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(09/02/16 4:54pm)
By Andrew Street
Social Media Editor
Transferring to any college or university is no easy feat. Switching schools brings along a change of scenery, but also introduces an array of new social and academic challenges. Transfer students often enter an environment with little knowledge of the community or culture, and without a sense of belonging. As a second-year transfer, I have seen the College’s attempts at indoctrinating these incoming students, but feel that despite its best efforts, entering as a transfer student still proves difficult.
Welcome Week is a staple for incoming freshmen at nearly all four-year schools. This is a crucial time for students to become acclimated to the school, learn the culture and build potential friendships. It’s an easy gateway to making the transition easier.
Until this year, transfer students lacked a formal Welcome Week at the College. This meant that the summer orientation was the only pre-semester opportunity to get acclimated to the campus layout. This event doesn’t offer much opportunity to meet the other students. Thus, transfer students were left entering the semester with little knowledge of geographical details and no friends for support. However, since the College has decided to implement a Welcome Week for transfers, this could change.
The living situation of a student also plays a large role in introducing them to potential peers and prospective friends. Depending on the year you transfer into the College, your housing situation varies. In my personal experience, I entered as a junior and I resided in Townhouses South, which left me with my own room on the first floor and only one suite mate. While the townhouses are great, they don’t introduce as many opportunities for building friendships as other residence halls do.
There is also a club at the College dedicated to transfer students called the Student Transfer Association, which aims to assist transfer students in meeting new students who are going through the same struggles as they are. The club offers activities and trips for students to acclimate and meet new people. However, I think it still proves difficult to find your niche as a transfer student. Many mixers and forced ice breakers often turn awkward, and they lack the synthetic nature of meeting new people.
When it comes down to it, being a transfer student is difficult. It is through no fault of the College, though, which seems to be searching for ways to make the transition easier. When a student is entering a community of already-established groups and friendships, and joining a campus of students who already have their own social circles and have adapted to the culture, it can be difficult to fall into place.
Housing situations, Welcome Weeks and occasional mixers can assist in building these relationships most college students strive for, but as a transfer, you just have to put yourself out there.
Being yourself, putting yourself in social situations and finding clubs you’re passionate about can lead you to the end goal. Of course, that isn’t always easy and some people are simply more socially articulate than others. Despite that, transferring is a challenge worth overcoming despite its difficulties, since it will ultimately improve your college experience.
(04/26/16 4:26pm)
By Andrew Street
Social Media Editor
The era of the Mascot 3D platformer genre fell off rather quickly when the sixth generation consoles were replaced by newer hardware. The likes of “Crash Bandicoot,” “Sly Cooper” and “Jak & Daxter,” where players control a protagonist from a third-person perspective, seemed to fade into the past as new trends took center stage. Despite that, Insomniac Games maintained consistency in delivering its hybrid shooter and platformer, “Ratchet and Clank.” The series saw highs and lows, then disappeared toward the end of the PlayStation 3’s lifecycle. Now, after a three-year hiatus, Insomniac has returned to “Ratchet and Clank” with a complete reimagining of the original game.
The game follows Ratchet, a bipedal, humanoid species — or, a lombax — and his newly acquired robot friend, Clank, as they travel the galaxy, fending off evil. Fans of the series will be able to draw similarities to the original title, but this isn’t a beat-for-beat retelling of the famed story. Instead, the story mixes old and new planets and story arcs to create a much deeper space adventure. The narrative here certainly isn’t breaking any barriers, but it offers one of the most clever, charming and laugh-out-loud inducing stories of the year. Both long-time fans and newcomers will be welcomed into the tale of two unlikely friends being thrust into a world of danger and crime fighting.
“Ratchet and Clank’s” gameplay has been refined to the point of perfection. The platforming is smooth, while the gunplay is satisfying and downright fun. Players will amass themselves an arsenal of 15 different weapons throughout the game, each one offering an over-the-top method in which to blow enemies away. From things like the “Groovitron” to the “Sheepinator,” the weapons bring an immense feeling of variety. In addition to the platforming and shooting, there are now spaceship flying segments scattered throughout the game. These portions allow you to freely fly around and take down enemy aircrafts, which adds even more variety to the base gameplay.
If there is one thing that falls short in the gameplay department, it’s the Clank segments. Playing as Clank is novel the first time, but it soon declines into a repetitive cycle. Clank’s puzzles quickly become short and annoying distractions from the oh-so-delightful gameplay. Luckily, there aren’t many of them.
Visually, “Ratchet and Clank” is one of PlayStation 4’s prettiest games. The dynamic lighting, particle effects and art design make this game look like a Pixar movie. The color pallet is gorgeously vibrant and each planet offers a lush landscape filled with colorful enemies. As a longtime fan, seeing my favorite lombax and his galaxy realized in such a visually-stunning manner was amazing.
When it comes down to it, “Ratchet and Clank’s” PlayStation 4 debut is something you don’t want to miss. Whether you’re a die-hard fan or a newcomer, this game was made to satisfy both without any sacrifices. Shooting, collecting and platforming is just pure, addictive fun. “Ratchet and Clank” has never looked or played this good. It also runs about $20 cheaper than the average AAA release, a classification term for high-quality video games — so do yourself a favor and play this entertaining game.
(03/08/16 5:30pm)
By Andrew Street
Social Media Editor
“Hitman Go” was released on the App Store and Google Play two years ago amid much fanfare. While mobile games often get bad reputations among traditional players, “Hitman Go” is surely worth your time. The “Definitive Edition” has now been released for Sony’s PlayStation 4 and PlayStation Vita and the transition was executed perfectly.
