The Park Is A Decidedly Creepy Game Appetizer


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(Editor’s Note: The screenshots in this review are provided by Funcom to the press. While I wanted to provide my own shots, none of my screenshot grabbing tools or even Steam were able to capture screenshots for some unknown reason)

With all the news about Funcom’s death spiral, being one of the few game developers to actually be charged and convicted for misleading the public (specifically investors) about their game, the recent flop that was Lego Minifigures Online, and the company’s ongoing and increasingly seemingly desperate financial situation, it’s nice to finally be able to talk about the Funcom that you and I know and love most: The one that tells a really good story.

The Park is, as previously discussed, the first in a line of experimental products by Funcom to put out games on a very low budget, at higher frequency, and to allow the team to gauge community reactions and see what works. Funcom’s first dive into the experimental market comes in the form of a $10 atmospheric walking simulator along the lines of Dear Esther or The Stanley Parable. If I had to sum the game up solely by it’s functions, it would be this: You walk around, get spooked, read things, ride rides, and get spooked.

Players take the role of Lorraine, self professed worst mother ever, as she goes searching for her lost son Callum in the spooky Atlantic Island Park that will be very familiar to those who have played The Secret World. In order to uncover the truth behind Callum’s disappearance, you’re going to need to dive into the deepest recesses of Lorraine’s disturbed mind, not to mention dig into the bloody past of the park itself. Not only does the park have a lot of secrets to hide, so does Lorraine as it becomes evident from the start that your narrator isn’t exactly reliable.

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Like most good horror sets, The Park holds off on the spooky just long enough to lull you into a false sense of security, in the form of a long and (looking at the forums) divisive scene where the game tells the entire story of Hansel and Gretel while you ride through a spooky tunnel of love. It is at this point where the game starts to play the spooky dial like an instrument, turning it up and down at just the right moments before breaking the knob off at 11 for a final crescendo.

Now, those of you who know me are aware that I tend to be pretty hard on the horror genre, I regard a majority of horror media as lazy and uninspired, and have very little patience or regard for games/movies that consider sudden, loud screaming noises and spooky pictures as “scary.” Good horror involves getting into the player’s head, making them afraid to continue rather than simply being anxious in anticipation of the next loud noise/spooky image jump scare.

With that, I have to say that The Park has a lot of great, genuinely creepy scenes in it. Yes, the game does have a few jump scares and they are lame, easily spotted, and predictable, but they’re overshadowed by the park’s other attractions, each one given a fair amount of buildup and prolonged fright that is lacking even in other horror “walking simulator” games. I’d even go as far as comparing The Park to Amnesia: The Dark Descent.

One place where the game falls short, but not really, is in the danger zone, the fact that the game doesn’t have a fail state or any real threat to pile on to the player. Ultimately, it’s like a haunted house at a theme park. You’re spooked but there’s the lingering thought in the back of your mind that nothing you encounter will actually harm you. Hopefully.

The pendulum swings both ways, as going back to my previous comparison, while the monsters in Amnesia added heavily to the immersion and terror, hunting down the player and rattling endlessly, death also tended to break the flow that the game had taken so long to establish and build up. It’s an issue that has supporters on both sides, but The Park will play towards those that don’t want to worry about having to reload a level multiple times in order to progress.

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Where the game truly shines is in the voice acting of Lorraine, whose demeanor swiftly cycles through frightened, terrified, and downright deranged over the course of the game’s events. Her internal monologues err on the side of hit or miss, some offering useful missives about whatever is going on on-screen, the others apparently being the random thoughts of a questionable mind. The “right click to call Callum” function, as hyped as it was in the game’s advertising run, is functionally useless and serves no purpose to the game other than to break immersion. It does, however, highlight the relatively poor voice acting of Callum and probably spoil the ending for those of you steeped in horror tropes.

While Lorraine’s voice actress does an impeccable job, I simply couldn’t get involved in the story of the duo, and in this sense the story writers at Funcom might be insane geniuses. The entire plot revolves around Lorraine’s apparent desperate attempt to save her son, a narrative that doesn’t exactly work when you’re constantly stopping to play in the park. It doesn’t help that Callum immediately presents himself as a character worth hating, leaving me to wonder several times why anyone would bear this nightmare in order to save his useless and evidently ungrateful ass. As it turns out, that’s exactly what the game is going for, as Lorraine actually doesn’t seem to be in too much of a rush to save her son and even contemplates leaving him there.

And that’s where it all comes full circle into The Park being a narrative about the nightmare that is parenthood, sacrificing your life and sanity all for a being that isn’t grateful and is never satisfied. I’ve seen a lot of comparisons to Silent Hill and I get it, the two share a lot in common thematically. The Park, like Silent Hill, isn’t centered on the spooky location, that’s basically a side character in the whole plot. The real plot is in the head of the protagonist, and how the world changes to mirror their experiences.

