Tag Archives: author

Always Sometimes Monsters Review

Always Sometimes Monsters is popping and bumping great music from the start and its soundtrack definitely fits the cruise mode storytelling techniques used by development house Vagabond Dog as players are thrust head first into the psychological thriller that is this game.

In terms of gameplay players can expect an Adventure with RPG elements such as item accumulation and finding the best use of quest items in a world full of people who all need something. Players will also get the chance to name some characters as they go, while others have pre-assigned names. Gameplay also involves making choices like, to kiss or not to kiss! And who knows what else… because at RGN we certainly don’t believe in spoilers – especially during Reviews. Let’s just say some choices have a way bigger impact on the the life of characters depicted in Always Sometimes Monsters, but are sometimes presented in a vague and mysterious way to keep things interesting. The consequences of actions may appear obvious-seeming like helping an old lady with her purse or not wasting your precious time to avoid being late for hot work opportunities, but can have widespread effects later down the road, giving personification to the old saying “you never know who’s who!”

The Fate system is a centerpiece as players are effecting their future by making their own choices. As Vagabond Dog says, Circumstance dictates the evaluation of risk and benefit which decides our choice – and Consequence takes care of the rest. Always Sometimes Monsters goes out of its way to tackle social issues gracefully such as characters being trans-gender or bisexual. Decisions between love as a focus in life or something else like a career may come into play, or otherwise separate paths one can take.

Graphically the game looks great for a retro-inspired art style. Animations that haven’t been done before such as 8 bit bong rips certainly add to the unique feel of the game and the overall planning of visuals in the game have been given a lot of attention. The lack of voice overs may prevent some full enjoyment from certain players, but long-time veterans of the role playing game genre should find themselves at home with this format of play despite the game being a text-based, reading-involved adventure. To be honest, reading is very good for you and can be fun in its own nerdy way – yeah I said it; deal with it. Besides, there aren’t any billionaires yet who don’t read every day – and you like money right?

Anyways, this game isn’t about that. Always Sometimes Monsters has a gripping presentation and a really enjoyable gameplay experience just waiting for players to sink their teeth into. During this game, I actually felt as if I were the characters I was taking control of. I really understood their story and was presented with an unpredictable world full of interactive environments, other people to interact with (NPCs), and more. These tools are made available for the player to simulate the life of this person throughout the given scenes that take place. It’s very exhilarating and different from anything I’ve ever played. The scenarios in ASM are unique and not your average canon to say the least.

Controls – Despite being standard industry practice, it’s a bit disappointing to see sub-par support for legacy gamepad controllers. Most of them are very old, but this is on the Windows PC platform of course, and simply forcing everyone into buying an Xbox 360 controller or using XB360 Controller Emulators isn’t a totally fair nor complete value offer when other drivers could have easily been included as with many other modern games being released on the Steam market. That being said, the title handles fine on PS4 controllers if the ControllerMAX Physical Adapter is used or for those tech-savvy, some sort of Controller Emulation. A Keyboard can also be used to play the game and both controls are equally responsive so there is nothing to complain about outside of the support issues aforementioned above.

Of course, to find such a small issue with the game is not very much of a disaster. Always Sometimes Monsters is an emotional piece of art that moves us and inspires us. Without taking heed to genre or rulesets of society or any other kind, Vagabond Dog has created something that is new, fun, and has meaning.

Final Verdict:

We applaud the originality in this game’s writing. Despite retro-inspired graphics and text-based dialogue giving the game a requirement for focus on the player’s part, Always Sometimes Monsters grips us in ways we have never felt before thanks in no small part to an amazing Soundtrack and real-feeling cast of abnormal characters. We truly cared about what was happening, but much like real life – had less control over events than we thought when making our decisions and taking action to solve the problems of the characters in-game. RealGamerNewz highly recommends this game for players of all types – it’s one of those titles you have to try at least once, and that you won’t ever forget afterwards. Always Sometimes Monsters gets a 9.5 out of 10 and is awarded the prestige of being an RGN Gold Game.

Official Teaser Trailer:

Overall Score: 9.5 / 10

RGN Rating: Gold Game

Developer: Vagabond Dog

Publisher: Devolver Digital

Available On: Windows PC

Review Copy Info: A digital copy of this product was provided to RealGamerNewz by the publisher for the purpose of this Review.

Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Jon Ireson on 20140531 and was last modified on 20140601 .

Tom Clancy – Author and Creative Mind Behind Splinter Cell, and More – Has Passed Away

The author of countless military novels as well as the creative mind behind the Rainbow Six universe and more (including Splinter Cell) has passed away last night. Tom Clancy was age 66 at his time of passing. Our condolences and thoughts are out to the family members and friends of this inspiring industry figurehead who will be survived by an incredibly massive library of literature as well as over 15 video games including the upcoming The Division from publisher Ubisoft and developer Massive Entertainment which wowed gamers and the press when it was revealed recently for Xbox ONE and PlayStation 4. Not much can be said other than we believe and hope that Tom is in a better place.

Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Mitch Walters on 20131002 and was last modified on 20131002 .

Resident Evil REmake for Gamecube, A Hidden Gem

Originally released in Japan on March 22nd, 1996, Resident Evil for PS1 was a revolution in gaming. The story of four elite police officers, the S.T.A.R.S. (The Special Tactics and Rescue Service) getting trapped inside a spooky, but not quite haunted mansion, was the first console game to categorize itself in the “Survival Horror” genre. Instead of blasting everything that moved with the small arsenal of weapons provided to you by the game, you were encouraged to conserve your bullets, as ammo was scarce and your enemies took many hits to kill.

At the time, the graphics were amazing, with 3D polygonal characters on top of beautifully hand-drawn backgrounds. The moan of the zombies added to the already haunting soundtrack, making your hairs stand on end. It was very well received at the time. The only complaint many had was the god-awful voice acting. It added to the “B-movie” feel of the game. After three successful sequels (and one awful spinoff), the creator of the franchise wanted to revisit the old mansion that started it all.

Six years later…

The year was 2002. The Nintendo GameCube was trailing behind the juggernaut that was the Sony PlayStation 2, and Microsoft with its Xbox. It was regarded as being a “kiddy” system. Luigi’s Mansion and Pikmin, despite being great games, turned off the older gamer with its bright colors and “cute” characters. Nintendo wanted to expand its demographic. So they came to Capcom and signed a deal with three new RE games exclusive to their purple box. Resident Evil 0, Resident Evil 4 (which ended up being ported to PS2, PC, Wii, Xbox 360, and PS3), and a complete overhaul to the original Resident Evil. This is a “remake” in every sense of the word. Over “70% of the mansion is new” according to Capcom.

The changes were drastic and subtle, like the addition of a whole new wing of the mansion, re-doing all the voice work, and even where zombies would appear. One change occurred that completely altered the way that you approached the act of zombie killing; I’m talking about the addition of Crimson Heads. In the original PlayStation game, when you killed zombies, they stay dead. In the remake they didn’t. If you left their bodies alone long enough, and you got close to one, the zombie you thought was dead would get up and start RUNNING at you. I tell you what, I shrieked the first time a zombie started sprinting at me with it face melting off.

Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Dominic Rupert on 20130701 and was last modified on 20130701 .