“Hitman Go” does not offer the traditional “Hitman” experience. Yes, Agent 47 and his iconic red tie are back, but this isn’t a stealth action game. Instead, it involves turn-based strategy in the styling of a board game. Turn by turn, you must assist Agent 47 in reaching the end goal. To do this, you have to avoid, assassinate or distract the guards that stand in your way. You are allowed to move one space per turn and after each move, the enemies are allowed to make their move. It’s a battle of outclassing these guards to collect intel and escape without being noticed.
While the gameplay may be simplistic, it is addictive and entertaining. As I progressed deeper into the levels, the difficulty began to spike and I found myself enjoying the game more and more. Solving a puzzle and executing a perfect level was rewarding. Each level conquered felt like an achievement I had earned due to the amount of effort it required. It became easy to jump into the game and waste long periods of time progressing through each stage. This was especially true on the PlayStation Vita, as the game just feels perfect for pick-and-play moments while on the move.
While “Hitman Go” lacks a narrative, it makes up for it with its gameplay and art style. The game sports a minimalist design that feels perfect for what it is. It resembles a neat and simplistic board game — one that would require too much time to set up and experience, but one that still features an amazing design.
The game’s performance on both PlayStation Vita and PlayStation 4 is great. As expected, Sony’s home console ran the game smoothly with zero hiccups. Surprisingly, the Vita version also holds up extraordinarily well. I saw no stuttering or frame drops on either platform. Additionally, the game handled cross-save between the two platforms better than most. A simple button click synced game data between the different devices, making it a seamless experience to pick up wherever you left off.
In the end, although “Hitman Go” is a mobile game ported to consoles, it doesn’t make it an experience to miss. It’s an extraordinary turn-based strategy game that will keep you entertained for a few hours. Each conquered puzzle is a worthwhile achievement and picking up and playing was an excellent time killer. Whether you go for the “Definitive Version” or chose the original on mobile, “Hitman Go” is a game well worth your time and money.
(02/24/16 3:40am)
By Andrew Street
Social Media Editor
Undoubtedly, the construction across campus has become an inconvenience to everyone. With each new week, we see a new pathway closed or a mud patch formed, We may even hear new noises accompanied with construction. Of course, the construction is necessary for the College to continue to grow, but it has had its fair share of growing pains. The increasing inconvenience begs the question: Are the headaches going to be worth it?
Perhaps one the most noticeable issues is the College’s appearance change since the construction began. Instead of the vibrant campus we once walked, we now see an abundance of shoddily placed fences, oversized construction equipment and countless work zones. It has become difficult to find a location on campus that doesn’t offer the not-so-scenic view of newly constructed steel beams. While the College remains one of the more tranquil and scenic schools in New Jersey, it has undeniably seen better days.
The construction’s presence hasn’t only hindered the College’s beauty. Students have also faced inconveniences when they walk around campus and find their traditional route has been closed off. These headache-inducing closings can be seen most recently between the Arts and Interactive Multimedia Building and the Brower Student Center, and near parking lots 10 and 11. It is here that construction has altered the paths or, in some cases, forced students to walk through the car entrances in order to exit the garage. These minor annoyances can become bigger should we see more path closures as construction progresses.
Another inconvenience is the onslaught of mud as a result of the construction. Even the smallest drizzle seems to not only flood nearby walkways with ankle deep water, but it also creates large, sometimes unavoidable sections of mud. This is due to the lack of grass near areas that are being worked on. A perfect example would be outside the Social Sciences Building. It appears as if the College has placed rocks to alleviate the mud issue, though this does not remove the rain pooling situation. Despite that, the combination of both elements has made traversing the open paths more of an annoyance.
With the construction’s accompanying issues, it is becoming easier and easier to grow irritated. It has become difficult to avoid the topic, as students and professors are quick to complain or make a joke. However, despite these accompanying dilemmas, I believe the construction to be worth the price.
This February will see the opening of Traditions,a new restaurant in place of the former campus bookstore. Likewise, we are seeing steady growth in the expansion of the Brower Student Center. We are finally seeing progress and it shows us that dealing with these minor headaches is worth it. Suffering through the mud, loud noises and altering our paths is a small price to pay for the new facilities we will receive. Nothing worthwhile has ever come without difficulty and struggles and these additions are no different. Yes, maybe some of us won’t be here when everything is finalized, but we’ll be able to come back and be proud of what the College has become. The construction is a headache, there’s no denying it, but it will be worth it in the end.
(02/16/16 9:06pm)
By Andrew Street Social Media Editor
A close-knit group of gamers came together to create a place for people to share what they are passionate about — where hardcore and casual players alike can test their skills against one another: a place called the Competitive Gaming Club (CGC).
Before CGC came to the College, players relied on the Association for Computing Machinery (ACM) to hold occasional tournaments for the popular multiplayer online battle arena (MOBA) “League of Legends.”
The infrequency of tournaments led current Vice President and senior accounting major Martin Faynor and current President and senior biology major Mitch Vaughn to form the Competitive Gaming Club in Fall 2014. However, their formation was not an easy task. Faynor said that they struggled with getting Student Government (SG) to officially recognize the club.
“We faced issues with the Student Government. They failed us probably three times over the course of a year,” Faynor said. According to Vaughn, this was due to the abundance of paperwork required during the submission process.
“They would turn us away for a minor error in paperwork and make us go through the process again,” Vaughn said.
After months of redoing paperwork and submitting their application, the club joined the College’s list of official organizations, Faynor said.
