Have you ever tried chocolate and bacon together? You know how combining those two great things sounds gross, but turns out to be amazing? That’s the first episode of Tales from the Borderlands. It’s chocolate-covered bacon.
Zero Sum proves Telltale’s patented formula has flexibility and that making decisions can be fun instead of torture. The episode is essentially a heist story, told from the perspective of two very different characters. Playing as Rhys and Fiona, you make the decisions as they tell their side of the story. Despite not being gun-wielding tanks, they’re still true Borderlands anti-heroes: likeable scumbags trying to get paid. Getting to tell their stories is a blast; you get dialogue trees full of wit and sarcasm, and some major choices just turn out to be jokes in disguise. Going through the events that brought them together, you get a more intimate look at Pandora; one that is a little more calm with humor more refined. It’s still a Telltale game; you’ll build relationships with the game’s great supporting cast and do some terrible things, but you’ll be smiling all the way through.
Thomas Was Alone was developed by Mike Bithell and published on Xbox One by Curve Studios. It was released on November 21, 2014 for $10.99. A copy was provided by Curve for review purposes.
Thomas Was Alone is a game that released at precisely the right time in history. Originally debuting on PC in 2012 before finding its way to Xbox One, Thomas Was Alone perfectly captures today’s zeitgeist. Using nothing more than colored squares and rectangles that are seen and heard about but rarely heard from, developer Mike Bithell has assembled one of gaming’s most interesting and diverse casts of playable characters.
In Thomas Was Alone you play as artificial intelligences that have, as the result of a glitch in an experimental lab, become self-aware. Yes, this is a setup similar to ones we’ve seen countless times in popular media, but Bithell has breathed new life into it. AI Thomas, represented on screen by a red rectangle, is companionless and confused upon achieving self-awareness. He starts moving “up and to the right,” as the game’s delightful narrator makes a point of frequently noting, in a desperate bid to find friends and answers. It’s not long before Thomas begins encountering both, and he and his new friends endeavor to reach the awe-inspiring “fountain of wisdom” (internet connection). The staggering amount of information Thomas sees there convinces him that the AIs must work in sync towards the goal of escaping the system and entering the greater world beyond. Each AI is different in appearance and ability, and the way they learn to accept this diversity and use it to their advantage is nothing short of inspiring.
The Jackbox Party Pack was developed and published by Jackbox Games. It was released on November 26, 2014 for $24.99. A copy was provided for review purposes.
With Christmas rapidly approaching, it may come as no surprise to see more and more party focused games begin to appear. Leading the way on Xbox One is Jackbox Games’ rather generous The Jackbox Party Pack, which features all three previous Jackbox releases, plus two (almost) entirely new games. Jackbox has built an excellent reputation primarily on the success of its standout title You Don’t Know Jack, the latest (2015) version of which is included in the here.
The Jackbox Party Pack promises the kind of risque laughs that have been made popular in recent years by accessible, engaging tabletop games like Cards Against Humanity. Achieving the kind of belly laughter that these board games provide on a console has always been challenging, and often disastrous – let’s find out if Jackbox have got the balance right.
Geometry Wars 3: Dimensions was developed by Lucid Games and published by Sierra. It was released on November 26, 2014 for $14.99. A copy was provided for review purposes.
Geometry Wars 3: Dimensions is a punishing experience. It will destroy what faith you have left in yourself as a gamer. It will force you to try over and over in vain as you continue to fail. But just like Geometry Wars: Retro Evolved (and its sequel) on Xbox Live Arcade, Geo Wars 3 will keep you coming back for more.
True story: I bought my first HDTV and an Xbox 360 after seeing Geometry Wars: Retro Evolved for the first time. So obviously, I’m a fan. Geometry Wars 3: Dimensions improves just about everything in the original and adds a ton of new content. This is the third game in the series (not counting Geometry Wars: Galaxies on 3DS/Wii U, since most people don’t seem to count that game for whatever reason), and the first by new developer Lucid (and published by the recently resurrected Sierra). It is both a trip back in time and a look forward. What has stayed the same? Your little ship-like shape moves around in the now familiar twin-stick shooter style game, as you blast away other brightly colored ships and shapes on a stark black background filled with psychedelic effects and particle explosions. It’s only sort of retro, as nothing even remotely close to it could have been made back in the days of quarter-munching arcade machines. It’s addictive, and it’s hard. Very hard. So, what has changed? Quite a bit.
Magic 2015: Garruk’s Revenge was developed by Stainless Games and Wizards of the Coast and published by Microsoft Studios. It retails for $4.99 and was released on November 5th, 2014. A copy was provided for review purposes.
