Millennial Gaming Speak – Episode 72: ‘Twas The Episode Before Christmas

Episode 72: 'Twas The Episode Before Christmas Millennial Gaming Speak

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In one of our final episodes of the year we talk about Rogue One, the conclusion to Batman: The Telltale Series, and also give our impressions on Super Mario Run.

Follow Max and Logan on Twitter!

@MGSpodcast
@MaxRoberts143
@MooreMan12

Email us at mgspodcast@gmail.com

Intro and Outro song is “OHC3” by Kris Keyser

Break song is “Freezeezy Peak” by Grant Kirkhope from “Banjo-Kazooie.”

Millennial Gaming Speak – Episode 71: Please Nintendo, Bring GameCube Virtual Console to the Switch

Episode 71: Please Nintendo, Bring GameCube Virtual Console to the Switch Millennial Gaming Speak

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On this week’s episode, we talk about Nintendo’s recent appearance on The Tonight Show and also discuss the recent rumors that GameCube games will be coming to the Switch through Virtual Console.

Follow Max and Logan on Twitter!

@MGSpodcast
@MaxRoberts143
@MooreMan12

Email us at mgspodcast@gmail.com

Intro and Outro song is “OHC3” by Kris Keyser

Amnesia: Collection Review – PlayStation Insider

Originally published on PlayStation Insider on December 9, 2016. PlayStation Insider is no longer active, so I have republished the review here for myself. If you would like to see the original post, check out the Web Archive.


Horror games seem to be a dime a dozen these days. Games about robot bears and creepy dolls litter digital game shops. Even with PSVR hitting mainstream consumers, horror VR experiences flooded the gate at launch. Back in 2010, a champion among the horror genre stood out within the community: Amnesia: The Dark Descent.

I still remember my first encounter with Amnesia: The Dark Descent back in 2013. A friend of mine bought it for me on Steam for my MacBook Air. I barely made it to the first puzzle before my computer’s fans were whirling like a jet engine. I never touched the game again. 

Three years later and I finally could complete what I had attempted with my friend thanks to Frictional Games. The Amnesia Collection includes Amnesia: The Dark Descent, its DLC titled Amnesia: Justine, and its indirect sequel Amnesia: A Machine for Pigs. These games have left the PC market and come to PS4 in a bundle. Unfortunately, the jump to console leaves much to be desired in these ports.

As far as horror games go, Amnesia: The Dark Descent nails the sense of dread. Almost always surrounded by darkness, light sources are a scarcity in the game. You have a lamp that contains a limited amount of oil that is used up while the lamp is on. You may also light torches with tinderboxes you find lying around the castle. If you run out of light sources and can’t find anymore, the darkness will start to mess with your character’s head. 

Amnesia: The Dark Descent‘s signature insanity mechanic means if you stay in the dark for too long or look directly at monsters your character’s sanity will slowly drain. This causes the screen to go wobbly, which leaves you slow and vulnerable to monsters. To keep your sanity, you must solve puzzles and stay in the light as much as possible. It’s this balancing act that is the core challenge—and charm— of the first game.

Once you grasp this mechanic though, the rest of the game becomes crystal clear and it is not a pretty sight. This version of Amnesia: The Dark Descent is woefully marred with egregious technical hiccups and design choices. Monsters will walk in place or not trigger at all. If you get near an enemy stuck in a loop or near an invisible trigger (which is often where you need to go), the beast will suddenly snap out and attack. If you succumb to a monster, odds are it will simply not be there when you reload the checkpoint. Sometimes your checkpoint will even be ahead of where you were in the area. This sucks all the tension out of encounters.

The game performs as if Frictional Games just right clicked the PC file and chose “Save as .PS4.” The controls are not optimized for a gamepad whatsoever. The only gamepad added feature is rumble, which shakes more than Scooby-Doo in a haunted mansion. There is no option to reduce or shut off rumble. 

