Category Archives: Adventure

Adventure

Game Informer Shuts Down After 33 Years: End of an Era


Norcross, GA — In a surprising turn of events, Game Informer, the iconic gaming magazine, has officially ceased publication after a remarkable 33-year run. The news has left gamers and industry enthusiasts reflecting on the impact and legacy of this beloved publication.

Founded in 1991 by Andy McNamara, Game Informer quickly became a staple for gamers seeking in-depth reviews, previews, and exclusive content. Its monthly issues were eagerly anticipated, and the magazine’s staff—known for their passion and expertise—became trusted voices in the gaming community.

Game Informer’s influence extended beyond its print pages. The magazine’s website, podcasts, and YouTube channel provided additional platforms for engaging with gaming news and discussions. Its cover stories often revealed exclusive details about upcoming games, making it a must-read for fans. Despite its success, Game Informer faced challenges in recent years. The shift to digital media, the rise of online gaming journalism, and changing reader habits all contributed to declining circulation. The magazine struggled to maintain relevance in an ever-evolving landscape.

On July 31, 2024, parent company GameStop announced the closure of Game Informer. All staff members were laid off, marking the end of an era. The magazine’s final issue featured heartfelt farewells from longtime contributors, expressing gratitude to readers and colleagues. Game Informer leaves behind a rich legacy. From iconic cover art to memorable interviews, it played a significant role in shaping gaming culture. Fans fondly recall their favorite issues, cover stories, and heated debates sparked by reviews.

As we bid farewell to Game Informer, the gaming community mourns the loss while celebrating the memories. Many former staff members have already found new homes in other media outlets, ensuring that their voices continue to resonate.

While the magazine may no longer grace our coffee tables, its impact will endure. Game Informer will forever be remembered as a beacon of passion, knowledge, and camaraderie in the world of gaming.

Alex’s Top Game Boy Advance Rom Hacks

No matter where one stands on the idea of emulators, no one can ignore just how cool they are. I discovered this wonder about eight years ago and I’ve been an advocate since. While scouring the web in my youth, I discovered something even better than being able to play Pokémon on my laptop.

Budding game designers have often turned to altering existing games to create their own spin on classic games. Pokémon has probably been hacked the most, due to the general ease of doing so and the simplicity of the game itself, but beyond that there is so much more. I’ve collected a bit of a list of the coolest rom hacks that I’ve found so far. Note that I haven’t played every hack out there and I’m always open for suggestions.

In no particular order are my favorite Gameboy Advance hacks.

GBA Liquid Crystal

Pokemon: Liquid Crystal Version – This hack of Pokémon: Fire Red was probably my first experience in rom hacking that involved huge alterations. I’d played a few translations before, but never had I seen such an expansion. Liquid Crystal is a faithful remake of the Gameboy Color title of similar name with extra content. Players will be able to explore both Kanto and Johto regions in the excellent graphics of the GBA.

What made this hack great was the fact that it added the Orange Islands. After Ash’s journey in Kanto, there was still some time before Gold and Silver released. This led to a smaller arc involving a chain of islands. This season of the anime quickly became my favorite and I’ve always wanted to play in that region. Liquid Crystal allows trainers to do just that, even though it wasn’t finished the last time I played five years ago.

This isn’t the only Pokemon hack out there either, not by a long shot. However, this one always seemed so well-done that I chose to include it instead of detailing about twenty other amazing hacks. If you can’t get enough Pokemon, dive into the world of rom hacking.

Metroid_--_Zero_Mission_(box_art)

Metroid: Disturbance – Disturbance takes all the mechanics of Metroid: Zero Mission and forces the player to use them to the absolute best of their abilities. I found myself having to use the wall jump tactic early, just to get through the first 20 minutes. Enemies are tough and upgrades are scarce. In fact, many of the upgrades are acquired in a new order, creating new puzzles and challenges. It’s all really cool considering how short the Metroid games were on the console, so any expansion is welcome. Players who seek a challenge will love this hack!

Disturbance proves that there is still some fun to be had in the realm of 2D Metroid games. Now if only Nintendo felt the same and cut out Samus’ vocal chords. . .

GBA--The Last Promise v20 fire emblem hack_Jun23 4_33_03

The Last Promise Fire Emblem was probably one of the best games to come out on the GBA period. The animations are amazing to this day with excellent sprite art. Tactical matches are played in a grid and players will have to battle their way through overwhelming odds. However, the main twist to Fire Emblem was the permanent death mechanic and its challenging gameplay. Players can advance to the next chapter after losing a character, but there’s no way to get them back. Is the sacrifice worth victory?

