RE:BIND

Browsing posts from: Emily Rose

Some serious Dark Forces 2: Jedi Knight fueling station vibes

DUSK was an exceptionally lovable game with some fancy footwork, the kind of game that sets the bar very high and makes it hard to welcome the next thing down the list with open arms. After grabbing a zappy trident and giving the game a fair shake, I have nothing to say about New Blood’s new publication, Amid Evil, other than how much I utterly, unapologetically love every minute of it.

The whoop-whoop-bing of running down a skewed line of powerups, the beloved ice-scepter… mace… thing that’s effectively the closest you’ll find to a spear shotgun… Amid Evil just asks that you lay waste to baddies as effectively as possible in some of the most vividly colorful environments I’ve seen in a long time. Is it a game? No, it’s absolutely a work of art that leverages every second of abstract geometry and offensively perplexing pathfinding while you plow through exceptionally creative enemy designs and some of the most satisfying tools of destruction this side of Maximum Action.

Read the rest of this article »

not exactly something you can slip into a .zip file

Vampire The Masquerade: Bloodlines is an interesting game with a lot of… quirks. Something overlooked is how the game’s style rapidly pivots between the weirdly cartoonish and the plausibly realistic. One can expect to see Dishonored-style facial composition one moment; nigh-photographic portrayals of characters the next. The environments, too, are no exception. From a design perspective, the levels give some real insight on how to capture the zeitgeist and feeling of a place, weaving a visual buffet where only a few things are tactically edible. So, let’s craft some hauntology, shall we?

As I continue my first playthrough (yes, shameful, having had the game for ages yet hardly taking the time to fully sit down with it at length past the beginning Santa Monica drudge) I will be doing a few short writeups on my thoughts and experiences throughout.

Read the rest of this article »

ohhhhh, I get it, DAVID LUNCH?? 🙁

HELLO FRIENDS, PERHAPS YOU CAME HERE TO LEARN HOW TO TYPE. LET ME TELL YOU ABOUT THE HOME ROW, AS IT WERE, BECAUSE THIS GAME SURE DID HIT IT OUT OF THE PARK….. ! WELCOME TO DAVID LYNCH TEACHES TYPING! BROUGHT TO YOU BY THE FINE FOLKS AT RHINO STEW (@StewRhino).

AND BY HIT IT OUT OF THE PARK, I MEAN I CANNOT REMEMBER THE PAST TEN MINUTES, AND THE SIDE OF MY HEAD FEELS SORE. I AM FAIRLY CERTAIN THAT SOMEONE USED A WOODEN BASEBALL BAT TO GENTLY MASSAGE MY TYPOGRAPHY NICE AND DEEP. NO PROBLEM, HOWEVER! IT’S ALL REALLY BEAUTIFUL, JUST LIKE THIS GORGEOUS WEATHER IN SUNNY LOS ANGELES, CALIFORNIA.

Read the rest of this article »

Woke up on the wrong side of the track, flip the record and put it straight.

The story goes like this; any old bad trip up the strip leaves your head dizzy, wobbling to and fro like a ball on a wire stuck to an old tennis racket. Neon signs fly by, bad hangovers, and regret filled nights flash in your mind as you’re trying to sweat the liquor out of your veins; one more bad trip down the rabbit hole. Here comes a pop, and not the top of the pops, but a bang- The big one, the biggest bang, the shot heard ’round the universe.

This little number is Genesis Noir– It’s a doozy of a love story with legs like you wouldn’t believe, and you better put em to use on this gumshoe walkabout, searching in a vivid whiskey haze of questions until you find some answers.

Read the rest of this article »

I have Very Complicated feelings on this.

I want to like you, Hedon, I really do. Your self-professed *squints* “Boomercore” label got a real chuckle out of me. I thought with that sort of confident self-assured swagger, you’d be the kind of fast-paced shoot’em’up experience I was looking for when other games seemed far too eager to steep themselves in opaque approaches beyond my ken. Your clean visuals, enjoyable soundtrack, and extensive lore revealed so quickly how brimming you were with creative vision and intuitive gameplay, and yet… the maps. I can’t get past the maps. It’s not you… I think it’s me. Too many secrets, too little verticality, and I’m afraid that maps from the Thief school of level design don’t always play quite the same in the Doom engine and it shows.

Read the rest of this article »

A Different Kind Of Rapture

Be it East or West, the American South holds an extremely complicated cultural context, far beyond the scope of this article to explain. However, games like Sagebrush give us an empathetic glimpse into the rationale of lost people who wander towards a misguided flock in search of meaning, be it amongst the harsh sandy dunes of New Mexico or deep within the wetlands of the Gulf Coast.

With the bustling metropolises like Albuquerque, Atlanta, and Raleigh or all the way to Austin and Miami, an outsider’s perspective would understandably perceive the Southern states as a widespread, populous area entrenched with heavy emotional scars and prolific social struggles. However, outside of the busy suburbs and traffic-clogged highways, down empty unpaved country roads, are often ruins: the remainder of forgotten hopeful dreams and unspoken trauma. Through viewing the southern states as a holistic cultural entity and sociopolitical bloc, most fail to grasp the fractured nature of the South’s human element, the individuals who reside within the subtropic bayous, pine forests and dusty deserts.

Read the rest of this article »

Past the Douglas Firs and golden grass untouched for years is a place of peaceful meditation, a quiet space to lose one’s self amongst strange machinery that can change the weather with the flip of a switch. ROM by Bincurl Games is a delightful experiment in audio, visuals, and conceptualization of what makes an environment natural. Evocative of the sullen atmosphere found in the works of Simon StĂ„lenhag, ROM finds itself squarely between the artificial and the natural, the material and the spiritual, expressed only through soft tones and the howling of the coastal wind.

Read the rest of this article »

I’m embarrassed to say that it wasn’t documentaries or the History Channel that got me into astronomy, or gave me the notion that I might one day grow up to be an astrophysicist. No, it was the instruction manual for a nearly forgotten 1998 remake of Atari’s 1980 arcade classic Battlezone, forgotten no longer as Battlezone 98 Redux. Within the pages of the game’s instruction manual, past the list of key mappings and paragraphs of game lore, were detailed overviews of nearly every astral body in our solar system giving accounts of planets well-known or moons I had never even heard of. Now that it had my attention- it was time to install the game and see what these planets looked like from the cockpit of a hover tank.

Read the rest of this article »

I could really go for an iced latte right now

In the face of a canceled connection after a long flight, a frequent flyer has a hard time mustering the energy to be upset. It’s a predictable defeat in a long series of missed appointments, lengthy bus transfers, traffic jams, cab drivers taking their sweet time, and overwrought business meetings. Each year, you spend more and more for less and less in return; at least, that’s the message explored in Brownie Cove, an experimental piece from artistic trio Sand Gardeners (@BrownieCove, @OldLoths and @Zephyrraine).

Pedantic flight attendants and grumpy travelers swirl in an ever-shifting tempest of idleness, waiting for the faint glimmer of hope that they won’t have to book hotels in a town they never intended on visiting. Between small talk and trivial factoids in response to questions you never asked, there sits a look of resignation on the face of every single one of your fellow passengers, the surly acceptance of inconvenience in bulk quantity.

Read the rest of this article »