essentially, “Try again, and make sure to not fail so hard next time.”

Quite frankly, when dealing with matters of such drastic importance, trial and error seems to be a poor way to go about things. But while the game demonstrates this effectively, it also offers no better solution.

Without an objective moral system that exists outside of human creation, the only tools left for making ethical decisions are variations on the themes of “might makes right” and self-gratification. It’s a fascinating irony that the game clearly demonstrates the consequences of this moral system, but it also seems to hold it up as the best way of going about our lives.


So. All that to say … what, exactly?

Bioshock 2 is a technical improvement over its predecessor. However, while the game appears to be cut from the same material as the original at first glance, it lacks the compelling story, moral fiber, and redeeming value that so defined the first game.

Even if you’re a rabid fan of Rapture, I’d recommend giving this game a pass. It just isn’t what you’re looking for.

Jerod Jarvis is an independent gaming journalist and founder of Duality Games. He maintains gaming columns for The Washington Times Communities and for The Outpost. When not blogging madly about games, he freelances for the Spokesman-Review in his hometown of Spokane, Washington and attends school at Whitworth University. Check out his presence on Facebook and Twitter to stay up on Duality Games updates and the inside scoop on the gaming news you care about.

But now I’ve had a chance to play it, beginning to end(s). And I’ll get this out of the way right at the get-go:

My predictions were largely correct. Bioshock 2 gets a few things right, but it’s ultimately not a worthy successor to the original. Allow me to expound.

The game takes place 10 years or so after the events of the first Bioshock. You play as one of the original Big Daddies. Andrew Ryan, the founder of Rapture, is dead, and a new antagonist, Sophia Lamb, has risen to take his place as leader of the undersea city of Rapture.

Though Ryan and Lamb both believe Rapture is the answer to all of humankind’s problems, their methods could not be more different. Ryan believed in the ultimate power of the individual; Lamb places her faith in the collective. Ryan was a rabid capitalist; Lamb is more of a communist. Ryan looked for salvation in the removal of moral, legal, and ethical boundaries and the elevation of individual achievement; Lamb insists that the good of the many must take precedence over any individual need.

You awaken at the beginning of the game without knowledge of what’s gone on over the past ten years, except that you must find your “daughter” — the Little Sister who was bonded to you when you were turned into a Big Daddy. The resulting hunt lasts the entire game, and will have you exploring new corners of Rapture, battling hordes of crazed citizens, and navigating moral conundrums.

From a purely technical perspective, Bioshock 2 is polished to a greater shine than its predecessor. The gameplay has been tightened down considerably: the shooter mechanics are smoother and more fun; the ability to use plasmids and weapons at the same time is nice; hacking turrets and security systems is more intense and intuitive; and enemy splicers are more varied, using group tactics and cover, and are more satisfying to put down.

But as any true Bioshock fan will agree, gameplay is of secondary concern to story and atmosphere.

From the very beginning, the game starts off on the wrong foot. Playing as a Big Daddy just isn’t compelling. It has its moments (using the drill dash to crash across the room and pummel an enemy never gets old), but the emotional connection to the situation isn’t there. You are told what you need to do, but not why you should want to do it. It wasn’t until about halfway through the game that I learned enough about my character to understand why I should care, but by then it was too late.

When I played the first game, the first-person experience was immediate and near-complete. I was playing a plane crash survivor stranded in a terrifying undersea city fighting for survival and answers. I was just as freaked out and mystified as my character was supposed to be, so it made connecting with the game and suspending disbelief incredibly easy.

As a Big Daddy, I had no idea what I was supposed to be feeling as a character. The Big Daddies in the first game were purposefully mysterious, but here you’re supposed to be able to identify with what one is feeling. Every time I started to get freaked out by something in the game or think I could understand what was going on, I’d catch sight of the edges of my faceplate and be reminded that whatever human emotions I was feeling were probably not what I would be feeling as a Big Daddy.

It might sound like I’m overthinking it (and I’m willing to admit that I tend to place more importance on this kind of thing than a lot of gamers), but the point is I was unable to immerse myself in Rapture the way I was the first time around. The creepiness is less creepy, the twists are less twisty, and the emotional impacts less emotionally impacty.

