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brandon.wp

newdarkcloud plays HItman: Blood Money - Episode 1 - Mistakes Were Made

newdarkcloud plays HItman: Blood Money - Episode 1 - Mistakes Were Made

Another new series for you guys, and this time it's just me, going solo. I'll be running through and talking a bit about Hitman: Blood Money.To start off, I should acknowledge the absolutely terrible quality of my audio during this recording. Unfortunately, by the time I started editing these...
#107: Dark Souls 3: The Absence of Hostility and Loneliness

#107: Dark Souls 3: The Absence of Hostility and Loneliness

I have written about my experiences playing From Software's “Soulsborne” games a couple of times on this blog. For that reason, I can distinctly recall my time in these games, which colored my expectations going into Dark Souls 3. To my surprise, and somewhat to my disappointment, the game...
#106: Breaking Bread: The Use of Food in Games

#106: Breaking Bread: The Use of Food in Games

It is said that food is a universal language, and why wouldn't it be? After all, every living creature needs to eat to stave off death, if nothing else. But more than that, sharing a meal with other people is often a great way to socialize and form connections. Within the scope of my real life...
#105: Yu-Gi-Oh: King of Power Creep

#105: Yu-Gi-Oh: King of Power Creep

(Note: This article assumes that you either know, or can look up, the basic rules to Yu-Gi-Oh!.)Most of you out there know me for my opinions on video games. However, like most people, I have more than a single interest. Lately, I have been absolutely obsessed with the study of Collectible Card...
#104: Far Cry Primal: Back to Basics

#104: Far Cry Primal: Back to Basics

I have long bemoaned the “standard Ubisoft open-world game” that we've seen in most of the Assassin's Creed games, Watch_Dogs, and even The Crew. Far Cry is no exception to this pervasiveness, with Far Cry 3 and Far Cry 4 acting as prime examples. Too often, the vast number of petty tasks and...
#103: Firewatch: Looking For Interactive Storytelling

#103: Firewatch: Looking For Interactive Storytelling

Firewatch has been igniting its fair share of conversation among players and game critics alike. I've seen people discuss the “emotional impact” this game has had on them. Combined with how closely guarded the developers at Campo Santo were about its story and themes prior to release, I was...
#102: Character Analysis #4: Neku Sakuraba (The World Ends With You)

#102: Character Analysis #4: Neku Sakuraba (The World Ends With You)

(Spoilers for The World Ends With You)In the New Year, people are wondering what kinds of fresh, interesting games will be released. Therefore, the absolute best way for me to start 2016 is to completely disregard the desire to do new things. Instead, I went back to 2007 to play a game that I...
Interactive Friction: Mirror's Edge: Episode 10: Shattered Glass

Interactive Friction: Mirror's Edge: Episode 10: Shattered Glass

I'd say it's a shame that the audio desynchronized, but this level sucks, so who cares?So what remains to be said about Mirror's Edge? Despite all the complaining we did during the second half of the game, I'd still recommend it to stranglers who still haven't played it after all this time.It's an...
Interactive Friction: Mirror's Edge: Episode 9: Falling Apart

Interactive Friction: Mirror's Edge: Episode 9: Falling Apart

For some reason, this episode's footage came out in slow-motion. Not even Sam is sure why that is.It's probably for the best that the footage messed up, because we wouldn't have much more to say at this point.I'm also really glad that soundtrack is here for the tower climbing segment. Without that...
Interactive Friction: Mirror's Edge: Episode 8: Fight Club

Interactive Friction: Mirror's Edge: Episode 8: Fight Club

This is Sam's least favorite level in the game. That's partly because he had to record it far too many times, but also because it's just poorly designed.One thing you'll notice in this level, more than any other, is that Sam was stopping and looking around frequently. Sometimes it was to look for...
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