Tuesday 19 January 2021

Life is Strange: Before the Storm - Episode One "Awake"

 


Life is Strange: Before the Storm is a three-part episodic standalone game that serves as a prequel to Life is Strange and is set three years prior to the main game's events. 

It features Chloe Price as the playable protagonist and Rachel Amber as a main character who is crucial to the story. The prequel is set in May 2010, three years prior to the events of the main game, shortly after Chloe's mother Joyce Price became involved with soon-to-be stepfather David Madsen. 




The game features returning characters William Price, Frank Bowers, Nathan Prescott, and Victoria Chase as well as returning background characters such as the Truck Driver. 
The story focuses on Chloe's life as a sophomore at Blackwell Academy as well as the relationship between Chloe and Rachel and the events that made them bond.


Episode One: "Awake":
On May 6th, Chloe Price sneaks off to the old mill and trash-talks her way into a Firewalk concert. 
After a confrontation with two men, she is rescued by schoolmate Rachel Amber. After reuniting at school the next morning, Chloe and Rachel decide to stow away on a cargo train that takes them to a lookout point. 
After looking through the viewfinder, Rachel is suddenly determined to get drunk by drinking previously stolen wine. 
After moving on to the scrapyard, Chloe confronts Rachel about the mood change. Rachel leaves and Chloe discovers the family car her father was killed in. 
Rachel later discloses that she had witnessed her father cheating on her mother via the viewfinder. In a rage, Rachel burns a family photo in a trash bin, then angrily kicks it over, lighting a nearby tree on fire.






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Acclaimed sign-shifting platform-puzzler The Pedestrian out on PlayStation next week

 


Developer Skookum Arts is bringing its acclaimed platform puzzler The Pedestrian to PlayStation 4 and PlayStation 5 on 29th January.


The Pedestrian, which released on PC at the start of last year, follows the 2D adventures of an energetic stick person as they scramble across platforms imprinted on public signs scattered around a beautifully rendered 3D metropolis.


Just as the platform genre demands, there’s ample jumping-type business to be done, but The Pedestrian complicates matters by demanding players make each stage, usually consisting of a number of different signs, traversable first.





 The Pedestrian – PlayStation trailer.


That requires shifting signs around the screen and connecting nodes between them to link up the likes of doors and ladders (eventually, more complex mechanisms such as crates, keys, levers, lasers, and elevators are introduced) and to create a route to the exit. If you’re having trouble visualising that, The Pedestrian’s trailer should go some way to clearing things up.


Eurogamer liked The Pedestrian a lot when it released last year, with contributor Edwin Evans-Thirlwell calling it a “serene, quietly uplifting afternoon’s entertainment for urban explorers and platform fans alike” in his Recommended review.


“For all the near-complete absence of fully fleshed-out human beings,” he wrote, “there’s a lovely emphasis on turning up traces of human activity – knotted shoes tossed over telegraph wires, stickers on lampposts, a wobbling Hula dancer in a window. Little pieces of life, nestled amongst signs that have ceased to be signs and become rather like treasure.”




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Monday 18 January 2021

The NYT Thinks We’re Gaming Too Much, But It’s One Of The Only Things Keeping Me Sane

 


It’s that time of year again: a large publication has had decided that kids play too many games, and this time it’s a COVID-flavoured special, courtesy of the New York Times, designed to make parents feel guilty for letting their energy-filled children play video games after being cooped up all day doing online school.


I won’t pretend that video games are actually perfect, although it’s tempting to go on the defence, here. There are a lot of predatory practices in games, like microtransactions and gambling mechanics that can easily seduce kids into getting addicted. Plus, the last two generations – the ones that grew up with technology – are so used to everything being served on a screen that we often struggle to be alone with ourselves for any stretch of time at all without one in front of us. Yes, we all take our phones to the toilet. Yes, we play Switch on the sofa while we watch movies. Can you blame us? Technology is so delicious, and life is so short.


But I do want these publications to consider the kids’ point of view. They’re bored! They’re stuck inside! They miss their friends! Where’s the empathy for this generation of children that is spending a significant proportion of their lives in a global pandemic, where nothing they do is right, learning is near-impossible, and the governments keep rewriting the rules?


Honestly, if I was a kid during all this, I’d have rioted.


It’s not much of a hyperbolic statement when I say that video games have kept me sane during all this. If this pandemic had happened during the early 2000s, I would have only been in touch with my chums through MSN Messenger, limited to short bursts of text and spamming of the wilted rose emoji to symbolise how sad we were. I would have had my tiny library of Game Boy Advance games to entertain myself. I probably would have read more books, but they’d be books I’d read before, anyway.