Magic 2015: Garruk’s Revenge is the first expansion for Magic: Duels of the Planeswalkers 2015. The expansion adds 51 new cards and a short new campaign starring Garruk the Planeswalker. Some of our readers may remember my less-than-positive review of the base game from August. Since the initial review, the developers have made substantial changes to improve the quality of the game and have removed the pay wall. If a player purchased any packs or the complete pack when the game first released, this expansion was given to them free of charge as an apology of sorts. With these changes and an expansion comes a rare chance for a second look into a game initially deemed unplayable.
Pier Solar HD was developed and published by Watermelon. It was released on November 21, 2014 for $14.99. A copy was provided for review purposes.
Here in the UK there is a superstitious theory known as “Sod’s Law,” which basically suggests that if you want something to happen really badly, you’ll inevitably get the opposite outcome. In the US, this is known as Murphy’s Law — chances are, you’ll feel like you’ve been on the receiving end of this phenomenon at least once or twice in your life. My most recent “evidence” that such a law (whatever you call it) may exist begins with an email conversation I had with XBLA Fans Managing Editor Nick Santangelo. My past three assignments have all been Xbox One reviews of re-released Xbox 360 titles, and I mentioned that it would be great to get my hands on some new IP so that I could see what the Xbox One is really capable of.
It seems only natural, then, that I now find myself writing about a game which is not only another re-release, but a Kickstarted HD remix of a fan-made, homebrew Sega Genesis game from 2010. Hopefully I can be forgiven for wondering whose pint of craft ale I spilled in a past life to deserve such a punishment, but after spending the best part of five solid days with Pier Solar HD, I can happily report that Watermelon’s it’s a real old-school gem that demands your attention.
Never Alone was developed by Upper One Games and E-Line Media and published by E-Line Media. It was released on November 18, 2014 for $14.99 on Xbox One. A copy was provided for review purposes.
Do you remember the arrival of the first tightly crafted indie Xbox sidescroller that disproved the notion that a Big Developer with a Big Budget was needed to create games of the highest quality? Neither do I, and that’s because it’s an event guilty of such unrestrained reproduction that it’s hard to recall its inaugural occurrence. Was it the release of Limbo? Mark of the Ninja? Braid? Something else? Regardless of what game kicked off this most welcome — even if now slightly clichéd — trend, it’s seemed apparent since its announcement that Never Alone would be the next game to continue the movement.
Its pretty graphics, intriguing setting and story aspiring to teach players something new caused many to think that Never Alone would be the next big little game. Maybe that’s an unfair burden to have placed on it. Maybe gamers should have instead anticipated only a game that would deftly introduce them to a culture that was heretofore both underrepresented and misrepresented in popular media. Certainly Never Alone does just that, offering a glimpse at the Iñupiat people’s ways that’s worth seeing. But while Upper One Games and E-Line Media have wonderfully succeeded in educating their audience, they’ve come up disappointingly short in entertaining it.
Terraria was originally developed by Re-Logic; 505 Games published the Xbox One port. It is scheduled for release on November 14, 2014 and will cost $19.99. A copy was provided for review purposes.
I’m not sure when or why I began to think more sceptically about re-released and high definition remasters of past-generation games. Perhaps it was only recently, when the Xbox One became awash with them. First there was Minecraft, then all three current Telltale Games productions and now, less than two weeks later, we have Terraria (and in the retail space, Halo: The Master Chief Collection.)
I’ve always enjoyed Terraria, as I described at length in my review of the original Xbox 360 release. Because this is essentially still the same game — albeit with the addition of a number of key updates — it should come as no surprise that the original critique still stands. There are, however, some important new bits that make the Xbox One release different. Let’s unearth them.
Costume Quest 2 was developed by Double Fine Productions and published by Midnight City Games. It was released on October 31, 2014 for $14.99 on Xbox 360 and Xbox One. A copy was provided for review purposes.
Appropriately released just before Halloween, Costume Quest 2 has more tricks, treats and timed-button pushes. The sequel to Double Fine’s 2010 Costume Quest, this release picks up shortly after the first game. The two main protagonists, Reynold and Wren, return as playable characters with new companions to battle alongside with, and, not to be forgotten, the supporting cast from the first game, which play an important role in the time-traveling tale.
The Walking Dead: Season Two was developed and published by Telltale Games. It was released on Friday, October 31 2014 for $25. A copy was provided for review purposes.
In the end, nobody is safe from the shambling, moaning hordes of undead which populate The Walking Dead’s dystopian alternate reality. Not the characters, the fans or the general public. Robert Kirkman has created a rich and culturally pervasive lore. It was inevitable that Telltale Games extremely popular The Walking Dead series of episodic interactive stories would appear on Microsoft’s Xbox One console sooner or later.
TWD:S2 picks up directly where Season One ended. Players assume the role of Clementine as she continues her journey towards adolescence in an increasingly dangerous and challenging world. The Xbox One version of TWD:S2 has been released as a complete package, which is great news for anyone as impatient as me. Let’s jump in and see if this version is worth your hard earned cash.