Many people may ask, “Why is this a club?” or “What are the members doing besides playing games?”
To this, Faynor has a simple answer.
“We are trying to build a community for TCNJ students to come play competitive games in a light and friendly atmosphere,” he said. The club aims to bring together students of all different demographics to share their love and passion for videogames, Faynor added.
To some, it may seem like simply playing a videogame, but there is a growing community at the College that has bonded over its love to compete in these games. The CGC’s competitions vary from games like “Dota 2” to “Super Smash Bros.,” and each tournament draws a crowd of passionate players looking to join in on the action.
Vaughn said there is something for everyone since the club puts great effort into listening to member suggestions and has formed numerous internal committees to organize specific events.
Freshman interactive multimedia and computer science double major Ryan Strenkowski recently stepped up and created the “Super Smash Bros. Melee” community, which plans and hosts all of those tournaments.
Certain tournaments, such as those for “League of Legends,” often take significant time and effort to organize, according to Vaughn. This is because of the effort needed to plan each event and ensure that they are properly supplied with equipment by students. In addition, the club’s partnership with Riot Games, the creators of “League of Legends,” allows them to make the prizes more worthwhile for students.
All of these moving parts seem to pay off in the end.
The impact of the club is evident in its tournament attendance, which averages between 40 and 50 students, according to senior interactive multimedia major Jon Sofo.
According to Sofo, the club’s next event, which is open to all skill levels, is a tournament for the competitive card game, “HearthStone,” on Saturday, March 5. Due to the club’s open nature, new members are allowed to drop in to compete or even just to get a feel for the club.
For those who have dedicated their time to creating CGC, the club has become a significant part of their college experience.
“(CGC) means a lot to me. I feel like it’s a bit of my legacy and I feel like I am going to come back and see that my time and effort went toward building a place for TCNJ gamers… to come to meet,” Vaughn said.
Like Vaughn, Faynor is proud of the club they have created together.
“In a way, it’s mine and Mitch’s baby,” he said. “We were the ones who got together in the beginning. It’s a labor of love and it takes a lot of hard work and dedication, but when events come out and everyone is having fun, it feels really great. It’s a very fulfilling feeling.”
They laugh together, play together and share their passions. The CGC was born out of its founding members’ love for games and their desire to share that love with others on campus.
Both Vaughn and Faynor are adamant that what they have created here will continue to grow and offer an environment for students at the College to play, be themselves and bond with fellow gamers.
(02/09/16 8:41pm)
By Andrew Street
Social Media Editor
The “Fat Princess” franchise has become somewhat of a hit among PlayStation gamers over the years. The original game, which launched on PlayStation 3, was jam-packed with charm and addicting gameplay. The popularity of the “Fat Princess” property first paved the way for a mobile spin-off title and now “Fat Princess Adventures,” a “Diablo”-style dungeon crawler set in the cake-filled universe we’ve come to expect.
Fans of the original “Fat Princess” may be in for a surprise if they expect to find more cake-filled, real-time action gameplay. Instead, “Fat Princess Adventures” is a simplistic action role playing game mixed with a watered-down dungeon crawler. Like video games “Diablo” and “Gauntlet,” players are given the option to choose different classes such as warrior, mage, archer or engineer. Each class offers different skills, attacks, weapons and armor, as well as its own downsides, such as lower health. While each class manages to offer its own unique method of attacking enemies, I found that they weren’t varied enough to make me want to switch between them. Instead, I simply found a class that I enjoyed and stuck with it, despite being able to change classes at any checkpoint.
With a class selected, players can begin to traverse the numerous levels in the world. Each new level offers slight variations over the previous, such as scenery changes, reskinned enemies, puzzle variations and different bosses. However, each one revolves around the same dungeon-crawling premise, which isn’t necessarily a bad thing. Fighting through dungeons with your character can be a real blast at times, but later in the game, it becomes tedious to progress without a second player coming to your aid. Once that player joins, the gameplay truly begins to shine. Playing with a friend made the later levels less tedious and added a layer of teamwork to the mix.
Now, as you destroy enemies and progress through each stage, you will begin to collect gold and encounter drops of loot in the form of armor and weapons. Weapons and armor can be swapped out on the fly and each new piece offers a variation in attributes and passive abilities. However, it becomes apparent that some characters, like the mage, have much more interesting weapons. The gold that you acquire throughout the game is used to upgrade your weapons and armor at upgrade stations scattered throughout the world. While the upgrades are basic stat increases, it does offer an incentive to hoard as much gold as you can.
In terms of storyline, “Fat Princess Adventures” is not a game from which you should expect a deep narrative. Unlike the layers of cake so prominently featured, you will not find layers of character development or plot depth. Instead, you’ll find a charming, and sometime irritating, story about saving princesses and ridding the world of evil. The plot is straightforward and has moments of immense charm, and even some moments of hilarity, but so much of it falls short. A decent portion of the jokes come off as immature or simply not funny. There were even times where characters began to grate on me due to their high-pitched voices and nonsensical dialogue.
Visually, “Fat Princess Adventures” really shines. While it doesn’t sport the highest end, most realistic graphics, it is easily one of the most visually enjoyable games out there. The cutesy aesthetic lends itself perfectly to the cake-filled fairytale theme and provides imagery worthy of its concept.
“Fat Princess Adventures” isn’t perfect. Its story and gameplay are simplistic and it becomes difficult to progress by yourself later in the game. If you plan on playing solo, this may be a title you want to wait on, but if you’re looking for a fun and relaxing game to play with friends, “Fat Princess Adventures” would be an excellent choice!