This is no remaster, but I am disappointed there was no sort of visual polish. Textures are muddled and drab. You’ll be seeing a lot of them too, since you’ll be crouched against the wall in the dark, especially in the latter half of the game. In fact, the game doesn’t even present itself at full resolution. This small black box encompasses the screen at all times. I checked for any options or if it was my television’s aspect ratio settings. Nope. The game just presents itself at a funky ratio.

Amnesia: Justine performs in a similar way to Amnesia: The Dark Descent since they are intertwined. The reuse of assets in Amnesia: Justine is smartly used to create a small plot line. I enjoyed the idea of saving or killing captives throughout different rooms. It’s short and sweet, allowing for more playthroughs and casual attempts.

Amnesia: A Machine for Pigs is an unique Amnesia game since Frictional Games only published the title. The Chinese Room, creators of Dear Esther, developed this indirect sequel. Outside of the name, the two games share little in common. Sanity and item management are totally removed. You find a modern lantern that never runs out of light. Puzzles are reduced to point-and-click roadblocks. No item you need is too far away or puzzle too difficult to solve. 

There is also little actual danger. The first couple hours are completely devoid of it. When danger does present itself, all you have to do is put out your lantern, crouch, and walk around the threat. Despite diverging from its roots, I did enjoy Amnesia: A Machine for Pigs more than Amnesia: The Dark Descent because of what I found to be a more intriguing and engaging story.

Released in 2013, A Machine for Pigs does boast sharper and more detailed environments than its predecessor. The game actually is presented at your TV’s full resolution! Unfortunately, this graphical boost may bring out more technical monsters than expected. The game features horrifying frame rates whenever you decide to turn, enter a visually packed room, or run. Basically, anything outside of walking straight forward. It’s truly scarier than all the pig corpses lying around.

All three games do utilize stellar sound design, though. I could be playing in a fully lit room and still feel tension in my gut because of the nail-biting sounds. Whether is was guttural growls, scraping, or heavy footsteps, I found sound to be my anchor in the experience across this collection. Monsters and the worlds came alive through my headphones.

When looking at each Amnesia title, they are truly solid foundations for horror games. It’s not a surprise to see the PC community praise the franchise, but when it comes to this PS4 collection, it’s hard to get sucked in. The real horror is how it made it onto PS4 in such a maimed state. Frictional Games seems to have dragged the corpse of their beloved game series to console and left it to rot. The beating heart of a classic can be heard if you listen close enough. It’s just a shame you have to dig through the corpse to find it at all. 

4/10

Resident Evil 7 in VR is the Truth

This preview was written for PlayStation Insider or PlayStation Wire back in 2016. Today, both sites are defunct. With Chapter Select Season 5 being all about Resident Evil, I decided to dig up and republish this preview of the Midnight demo. I could not find a web archive of the original publication. My apologies. I’ve only done light editing to the preview. I hope you enjoy!


Ever since buying PlayStation VR almost two months ago, I have dabbled and peddled through a good chunk of demos.

I have found the games I love (SUPERHYPERCUBE and Arkham VR). I have taken my headset to two different houses (a task I don’t recommend if you value cable management) and have had nearly 20 different people try some sort of demo. I’ve even helped sell three.

The reason I share this tidbit is because VR is something that has to be experienced to fully wrap your head around. It’s one thing to watch and a completely different thing to experience. Every person reacts differently to each demo. Some people are fine going down an imaginary elevator in Arkham VR, while some rush off to the bathroom.

Ever since Resident Evil 7: Biohazard was announced and confirmed to be fully playable in VR, I have wanted to experience it. Like a kid with his face pressed against the glass of a toy store, I have seen and heard about Resident Evil in VR. On the other side of the glass are show floor demo reels, spooky collector’s editions, and queasy demo takers. Most of it looked super cool, except the sickness.

On the demo disc included with every PSVR unit, there is a short two minute demo of Resident Evil 7. Titled Kitchen you sit in a chair with your hands tied and watch a gross bog woman do terrifying things around you. It was a wonderful way to convey the effectiveness of horror in VR without having you actually move through a digital space. Although, it’s easy to imagine horror in VR though: The two were practically made for one another.