In 2020, I can ping my friends on Discord and be running around a virtual world with them in a matter of minutes.





The NYT piece references increased online use being associated with anxiety, depression, obesity, and aggression, which – in my experience – can be true. Going on Twitter makes me anxious. Trying to beat a difficult platformer, like Guacamelee or Ori and the Blind Forest, makes me stressed. Playing games all day and not going outside makes me gain weight.


Do you know what else is true? Winding down with Hades actively helps me when I’m anxious, because it gives me something to hyperfocus on. Playing Ring Fit Adventure every morning not only helps me stay in shape, it makes me actively want to go outside and do more exercise. Streaming games helps me feel less alone in a pandemic where I’m separated from almost all of my friends.


A couple of weeks ago, around New Year’s Eve, I played Among Us for the first time with a group of friends. I haven’t seen them in a year and a half – they live in England, I live in Canada, and we’re in a pandemic, so taking flights across the ocean to have a cup of tea and a natter is frowned upon.


Now, I’ve never murdered any of these friends on a spaceship in real life, so take this with a pinch of salt, but when we’re playing games together, it feels a lot like hanging out. Even when those games are about betrayal and lying (which I did very successfully, by the way). We also play Dungeons and Dragons together, watch Bridgerton together, and goof around on co-op games like Animal Crossing and PHOGS!, when we can find the time. I don’t feel like I’m trapped in a house, on the other side of the sea, unable to go outside – I feel like I have a rich (albeit virtual) life.


My partner and I spend most of our evenings in front of a screen. Sometimes we do jigsaws while watching a movie; sometimes we play Final Fantasy VII Remake together; sometimes we get a couple of friends together to demolish each other at Puyo Puyo Tetris. The key is moderation – we also cook together, go on walks into town, and eat most of our dinners at the table. We even banned phones at bedtime, so we read or talk instead. This balance was hard-won, and we slip up a lot. But when we lived apart for the first few months of the pandemic, we would play Minecraft for hours together. That time wasn’t any less high-quality than the time we spend screen-free. Gaming has enriched our lives and our relationship, and life would be very different without it.


To see a bunch of children getting increasingly depressed and worried during an unprecedented global pandemic, and then blame said depression on gaming – their only release, and maybe their main way of socialising – is unkind and unfair, and it comes from a place of fearing what we don’t understand.




I grew up with games. I understand their allure and their dangers. I won’t pretend to know anything about parenting, because I’ve never had a child (although I was one once), so I won’t lecture anyone on how to raise their kids. I know that these pieces are written for exasperated parents, who want their fears confirmed when their kid is throwing a tantrum about the wi-fi being turned off. I get it.


But kids are people, too. They’re lonely, they’re probably scared, and they want a way to escape for a little while. Do you remember how stressful being a kid was? It doesn’t seem that much to adults, who have real responsibilities and jobs, but having to go to school every day is wayyyy more taxing than most jobs, where you largely get to do the thing you’re good at, and you get paid for it. There’s social dynamics to navigate, basic human functions to figure out, and the horrifying vague threat of puberty, all while trying to remember when Henry VIII died. Wouldn’t you want to play games at the end of that, too?


Yeah, we’d all rather that kids were outside, running around, making friends, and soaking in the sun. Right now, though, we’re all just trying to survive through this, physically and mentally. Video games aren’t scary. They aren’t evil. They’re just another way to entertain yourself, and a lot of them are just really good.


I keep thinking of this one quote from the NYT article:


THE FAMILY DOG DIED ON NEW YEAR’S EVE AND JAMES SAID THAT PLAYING GAMES WITH HIS FRIENDS HELPED HIM TO NOT THINK ABOUT THE LOSS. THIS CONCERNED HIS MOTHER, KATHLEEN REICHERT, WHO FELT THAT HER SON WAS ESCAPING THE EMOTIONS OF REAL LIFE.


“WHAT ARE YOU GOING TO DO WHEN YOU’RE MARRIED AND STRESSED? TELL YOUR WIFE THAT YOU NEED TO PLAY XBOX?” SHE SAID TO HER SON DURING THE INTERVIEW.


Listen, one day, this kid is going to grow up, and maybe marry someone. He will still be into playing Xbox, because that was his childhood. He will probably still play games to connect with friends, and to handle his emotions. Is it the healthiest way to cope? Maybe not. Is it better than not coping at all? You bet your butt. I just hope this kid finds a wife to whom he can say, “I’m going to play Xbox”, and she’ll understand. Maybe she’ll even join in.




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Monday 4 January 2021

Game Geeks News – Game of the Year 2020: Life is Strange

To wrap up 2020 we thought we would share with you our "Game of the Year". That does not mean games in the charts for 2020, but games we have had the opportunity to play, and boy... Life is Strange has certainly hit the mark.