While The Park is a pretty full experience, those who haven’t played The Secret World will be let down by an ending that doesn’t wrap things up as much as it should. In order to fully understand the plot, you’ll need to play through the area as it exists in the MMO.

For a one hour, $10 game, I found The Park to be well worth its money. It looks good, plays decently, and makes me look forward to Funcom’s next experiment.

Arkham Knight Refundable Through End Of Year


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After four months of absence, Batman: Arkham Knight is finally available for sale on PC again. Despite numerous patches, however, many customers are still finding the game in an unacceptable state, with bugs and performance issues still causing problems.

Luckily for affected customers, Warner Bros has made it possible to refund the game for any reason up until the end of the year, regardless of how much time you’ve invested.

Until the end of 2015, we will be offering a full refund on Batman: Arkham Knight PC, regardless of how long you have played the product. You can also return the Season Pass along with the main game (but not separately). For those of you that hold onto the game, we are going to continue to address the issues that we can fix and talk to you about the issues that we cannot fix.

Standard Steam refund policy allows for refunds within two weeks and with less than two hours of gameplay.

(Source: Steam)

RuneScape Launches Deadman, Hardcore Mode


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Following the launch of DarkScape, a hardcore mode for RuneScape, Old School is getting its own version with an even tougher twist. Deadman Mode offers open world player vs player combat with very rough penalties for those without the prerequisite survival skills.

Dying to another player in Deadman mode means losing half of your experience in unprotected skills, everything in your inventory, and twenty eight of the most valuable stacks of goods in your bank. In order to make the leveling process less excruciating, players gain experience at a rate of five times the normal amount.

(Source: RuneScape)

Quake Live Dumps Free To Play, Now $10


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Quake Live launched in 2010 and has run as a free to play title with optional subscription, at least until this week. With apparently no warning, iD Software released an update integrating the game with Steam functionality, including friends, chat, lobbies, achievements, anti-cheat, workshop, and more. Additionally, both the free to play model and optional subscription have been retired, locking the game out to anyone who hadn’t previously owned it.

Today marks a new beginning for Quake Live. Last year we expanded our platform to Steam, and today we have retired our old launcher and services in favor of integrating a robust array of Steamworks alternatives. We are now fully utilizing Steam for Friends, Chat, Lobbies, Voice Chat, Server Browser, Statistics, Achievements, Anti-cheat, Trading Cards, and Workshop.

The game is available on Steam for $10, or free if you had previously played the game via Steam. Those who paid for pro and did not use the Steam client can contact Quake Live customer support to be given a key.

(Source: Quake Live)

Heart of Thorns Is Officially Here


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Guild Wars 2 players have reason to rejoice today, as Arenanet has launched the latest and first paid expansion to the MMO. The expansion adds a number of firsts to the game, from raids to the new mastery system, guild halls, and more. The Heart of Thorns expansion is available on the Guild Wars 2 website, while the base game is available for free for anyone interested in giving it a go.

Arenanet co-founder Mike O’Brien had the following to say about the launch:

“We energized our fans in January with the announcement of Guild Wars 2: Heart of Thorns as the first expansion to Guild Wars 2, and we’ve seen steady growth in our player base ever since. Our community is widely recognized as one of the best and friendliest in MMOs—many of our veteran players organized in starter zones to welcome new players the weekend we made the core Guild Wars 2 game free. We’re eager to see how our fast growing community continues to flourish, and we hope they’re eager to embrace where their Guild Wars 2 journey takes them next in Guild Wars 2: Heart of Thorns.”

Since launch, over seven million accounts have been created in Guild Wars 2.

(Source: Guild Wars 2)

Funcom Fined For 2011-2012 Irregularities


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It’s been a while since we last reported on the allegations that Funcom breached disclosure requirements and misled investors in the months leading up to the launch of The Secret World, and the results of said investigation are finally in. Following a raid on the offices in January of last year, Funcom yesterday announced that it has accepted a fine of 1.5 million NOK from the Norwegian National Authority for Investigation and Prosecution of Economic and Environmental Crime. The fine relates to market manipulation and lists of persons who have access to insider information.

The announcement does not mention anything specifically about ex-CEO Tron Aas, who is under investigation for offloading stocks just before the launch of The Secret World, leading many to speculate that he knew that the game would not be initially well received.

(Source: Funcom)

Trion Worlds Reverses Course, Now Threatens Bans For ArcheAge Blockades


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ArcheAge faces the kind of balance that comes with games that promise absolute freedom: Allowing griefing versus keeping customers. Since its launch, Trion Worlds has used the term “emergent gameplay” as a tool to pass off any complaints about players utilizing the game’s collision mechanics to block trade routes in non-pvp zones, parking their vehicles over player owned land to prevent someone from farming, and circling around buildings to prevent access to certain areas.

In an announcement posted two days ago, Trion Worlds announced that blockades will no longer be allowed in ArcheAge.

