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#this and jackboot jump have the least amount of listens
agaymushroom · 2 months
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The fact that butched tongue is the least listened to song on unreal unearth is very telling.
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gamerszone2019-blog · 5 years
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Wolfenstein: Youngblood Review
New Post has been published on https://gamerszone.tn/wolfenstein-youngblood-review/
Wolfenstein: Youngblood Review
Most parents hope that their kids will one day surpass them, but failing that we’ll settle for staying out of prison and not asking for money too often. So if I were in the shoes of legendary run-and-gun shooter protagonist William “BJ” Blazkowicz, I wouldn’t be mad about my twin daughters’ debut performance in Wolfenstein: Youngblood
, but I would be disappointed. The young Blazkowiczs’ approach to co-op is, on the whole, serviceable but does cramp the style of its inherited trust fund of combat and stealth gameplay. Without a similarly outlandish cast of characters to liven up the alternate-history setting in which Nazis won WWII with the help of fire-breathing robot dogs, it’s perfunctory compared to the extremely high standard set by Wolfenstein 2: The New Colossus.Nearly everything about Youngblood feels like a step down from Wolfenstein 2’s distinctively zany plot and satisfyingly energetic Nazi-slaughter action. Outside of a single reveal, this story – the daughters’ search for an MIA BJ in Paris, which is still lousy with Nazis about 20 years later – has nothing surprising up its sleeve to add to the Machinegames Wolfenstein reboot series’ collection of WTF moments. That’s partially due to the minimal number of story cutscenes within the main missions, but really it’s because of a stark lack of interesting characters to fill the shoes of batshit insane companions like Super Spesh or Set, to name a few. Abby, the daughter of Wolfenstein 2’s Grace Walker, is about as bland a hacker helper character as you’ll ever find, and the monotonously cackling villain isn’t fit to shine Irene Engle’s jackboots. Admittedly, Wolfenstein 2 is a tough act to follow in those departments, but Youngblood barely seems to try.
BJ himself is among the weaker characters in the previous two games (aside from those flashbacks to his childhood), and in that respect his apples haven’t fallen far from the tree. Soph and Jess’ defining character trait is being snort-laughing dorks together, who would be at least a little adorable except for their constant use of fist-bumping and horrible ‘80s slang (read: “tubular!”) like gender-swapped frat bros. They’re not unlikeable when they’re chatting about memories of hunting with their dad or novelist aspirations in heavy Texan accents, but they’re not exactly breakout stars I want to see more of, either. They’re… fine.
The sisters, who have identical abilities thanks to their power armor suits, start with at least a few of the key moves BJ has to work for in Wolfenstein 2 – most notably the double-jump – and earn plenty of upgrades from there. To Youngblood’s credit, there are too many upgrades to get them all without playing exhaustively, so specialization does matter, though not to the extent where I see opportunities for a lot of synergy between abilities. You can focus on buffing up your health and armor maximums, intensify your melee damage, gain the ability to pick up and upgrade heavy weapons, and more. We also get pretty much all the same arsenal of pistols, shotguns, SMGs, rifles, etc. that the twins’ father wielded two decades earlier (though annoyingly, only pistols can be dual-wielded), and they can all be upgraded with modifiers like muzzles, sights, and stocks that increase their power as you go. It’s the most visible representation of progression because those changes are reflected on the gun models you’re holding. Seeing the stock SMG become a tricked-out version is a satisfying transformation.
The Blazkowicz twins aren’t exactly breakout stars I want to see more of. They’re… fine.
But the addition of a leveling system for both the girls and the Nazis they fight doesn’t do the combat any favors. For one thing, as a veteran of the first two games in this series it was jarring to see a name and number pop up over the head of an enemy when I aimed at them to indicate how their power level compared to mine. More importantly, it messed up the balance of about two thirds of the fights: when you’re going up against techno-fascists who are right at your level, combat feels just about how it should, but enemies that are beneath your level are mere fodder and those above are annoying bullet sponges that reward you with only a little more XP. When you’re dealing with heavily armored super-soldiers, that’s not much fun.