(11/17/15 8:55pm)
By Andrew Street
Blogger
If you’ve been following the video game industry even slightly over the last two years, you’ve definitely noticed the growing push for virtual reality. Major players like Oculus, Valve and Sony are aiming to innovate and pave the way for a new video game experience with their own VR headsets. As we near the commercial release of these finalized products, it begs the question: is VR the next step for video games as a medium, or is it the second coming gimmick of motion controls?
Many people have compared this mass push for VR to be similar to the implementation of motion controls during the last console cycle. Following the release, and commercial success of Nintendo’s Wii, other console creators looked to garner the same prosperity. However, neither PlayStation nor Xbox managed to gain the results Nintendo had. The two companies’ products sold fairly well—the Kinect broke records for the fastest piece of technology—but they delivered little substance in terms of memorable gameplay. Instead, we saw motion awkwardly implemented in AAA games and other titles aimed at more casual audiences. For months, many tech aficionados claimed that motion-based gaming would be the future, but with the exception of Nintendo, the trend fell off relatively fast.
You could reasonably assume that virtual reality is going to go the way of motion-based gaming, especially considering the similarities. Like the Kinect or PS Move, VR headsets would be separately purchased devices. As it typically goes with those, developers won’t get behind them unless there is a large install base or potential for new ideas. There is also the possibility for gimmicky, cheap, or rushed VR games, similar to what happened with motion controls that could create a negative stigma around the new platforms.
However, most of what we have seen points to VR being a bit different then motion controls. For starters, there are more players this time around. Valve, Sony, Oculus, Samsung and HTC are all working towards making virtual reality plausible. As a result, we are seeing different takes on headsets, controls, and even platforms which range from Smartphones and Consoles, to high-end PC’s. Each company is experimenting, and by the accounts of people using the products, doing very well.
When these headsets release in 2016, it will be crucial that they carry a catalog of appealing games that are easily accessible to the mainstream audience. Sony, whose headset has the largest potential for reaching the mainstream due to the PS4, seems to be learning from their past mistakes. There are currently over 200 developers creating games for their PlayStation VR headset. That shines in comparison to the 36 developers that were working on Move games prior to release. Likewise, Oculus Rift has hundreds of developers backing their headset.
The games and experiences will make or break the potential for VR, and these companies know that. Every major gaming conference we are seeing bigger titles coming to the platforms. Games like Rigs, Gran Turismo, and Elite Dangerous have captivated audiences and built excitement for the large scale potential of virtual reality. Just the same, technical demos like The London Heist have left critics impressed.
It’s easy to dismiss the increasing focus on virtual reality as another fad that will come and go, but there is too much potential to ignore. Everyone from indie developers to large publishers and massive companies are getting behind virtual reality. They are seemingly avoiding the mishaps that surrounded cheap motion control cash-ins. Instead we are seeing the beginning of what looks to be a new, and prosperous, way to enjoy video games. It certainly could be the dawn of the next PlayStation Move, but the future looks bright and overflowing with great games.
(11/17/15 6:06pm)
By Andrew Street
Staff Writer
In June of 2014, developer Larian Studios delivered the critically praised “Divinity Original Sin.” The game, which was reminiscent of the fantasy video game “Baldur’s Gate,” blew most hardcore role-playing fans away. Now, Larian Studios is back again to deliver the enhanced edition of “Divinity” for personal computers, Xbox One and the PlayStation 4.
As someone with very little experience in “Baldur’s Gate” or games of its nature, I was eager to jump headfirst into what “Divinity Original Sin: The Enhanced Edition” had promised and to see whether or not it lived up to the hours of questing, fighting and complex game mechanics that I expected.
Being a novice in this specific genre of role-playing games, I began my journey a bit overwhelmed. The game does not hold your hand, which is sort of a double-edged sword for newcomers. While it is nice to be challenged, there was a few instances where I felt that specific functions were either explained poorly or not at all. Despite this, I was able to decipher most of what the game threw at me after paying close attention to the gaming menus and dialog.
For those unfamiliar, “Divinity Original Sin” is a classic turn-based role-playing video game. Players create two characters and control each of them to fight off the countless enemies they will encounter on the game’s many quests.
The game’s battle system is complex, slow at times and requires you to learn the advantages and disadvantages of the party you are controlling. The combat is deep and may turn some gamers away, but if you are willing to put in the time to learn its inner workings it’s an unparalleled pay off.
Outside of battle, “Divinity” matches the combat in terms of depth. Nearly everything in the world is tangible and can be interacted with. You can loot houses, get involved in local drama and do just about anything else. The seemingly limitless possibilities to get lost in tasks that range from the daring and bold to the mundane drew me in and kept me playing for hours on end.
In terms of narrative, I wasn’t as impressed with “Divinity.” The game follows two Source Hunters, a group that aims to eradicate the evil Source magic. In an effort to do so, you find yourself stumbling into a much larger issue and various conspiracies that are all entwined within each other.
Don’t get me wrong, as a whole, the main story arc is decently interesting and engaging, but at times I found myself a bit disconnected. This partially stemmed from me disliking a significant amount of crucial characters, especially the party members.
The hundreds of side quests, however, made up for the lacking narration and characters. It was here that I would find quirky talking objects, entertaining stories and silly objectives. The light-hearted nature of these smaller arcs were always a treat, and left me slightly more impressed than the main tale.