The Last Promise takes the Fire Emblem engine and creates its own epic saga. Players will play as Siegfried, a knight at the precipice of rebellion. The challenge remains and while the story isn’t really anything new (at least as far as I’ve played so far) it is rather engaging, especially for fans of politics heavy fantasy.

I’m always hungry for more GBA Fire Emblem, so The Last Promise was the perfect fix. Excellent gameplay, awesome animations, and an abundance of characters make this one of the coolest hacks on the console.

Translations 
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Fortunately, for those that lack the Japanese skills needed to play every game, some die-hard fans have taken the time to translate some otherwise lost classics. These hacks merely change the language and otherwise leave the game alone.

GBA concept image

Mother Series: English Translation – While I’ve never had the chance to sit down and play Earthbound, I’ve always respected it. Basically it’s an RPG series with a huge following that puts a simple American boy against aliens, twisted cars, and other nightmares. The writing of these games are constantly praised as it is extremely witty and funny. Unfortunately, Earthbound is actually called Mother 2 in Japan, making it the only journey Ness got to go on for many gamers. Weird how RPGs on the SNES never were numbered right. . .

Thanks to hacking, the Mother series lives on! Not only has the third title been translated, but there’s also a translation of Mother 1+2 floating around the web. For some reason Nintendo holds on to Mother like Disney does its vaulted movies, as if they were too great to have available all the time. Occasionally, there will be rumors of Mother 3 coming to Virtual Console, but until that happens, this fan hack is a great way to experience something lost in time.

GBA Super Robot Wars J

Super Robot Wars J – Japan loves crossovers. Recently on the 3DS, players got to command all sorts of characters from Sega, Namco, and Capcom. Project X Zone was co-developed by Banpresto who were also behind the Super Robot Wars franchise. It’s common knowledge that giant robots are popular in media, especially anime. Therefore its strange that this vast series of fan service doesn’t get as much attention outside of Japan.

Basically, Super Robot Wars is a tactical RPG similar to Fire Emblem or Advance Wars. Players command robots, fighter jets, carrier units, and more all from any anime or comic they can cram in. There have actually been a few games of the series released in English, but they mysteriously lack any of the other brands like Gundam or Mazinger. This hack represents that lost opportunity.

While Super Robot Wars J is a bit wordy, the game itself is awesome. It’s pure eye candy on the Gameboy Advance.

GBA Fire Emblem 7

Fire Emblem: Sword of Seals – Roy always did confuse me as a character in Super Smash Bros Melee. The game claimed he hailed from Fire Emblem, but I only knew Lyn, Hector, and Eliwood. Little did I know that little Roy here was the son of Eliwood and he had his own game.

There’s really not much to say about this game other than its confusing numbering (Sword of Seals is actually Fire Emblem 6, but takes place after Fire Emblem 7, which was the first game in English on the GBA). The animations are awesome, the story is there when you want it and gone at the touch of the button, and the characters are usually interesting, if fairly static. I wished that I would’ve got to play this after Fire Emblem, but this hack has given me something I hadn’t even known about.

Conclusion – So that’s the world of GBA hacking in a nutshell. Will these hacked games ever be completely accepted by the gaming industry? Probably not, but companies like Valve and Chucklefish who embrace the hacking community to expand the lives of their creations are creating superb experiences. I don’t know if I’d have enjoyed Skyrim on PC at all if it wasn’t for the mods.

Some of the best gaming experiences of the past few years have come from hacks or mods. Goes to show that a game may not be available for purchase any more, but that doesn’t mean you have to stop playing.

 

Pokemon Omega Ruby and Alpha Sapphire – More Excellent Remakes from Nintendo

Nintendo has a knack for creating fantastic remakes that ooze nostalgia, but still hold up among other games. One of my favorite DS games was Pokemon Soul Silver, due to my love for the original Silver Version and from just awesome content overall. Now a new game has crested the horizon.

I got to play the Ruby Version on my GBA in middle school. It was a strange and dark time, when bullies would pick on Pokémon players, yet it was during this time more people picked it up. Friends who I didn’t know played video games were suddenly asking me to evolve their Clamperl. Oddly enough, even though I sunk hundreds of hours into the game, I considered Ruby and Sapphire to be a weak upgrade from Silver.

Hoenn
Hoenn is mostly water, letting trainers explore the seas atop their Pokemon or by diving below the surface.

My main issue with the original games is the scope of the game. The Johto Region is huge, and after beating the Elite Four players, one could visit the Kanto Region to beat up classic Gym Leaders. By comparison the Hoenn Region feel small and the towns are small and condensed.

This is where Alpha Sapphire and Omega Ruby shines. Not only has Mauville City been completely redone, but also many areas feature larger set pieces and sweeping camera angles. Add this with the ability to soar through the sky makes Hoenn feel vast and vibrant.

