Maple Syrup Gamer

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The Worst Of The Zelda Games

by Justin Ross

Look. Even Link is sad about this list.

I’ve been a fan of Zelda for a very long time, and I’d have to admit there’s been a fair share of stinkers in my opinion in the entire franchise. Well, maybe at-least three of them that I didn’t really enjoy like everyone else, and essentially thought they were the worst of the franchise. Keep in mind some of these titles are acclaimed well among people, and reviewers alike but I just couldn’t find a way to give them any love, and in the end came to not liking them.

Zelda II: The Adventure Of Link: By far the worst of the bunch. Zelda doesn’t work being a platformer, and I have no idea why Nintendo decided to switch from the amazing design in Link’s Awakening over to this disgusting mess for Zelda II. It wasn’t fun, and it just doesn’t feel like a Zelda game at all. It’s just one hot mess that most Zelda fans should avoid. I’d be curious if anyone actually liked this game.

Yum, look at that crap.

The Legend Of Zelda: Twilight Princess: I know, I know. Lots of people really liked this one, but I didn’t find myself enjoying much of the overall experience here with Princess. Sure, it looked amazing for a Gamecube title (I didn’t play the Wii version) but on terms of gameplay, and an overall feel I just didn’t enjoy the game.

The wolf bits were neat the first time, but I ended up despising those moments and just wanted to play as Human Link. I found no enjoyment running around as the wolf and killing baddies, and solving the wolf-based puzzles. They were frustrating, and the control for the wolf felt really janky. It was a neat idea, but I just felt it wasn’t executed as well as it should be. I never finished the game because of my lack of interest, and lack of “enjoyment” I had with it. I was near the end from what my friends told me, but I just can’t make myself finish it.

Wolf Link ain’t fun.

The Legend Of Zelda: Skyward Sword: Another Zelda game that didn’t catch my eye, or keep my interest unlike the majority of the gaming world. The main reason for that being the Nintendo Wii as a console (thankfully the Wii U has moved a tad away from motion bullshit) and it’s stupid motion bullshit. The main reason I didn’t pick up TP when it had its Wii port was for that reason, and having to use the Wiimote and waggle my way through things wasn’t fun in Skyward Sword. It’s gimmicky, stupid, and really just not all that fun.

The Wii worked great for games like Wii Sports, and what-not. I just feel like Skyward Sword wasted a lot of potential being a title for the Wii, and could of done better on the Wii U by moving away from all that motion based bull-shit. And let’s be honest, the writing in this game seemed to be worse than any other, not to mention how slow the intro/tutorial segment was for this one.

Waggle, waggle, snore…

Crucify me if you wish, but this the point of an opinion piece. My opinion? I thought these were the worst of the Zelda titles. What about you? What are yours?

 

Why Catbug Would Make The Perfect Game…

by Justin Ross

Soft tacos later!

Let’s be honest here. I cannot stand Pendleton Ward’s series, Adventure Time. I seriously cannot stand it. However, he does web-series called Bravest Warriors and I adore that series for one reason, and one reason alone. Catbug.

He’s hilarious, cute, blue, and is a mixture of a cat & lady-bug. What more could you ask for in a cartoon character? Did I mention he’s hilarious?

Imagine this. A video-game for consoles where the player hops into the shoes of our hero, Catbug. Taking on monsters, hopping to other dimensions, and bringing Sugar Peas to his friends (a reference that will explained in the attached video). But honestly, I just feel that he’d make the perfect hero, for the perfect video-game.

He’s extremely likable, and it would definitely cater towards the younger crowd of course. However, being in my early 20′s myself I still love the character.

Sugar Peas!

Let’s discuss some of the key features we could see in a game, and why it would work. Wee!

  • A platformer game featuring unique teleporting/jumping sequences in which Catbug hops to other worlds and possibly brings things back to aid in the puzzles he’s encountered.
  • He’s adorable. Who couldn’t play a game having this beloved character sprouting lines of ridiculous dialogue at every turn? “Throw a blanket over it!” “Put a little fence around it!”
  • He already has a huge fan following. I believe everyone would want to hop into his shoes and save the world. One soft taco at a time.
  • No combat, just completing puzzles!
  • And whatever else our little hero could do!

Seriously. Someone out there make a Catbug game, or I’ll have to do it myself.

 

 

“The End” Is Extremely Underwhelming

by Justin Ross

The End Portal

I’ve been playing Minecraft ever since it released on the PC back in 2009, but took a long break until 2011 in which I played it more heavily, but then ultimately stopped do to issues with my gaming PC. Luckily, the Xbox version launched in 2012 so I’ve been able to play the game more frequently again.