“Divinity Original Sin: The Enhanced Edition” brings back the classic, hardcore role-playing video game experience that has been absent for quite some time. The game may be overly obtuse at times, but this makes for a more challenging experience, where taking risks, being strategic and exploring can either make or break you. Whether you are jumping in on a personal computer, PlayStation 4 or Xbox One, you are sure to have a blast. Just be aware of the type of game you are getting into — it certainly isn’t for everyone.
(11/03/15 9:23pm)
By Andrew Street
Staff Writer
On Friday, Oct. 30, Cecile Kim and Gerard Marino, who both significantly contributed to the famous “God of War” games, provided the College’s students with insight on creating music and art for games. With lunches in hand, students flocked to Mayo Concert Hall for the Brown Bag Series. The two artists spoke to students about making music, gaining inspiration, creating for media and facing difficulties.
Marino, who has been the lead composer on the entire “God of War” series, started the lecture by speaking about his career origins. He told tales of failed attempts, becoming a rockstar and his eventual steps into his musical career.
It was here that he began discussing his first professional composing position on the “God of War” series. He spoke about his experiences creating music for video games, which differs from traditional media, and the general difficulty of combining all aspects for a final product.
He went on to speak of how he would create songs with no imagery for basis. At times he would have to select pieces of Kim’s concept art, but typically he was directed using words. He recalled that the game designers told him, “This is the most evil character in a game, ever. Make the most evil music you can.”
After much difficulty and rejected works, Marino created a main theme that captured what the creators were looking for. He described the music he created as “stabby music for a stabby game.” This would go on to become the “Kratos Theme,” which Marino conducted with the TCNJ Wind Ensemble later in the evening at the “Pixel Music” concert.
Kim also spoke about his time as a concept artist for the famous video game series. As an artist, he expressed the numerous challenges that he personally faced while devoting himself to his work.
One of the major issues he spoke of focused on concepting Greek architecture, clothing and weapons. The difficulty for inspiration comes from the lack of remaining structures or items from ancient Greece. As a result, Kim had to use what little ancient artifacts remained and texts to create a world that matched the Greek styling the creators wanted.
One of Kim’s biggest inspirations for significant concept art stemmed from Marino’s music.
“We hadn’t met yet, but people would show us each others works and allow us to be inspired,” he said.
Both Kim and Marino had insight to offer the artists and musicians eagerly watching in the audience. Marino explained the grueling process of making art in media. He expressed that handling harsh criticism, approval and constant revisions can be draining.
“You must be strong,” Marino said. “You will take damage throughout your career, but you must use it to make your work better.”
Before exiting the stage, the two creators decided to answer some questions from the audience.
“We are trying to get a project going together to show the world how badass we are,” Marino said of a possible future collaboration with Kim.
Whether this was a light-hearted joke or a hint at future games is yet to be known. It isn’t unlikely as both parties have continued to work on video games beyond “God of War.”
The Brown Bag tied in with an array of video game-related events occurring around campus this month. The TCNJ Wind Ensemble’s “Pixel Music” concert and the Art Department’s “Palette of Pixels” art gallery have both aimed to demonstrate the artistic reality of games, and how much they’ve grown. Much like the art they created, both Marino and Kim entertained, informed and inspired students at the College.
(10/27/15 4:28pm)
By Andrew Street
Staff Writer
Naughty Dog, the creators of the iconic “Jak and Daxter series,” “Crash Bandicoot” and “The Last of Us” are often regarded as industry leaders in terms of triple-A gaming development. Throughout the years, they’ve managed to innovate gameplay, storytelling, design and even motion capture, all while delivering captivating video games. Just like all the previously mentioned titles, their PlayStation 3 originating blockbuster series, “Uncharted,” is among the most lauded games of the last decade. Now, with the release of “Uncharted: The Nathan Drake Collection,” all three “Uncharted” games are back and better than ever for the PlayStation 4.
The remastering of the famed series was done by one of the best porting studios in the industry, BluePoint. As a result, all three games perform excellently on a technical level. As it goes with most remastered games these days, the three “Uncharted” titles have been given a fresh coat of paint. Textures are more crisp, the resolution is bumped to 1080 pixels, and the frame rate remains locked at a constant 60 frames per second.
The resolution and texture improvements are less significant for the second and third editions of “Uncharted” because of how great the games looked originally on PlayStation 3. However, a look at the original game, which is nearing its ninth birthday, shows that the improvements are substantial with textures and fidelity matching its two sequels. The switch to the current generation has been undoubtedly kind to the “Uncharted” series.
This remastering isn’t only bringing updated visuals to the table. The gameplay has been reworked in some cases to feel more natural. For example, you can change the shooting mechanics of the first game to the second one’s if you find it more appealing. This alleviates the somewhat dated controls that were originally implemented.
The gamemakers have also taken the effort to make all the games play in a seamless and uniform fashion. Jumping between all three games showed me just how well they made the different mechanics match up perfectly. In all, the gameplay is enjoyable and entertaining. The combat is fluid, climbing is great and the puzzles add an Indiana Jones feel to it all. Fans of the series can expect to remember why they love these games, and newcomers will be enthralled with what they find.
The highlight of Naughty Dog in recent years has been their captivating delivery of narrative. The “Uncharted” games are an absolute testament to this ability. Each game focuses on Nathan Drake, a goofy and lovable treasure hunter who battles mortal and mystical evil, and treads near death. The cast of characters from Drake himself to the witty Sully and beyond, are all well written and casted. You’ll find yourself growing more and more attached to them as you trek across each individual journey. Coupling these characters with narratives that are well written and a cinematic styling that is unmatched in the games industry creates an enthralling and fun ride. It becomes hard not to invest yourself in the characters and weaving storyline.