I won’t give too many specifics away, but another disappointment were the “boss” characters. In the first game, you faced iconic and fascinatingly insane arch-enemies who forced you to crawl around in their psyches. It was creepy, terrifying, and intense.

By contrast, Bioshock 2’s major enemies seem rather tame. They aren’t really interesting to learn about or even stand up to because they’re either stereotypical (Father Wales), weird and irritating (Alex the Great), or just kind of…boring (Grace Holloway). Dr. Steinman and Sander Cohen would be ashamed.

The other hallmark of Bioshock was the heavy philosophy it delved into while creating an underwater world and dynamic characters. Bioshock 2 follows suit by creating another agenda-driven arch-enemy with a worldview that is at once alien and understandable. And yet even here, the effect is less interesting.The individualistic humanism of the first game is pitted against a collectivistic humanist worldview in Bioshock 2. Rather than an exploration of a belief system, you are forced to pick one side or the other.

Sophia Lamb wants to create the ultimate utopianist, a perfect being who will put the good of the many before the good of the few. Free will and self-awareness is a genetic curse that must be rooted out before the next step of human evolution can take place, and Lamb is willing to do anything it takes (read: murder, torture, and human experimentation) to achieve her goals. The end justifies the means, as long as that end is good.

What is Lamb’s definition of good? Without God in the picture, concepts like good and evil are totally meaningless. Lamb realizes this, and asserts that the only scientifically classifiable good is pleasure. Therefore, pleasure is the ultimate end of human pursuit. Since the only way to escape pain, guilt, grief, and anything else not conducive to pleasure is to ultimately expunge a sense of self, the secret to human evolution is doing away with free will.

While the player is clearly supposed to understand that Lamb is wrong, it’s never made clear exactly why, nor is a better alternative ever explored. In fact, the rabid individualism that was encouraged under Andrew Ryan’s regime is occasionally implied to be the superior system.

The game also takes some direct swings at Christianity. Citizens of Rapture who turn to the Bible are painted in a negative light. One of the major characters in the game is a crazed fire-and-brimstone preacher who was once an atheist before he “got religion.” While the Reverend is certainly not an example of anything Christianity really stands for, the implication is clear that his conversion was part of his loss of sanity.

Other content issues include frequent harsh language (God’s name abused, f-bombs dropped, etc.) and brutally graphic violence similar to what was seen in the first game (you’ll find characters who appear to have hung themselves; your primary melee weapon is a giant drill that does exactly what you’d expect it to). Sexual themes are more prevalent than in the first game. Though nothing graphic is ever seen on screen, part of the game takes place in a ruined brothel and red light district of Rapture. A few splicers who clearly made livings as prostitutes before going insane can be overheard discussing ‘business’ transactions.

When the end credits roll, it’s clear that you’re meant to feel that the atheist-humanist dream that gave rise to Rapture is still a goal worth pursuing. It’s implied that humans have the power to forge a moral course and make the world a better place; what’s not explained is exactly how that works. Both Lamb and Ryan had marvelous intentions when they began their enterprises, and both ended up inflicting horrific crimes upon the very humanity they were trying to save. The only solution offered is essentially, “Try again, and make sure to not fail so hard next time.”

Quite frankly, when dealing with matters of such drastic importance, trial and error seems to be a poor way to go about things. But while the game demonstrates this effectively, it also offers no better solution.

Without an objective moral system that exists outside of human creation, the only tools left for making ethical decisions are variations on the themes of “might makes right” and self-gratification. It’s a fascinating irony that the game clearly demonstrates the consequences of this moral system, but it also seems to hold it up as the best way of going about our lives.

So. All that to say … what, exactly?

Bioshock 2 is a technical improvement over its predecessor. However, while the game appears to be cut from the same material as the original at first glance, it lacks the compelling story, moral fiber, and redeeming value that so defined the first game.

Even if you’re a rabid fan of Rapture, I’d recommend giving this game a pass. It just isn’t what you’re looking for.

Epic Review – Mass Effect 2

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Space opera. Timeless classic. Sprawling epic. KoTOR killer. Whatever you call it, it’s undeniable that nothing quite like Mass Effect 2 has ever been seen before.