Having not experienced “The End” when it came to PC Minecraft, I decided to dive in when the update was brought to the Xbox version last week. Ultimately, I can see it’s not what I expected.

As the end content, and final boss of the game it fell really flat for me. The Enderdragon didn’t feel like much of a challenge. I had Diamond Armor, a Diamond Sword, and a ton of food with me because I thought this boss fight would take a toll on me, but ultimately I only lost a few pieces of my armor, but ended up killing the Dragon without much of a struggle, which bothers me a little.

I assumed the End would be an expansive area similar to The Nether where players could explore, and do things but instead it seems we only have a small area with a cluster of Endermen, and the Enderdragon flying about. I’m just not feeling too good about The End, but I feel like I’m the minority.

What about everyone else? Are you with me on saying The End doesn’t feel like the right kind of “challenge” for this game? I was expecting a lot more from it, and came out feeling heavily disappointed.

I’m not up to date on PC Minecraft, but I do know there’s another boss mob in that version. How does his difficulty compare to Enderdragon?

Far Cry 3: Blood Dragon to release May 1st, 2013

by Justin Ross

Dat cover art.

More news has graced the internet about the standalone game, Far Cry 3: Blood Dragon. My most favorite bit of news is that it will be featuring Michael Biehn, who is known for his roles of Dwayne Hicks (Aliens) and Kyle Reese (Terminator). This guy is the epitome of 80s, action and having him take a role in Blood Dragon is fitting, considering the game is going for an 80s feel to the entire experience.

Some details have also dropped regarding the release date, and some other delicious tid-bits via its page over the Xbox Live Marketplace [Click Here]. The blurb of information essentially states this:

Far Cry® 3 Blood Dragon is THE Kick-Ass Cyber Shooter taking place on a bizarre open-world island crawling with evil. Welcome to an 80’s VHS vision of the future. The year is 2007 and you are Sargent Rex Colt, a Mark IV Cyber Commando who’s fighting against a cyborg army gone rogue. Your mission: get the girl, kill the baddies, and save the world. Experience every cliché of a VHS era vision of a nuclear future, where cyborgs, blood dragons, mutants, and Michael Biehn (Terminator, Aliens, Navy Seals) collide. Playing Far Cry® 3 Blood Dragon doesn’t require a copy of Far Cry® 3.

That information makes it sound super stellar anyway. I can’t wait to see more about it, especially since the game has a release date of May 1st, 2013. So, that’s less than a month away.

I Have Released Poop Tycoon: A Game of Human Waste Management!

by Justin Ross

Look at all that poo!

Look at all that poo!

So, I was on Twitter earlier and I was joking about that someone should make a “Tycoon” style game that’s just completely out there, and well I took matters into my own hands and made a game about a janitor called “Randall Tubbs” who must walk around this extremely filthy bathroom cleaning up feces. I shat it out pretty quickly (see what I did there?) and it’s completely playable.

You move about the washroom collecting varying pieces of human waste, each with their own point value. Oh, but there is a set time limit at around 1 minute. It’s fun, it’s filthy, and it’s quite comedic. My best score was 625 points so far, so I’d like to see what some of you guys can accumulate.

I have an IndieDB page set up full of screenshots, and the download link. It’s still being verified, but you can CLICK HERE to check it out.  However, if you don’t have any patience I’ll toss the Mediafire link where you can download it as well. Installation instructions are pretty straight forward.

It requires you to download BYOND which you can do over at http://www.byond.com

DOWNLOAD POOP TYCOON HERE

 

Bioshock Infinite Review

by Justin Ross

Release Date: 26/03/2013
Developed by:Irrational Games
Published by: 2K Games

Platforms: Xbox 360, PlayStation 3, Windows

Bioshock Infinite is the third entry into the Bioshock franchise, and is set in the year 1912 in the floating city of Columbia. Unlike the two previous games which have taken place in the underwater city of Rapture. Players assume the role of Booker DeWiit, who is sent to Columbia by a group called The Pinkertons to find a girl named Elizabeth, and bring her to New York. However, through-out his journey nothing is really what it seems.

Infinite shares a lot with the previous Bioshock games in the franchise. Mainly gun-play, and just the overall feel of the experience. Which is definitely welcomed since the games have always felt really good on a gameplay standpoint, and the reviews complaining about the shooting mechanics bothers me. I feel it plays great as well, and the shooting doesn’t feel tacky at all. Feels like what you’d expect in a Bioshock game, what we’re used to.