At some point in your life, you have probably experienced a Naughty Dog game, which is a unique experience. Their latest release of “Uncharted” is unparalleled in what it accomplishes. Making the jump to the next generation has allowed for better visuals, smoother gameplay and more opportunities to experience the iconic series. Whether you are a die-hard fan coming back for more Drake, or a first time treasure hunter, “Uncharted: The Nathan Drake Collection” is a must own for anyone with Sony’s latest console.
(10/06/15 4:50pm)
By Andrew Street
Staff Writer
On Friday, Oct. 2, students at the College were treated to the talents of their peers at the first student band night of the fall semester. The event, which was hosted by the College Union Board (CUB), provided a stage in the Brower Student Center for the College’s talented musicians to perform. For this first event, three talented students boldly took the stage to deliver a wide range of acoustic ballads and pop-punk favorites.
The night began with an excellent acoustic performance of Fetty Wap’s “Trap Queen.” The rendition of the chart-topping song, which was sung by freshman and early child education major Kira Lerant, was elegant and original. The entirety of her setlist mixed together popular hits such as The Neighbourhood’s “Sweater Weather,” and acoustic staples like “First Day Of My Life” by Bright Eyes. She closed her performance with an excellent cover of the beautifully-written song “Hallelujah,” originally performed by Leonard Cohen.
“I love it, to have the different artists of TCNJ come (together) is such a nice thing,” Lerant said following her performance.
The second act of the night began with an original piece titled “You and I.” The artist behind the song was Rob Colonna with his acoustic guitar. Colonna, a senior history major, took the stage by himself using the accompaniment of pre-recorded tracks he made.
Colonna delighted the audience with a setlist composed of 2000s era pop-punk songs and some well-executed original work. He even surprised the crowd with what he referred to as “a throwback to middle school” when he performed “Face Down” by The Red Jumpsuit Apparatus.
Colonna, who has been playing shows for nearly nine years, put on an energetic and entertaining performance.
After his set, Colonna expressed his admiration for what CUB does with these student events stating that “me and other seniors doing this since freshman year are proof it’s a great program.”
Following Colonna’s performance there was a brief intermission while the third and final act, known as Princeton Beggar, set up their equipment.
Once the three-piece ensemble took the stage they immediately jammed out the familiar guitar riffs of Green Day’s “When I Come Around.” As the opening line was sung out to the crowd, numerous onlookers around the student center halted and looked on to hear the pop-punk classic. The band delivered an excellent set of rock songs, and their original sound was enjoyable thanks to the use of a keyboard.
While the rain may have affected the size of the crowd, those who were present were entertained by some of the College’s most talented performing artists. The sets as a whole offered a unique mix of songs and ranged from acoustic solos to three piece rock ensembles. All in all, the performers and CUB managed to bring down the house on Friday night.
(10/06/15 4:48pm)
By Andrew Street
Staff Writer
Gamers will likely remember the classic virtual reality missions featured in the first edition of “Metal Gear Solid.” The fun, and at times difficult, challenges provided additional content to the base game and enhanced gameplay. If you were a fan of the virtual reality missions then, you will happy to know that “Volume,” the latest release from game designer Mike Bithell, is bringing them back. The new video game takes this virtual reality mission concept and couples it with a unique narrative that lends itself to an even greater gaming experience.
At its core, “Volume” is a modern day telling of Robin Hood. Set in a dystopian future, the game focuses on a large weapons company that has overrun the city and the brave Robert Locksley, who challenges them. Instead of outright stealing from these rich and corrupt oppressors, Locksley uses a military training device known as a Volume to instruct others on how to take back what has been stolen from them.
Players are given complete control over Locksley’s character in a top-down, third-person perspective. They must traverse multiple different stages of the gameplay, all the while attempting to remain hidden from enemies. The levels start off simple and rise in difficulty as you progress further into the game. Players eventually have to navigate through the stealth-based game despite security cameras, automated turrets and the more complex patrolling patterns of their enemies.
The game’s main campaign mode consists of over 100 missions. There were minor instances where some levels felt too easy, but the stages typically offered a thrilling challenge. My main gripe with the game was that some of the levels began to feel a tad repetitive. Certain levels felt far too similar to the ones before it. This would lead me to put the game down for a bit when playing. Nevertheless, I often found myself eager to jump back into the game after taking a break.
In addition to the main campaign, “Volume” also comes equipped with a full level-builder. These easy-to-use creation tools allow you to create and share your own custom-made stages that can be as difficult or obtuse as you so desire. Not only was I able to try out the levels handcrafted by my friends, but I was also able to experience some levels that Bithell himself created post-release. These types of level creators are always a great addition to the game, as they keep players coming back for more time and time again.
Without spoiling much, certain elements of Locksley’s plan to take down the weapons company seem to only work in order to move the plot forward. Despite this, the game has a rather strong and thoroughly entertaining narrative. The script is wonderfully written and excellently delivered by the cast. In particular, Danny Wallace, who plays the artificial intelligence character of Alan, does a remarkable job.
From a graphical standpoint, “Volume” is one the prettiest indie titles this year. The stylized and simplistic nature of the design is something to be admired. The game truly captures a dystopian sci-fi feel and as a result, pulls players completely into Locksley’s world.