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Soaring adds a whole new level to the region.

Aside from the sheer expansion of the world, the new games add all the lovely features from X and Y. Pokémon Amie, Super Training, and the Player Search System are all conveniently under one tab on the touch screen. Players can also use a DexNav, which lets trainers see what Pokémon is shaking the bushes. The more the trainer encounters the same Pokémon, the more information becomes available during a scan. It’s a really cool feature I believe will be abused to gather the ultra rare Shiny Pokémon.

Omega Ruby and Alpha Sapphire also enhance the way players interact. Using the move Secret Power on specific spots lets the player create a Secret Base. After setting it up with traps, dolls, and more, players can then share their base with others. The coolest way to do this is by creating a QR code which can then be saved on the system’s SD card.

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Secret Bases let players make their own gym, albeit on a much smaller scale.

Scouring the internet for Secret Bases is awesome and extremely rewarding for both the finder and the hider.

These games retain the colorful presentation of X and Y. The backgrounds are gorgeous and the special effects are really cool. New Mega Evolutions have also been added, giving new forms to old favorites, including the starters Sceptile and Marshtomp.

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Mega Sceptile becomes a Grass/Dragon type.

So far, I’ve had a blast reliving this memory. I can’t wait to finish the main game to see what lies beyond. Pokémon fans will want to pick this up as soon as possible, but I’d also recommend it to anyone with a 3DS and a love for RPGs.

Groudon and Kyogre were the first Legendary Pokemon to have a large impact on the game's world.
Groudon and Kyogre were the first Legendary Pokemon to have a large impact on the game’s world.

Raise your fists high, Pokémon has never been better.

Looking for some Friend Codes? Here’s mine: 5472-7523-9877 – Alex. Be sure to contact me on Twitter with your code. Also, send me tons of QR bases. It’s my favorite feature so far.

The Evil Within: Mikami’s “Revival” of Survival Horror

Over the past few months, I’ve done a grand tour of the horror genre. Whether that’s seeking out Silent Hill 2 at my favorite game store or watching Markiplier plod through indie games, I’ve come to understand what makes horror games great and what can bring them down. All of these thoughts, themes, tropes, and expectations are what I’ve taken in with me as I braved the world of Evil Within, Shinji Mikami’s latest gift to the world of survival horror. I’m not sure if I’d put this game on a pedestal just yet, as I’ve yet to beat it and lack the ability to look back at what I’ve played, but I can comment on what I’ve seen so far and compare it to the games of the past.

REmake-HD

Ever since I played through the original Resident Evil, I’ve noticed a lot of horror games lock doors to direct the player. Sometimes it is as simple as finding the key for the right hole. Other times there isn’t a way in period. Another trope used is having players witness something, usually a cutscene, to be able to move on at all. While this may work in a linear design and can make the player feel trapped, I find it to be irritating when overused. It devolves powerful moments and environments into a glorified hunt and peck. Silent Hill 2, a game many believe to be at the pinnacle of the genre, is built upon this conundrum, and for me it really hurt the overall experience.

In The Evil Within, thankfully, there are very few locked doors. Instead players can seek out keys found in tiny, white statues. These keys then unlock one of the several lockers in the save room. The lockers contain minor rewards such as ammo or healing items. What’s great is these items fade away only when they have all been picked up. I sighed a bit when I found twenty handgun bullets and could only bring about ten, even with my pistol fully loaded. Luckily, when I returned there were still ten bullets to be had.

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I think the horror genre’s greatest strength, especially in gaming, is the atmosphere it can build. Probably one of the best examples of atmosphere is Super Metroid. In that classic SNES game, the player gets to feel the emptiness of the alien planet, making it more powerful when it comes to life. Our game in question, The Evil Within, does a great job of setting the stage. Each area has a gritty tone that feels wrong, with occasional surprises and secrets. There’s also quite a bit of variety from vast mansions to sprawling mountainside cathedrals. Adding to each area is the dynamic lighting system that’s powerful most of the time, but occasionally has some hiccups. Finally, the game often will bend perception, making the player question whether an area is real or distorted or flipping the world upside down. In fact many of the scenes lead me to believe that Mikami is a fan of Lewis Carroll.