You’ll notice the similarities if you’ve played the previous titles. There’s still that same eerie feeling once and a while, even though it’s been heavily reduced in this game (something I wasn’t too keen on). The weapon upgrading is still there, and even the Plasmids make a return trip, but this time around they’re called Vigors, but they’re essentially Plasmids. They function exactly the same by giving you powers, and what-not. Sure, some of these aren’t as memorable as the ones we’ve encountered in Bioshock, and Bioshock 2 but there’s still some that stand out the most to me. Mainly, Murder Of Crows which allows the player to send out a flock of crows which essentially devour your foes. Definitely satisfying.

Enemies are also completely different in this experience, which they should be. It’s not Rapture after-all, there aren’t any Big Daddy’s (even though we have similar enemies with the Handymen) and there’s also no Splicers. We’re mainly fighting entirely human enemies, and it doesn’t take away from the experience at all. It suits the world, and I don’t think I would of had it any other way.

There’s also a new way to traverse the environment via the Sky Rails, which are essentially tracks in the sky that are magnetized. During the game Booker receives a device called a “Sky Hook” which allows him to attach himself onto a rail, and speed along. It’s so god-damn cool, and feels really good to pop heads while zooming down one of these.

The Handyman. Feels like Infinite’s version of the Big Daddy.

The game also has one of the best plots I have ever experienced in a video-game. It deals with a lot of confusing elements, and brings about a satisfying conclusion that actually makes sense. Alternate realities are the main example of this, and the developers actually made it make sense. So, I have to applaud them for that.

You also have a companion following you about, which is the girl you’re tasked to find, named Elizabeth. When I first found out she’ll be following you around I got really hesitant, and it brought back memories of Ashley in Resident Evil 4 and how she couldn’t fend for herself. Luckily, Elizabeth is an entirely new experience and she works really well. Why? Because she’s independent, and actually helps you out.

There’s a moment early on in the game where a message flashes saying “Elizabeth can take care of herself”. Which is something really awesome. Not only does it make her come off as a strong, female character but it also takes out the frustration of having to worry about two characters, and also enjoy the experience at the same time. Something which I had trouble with in Resident Evil 4 after Ashley joined the mix.

Elizabeth will be able to toss you items to help you out in battle. These items include Health Packs, Salts (which allow you to use Vigors), Ammo, and Coins. She also has the ability to open these things called “Tears” which are essentially portals to other dimensions, and she can bring things through which can also turn the tide of battle. Especially when she can bring in these hulking, chain gun wielding robots called “Patriots”.

This is Elizabeth. She’s amazing.

I can’t recall how many times this beauty saved my ass. I had no problem having her follow me about. Why? Because she was designed properly, and came off intelligent. It felt good. Especially since she could pick locks too, and I didn’t have to worry about some mini-game, or something to pick them. Just gather the lockpicks when you find them, and let Elizabeth do the tricky work. I really like her as a character, a lot.

But, the game does have at-least one flaw I can only bring to attention at the current moment in time and is really the only flaw I came across playing the game. Being a Bioshock fan since the first game released I came to expect a solid eerie feeling through-out the entire game, but this game is definitely lacking on that (until the last hour or so at-least). However, it does make up for all the missed out creepy stuff in that last hour, but I think I just wanted it to last the entire experience, but again. It makes sense that it didn’t, just bummed me out a bit is all.

If you’re looking for an eerie experience in Infinite, you’re gonna have to wait till the last hour of the game. But don’t be discouraged, it really comes at you full throttle. Especially these creepy lantern head dudes, and their weird costumed friends.

These guys give me the heebie jeebies. Bleugh.

All in all, Bioshock Infinite is a solid game, and might just be the best out of the Bioshock franchise. It feels great to play, has one of the strongest stories in video-game history, and has one of the best endings I have ever experienced. Sure, it does miss out on some of the eerie factor of previous titles, but it is still one hell of a good game.

I recommend everyone try this game out. I don’t have my doubts that this game will win GOTY.

Far Cry 3: Blood Dragon Looks Sci-Fi As Hell

by Justin Ross

Ka-pow!

Some screenshots have been leaked for Far Cry 3: Blood Dragon, which was initially rumored to be fake since most of the information was dropped on April Fool’s Day.

Low and behold, the gaming gods aren’t cruel after all, and Blood Dragon is quite in fact a real game. Sporting some sort of 80s, sci-fi vibe (at-least that’s what we can tell from the screenshots) Blood Dragon looks like an amazing addition to the FarCry universe. I’m just curious as to how it’s going to tie in to FarCry 3, or if it will at all.

I’d love to hear some speculation from the community out there. The only thing I’m really noticing is a bunch of funky colors, and the player seems to be some sort of cybernetic organism, or just a plain old robot. I’ll include the screenshots for your viewing pleasure, and you can thank the folks over at DSOGaming for em!