“Volume,” which is Mike Bithell’s second independent gaming release, really demonstrates his talent as a creator. Whether or not you were a fan of his previous hit, this one is definitely worth checking out. It is a perfect pick-up and play game that has a surprisingly decent story entwined within. Couple the enjoyable stealth gameplay with a beautiful design and the ability to create your own levels, and you have yourself one of the most enjoyable indie games this year.
(09/29/15 8:04pm)
By Andrew Street
Staff Writer
The video game industry within Japan has changed drastically in the last few years. We witnessed smartphones and tablets replace traditional gaming platforms for a significant amount of the population. This has led to much speculation of how much longer developers will continue to create for dedicated consoles.
Despite the doom and gloom, Japanese developers and Publishers came out in full storm for the 2015 Tokyo Game Show.
Here’s what I thought the best announcements were:
The conference started strong with the expected PlayStation pre-show. It was here that we got a look at the new software hitting PlayStation 4, Vita, and PS3 (yep, it’s still kicking!). As usual, the Sony stage was where a large selection of publishers chose to present their newest games. Sony’s in-house studios released clips from the newest "Bloodborne" expansion. The add-on, "The Old Hunters," seems like just what everyone wants: more of what we loved about "Bloodborne." The trailer showed outrageous new enemies, Lovecraftian-inspired scenery, and a beautifully eerie score. Hunters can expect to jump in and play this on December 3rd of this year.
The president of Sony Computer Entertainment’s Worldwide Studios, Shuhei Yoshida, also announced three titles that will be coming to Playstation 4 sometime next year. The first two are from the much loved Vita franchise, "Gravity Rush" (Gravity Daze). In a not-so surprising move, Studio Japan is porting the original "Gravity Rush" to PS4. The trailer they showed off demonstrated its use of the PS4’s power. More NPC’s, better textures, and a higher frame rate are all present. (Not to mention that the game looks absolutely stunning.)
In addition to the PS4 port, a sequel was also announced. "Gravity Rush 2’s" teaser trailer, which looks amazing, was shown. Many will be saddened to hear that this once Vita-only franchise will not be coming to the handheld, but I, for one, am just happy to see it come to fruition. The unique premise and charm of the series deserves to look as beautiful, and reach as many people, as possible. The port is expected in early 2016, while the sequel will hit PS4 sometime later in the year.
One of my favorite announcements from Sony’s first-party studios was the trailer for the new "Hot Shots" game. Many fans have been eagerly awaiting the next iteration in the quirky golf game. Now it seems that it may finally be on the horizon. However, there seems to be much more than golfing going on. The teaser showed numerous country club activities and a stacked cast of wacky characters. It looks like we can assume that this title may be looking to bring something a bit new to the franchise. As someone who recently "Mario Golf" in high regard recently, I cannot wait to get ahold of this. The game's anticipated release is sometime in 2016.
Of course, Sony wasn’t the only publisher announcing titles this year. We saw and heard from a large selection of Japanese companies. Everyone from Square Enix to Sega came out to flaunt their new releases.
One of the best announcements was a new iteration in the much-loved, and somewhat weird, Danganronpa series. Series creator Kazutaka Kodaka took the stage to show off the teaser trailer for "Danganronpa 3." The visual novel series that has taken many by surprise is expanding its horizons beyond Vita. This new iteration will be launching simultaneously on PS4 and Vita—a first for the franchise. In the trailer, we saw our typical antagonist Monokuma making silly banter, as usual. It was also noted that "Danganronpa" would be getting a standalone VR experience for the PlayStation VR headset. Both projects look to be quite interesting, and if Kodaka’s past projects are any basis, we are surely in for some fun.
Square Enix had a handful of announcements this year. Some were surprising, and others were a bit on the odd side. Either way it seems that Square is coming to its senses, and beginning to develop various JRPGs (Japanese role-playing games). Games like "SaGa Scarlet Grace" looked particularly interesting. I found that many of their shown titles excited me and have me looking forward to the grindfest. However, Square showed off a particular game that caught my interest. That was "Dragon Quest Builders." Sporting a stark resemblance to "Minecraft," this building game seems really interesting. The art style is charming, and the mechanics seem to be somewhat unique. I also think that it is a neat concept for "Dragon Quest": a series we need to see more love for.
My last three picks from this show are all related to Atlus. The first two are a collaboration between Atlus and developer Vanillaware. Earlier this year they briefly announced they would be remaking "Odin Sphere" for Vita and PS4. For the first time we got a look into their progress, and it looked stunning. The second title is "13 Sentinels: Aegis Rim." The game seems to focus on young teens as they face the “destruction of everyday life” following a large catastrophe. Other than that, we saw some brief, stunning gameplay.
The largest elephant in the room this year was the anticipation of more "Persona 5" news from Atlus. The game, which was promised for a worldwide release this year, hasn’t had much news as of late. Many fans were eager to hear good news this year. However, it seems that "Persona 5" will be delayed until the summer of 2016. While we may have to accept this bad news, we did get a brand new gameplay trailer from them. Thankfully, it depicted more new mechanics, environments, and music! Each new trailer gets me more and more excited. They are blending together much of Persona’s charm with stellar visuals and music. It may be sad to wait a little while longer, but I’m so thrilled to have another trailer to watch for hours!
Despite the up-in-the-air nature of Japan’s video game scene, Tokyo Game Show 2015 turned out to be pretty great. There was a surprising amount of games from various publishers, and plenty of games to be released soon. For any fan of Japanese video games, this is great news. I’m eager to see these teasers and trailers turn into full-fledged releases in the coming months!