I’ll be honest, it took me a long time to finish the first Mass Effect. Don’t get me wrong, it was a fun game. But a few of its shortcomings — painful inventory system, and bland planet exploration among them — made it a hard one to slog through. Ultimately, I played it on-again, off-again until the week before the sequel was released. I figured I should finish the first one before taking on the second.

The final mission of the first Mass Effect was breathtaking. Intense. Gut-wrenching. Flawless, with the possible exception of Saren’s “Oh snap, we need a boss fight!” re-animation sequence. It had adrenaline fire-hosing through my veins and my fists in the air as the credits rolled.

Imagine my elation, then, when I realized that those words, with few exceptions, describe Mass Effect 2 in its entirety.

For those of you unfamiliar with the franchise, I’ll step back a bit. Spoilers may follow.

The Mass Effect games are set in our galaxy some two hundred years in the future. Mankind ventured beyond Earth’s atmosphere to discover that they were not alone in the galaxy — dozens of other races far ahead of them on the evolutionary timeline make up a galactic system of government.

Much of this galactic civilization is built around ancient and mysterious technology. The titular term “mass effect” refers to the technology that makes it possible to travel around the galaxy — mass relays propel ships through the stars as speeds far in excess of light; biotics (psychics, essentially) can generate mass effect anomalies with their brains to hurl enemies in the air; and the center of government sits in a massive space station known as the citadel, built by the same long-dead race of aliens that built the mass relays.

In the first game, you (playing as Commander Shepard) discover that an ancient race of sentient machines known as the Reapers is behind all this mysterious technology, and that they are planning on showing up and consuming all biological life in the galaxy. It’s up to you to stop them. Along the way you’ll recruit team members to your cause, make decisions that determine the outcome of the game, and ultimately save the galaxy in the aforementioned awesome final battle.

Mass Effect 2 picks up two years after all this. One of the coolest features of the game is that your decisions in the first Mass Effect carry over into the sequel. Assuming you still have your saved game from the original, many of the actions, decisions, and side missions you carried out in the first have dramatic effects on the way things play out in the sequel.

The sequel’s story revolves around stopping the Collectors, a mysterious race of insect-like creatures apparently working for the Reapers. The Collectors have been making a nuisance of themselves by abducting human colonies. You are recruited by Cerberus, a xenophobic human organization led by the enigmatic Illusive Man, to put a stop to their shenanigans.

To do so, you’ll have to recruit a team of professionals. And this is where the game shines the brightest.


Each member you bring into your party has distinct motivations, character, tastes, emotional baggage – everything you’d expect in a real person. The game does a masterful job of bringing these characters to life and encouraging you to get to know them, develop relationships with them, and come to care about them. This is a game that works its way into your heart and stays there.

There are a myriad of other ways this plays out, and the end effect is that you’ll feel an extreme emotional connection to the game because your actions really do matter. I know that I would probably have been reduced to tears had I lost some of the members of my team, purely because I came to empathize and deeply care about each one.

The writing is incredible. Just walking around your ship and eavesdropping on conversations between crewmembers will result in quite a few laughs. The voice acting is also top-notch: Martin Sheen, Adam Baldwin, Seth Green, and many others all turn in incredible performances.

Graphically, the game is seamless. While there aren’t many moments of jaw-dropping graphical fidelity like you might find in Crysis or Bioshock, the visual design works extremely well for the game. Each environment is unique, and the lighting and character animations are crafted quite well.

ME2 is also backed up by a fantastic soundtrack and the promise of a conclusion to the trilogy in the next couple of years. What’s not to love?

Well, there’s a few things.

From a technical perspective, there are a couple minor issues. Mass Effect 2 corrected the overcrowded inventory of the first game by swerving all the way to the other extreme. You don’t have an inventory anymore. You’ll be able to upgrade your weapons by finding or purchasing plans, and there are a few unique weapons you can use. But adjusting each squad member’s loadout for maximum effectiveness is replaced by jumping straight into the action. Some might see this as an improvement, but the loot-loving RPG junkie in me missed the level of control the first game offered.

To upgrade your weapons, armor, ship, and abilities, you need resources in the form of rare metals. Unfortunately, gathering them is a major pain. You’ll be able to find some while on missions, but most will have to be gathered by mining planets in what is quite possibly the most boring minigame ever created. Fortunately, you won’t have to do this too often. But when you do need to, it’s time-consuming, boring, and really interrupts the flow of the game.