This latest update to the Beginning Hour demo for Resident Evil 7 is titled Midnight and features full VR support for the first time, outside of conventions. It is hands down my favorite VR demo to date.

It starts with a comfortable and, surprisingly, in-depth tutorial. It is slow and calculated. The calibration is smooth. It features the most varied options in settings for a VR game I have seen to date. You can adjust walk speed, HUD, reticle, crouch controls, calibration, and more. Capcom seems to truly care about you feeling 100% comfortable before they emotionally scar you.

All the options are nice, but they’ll do no good if they don’t translate well into a seamless session. Moving around the environment is surprisingly steady. Nothing goes too fast, which is often a cause of VR sickness for me. The left analog stick controls your ability to walk around, while you use your head to look and explore. The right analog stick allows you to control body rotation in 30 degree chunks. This can be adjusted to 60 or 90 degrees within the settings. I find this to be a brilliant solution early on in PSVR’s life for bodily rotation and camera control. I have total control on where I am walking and looking at all times while sitting down in my chair. It’s an elegant solution.

The game environment itself was immersive. Everything seemed to scale and sucked me into the suspense. The house felt occupied to a degree I never have felt in a horror game. VR horror is on a level beyond any horror experience I have ever had. From film, literature, and games, nothing has gotten my heart racing like Resident Evil 7 in VR. Horror is about immersion and Capcom nails that fundamental element in Resident Evil 7. I am never aware of the headset. I am inside the haunted house. It’s truly a marvel.

Combat, while scarce in the demo, was straightforward. I found the axe and my character held it up as I walked. It was always on screen, bobbing with my steps. Squeezing the trigger would allow me to swing the axe back and forth. When I became trapped with a giant mold monster (trust me, it is much scarier than it sounds), I started swinging my axe wildly. Years of training kicked in like fight or flight instincts and I found myself moving the right stick to try and move the camera. This led to some wonky and shaky camera movements in 30 degree intervals. Thankfully, it didn’t make me sick. I did become aware though that gamers will have to relearn how to handle situations like that. This demo was training wheels. We need to learn to keep the freaking out internal and not translate it to the game. I am hoping to slowly, but surely become better at controlling tense situations.

This demo has me sold completely on the virtual reality experience of Resident Evil 7. I cannot wait to dive back into the demo to the and get the good ending. I am also stoked to share this demo with my friends and family. Capcom is making the right step into refreshing the Resident Evil franchise with a bold, new way to play. I could not be more eager to pee my pants.

Reaction to The Last Of Us Part II

Wow. What a day in the gaming world for me. Today, on Dec. 3, 2016, The Last Of Us Part II was revealed at PSX.

As I lie here in my bed writing this up, eight hours after the reveal, a panel, and writing two news stories, the announcement still doesn’t seem quite real. Naughty Dog is my favorite developer in the business. This year they released my new favorite game of all time Uncharted 4: A Thief’s End, which bumped my previous favorite (you guessed it), The Last Of Us down to number two. Which is such an unfair and dumb thing to even do or say. Both are utterly incredible experiences. I even reviewed The Last Of Us here on the blog.

If you want to read what the game is about, check out my two news stories: This one is about the reveal itself, while this one is about the panel the director and cast later in the day. You can watch the trailer for the game above.

This post is more to acknowledge my feelings about the game and its announcement. I’m a mess. Continue reading “Reaction to The Last Of Us Part II”

Millennial Gaming Speak – Episode 70: The Last of Us 2 Revealed and Logan’s Game Awards Experience

Episode 70: The Last of Us 2 Revealed and Logan's Game Awards Experience Millennial Gaming Speak

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Logan just got back from the LA after having the greatest weekend of his life and he regales us with his many tales of Hydro Bots, PlayStation Conventions, and our thoughts on the greatest sequel of all time — Knack 2.

Follow Max and Logan on Twitter!

@MGSpodcast
@MaxRoberts143
@MooreMan12

Email us at mgspodcast@gmail.com

Intro and Outro song is “OHC3” by Kris Keyser

Break song is “The Last Of Us” by Gustavo Santaolalla from “The Last Of Us.”