This leveling system clashes with Wolfenstein’s design: unlike in Fallout or Borderlands, there’s no loot to make the potential reward worth the risk of taking on a bad guy several levels out of your league. Seeing one just means you should turn around and come back later, and defeats the purpose of the non-linear structure of Youngblood’s missions. Sure, I can travel to zones in any order I want, but if they have a big burly bouncer at the door they can’t exactly be done in whatever order I choose anyway.
Wolfenstein: Youngblood
Those zones are adequate but similarly pale shadows of what’s come before. The best example is seeing vestiges of a parade that immediately reminded me of Wolfenstein 2’s Nazi parade scene in New Mexico – which has to be a deliberate callback – but without any of the liveliness. Beyond that it’s largely a collection of high-tech Nazi facilities and war-torn city blocks, distinguished mostly by good use of multi-story structures to double-jump around on and the lightest of Metroidvania design touches, asking you to use one of the three heavy weapons – a laser, an electric zapper, and a sticky grenade launcher – to blast open new areas.
No Quiet on the Western Front
Of course, shooting Nazis until their faces fall off is only two thirds of the magic of Wolfenstein’s previous success. The other is stabbing them repeatedly, occasionally while cupping a hand over their mouth and whispering “Ssssh, it’ll be over soon, you goose-stepping douche” into their ear – then doing the same to about a dozen of their friends before you get around to the shooting part. Naturally, Youngblood messes this up, too. Its level and enemy layouts simply aren’t designed with stealth in mind, and attempting to play it in the way I’d had success with previously almost always went poorly. Either you’re spotted by a flying drone or there’s no way to separate and pick off a group of enemies, forcing you into noisy combat.
Instead, you’re supposed to use the blatant design Band-Aid of the cloaking device, an ability so essential it’s one of two you choose from when initially creating a character (and quickly unlockable if you choose the Crash ramming ability instead). Even before you upgrade it to last longer and let you move faster, it lets you walk right up to an economically anxious German, step around him, and stealthily ventilate his spleen. It feels like a cheat, probably because it absolutely is a cheat. The designers cheated not only the game, but themselves. They didn’t grow. They didn’t improve. They took a shortcut and gained nothing. They experienced a hollow victory. Nothing was risked and nothing was gained.
The cloaking device feels like a cheat, probably because it absolutely is a cheat.
Co-op does get a fair amount right. From the start, it’s conveniently and seamlessly drop-in and drop-out because your sister is always with you, controlled by either a friend, an internet rando via quickmatch, or a mostly competent (because it cheats and warps around bigtime) AI when you’re playing solo. Youngblood also does a good job of letting you play with anybody you want regardless of your respective levels – when I was level 25 someone joined me with a brand-new character and was able to hold his own, just with fewer abilities unlocked. His character even got to carry their progress back to single-player, which is always appreciated. That said, I had more than once incident where my co-op partner would experience an annoying lag between when they pulled the trigger and when the enemy they shot would actually take damage – and this even happened on a LAN, so it’s unlikely to be connection-related.
The co-op-first nature of Youngblood’s design does take its toll on the single-player experience, as you’d expect. The first problem I noticed was that you can’t pause, even while playing by yourself. You can go to the menu screen, yes, but then you just get to listen as the Nazis and their suicide-bomber dogs (yes, those are a thing) murder you. Also, every level has annoyingly common doors that require both players to heave them open, no doubt intended to keep you from wandering too far from your partner.
But whether you play with a buddy or solo, death is a lot harder to come by in Youngblood than in previous Wolfensteins because, as is standard in the co-op shooter world, it has a down-but-not-out system where you can revive each other endlessly, as long as you get to the injured person within about a minute. This one is actually unusually generous, because even if you’re both downed you have a pool of up to three “shared lives” that let one of you self-revive to get back on your feet before it’s game over.