Lastly, some editions of the game came with bonus armor. Disappointingly, it isn’t as customizable or functional as the game’s default armor. It’s irritating to pay extra for something and then not have it worked into the game.

There are more issues on the content side.

While the game rarely gets gory, it is violent. In fact, most of the worst violence is bloodless, or even occurs off-screen. While recruiting the assassin Thane, you’ll watch him snap the neck of a bodyguard before shooting his unarmed target at point blank range. A crew member screams in terror as he is mauled by a Collector, and is apparently killed off-screen.

Depending on how you play Shepard, you can also commit some acts of over-the-top violence. Throughout the game, you’ll be presented with the choice to follow the selfless, put-others-first path of the paragon, or the ruthless, ends-justify-the-means renegade path. Choosing the renegade option will at times result in senseless violence. At one point, Shepard gets the drop on an enemy mercenary. After talking the mercenary into betraying his employer, Shepard is faced with the choice of letting the man go or pushing him out the window of the mile-high building he’s in. Most of the choices aren’t as stark as that, and the occurrence of that level of violence is admittedly rare. But it is there.

The game is based solidly in a naturalistic worldview. What religion that appears in the game is treated as personal superstitions. The story revolves around the cycle of evolution — sentient life is no more sacred than any other form of life. It’s just nature’s latest production of chance plus time. It’s not necessarily problematic if you know your worldview, but it is something to be aware of as you play through the game.

Language appears throughout. One party member in particular is fond of the f-word. And sexual dialogue pops up occasionally, usually intended as humor.

The sexual content in Mass Effect 2 has actually been dialed down from what appeared in the original. It’s still there, however, and it’s nothing to gloss over. Depending on which gender of Shepard you’re playing as, you’ll have the option of pursuing romantic relationships with a few of your party members (you’ll have to choose one, though — no two-timing allowed).

For the most part, these relationships feel very genuine and are often quite touching. If you pursue them far enough, they’ll all end in bed. These scenes never pass a PG-13 level. The most explicit involves a revealed bra before a fade to black. Nothing you wouldn’t see while channel surfing during prime time, but still more than enough to warrant caution before deciding to pick up the game.

The worst offense in the sexuality category comes from the character of Jack (the same one who loves the f-bomb). Jack is an extremely troubled girl with a scary-dark backstory. Getting to know her and convincing her that life is worth living is genuine and emotionally involving — but also fraught with language and the fact that Jack doesn’t wear a shirt. A halter of sorts covers the bare minimum of her torso.

This is mitigated somewhat by the tattoos that cover her body, and after finishing her side quest you can put a shirt on her. But for a significant portion of the game, you’ll have a nearly topless woman on board. I can’t really think of a single justification for that design decision — there are many other ways to communicate Jack’s disdain for social norms without parading her body around. It’s an unfortunate shock tactic that doesn’t belong in a game with so much masterful subtlety.

I feel I might be the only voice in this industry saying that relationships don’t and shouldn’t automatically end in bed. While admittedly there isn’t time for a marriage ceremony while saving the galaxy, I remain convinced that true love waits for the goods until there’s a commitment backing it up. The Mass Effect games are hardly the only mainstream entertainment preaching promiscuity as the natural path of a relationship, but it’s still disappointing.

ME2 is definitely not without problems. It’s appropriately rated M for mature, and I don’t recommend it for anyone under the age of eighteen or so. However, after playing the game and reflecting on the overall experience, I do believe that the pros outweigh the cons.

The game lauds honor, self-sacrifice, forgiveness, love, loyalty, and the triumph of good over evil. Much as in real life, you’re given the choice throughout to make decisions that put others first or that serve your own immediate needs, and those choices are not always black and white.

Mass Effect 2 is a shining example of gaming excellence. In spite of its forays into faux “mature” content, the overall message of the game is one of hope and justice. It requires you to think about the consequences of your actions. It encourages you to show love to other characters in the game. It rewards you for taking the high road in the face of adversity.

It’s a spectacular success with few caveats, and a game that shouldn’t be missed by anyone mature enough to navigate its obstacles. From the opening mission to the climatic final battle that easily tops any video game conclusion I have ever experienced, the game is non-stop out-the-ears incredible.