Aside from the environment, another major aspect of the horror genre is the opposition. What sort of monsters or challenges will the player face? This is probably Evil Within’s best asset. The creatures in this game ooze (often literally) with detail and deeper symbolism. Each of the aberrations feels unique and have many ways of making Sebastian hurt. The scariest of these monsters are what I would like to call boss monsters, even though they don’t really feel like traditional bosses as everything in the game is deadly. Engaging these beasts drive a lot of tension into key moments, making a few really memorable.

baddog

Sometimes these encounters are not meant to end in a single, surviving victor, but sometimes its better (and required) to run. For example,  in the prologue, Sebastian must escape a slaughterhouse that’s kept by a large butcher. With no weapons, the player must rely on sneaking  and hiding to evade death. Later on, a new menace crawls out of pools of blood. Laura, as she’s been named, is a shrieking terror of a woman with way to many arms. At first she must be fled from, but eventually the player learns that she’s afraid of fire. Luckily, fire is Sebastian’s main way of taking out an enemy for good with match flicks that Jensen Ackles would be proud of. This moment of realizing a weakness turns into a showdown with the beast. Needless to say, once I reached this moment I quickly found every way in the level to turn up the heat, bringing some much needed redemption between Laura and me.

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Even though the game balances stealth moments with the need to take action, I found myself having a hard time determining when the game wanted me to use them. In an early level, a chainsaw-swinging lunatic burst out of his chains in a barn. I knew that to escape this village, I needed to use something to cut the chains holding the gate. Cleverly, I planned on luring the monster to the chains, where I then would dodge at the last second. Hopefully, the chainsaw would break the chains and I would get out without firing my precious rounds. This plan led to about ten deaths of trying to get the guy to swing right. When the chainsaw finally hit the chain, my smile faded as the saw phased through the object. I was taken out of the situation, reminded that this is just a game. Turns out, to cut the chain I had to kill the monster to take his saw to cut it my damn self.
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This leads me to the greatest blemish of Evil Within, trial and error. As a player, I expected to die. However, I didn’t expect to throw myself at a hole, posing my body in varying angles, to try to fit like that game show that’s escaping me that also made a terrible Xbox Kinect game. Sure, there are times when dying is okay in this game. Usually though, it was a result of me over-thinking a situation and being punished for my cleverness. Imagine the scenario below.

HoleInWall 1

Sebastian walks down a path with high walls on either side. In front of him a giant busts down an iron gate, brutally decapitating the unlucky chap who set him free. Knowing that this foe could down him easily, Sebastian nimbly dodges the creature’s initial charge to further blaze down the path in hopes that there will be a way out or an alternate way to kill the thing. . .

There isn’t a secret escape. Or a trap to kill it for that matter. Nope, I was forced to kill the giant in a dire situation, one that clearly should have had the solution of running. In fact, there were tons of moments just like this one. For a game that clearly wants the player to be afraid and run away, even going as far as providing beds and closets to hide in, shooting stuff still seems to be the best and often only solution.

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Contrasting the often ignored stealth opportunities, there is another part of this game that deserves mentioning, the Save Room. Evil Within treats saving progress in a similar fashion to resident evil. Sebastian checks in with a nurse in what seems like a hospital. There’s more to this room than that though. Not only does this area provide the player with upgrades and the aforementioned lockers, it also never feels safe. I won’t spoil all the juicy bits, but let’s just say that there are tons of surrealist scenes that expand the narrative in this area. This filled me with both relief and dread when finding a mirror, the way to enter the save room.

Just thinking about the mirrors brings me to the topic of the dominant symbolism in this game and many other horror games, but that deserves its own writing entirely. I’ll save that for future musings.

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Don’t let my mixed feelings fool you; I’ve had tons of fun with Evil Within. It has some genuine memorable moments. If you’re into a dark, psychological narrative with a general sense of wrongness about it, then this is the game for you. Lots of gameplay elements remind me of my favorite horror game, Resident Evil 4, but even that isn’t enough to put it above that classic. Granted, I’ve only reached the aggravating Chapter 9 so far, so I’m ignorant of how the story wraps up or if there is any post-game content.

Either of those two things, if executed perfectly, could easily put Evil Within on my list of favorite horror games.

Final Fantasy XV: It’s been a long time coming…

Information on the newest Final Fantasy game has been sparse at best. As a long time fan, I drool over anything Square Enix puts out, but for the past five years or so I haven’t had the same hype I used to have. My first PlayStation game was Final Fantasy VII, what many consider to be a masterpiece. However, my favorite in the series is Final Fantasy IX.

Ever since its announcement as Versus XIII, I have been on pins and needles. I agree completely with Square Enix’s decision to change the title, but honestly I am starting to wonder if I’ll ever get to play this game and will be any good.

This trailer puts some of those fears to rest. It shows beautiful gameplay, tons of charm, and a broad scope. This could be the best Final Fantasy game ever made. I only hope that when it comes out it will be worth the wait. Needless to say I’ll have plenty of things to say about it when it finally releases.

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Those words help heal the wounds that Lightning left.

[youtube http://www.youtube.com/watch?v=fnDxg2afpCE&w=560&h=315]