Dat rocket.

Explosions, and chain guns. What more could you want?

Some kind of shotgun? Robot arm included!

 

Blood Dragon is also rumored to be a standalone expansion for FarCry 3. Even rumored to be an XBLA title since there’s been leaks of achievements totally 400 gamerscore as well. Either way, we’ll keep you updated on Blood Dragon when stuff pops up.

Keep your eyes peeled!

One Late Night, Developer Interview

by Justin Ross

One Late Night is an indie-horror game that takes place in an office at night.

One Late Night is an independant-horror game designed by Linus Jönsson, and is centered around a character spending a night alone in an office, while a supernatural entity moves about. It’s a terrifying game, and really bores into your mind while playing, and doesn’t shy away from hitting you at a psychological level.

I reached out to Linus to talk about One Late Night, and he reveals some delicious tid-bits, and how the sequel of One Late Night is in development and will bring changes to the formula seen in the original game.

You can play, and download the game for free over on its IndieDB page – [Click Here]

Justin: What is your role in development of  One Late Night, and where did the idea come from?

Linus: I’m the programmer, lead designer, lead modeler, texture designer. Everything besides sound really. A friend of mine was doing some assistance modeling, title screen artwork, and the soundtrack and sound. The idea of One Late Night was conceived jointly between us as we both have office IT jobs and we both like horror games. No one has really done this type of game before and we thought an office could be a perfect environment for a horror scenario, as you sometimes can feel quite paranoid working late in a lonely and gloomy office.

J: One Late Night works really well as a horror
game. Are there any plans to make a distributed, full game for Steam,
XBLA, PSN, etc?

L: The sequel is currently in development,
which will be much longer than One Late Night. It will be a full game basically.
This will most likely be published on Steam as it will be a much bigger
game and also commercially distributed, mainly via Desura. To this moment
XBLA and PSN haven’t crossed my mind, but Wii U on the other hand would be
a very cool platform to port the game to so that I could utilize the Wii U
gamepad for various new gameplay elements.

J: How do you feel about the survival-horror genre
lately? Do you think indie developers are in control compared to AAA devs?

L: The survival horror genre among indie
developers has seen a lot of low-quality games lately, many of them Slender
clones and many of them have been made with Unity, which gives the engine
a bad rep. People get surprised when they realize One Late Night was
developed in Unity, because often all they have seen from Unity is Slender
based clones that was made in a week or two. Indie developers today have a
bigger fighting chance with all the new powerful and affordable engines
around like Unity. It makes it easier for you and your game to get spotted
among all the AAA titles.

J: Is there anything you’re not happy about with One
Late Night, or did it nail all of your expectations/goals?

L: What you probably don’t know is that One
Late Night is an experimental game to try out fresh new gameplay concepts
and not-so-usual game mechanics. I’m happy with almost everything I
achieved with One Late Night, but not so much the hiding mechanics though.
Shortly after noticing what a hard time people had understanding the
hiding, I realized that I should’ve probably just implemented regular
crouching that you are used to from many first person games. I don’t
dislike the hiding mechanics myself, but not everyone is a hardcore gamer
and One Late Night is aimed towards everyone.

J: Being a game developer myself I find it a difficult, but rewarding task.
What are some of the major hurdles you encountered, and overcame in
development?

L: The technical part of the development was
mostly a smooth ride. Gameplay however, starting as a horror simulator, I
realized that there wasn’t actually all that much gameplay in the game, so
I had some problems coming up with some decent gameplay for such a
confined game environment. In the end I decided to go all out on slightly more
adventure styled horror game.

J: The game has been received very well by the
community, and there’s been a fair amount of ‘Let’s Plays’ on Youtube. How
does it feel to see the gamer community playing your game, and getting
scared?

L: I expected the game to get some attention
due to the graphics being a bit more polished than many other small-time
indie horror games, and the actual gameplay being something different than
just gathering stuff for no reason. But I didn’t expect it to grow this
much and so fast. Partially I have MarkiplierGAME on YouTube to thank for
that, because his video was the first let’s play video on YouTube, which
got the ball rolling pretty early after release. It’s a great feeling
seeing people enjoying your creation, it’s the reward you get after months
of work. This wasn’t about money as the game is free, it was about showing
that short horror games can be much more than just having the player
aimlessly wander around forests collecting notes. And frankly, by looking
at some of the videos I’m quite surprised how easy it is to scare people
with so little.

J: What are your plans for the future in game
design, and the future of One Late Night?