Jerod Jarvis is an independent gaming journalist and founder of Duality Games. He maintains gaming columns for The Washington Times Communities and for The Outpost. When not blogging madly about games, he freelances for the Spokesman-Review in his hometown of Spokane, Washington and attends school at Whitworth University. Check out his presence on Facebook and Twitter to stay up on Duality Games updates and the inside scoop on the gaming news you care about.

Bioshock 2 nears launch – will it disappoint?

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When Bioshock crashed onto the scene in 2007, it shook up the gaming world and forever changed gamers’ expectations for storytelling in games. With a heady narrative that touched on themes ranging from the existence of God to utopianism, Bioshock set the standard for story depth.

I’m not expecting the sequel to make quite such an impact.

Admittedly, this could just be because I hold the original so near and dear to my heart that I’m afraid of opening up to anything else – Bioshock 2 could literally wound my gamer spirit.

As the game nears release, I’m getting mixed signals. I haven’t had a chance to play it myself, but I’ve heard rumors that it is exceeding expectations. On the other hand, there’s the contrived story synopsis and the tacked-on multiplayer to think about.

A great game can often be recognized long before release because its developers refuse to cave into current trends. Just because Call of Duty has multiplayer doesn’t mean Bioshock needs it, too. It doesn’t. At all. And the fact that it’s being included makes me wonder if the developers are more worried about pandering to the masses than crafting an excellent game.

Nothing wrong with paying the bills – but the original Bioshock did that without being formulaic.

The recently unveiled launch trailer does little to alleiviate my fears. It’s epic, violent, dark, and hits most of the right Bioshock notes. But there’s just something missing – depth. The original was much more than the sum of its parts, and the sequel will have to do much more than simply throw all the same elements together to live up to the legacy.

The game will be available on Feb. 9, and you can be sure I’ll have a review up shortly afterward. Here’s hoping it surprises me in all the right ways.

Jerod Jarvis is an independent gaming journalist and founder of Duality Games. He maintains gaming columns for The Washington Times Communities and for The Outpost. When not blogging madly about games, he freelances for the Spokesman-Review in his hometown of Spokane, Washington and attends school at Whitworth University. Check out his presence on Facebook and Twitter to stay up on Duality Games updates and the inside scoop on the gaming news you care about.

Crysis 2 – a concrete jungle

VGchartz.com has a short piece that includes some scans of a feature on Crysis 2 from a German magazine. Admittedly, these are just magazine clips, and not final art, but to be honest this game is looking fantastic.

The devs were quoted as saying the game would take place in a “new kind of jungle.” It appears that this means New York, which could potentially be a blast.

Only time will tell. Crysis 2 is appearing on the PS3 and Xbox 360 alongside PC, which has me worried. Here’s hoping the game doesn’t catch consolitis and suffer a severe case of dumbing down.

Jerod Jarvis is an independent gaming journalist and founder of Duality Games. He maintains gaming columns for The Washington Times Communities and for The Outpost. When not blogging madly about games, he freelances for the Spokesman-Review in his hometown of Spokane, Washington and attends school at Whitworth University. Check out his presence on Facebook and Twitter to stay up on Duality Games updates and the inside scoop on the gaming news you care about.

iPad revealed, a bit of a letdown?

Apple revealed its much anticipated iPad before an audience of journalists and industry analysts today. The device looks to be about what most people expected; but is that really enough?

Essentially, the device is an iPhone with a 9.7 inch screen, with a couple new apps to go along with it. The base model, which will sap about $500 dollars from your wallet, won’t even have 3G connectivity. The fully loaded version will run at about $829.

Other than its slick multi-touch interface, there doesn’t seem to be much that separates this device from the competition.

On the other hand, there isn’t much that technically separates the iPhone from it’s competition. The Blackberry, Palm Pre, and now the new Android phones that are storming the market are actually held by some to be superior devices to the iPhone.

What sets the iPhone apart, and what will make or break the iPad, is the development community. Apple has developed a dedicated fanbase, and has created its mobile devices with app creation in mind. Those two factors have resulted in the tens of thousands of apps you can now find in the Store.