Life Is Strange takes place in the fictional town of Arcadia Bay, Oregon, and is told from the perspective of Maxine "Max" Caulfield, a twelfth-grade student attending Blackwell Academy during October 2013. During photography class with her teacher Mark Jefferson, Max experiences a vision of a lighthouse being destroyed by a swelling tornado. Leaving for the restroom to regain her composure, she witnesses classmate Nathan Prescott kill a girl in a fit of rage.

In a single, sudden effort, she develops the ability to rewind time and rescues the girl, revealed to be her childhood friend Chloe Price. The two reunite and go for a walk at the lighthouse, where Max reveals to Chloe her capacity to travel back in time. They establish that the vision is rather the reckoning of a future event: a storm approaching the town.   

Life is Strange: Episode One: Chrysalis 
Max Caulfield, student at Blackwell Academy in Arcadia Bay, Oregon, discovers she can rewind time. The episode revolves around her testing her power and reuniting with her old best friend, Chloe Price. The pair set out to find out more about the disappearance of Rachel Amber, the harassment of Kate Marsh and the drug schemes of Nathan Prescott. The friendship between Max and Chloe is put to the test as Max debates whether to reveal her rewind power. Can they save Arcadia Bay from destruction at the hands of the oncoming tornado?  

 
Life is Strange: Episode Two: Out of Time 
Max Caulfield tries to convince Chloe Price that she can rewind time but starts to suspect that her power may not last forever. Meanwhile, Kate Marsh tries to deal with the public shame over a viral video that was leaked and shared around the students of Blackwell.

 
Life is Strange: Episode Three: Chaos Theory 
Max Caulfield and her "partner in crime", Chloe Price, start an investigation into the mysteries surrounding Blackwell students Kate Marsh and Rachel Amber. As they make headway, Chloe discovers that even those close to her have secrets. A new rewind power presents itself to Max, and its use has devastating consequences.

 Life is Strange: Episode Four: Dark Room 
 Max realizes that changing the past can lead to painful consequences, and that time is not a great healer. Her investigation into the disappearance of Rachel Amber reaches a thrilling conclusion as she finds the Dark Room. Will the answers lie within? Or will there just be trouble?

Life is Strange: Episode Five: Polarized
Max is held captive inside the bunker with Mark Jefferson, but by using her powers, she manages to escape into a photograph. Emerging back at the beginning in Jefferson's class, it is made possible for her to inform David Madsen of her kidnapper's identity - Jefferson is caught, Chloe Price is rescued, and Max is awarded the opportunity to go to San Francisco as the winner of the Everyday Heroes Photo Contest and see her photograph displayed in an art gallery. She calls Chloe from the event, realizing that in spite of all her efforts, the storm still exists and is heading towards Arcadia Bay.

Max uses her powers to go back in time to the taking of her photo entry, which eventually leads her to sojourn alternative realities as they devolve into a dreamscape nightmare. By the story's end, Max arrives at the lighthouse with Chloe. They confront the fact that Max brought the approaching superstorm into existence by availing herself of the advantage of time travel abilities and saving Chloe in the bathroom from the start. Max must make a final choice: sacrifice Chloe's life in order to save Arcadia Bay or sacrifice Arcadia Bay to prevent Chloe's demise.



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Epic Games Is Converting A Shopping Mall Into Its New Headquarters

  



When you’re as successful as Epic Games is, you can make just about anything happen. That might range from getting literally anyone and anything to appear in Fortnite, having big companies like Sony invest in you, generating enough cash to go toe-to-toe with Apple, or, I don’t know, buying an entire shopping mall to use as your new headquarters. Well, Epic continues to show that dreams do come true because it did just that: it bought a mall for itself.  


Residents of Cary, North Carolina will soon bid farewell to the struggling Cary Towne Center and hello to Epic Games’ new global headquarters. As reported by the Triangle Business Journal, the Fortnite and Unreal Engine maker purchased the 87-acre site for $95 million, a deal that closed last Thursday. So far, we know the new campus will consist of office buildings and recreational spaces, but Epic is working with city officials to include community aspects such as a public sports/recreation centre. Development of the new headquarters is scheduled to begin this year with work to be completed by 2024. 



Epic’s current headquarters is also located in Cary, and is a mere 10-minute drive from the mall, making it an easy move. The purchase makes sense on paper, and I’d personally rather they do this than spend money making anymore bizarre and eye-rolling fake advertisements. I’m just disappointed Epic didn’t go the obvious and more fun route of modelling the area after Fortnite’s former Mega Mall. 

So, did any of you purchase an entire mall today? If so, feel free to rub it in our faces in the comments!