(09/23/15 10:29pm)
By Andrew Street
Staff Writer
“Invincible,” the comic by “Walking Dead” creator Robert Kirkman, has continually remained a staple in my monthly comic line-up. Month after month, Kirkman has delivered countless story arcs that triumph over traditional superhero storytelling. Now, after establishing a jumping-on point for newcomers, “Invincible” is back to reward its avid readers with more gripping adventures in the 123rd issue, the latest release of the comic.
Like every other issue of “Invincible,” we are once again treated with stunning art. Lead artist Ryan Ottley has created a trademark style with “Invincible,” and has continued to improve upon it with each issue. Characters look stunning and penned to perfection, while the alien environments are packed with vibrant colors and lush detail. It is difficult while reading the comic not to hesitate on each page and appreciate the work that has gone into crafting each panel.
“Invincible” recently celebrated its 100th issue. As such, the last dozen issues of the comic have been focused on developing a perfect point for newcomers to pick up the comic and jump into the “Invincible” world. The latest issue, however, marks a return to major plot lines that is sure to please regular readers.
Without entering spoiler territory, the latest release of the comic focuses on Mark (Invincible), his wife, Eve, and their daughter as they struggle to settle into their new lives on an alien planet. With Mark focused on assisting in planetary protection, Eve is left to care for their child alone. The development between these two has always been one the brightest points of the series.
Mark and Eve have both proven to be multifaceted, complex characters. It is a pleasure to see their relationship grow with each issue. Despite their surreal setting in outer space, they have become dynamic, relatable characters that add a layer of connection between the comic and its readers.
Kirkman’s signature seems to be ending an issue right at the perfect moment. This month’s issue is no different. In fact, it’s one of the most intriguing endings I have seen as of late.
“Invincible” is truly something special. It is perhaps one the best comics out right now because of its stunning artwork and compelling storytelling. Over the years, “Invincible” has managed to deliver some of the best superhero stories within the comic book industry. Issue 123 is no exception to this rule.
While the story may have slowed down for a few issues, things are finally picking back up. Comic book creator Kirkman is back to delivering what we have come to expect from the series. Whether you’re a comic fan or not, “Invincible” is a complex, emotional and all around awesome experience that everyone should try out at least once.
(09/17/15 3:35am)
By Andrew Street
Correspondent
“Metal Gear” has always been the James Bond of video games — you play as an international spy committing espionage, fighting terrorists and fooling with unsuspecting enemies. “Metal Gear Solid V: The Phantom Pain” is no different. In fact, it may be the best “Metal Gear” game yet. While the narrative may fall short in comparison to previous iterations of the franchise, series creator Hideo Kojima has once again delivered an unforgettable experience that old and new fans alike will enjoy.
“Metal Gear” has usually focused its gameplay on stealth. While controlling Snake, the game’s protagonist, you are typically encouraged to infiltrate enemy outposts as quietly as possible. That still holds true, but you now have more options when attempting missions.
Each situation can be tackled the way you feel would work best. You can opt to rush into an enemy base blowing up everything you see, or scout and infiltrate without the enemy ever knowing you were there. These choices will lead to different experiences — the game world will be influenced by your repeated tactics and will learn to adapt to combat them.
For example, if you have a habit of infiltrating after dark, enemies will become aware of this and begin wearing night vision. The numerous options blend nicely with new and improved mechanics. Sneaking, shooting and committing espionage has never felt this fluid.
Whether I was stealthing my way into an outpost or riding through the desert on horseback, controlling Snake was a treat. Gone are the days of “Metal Gears” overly complex controls and awkward camera angles. Instead, everything has been tightened up to deliver one of the best game experiences this year.
Anyone familiar with “Metal Gear Solid: Peace Walker” will immediately recognize the base-building mechanics introduced in “The Phantom Pain.” As the player, you have the responsibility of amassing an army and building out your Mother Base. To do this you will be taking elite scientists, natural resources and weaponry from the enemy to improve your operations.
If you want better guns, you have to get higher skilled people for your research and development team. If you would like a bigger base, then your base development team has to be expanded. Managing the operations of Mother Base can be complex and overwhelming, but once you begin to learn how it operates you become addicted. I find myself constantly chasing new team members or wanting to build a new weapon for my arsenal. While I do love managing Mother Base, I wish there was more to do while there. Outside of some minor shooting challenges and Easter eggs, there isn’t much else that can be accomplished on the base. It would have been nice to see more of the base open to exploration.
The story within “Metal Gear Solid V” falls a bit short when compared to previous titles. One has come to expect long winded cutscenes, and overly complex plot lines from Hideo Kojima. However, this time around he seems to have opted for a shorter, more concise story.
My biggest gripe is with Snake himself. Typically, Snake talks, comments on situations and is occasionally witty. This time around, he’s quiet, almost too quiet. While his silence may be trying to convey a bigger message, it was upsetting nonetheless. The narrative isn’t bad by any means, it’s actually great in its own right. Part of me just wished there was a bit more of it. With this possibly being the last “Metal Gear” title, there are some plot threads left open-ended to me.
Whether you have been playing “Metal Gear” since the beginning of the Nintendo Entertainment System era or want to jump on board now, “Metal Gear Solid V: The Phantom Pain” is a perfect place to start. In terms of gameplay, it is the most fun I’ve had all year. There are layers upon layers of depth to the mechanics, and building out your own personal base is beyond addictive. The story also manages to remain concise and thought provoking.
While I was left wanting more from the narrative, it’s more straightforward approach allows newcomers an entrance point. Either way, “Metal Gear Solid V” has solidified itself in my heart. It’s hard to imagine many games coming close to this in the foreseeable future.