Apple, to its credit, seems to be aware of this. During the iPad’s development process they worked with the New York Times and several book publishers to develop apps that will put the device in competition with e-readers like Amazon’s Kindle. They have also courted Electronic Arts to create games especially for the iPad.

Apps you already have for your iPhone will be compatible with the iPad, at least in theory.

The idea of playing iPhone games on a bigger screen is intriguing. Many of the games available on the iPhone and iPod Touch are already quite good, and are getting better fast. With more screen real estate to work with, game developers might go crazy and make the iPad the next must-have gaming platform.

If the development community gets behind the iPad and creates some truly unique and must-have applications for the new gadget, I have no doubt that it will become insanely popular and in a few years we’ll all wonder what we did without one.

If, however, the big iPhone doesn’t capture the imaginations of the code monkeys, we may witness Apple’s first major flop in recent memory.

UPDATE: Apparently the iPad doesn’t have Flash support. Seems an odd decision for a device that’s aimed at web browsing and media intake… No built in video-out, either, so to use this for presentations or anything will require an adapter.

Jerod Jarvis is an independent gaming journalist and founder of Duality Games. He maintains gaming columns for The Washington Times Communities and for The Outpost. When not blogging madly about games, he freelances for the Spokesman-Review in his hometown of Spokane, Washington and attends school at Whitworth University. Check out his presence on Facebook and Twitter to stay up on Duality Games updates and the inside scoop on the gaming news you care about.

TF2 update finally fixes Scout bug

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In the latest example of Half-Life 2 creator Valve’s genius, a blog post on TeamFortress.com alerts readers to a recent update to the incredibly awesome Team Fortress 2. The update apparently fixes a longstanding bug which affected the Scout’s legs while jumping. To be honest, I wasn’t aware of this bug. But I’m glad they fixed it, if only because of the epic story they’ve concocted to explain it. An excerpt:

“What a lot of people don’t know is that this “bug” isn’t a bug at all, but rather an embarrassing result of the degenerative leg disease our motion capture actor, Del Bluskin, has bravely endured for over a decade now, which has turned the lower half of his skeleton into something that looks like two raw bacon strips held up in a wind tunnel. To be honest, Del’s been a part of the Valve family for so long, we just didn’t have the heart to fire him simply because his ailment had rendered him grossly incompetent at his own job. To be even more honest, we didn’t have the heart to engage in a long verbal sparring match with Valve’s legal team, who told us that under no circumstances could we fire Del.”

You owe it to yourself to read the whole thing. I want to work for these people…

On a side note, if you haven’t checked out Team Fortress 2, you have two jobs. First, grab the nearest solid object you can lift and smack yourself across the face with it. Then, go out and buy TF2. It’s that good.

Jerod Jarvis is an independent gaming journalist and founder of Duality Games. He maintains gaming columns for The Washington Times Communities and for The Outpost. When not blogging madly about games, he freelances for the Spokesman-Review in his hometown of Spokane, Washington and attends school at Whitworth University. Check out his presence on Facebook and Twitter to stay up on Duality Games updates and the inside scoop on the gaming news you care about.

DRM backlash hits Bioshock 2 publisher

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Digital Rights Management (DRM) gimmicks are old news. Since the earliest games, publishers have been inventing ways to keep people from making illegal copies. And they’ve been failing at it for just as long.

Recently, 2K Games announced that they were reducing the level of DRM on the upcoming Bioshock 2. It appears that originally the game was limited to five installs.

The new requirements merely call for the game to be connected to the internet during install so that 2K can check to make sure it’s a genuine copy. The reduction is apparently a response to fan outrage over the presence of strict DRM.

2K ran into this exact same problem with the first Bioshock. Electronic Arts has run into it multiple times, as have other publishers. EA’s Spore, in particular, suffered from a severe case of fanbase outrage when it was revealed that DRM would limit the game to three installs. Incensed gamers swarmed Amazon.com with single-star reviews of the game based on the DRM.

In theory DRM sounds reasonable, but in practice it’s really irritating. Should gamers really have to call some foreign technical service agent just to install their game, after paying a premium for it? After shelling out our hard-earned cash for the privilege of playing a new game, should we then be subjected to periodic checkups on our honesty?

