The first time we see Wei Shen is through the monitors of a Hong Kong PD drug sting as he tries to conduct a transaction. When the sale goes bad, we take control as he charges through a densely packed fish market chased by a squad of uniforms. Unable to elude arrest, he gets thrown into lock-up and reunites with his childhood friend Jackie, now a low-ranking member of the Sun On Yee, one of the most powerful criminal organizations in the city. Jackie promises to make an introduction. When Wei’s pulled into interrogation, we learn the setup for the story, and the linchpin connecting the game’s mechanics, systems and narrative; Wei Shen is an undercover cop, just back from fifteen years in America, trying to take down the triads. Sleeping Dogs is a bloody saga of betrayal and loyalty as Wei Shen takes down the Yakuza from the bottom up.
Category: Action
Spelunky

This review is for the XBLA version of Spelunky. There is an extremely similar free version online, but this critique pertains to the specific changes made for the console release.
Embrace Death and Rise Above It
Most great things are difficult to qualify in words. You can tell somebody that the Mona Lisa is a great painting of an ugly lady, or that Blade Runner is a great movie about robots, but that does nothing compared to watching Rutger Hauer deliver his final soliloquy while slowly deactivating in the rain. It’s not solely what something is objectively that’s important, its the lasting effects of experiencing something that make it impactful. With that said, Derek Yu’s long-worked-on Spelunky (there’s a free version online showing just how long it’s been tweaked) is not simply an indie platformer hell-bent on crushing your spirit, even if sometimes it’s hard to see past that.
Punch Quest
A Much-Needed Validation of iOS/Android Gaming
I often feel anger towards people whom I know to be smart describing something as ‘stupid’. Partially because most of my favorite things are stupid, but mostly because it’s a cheap and lazy way to communicate one’s opinion on something without having to spend a second thinking about why they don’t like whatever it is they don’t like. And that’s sad because when it comes to judging something’s worth, it’s not only important to look at what that something is, but also precisely what it aims at being. Without doing so, nothing could rationally be considered a success. Being successful is everything.
Halo 4 Has 343 Problems and Cortana is Definitely One
Videogames were changed forever when Bungie released Halo: Combat Evolved in 2001. In that seminal release, the world met Spartan II cyborg Master Chief as he is awakened from cryo sleep to fight against the alien Covenant. We also met Cortana, the AI that would accompany Chief and become the voice in his ear as he fights. Among many of its revolutionary ideas was its holy trinity of combat that mapped guns, grenades and melee onto an intuitive control scheme that provided a deep and flexible options and allowed players access to large maps and vehicles. As the series progressed, it implemented a suite of online features and pared down gameplay into tighter design. At the end of Halo 3, Master Chief re-entered cryo sleep aboard the UNSC’s Forward Unto Dawn as it drifts aimlessly through space with Cortana watching over him. The trilogy complete, Bungie flexed their creative muscles on Halo 3: ODST and Halo: Reach, two games that would expand the structure with new modes and matchmaking options.
Continue reading “Halo 4 Has 343 Problems and Cortana is Definitely One”
Dishonored: An Atmospheric Example of Stealth-Action Done Right.
When I try to make a concrete decision as to what my favorite game of all time is, the answer tends to change from day to day. More often than not, however, Bioshock is the first thing that comes to mind. My initial arrival in Rapture was a swift kick to the face, forever opening my eyes to how it feels to be in an atmosphere so thick I could taste it. Not since that precious moment so many years ago had I experienced a world so fully realized and enticing as presented in victorian Dunwall.
Continue reading “Dishonored: An Atmospheric Example of Stealth-Action Done Right.”
Hotline Miami: A Grotesquely Beautiful Critique on Violence Entertainment
Hotline Miami wants you to hurt people.
With its over saturated neon colors aesthetic and ambient synth rock, Dennaton Games title wants you to think of violent action flicks such as Scarface and Drive, films rebelling against their own perceived places in the world with blood, guns and brutality. It’s 1989, a time of VHS cassettes and answering machines. When you check yours, you’re given a cryptic message with a location and a time. You’re going there to kill everyone.
Continue reading “Hotline Miami: A Grotesquely Beautiful Critique on Violence Entertainment”
Resident Evil 4’s Silent Tutorial
Fifteen minutes into Resident Evil 4, Shinji Mikami and his design team test your comprehension of the mechanics they’ve been invisibly teaching you since you selected ‘New Game’. Former rookie cop Leon S. Kennedy had just fought his way through the Ganado’s Village and now finds himself catching his breath on an old dingy farm. Stray slightly from the beaten path and you’ll find a radiant pearl necklace enticingly suspended above a barrel of putrid water, patiently waiting for you to find it. Retrieving this necklace is your test. You can’t just reach out and interact with it, so you draw your handgun and shoot it loose- and immediately fail as it falls directly into the barrel of sludge beneath. When you pull it from the filth, your inventory lists the item as ‘Dirty Pearl Pendant’, its picture a grimy mess. Looking back at the barrel, you notice the 2×4 propping up the lid, so you shoot that next and watch it create a cover. Since you didn’t learn the lesson before, you do now: Resident Evil 4 rewards tactical gunplay.
Let’s study the notes:
Mark of the Ninja
The stealth action genre has long been an echo chamber unto itself. While many games have integrated its core ideas, its pure form hasn’t evolved much since Metal Gear 2 on the MSX. It’s a genre that many critics have argued relies too heavily on trial-and-error, exists as puzzle games in action-game skin. Mark of the Ninja shrugs these distinctions off while living inside them. It’s a smart title that promotes a different kind of stealth: action not patience; the hunter, not the prey.
Jet Set Radio
Graffiti is art. However, graffiti as an act of vandalism is a crime.
Jet Set Radio is very nearly a complete metaphor for freedom. Smilebit accomplished the task by making its game small in scope and using every element of its design to construct a theme: it has a large, overbearing enemy in its fascist Tokyo-to and a graffiti mechanic that is an action-oriented, easily understood core concept that is itself a means to fight against the oppression. It gives characters the tools to move deftly through the world to leave their mark. With the guidance of free-wheelin’ DJ Professor K and his pirate broadcast, the youth are rebelling in the heart of Tokyo-to and the pressure is boiling up from the underground.
Bastion: The Kid’s Fairy Tale
A child’s eyes see a simple world. For centuries, fairy tales have been tools to give those eyes a view on the world they might not see on their own. They are a means of teaching lessons and giving metaphors, to see villainy and sorrow overcome by heroism and bravery. In Bastion, Supergiant Games has crafted a new fairy tale in videogame form, one that allows you to revisit your youth while celebrating the games you loved when you were small and the world was big.