Once that generous system runs out, however, the consequences of death can be, as they say in Germany, uber stupid. For example, the final battle in the Brother 2 Tower mission (there are three of these that make up the bulk of the 15-ish hours of story) killed me several times – thanks for nothing, AI-controlled Jess. Each time, it booted me so far back that it took me about 15 minutes just to get back to the boss fight, including battling through or sprinting past several miniboss mechs and running through the longest jumping puzzle section in the entire campaign. Just as bad, Youngblood restarts you at the nearest checkpoint with the amount of ammo you died with, not what you had when you first reached it. And if you didn’t go down without a fight, that usually means your good stuff is depleted. That makes you spend a bunch of extra time scrounging for ammo, and it’s actually worse when the checkpoint starts you right in the thick of the action effectively unarmed – as it does in the tedious final boss battle.
There’s plenty to do in Youngblood beyond the story missions, including dynamic “actions” that pop up and invite you to plant bombs or listening devices or straight-up murder some dudes “when you have a moment” en route to your larger objective, and tons of side missions you can take on by talking to a handful of completely forgettable characters idoly standing around the hub area. That’s arguably the meat of Youngblood and could carry you forward for another dozen or so hours of cathartic, justifiable homicide, but frankly I’d rather spend that time replaying The New Order and The New Colossus.
Source : IGN
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esonetwork · 5 years
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Timestamp #182: Army of Ghosts & Doomsday
New Post has been published on https://esonetwork.com/timestamp-182-army-of-ghosts-doomsday/
Timestamp #182: Army of Ghosts & Doomsday
Doctor Who: Army of Ghosts Doctor Who: Doomsday (2 episodes, s02e12-13, 2006)
  This is how Rose Tyler’s journey with the Doctor ended. This is how she died.
The TARDIS materializes on a playground near the Powell Estate as Rose makes a brief stop to visit her mother. Jackie has a surprise for Rose in a visit from Prentice, Jackie’s long-dead father. At ten past the hour, a non-descript ethereal form arrives in the kitchen. The Doctor and Rose rush outside to find the same figures everywhere, disappearing as rapidly as they arrived, and according to Jackie, just like clockwork.
In the Torchwood Institute, a group of scientists adjust a large lever and are congratulated by project director Yvonne Hartman. Their actions are felt around the world according to Jackie and the news. Jackie is upset that the Doctor is ruining the magic by investigating, but the Time Lord is unconvinced that the supposedly beneficial footprint is not one from a jackboot.
Deeper in the Torchwood Institute, a group of scientists led by Dr. Rajesh Singh investigate a large metal sphere that should not exist. Meanwhile, two Torchwood workers, Adeola and Gareth, step away for a clandestine romantic rendezvous. They choose an off-limits area that is under renovation, but the interlude is interrupted by a Cyberman.
Rose and the Doctor play Ghostbusters by setting up a containment field to determine the origin point by triangulation. As the scientists of Torchwood start the next shift – Adeola and Gareth have returned, each with a second rapidly blinking Bluetooth earpiece – Jackie talks to Rose about how the young woman has changed in her travels. The shift occurs, and a 3-D bespectacled Doctor traps a ghost for analysis. That effort disrupts Torchwood’s systems, forcing them to locate the TARDIS by CCTV. As the police box disappears with a hearty “Allons-y,” Torchwood prepares for the Doctor’s arrival with rifles and soldiers.
Oh, and Jackie came along. Not willingly, of course.
The Doctor emerges from the TARDIS, eliciting a round of applause from Hartman and the soldiers. Hartman demands to see his companion so the Doctor snags Jackie to pose as Rose, and the group goes on a tour of Torchwood. Hartman shows off the advanced technology that they have secured in order to enforce their borders, reminding him that they were responsible for destroying the Sycorax on Christmas Day. They also take the TARDIS for their archives, and Rose develops a plan of attack.