There are a great many examples of the backlash copy protection software has had. Anybody with a modicum of skill (i.e., most pirates) can circumvent DRM without too much trouble. Honest users are the ones really suffering from intense copy protection schemes. And said schemes are driving those honest users into the arms of pirates, or away from the PC platform altogether.

DRM is a self-defeating scheme. It doesn’t stop the pirates, it frustrates honest users, it’s expensive to implement and maintain, and it drums up a truckload of bad PR for PC game developers. It’s time publishers realized this and found better ways to discourage illegal distribution.

Jerod Jarvis is an independent gaming journalist and founder of Duality Games. He maintains gaming columns for The Washington Times Communities and for The Outpost. When not blogging madly about games, he freelances for the Spokesman-Review in his hometown of Spokane, Washington and attends school at Whitworth University. Check out his presence on Facebook and Twitter to stay up on Duality Games updates and the inside scoop on the gaming news you care about.

Welcome to the new Duality!

Welcome to the new site! We’ve been working on this new site for some time, and we’re proud to unveil it to you now. Please let us know what you think – we know there are a few bugs left to iron out, but if you see something wrong or that needs fixing, shoot us an email or leave a comment. We’ll do our best to get it fixed.

In particular, the site has a few issues with Internet Explorer. We’re working on that. If you have Firefox or Safari, those work better.

In the meantime, look around, read some articles, and then get back to gaming.

Thanks!

Jerod Jarvis is an independent gaming journalist and founder of Duality Games. He maintains gaming columns for The Washington Times Communities and for The Outpost. When not blogging madly about games, he freelances for the Spokesman-Review in his hometown of Spokane, Washington and attends school at Whitworth University. Check out his presence on Facebook and Twitter to stay up on Duality Games updates and the inside scoop on the gaming news you care about.

New Year, New Tech

As you are all staggeringly tired of hearing, it’s a new year. And with a new year comes new things. New classes, new projects, new resolutions, new games…and new techie gadgets to make them cooler.

In this Duality exclusive, take a gander at some upcoming toys that’ll make your year all the geekier.

3D Gaming


Admittedly, this might not show up in force during 2010. But it’s on the way. I had the opportunity to try this new tech out at PAX ’09. In at least one version of this technology, games set up to display in 3D send dual images to the screen. A pair of 3D glasses transform these into one – same sort of thing you’ve been seeing at the theater recently.

There are other forms of this tech being tooled up that won’t require glasses. Time will only tell if this will turn out to be the next step in graphical realism, or just end up being another gimmick. I’m predicting it won’t catch on at all unless the next round of consoles makes use of it. And even then only if there are some killer games to go along with it. And even then only if it’s not lame.

Project Natal

httpvhd://www.youtube.com/watch?v=HluWsMlfj68

Microsoft’s latest whizzbangery actually looks pretty cool. Natal is a motion sensitive controller system that uses a camera to read your entire body. That’s right. You are the controller.

If it works as advertised, it’ll be pretty cool. Natal will debut on the Xbox 360. Microsoft is being tightlipped about a possible PC version, but if it takes off on the Xbox chances are the PC won’t be far behind.

OLED monitors

That’s right. Organic screens. They live!

Or something. They might not be alive, but they are thinner and better looking than LCD screens. These are already being made, but they’re currently awful expensive. Expect prices to fall and OLED screens to replace your monitor in the near future.

In the long term future, there’s even a version of this tech that is paintable. Yes. Future generations may watch TV on their walls, 1984 style.

Apple iPhone

Yes, I know this has been out for a while. But I have a feeling that 2010 is the year of the iPhone (and it’s deaf cousin, the iPod Touch). Why?

Because game developers, major game developers, are descending on Apple’s mobile platform like hungry vultures. EA, id, and others are preparing games as we speak. Chances are, there’ll be at least a few winners.

I’ve just listed a few items coming up in the near future. Don’t shoot me if these don’t all show up on the scene this year – but if they do, send me cash for totally calling it.

Jerod Jarvis is an independent gaming journalist and founder of Duality Games. He maintains gaming columns for The Washington Times Communities and for The Outpost. When not blogging madly about games, he freelances for the Spokesman-Review in his hometown of Spokane, Washington and attends school at Whitworth University. Check out his presence on Facebook and Twitter to stay up on Duality Games updates and the inside scoop on the gaming news you care about.

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