Starting on October 23rd, users may no longer set up roadblocks/blockades anywhere in the game via any means (vehicle, ships, avocados, or otherwise.) In addition, we’d like to reinforce that users may not use their vehicles, ships, bodies, or another means to block someone from planting on their private land, interactable items, or from blocking NPCs in such a way that they cannot be interacted with.

While a large portion of players posting against the changes point to the game’s player vs player systems, Trion’s own Seraphina Brennan notes that very little blockading is done in conflict zones.

(Source: ArcheAge)

CCP Proposes Tradeable Skills, Community Not Enthused


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CCP’s latest dev blog talks about coming improvements to the character bazaar, where players can buy and sell fully formed avatars in order to discourage less safe sales that would happen anyway on websites like Ebay. A majority of the updates concern the fact that the bazaar, while handy, is still too complicated for many players to confidently use, CCP has stirred the hornet’s nest with the announcement that players will be able to break their characters up into chunks and sell them piece by piece.

Effectively, you’ll be able to buy and sell individual skills without taking on the associated, and highly sought after, username xXx_420sm0k3W3eD_xXx.

By putting more control of your characters in your hands we hope to improve the game for everyone. Whether you’re an older player who would rather have ISK than those mining skills you don’t use any more, a clever new player looking to invest your fortune into your character, a Corp leader trying to move everyone into a new doctrine or someone like me who just realized that they would rather fly Armageddon’s than Stilettos, this feature has you covered. This all fits nicely to our overall game design philosophy of giving you control over your experience through cooperation and competition with each other.

The associated forum thread has broken two hundred pages, with CCP’s supporters pointing out that the function has essentially existed for years, albeit in the form of a full character rather than its individual stats.

(Source: Eve Online)

Defiance TV Show Cancelled, Game Continuing


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Trion Worlds has assured players that Defiance the game will continue long past the life span of Defiance the tv show, which is good news because the latter has been cancelled. Syfy announced that the television show will be getting the axe after three seasons, the latest not producing the kind of viewership that the channel needed in order to continue on to another year.

Luckily, Trion Worlds owns the Defiance IP, so the game is going nowhere so long as they have anything to say about it.

We’ve had a great time working closely with the team of stellar writers, designers, producers, and actors on the Defiance TV show. Like many of you, we’ve all enjoyed the stories they told week in and week out. Let’s treat this as a fond farewell, in celebration of a successful three year run of a show that broke a lot of new ground and brought an incredible quality experience to its viewers.

Fans of the TV show can still hold out hope of a revival by Netflix/Hulu.

(Source: Trion Worlds)

[Community] Blocked & Kicked: Payday Community Targets Customers


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Editor’s note: Community is an editorial column where we discuss pressing issues in the gaming community, including outside of the MMO genre. The acknowledgement of events or actions by individuals or developers should not be misinterpreted as our approval of said actions, unless explicitly stated.

If you haven’t been paying attention recently, the Payday community is in a bit of an upheaval following the unveiling of Crimefest, Overkill’s celebration of the Payday series’ fourth anniversary. The celebration is being accompanied by ten days of updates and ten days of free game time for those who have yet to pick the crime shooter up. Overkill launched Crimefest with the Black Market, a system similar to Team Fortress 2 and Counter Strike where players receive lock boxes and must pay real money to open them. Inside said lock boxes are weapon skins of varying type and rarity, some offering bonuses that alter gameplay.

Microtransactions are a highly divisive topic in the gaming community, one that has only become more openly hostile as developers continue to include them in genres where they had previously been absent, with games like Tomb Raider, Halo 5, and now Payday 2 going down the route of blind box rewards. Especially egregious in the eyes of the Payday community is the fact that Overkill has not only denied multiple times that microtransactions would ever come to Payday, but shamed those who dared to think otherwise.

You would expect that an exodus of players would follow such an update, and there is certainly no lack of “I quit” threads being posted to the forums, but certain members of the community are taking another approach to showing their contempt for microtransactions: They’re targeting Overkill’s customers. One of the topics you’ll see being discussed on the Payday 2 Steam forums is the topic of how to curb item purchasing among those who will happily buy drills at $2.49 apiece, and the answer is simple: remove them.

Among those dissatisfied with Overkill’s new microtransactions, a number of players have pledged to kick and ignore any players that join their lobbies with skins gained from microtransactions. Evidently if you can’t physically prevent someone from buying items that are available to them, there is always the option to make their ensuing gameplay experience as miserable as possible, thus either forcing them to quit or diminishing their ability to play.

How widespread this sentiment reaches isn’t clear, while you can find a fair number of people in the forums pledging to block anyone with cash shop skins, I did not personally witness anyone removed from public lobbies while playing over the past few days. This is likely to be a very small minority of the active community, and one that most players will never encounter. Regardless, it will be hard for Overkill to ignore the growing discontent in their own community over the update, and the developer has promised to respond to complaints once the ten day event is over.