Adeola lures another co-worker, Matt, to his doom. Elsewhere, Hartman briefs the Doctor on the history of Torchwood and his status as their enemy. She takes him to the sphere, an object that intrigues the Time Lord as he identifies it as a Void Ship, a vessel designed to exist outside time and space in the emptiness between universes. Whatever resides inside is safe from the universe around it. Hartman shows the Doctor where they found the sphere. It is a spatial disturbance, the hole in the fabric of reality where they also can tap into the ghosts. The rift is in the sky above Canary Wharf, so Torchwood built a tower to reach it. The Doctor warns them that the rift has the power to fracture this universe like a cracked pane of glass, but when Hartman refuses to listen, the Doctor settles in to watch the fireworks.
His stubbornness scares Hartman into stopping the shift and asking for more information. Unfortunately, the newly-Cyberized workers covertly restart the countdown.
Rose leaves the TARDIS, snags a labcoat disguise, and finds the sphere room. She tries to use the psychic paper, but Singh has training and can avoid the ruse. She also spots Mickey Smith working in the room as Singh reports her to Hartman. The Doctor reveals the truth, but the countdown pulls them all away as the ghost shift begins.
The rift glows and the sphere activates, but the Doctor stops the assimilated workers by disabling their earpieces. The Doctor tracks the source of the transmission with his sonic screwdriver and uncovers the Cybermen, the advanced guard from Pete’s World. They take the Doctor, Jackie, and Hartman prisoner before turning the shift up to full power. A legion of Cybermen march through the rift into the tower, millions comprising an invasion force around the world.
Meanwhile, in the lab, the sphere opens to reveal a completely different threat. The sphere punched through the rift, the Cybermen followed the sphere, and the sphere brought the Daleks.
After forty-three years, Doctor Who finally gets a battle royale between the Doctor’s two biggest adversaries, and the Earth is the battleground.
Rose calls to the Daleks, momentarily confounding them as she reveals her knowledge of the Time War. She demands that they keep the three of them in the room alive, and the Daleks agree as they initiate something called the Genesis Ark. They demand to know which is least important, and Singh offers himself. He is sacrificed moments later.
The Cybermen address the planet as the Doctor promises Jackie that he will keep Rose safe, but the Earth refuses to surrender. They then investigate the strange technology in the sphere room. The Daleks emerge and the Doctor is beside himself in shock. As the two powerhouses exchange insults, the Doctor calls Rose’s phone and listens in. The Cybermen fire on the Daleks to no avail and the Daleks easily exterminate the drones. They plan to take on the millions of Cybermen with only four Daleks, but they step back when they learn of the Doctor’s presence.
Jackie and Hartman are taken away for upgrading along with the rest of the Torchwood staff. As Hartman is assimilated, a new group comes through the rift and destroys the Cyber Leader. Jackie’s upgrade is halted as a new Cyber Leader is christened, and the Doctor is reintroduced to Jake Simmonds from the Pete’s World resistance force. Jake takes the Doctor through to the alternate Torchwood, which the Resistance destroyed, and finds Pete Tyler. The Cybermen were able to break free of the Resistance and cross the boundary to the Doctor’s universe. Elsewhere, Mickey reveals that they can travel through use of disc-like devices, and Rose tells him about her history with the Daleks.
They also learn that the Genesis Ark is not of Dalek design. They stole it from the Time Lords.
During Pete’s discussion with the Doctor, the Time Lord learns that Pete’s World is collapsing due to the extreme amount of universe jumping. Pete asks for the Doctor’s help in defeating both invasions and saving his world, and the Doctor agrees. They all return to the normal universe, the Doctor sets Pete on a mission to save Jackie, modifies Jake’s rifle to affect polycarbide, and then surrenders to the Cybermen.
The Daleks force Rose to open the Genesis Ark, but she stalls by telling them about the Dalek Emperor’s fate. Moments later, the Doctor arrives. They verbally spar for a moment before the Doctor figures out that these four Daleks are the Cult of Skaro, Daleks with names and individualized purpose. He distracts them long enough to explosively open a door for the Resistance and the Cybermen, but during the fight, Mickey touches the Ark and activates it. Since it needs thirteen square miles of space to operate, the Daleks move it outside.