L: As mentioned earlier, the sequel for One
Late Night is in development. This one is titled “One Late Night:
Deadline” or just “Deadline” for short. You will be back at
the same office as before, but you will get to explore the entire office
complex with 4 different floors. Whether you are playing the same character
as before will be left unexplained and up to the player to decide from the
storyline that follows in Deadline. You will find more bits and clues of
the story that wasn’t given to you in the previous game. Besides One Late
Night, I’m also looking to finish one of my earlier game projects which is
near completion, and perhaps also get more into game development
for Android devices.

J: Do you have any favorite horror related media
(games, television, film) and did they draw some inspiration for the game?

L: As you can probably tell from the game, I
like psychological horror – horror that isn’t just about blood and gore
and where sounds and visuals are playing tricks with your head. In
literature I have long been fascinated by Lovecraft’s horror and the gruesome
monsters he depicted. As for films, there aren’t many horror movies that
put a scare on me. The latest horror movie that I saw which I also liked
was Sinister, because it has all the scary faces, the sound effects and
the paranormal stuff that I like. You may have noticed by staring into the
face of the Black Widow, my fondness of scary and creepy faces.

J: Playing the game myself, I found myself able to
finish it due to feeling uneasy the entire time, which is great for games like this. What do you think makes a horror game work, and scare the player?

L: Horror games can be so many different
things. But for this type of horror that is slow, sublime and
psychological it is important to have a detailed game environment that the
player can put him or herself into so that they can become immersed. The
office interior was designed with a real office as reference, and I
designed the textures from photos that I took and made the overall color
tone of the textures look a bit washed out and dull to create a bit more
drab office look. You will also have to make use of good sound effects to
add more ambience. Good sound effects can also help you lead the player to
where you want him to go. In One Late Night I also tried to make the
general speed of the game quite slow so that the player also will slow
down and take in the environment bit by bit and not rush past things. This way it
is easier to build an atmospheric setting. There’s a lot of stuff in an
office you can create creepy stuff from that you do not think about. Like
the printer that prints the creepy message. How would you feel if you knew
you are alone in an office and suddenly you get a printout from the
printer with an obscure looking message in handwriting?


I would no doubt be scared by a printer randomly printing out something creepy on it’s own, without any manual control. I’d probably bolt from the building if it did that!

There’s not much known at the moment about One Late Night: Deadline at the moment, but as soon as more information about the sequel is dropped you can expect an interview again focused solely on the sequel.

– Justin Ross

Lead Editor for Maple Syrup Gamer

Happy New Years From Faceless

by Justin Ross


Welcome to 2K13! We hope you all had a great New Year’s. We’re providing you with a little update today since it’s a milestone date so going silent is not an option. So without further ado, we introduce our first (and relatively minimal) update of this new year.

Images are all in-game, no post-prod or any of that fancy shizzle.

– Hyde St. Station by forbiddendonut (Dillon). –


Slenderman is now 30% taller. It actually freaked all of us out doing this and seeing it run at us. (Model/Texture/Anims still a WIP.)
-
DoF
Colour Correction
Lens Flares (Subtle)
Godrays (Moonrays ~ Subtle-ish)

-
And many more to come.


Family is important, wouldn’t you agree?
Clicky.
It seems like we are prioritising the North family, whilst Adam North is a playable character he is no different from the rest of the characters who happen to be his friends also on the search for Daniel the lost brother, but ultimately all players get sidetracked for their own survival.


And the New Year’s ‘North Rising’ Teaser.

– ‘North Rising’ by Sklarlight (Adam). –

Well I suppose that’s it for the New Year’s Update! Nothing major, but we hope it was nice and good enough for now. We hope you enjoy what we have on show and that a lot more exciting things are to be arriving over the next few months!


Faceless.

UPDATE WRITTEN BY ADAM SKLAR

The Legend Of Zelda Prepares For Doomsday

by Justin Ross

zelda world end

I’m not one of the people who believes that the world will end on Friday (December 21st) I just can’t believe that people could predict when everything would be killed off in one mass extinction event. Just can’t.

However, this little gem caught my eye over on TerribleFate.com [Click Here] which is essentially a website made to countdown the end of the world this Friday and does so in a very familiar way. If anyone who’s reading this has played The Legend Of Zelda: Majora’s Mask you may remember the main goal of the game was to stop the Skull Kid in three days from bringing the moon down from the sky and killing everyone on the planet. The same thing is being done here (sort-of) and someone has made up a page based upon the end of the world scenario we saw in Majora’s Mask and made it relevant to the 2012 doomsday “scenario”.

I’m actually finding it really neat. So, if you have any interest on checking the site out then please do. For some reason, it’s soothing and you know some people may need that if they truly believe we’ll all go boom on Friday. Still though, it’s really damn cool.

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