While on the run, the Doctor, Rose, and Mickey hook up with Pete and save Jackie. The initial meeting – a reunion of sorts for Jackie – is touching and funny, and despite not being from the same universe, they still feel a mutual attraction.
As the Daleks plow through the Cyber forces, the Cyber Leader orders all units to converge on Torchwood Tower. The Daleks open the storage bay’s roof and fly the Ark into the sky. When they open it, an entire legion of Daleks emerge.
The Ark is Time Lord science. It is bigger in the inside. The Earth is screwed.
As the Daleks swarm and begin exterminating everything below, the Cybermen open fire. Pete prepares to take his team (and Jackie) back through the rift, and the Doctor reveals that his 3-D glasses can see the remnants of “void stuff” contaminating everyone who traveled through it. He’ll be able to target those remnants and ship the Daleks and the Cybermen into the void, but Rose and everyone who has crossed the breach has to go through to Pete’s World.
Rose refuses to go without the Doctor, so he tricks her into going. She uses the disk to come back, and Pete strips the rest of them from his side, leaving Jackie upset at losing her daughter. Rose refuses to go back, so she and the Doctor set a pair of gravity clamps and activate the machine. The Daleks and Cybermen are pulled into the void – the lead Dalek executes an emergency temporal shift to escape – but the rushing winds pull one of the levers out of position. Rose lets go of her clamp to fix it, but the void threatens to pull her in. When she lets go, Pete arrives at the last moment and teleports her away just as the breach is sealed behind them.
Rose beats on the wall in Pete’s World, desperate to find the Doctor again. Both travelers rest their heads against their respective walls in a moment of solidarity, and then the Doctor walks away solemnly.
For all intents and purposes, Rose and Jackie Tyler are dead in our universe.
Some time later, Rose hears the Doctor calling her voice across the void. She tells her family of the dream, then follow it to Bergen, Norway, on the coastline of Dårlig Ulv Stranden. Loosely translated: Bad Wolf Bay. There, she finds the image of the Doctor, transmitting from the TARDIS by way of a supernova that the Doctor is using to power the signal. He called her here to say goodbye.
She tells him she’s working to defend the Earth through the newly rebuilt Torchwood, as well as that Jackie is pregnant. She’s sad that she’ll never see the Doctor again, and she tells him that she loves him. The Doctor nearly says the same, but time runs out before he can get the words out.
A tear runs down his face as he is once again alone.
He sets a new course for the TARDIS, but is interrupted by a bride standing in the console room. He’s confused, she demands to know where she is, and the credits roll.
  I have always loved this one for its quick pacing and snappy dialogue. Rose and the Doctor have a lot of fun together, and their chemistry is undeniable. It gets even more fun when Jackie gets involved because of how she plays with the Doctor and deeply cares about her daughter.
That said, it was high time for Rose to leave the TARDIS. I don’t have any issue with the Doctor falling in love, even with a companion, but it seemed that their relationship was being dominated by that connection. Rose never wanted to leave, and in fact, told the Doctor that she planned to stay with him forever. As such, her growth had stagnated and (as Jackie noted) she was being consumed by the journey. The only way she was ever going to leave the TARDIS was by force, and she’s now using her expertise in a different way as a consultant for Torchwood. She’s free to move on with her life.
The events are still emotional – I found myself tearing up as our heroes said their farewells – but I wholeheartedly believe that this was the best thing for the characters and the show, especially one explicitly driven by the concept of change.
    Rating: 5/5 – “Fantastic!”
  UP NEXT – Series Two Summary
  The Timestamps Project is an adventure through the televised universe of Doctor Who, story by story, from the beginning of the franchise. For more reviews like this one, please visit the project’s page at Creative Criticality.
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