Uncharted 4: Chapters 1-3

Watch as I play the first three chapters of Uncharted 4: A Thief’s End. My initial thoughts: It’s the most visually impressive game I’ve ever played, and it’s fun as hell. Check back tomorrow 5/11/16 as I will be streaming the next few chapters, and come back next week for my final review.

#16: Kids on the Slope

Steve and Kevin are tired and hung over (respectively) but they warm up to Kids on the Slope.

You can watch Kids on the Slope for free on Crunchyroll.

This week’s theme is Moanin’ by Art Blakey and the Jazz Messengers.

Fancy new S&K Logo by Brian Townsend.

#15: Rokka: Brave of the Six Flowers

Steve and Kevin watch Rokka: Braves of the Six Flowers and it takes a turn, let me tell you.

You can watch Rokka for free on Crunchyroll.

Our intro/outro theme is Al Bhed Ec Faent remixed by Theory of N! You can download the track at OC Remix!

Some audio borrowed from Cinephelia Anonymous and Good Blood’s Creators series.

Fancy new S&K Logo by Brian Townsend.

Smash Bash 2 Highlights

It’s March and that means it’s time for another Smash Bash. In celebration of March Madness, the gametimebros hold an annual Super Smash Bros Round Robin Tournament in order to award the most super of all the bros a fitting trophy. Last year Stevie took home the prize, but stay tuned to gametimebro.com to find out who takes it home this year. Check out last year’s highlights below and check out all the results here.

Championship: Stevie (STEW) vs. Steve (STAN)

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Rank & File: Movies in 2015

Welcome back to Rank & File, the latest and greatest GameTimeBro feature – it’s not your father’s listicle!

Two months ago, seven bros lent their opinions on how the television landscape stacked up in 2015. Today, those same seven bros are pleased to provide takes of a similar nature. With the 88th Academy Awards right around the corner, the time is right for us to reflect on the movies we saw in 2015 – or perhaps more accurately, on the movies released in 2015 that we mostly saw in 2016. Normally I let Keith come up with all of our brand-centric forced puns, but this one’s just staring me right in the face, so without further ado, ladies and gentlemen – welcome to the Broscars!

I know, right? Anyway, here’s our collaborative list: letterboxd.com – gametimebro-ranks-film-in-2015

Our individual lists can be found after the jump.

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Review: Game of Thrones Episode 4

After the first two episodes made a strong start to Telltale’s Game of Thrones series, episode three saw the story slow to a crawl, as most characters encountered little action and excitement. Episode four, Sons of Winter, fares a bit better for three of the playable characters, with one notable exception in King’s Landing. Still though, with two episodes to go, it appears Telltale is capable of righting the ship and delivering a strong finale, thanks to the legwork performed here in episode 4.

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Review: Just Cause 3

Just Cause 3 has a simple ethos at its heart: every moment in a video game can be made better with an explosion, and the more explosions the better. Just Cause 3 is absolutely loaded with things that blow up, and somehow each explosion feels more visceral and beautiful than the last. But like any Hollywood blockbuster that relies on pretty special effects to wow an audience, the overall package can seem kind of hollow once the smoke has cleared. Just Cause 3 has a few more tricks up its sleeve to complement its bevy of explosions, but the series still has a ways to go before it can measure up with the best open-world games on the market.

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Brolympics: Super Mario 64

In the sixth event of the gametimebrolympics, The Last Ride’s Marissa attempts to best Nice Wang, Bro’s self-proclaimed “Nintendo expert” Stevie in Super Mario 64 slide races.

UPDATE: The Broylmpic Committee has announced that the finish of this event is under investigation due to allegations of cheating. Brian Townsend, Chairman of the committee, has promised to make a ruling before closing ceremonies.

Brolympics: #IDARB

In the fifth event of the first Brolympiad, The Last Ride (Steve, Marissa, and Keith) takes on Nice Wang, Bro (Danielle, BTown, and Sweeney) in #IDARB.

The Brolympic Committee would like to acknowledge that footage has been lost for the third and fourth events. Here are the results of those events:

Kevin (TLR) def. BTown (NWB) in Ms. Pacman 1-0

BTown & Danielle (NWB) def. Keith & Kayla (TLR) in Mario Party 10 1-0

Medal Count:

The Last Ride – 3

Nice Wang, Bro – 2

Rank & File: TV in 2015

Never afraid of providing content in a timely manner, we the bros are proud to present our consensus opinion on what was worth watching on TV in 2015.

It’s a new year here at GameTimeBro, and Rank & File is a new feature that more or less replicates (replaces? supplements?) what we did last year in Hall of Fame Time Bro: sharing and comparing our takes on how things compare to other things. Here’s how it works. For the given topic, all the interested bros submit secret hidden ranked lists, in which they’ve meticulously considered the proper position of any number of applicable items. Then, using a secret and proprietary* algorithm on this collection of ballots, we end up with more than just a compilation of opinions; nay, we arrive at a beautiful tapestry of consensus, woven from many individually held takes, and far greater than the sum – well, the weighted average, at least – of its parts.

Then we post the individual submissions and hang everybody out to dry.

Without further ado, here’s our stance on how television measured up in 2015: trakt.tv – gametimebro-ranks-tv-in-2015

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Review: Final Fantasy XIII-2

Even before it was released, Final Fantasy XIII was already being both criticized and defended by a divided fanbase. Development for the game began in 2004, only a year after Final Fantasy developer Square was acquired by Enix. The game was revealed at E3 in 2006, where Square Enix also announced that it would be just the first in a series of games built around the same engine. Originally envisioned as a PS2 title, Final Fantasy XIII was bumped to the PS3 and delayed when it became clear that Final Fantasy XII would barely make it to the PS2 before the PS3’s launch date. A further delay came when Square Enix decided to release Final Fantasy XIII on the Xbox 360 in addition to the PS3, and longtime series fans began to complain. Their patience, spoiled by a run from 1997-2002 in which Square had churned out Final Fantasy VII through XI (and the acclaimed Tactics spinoff to boot), was strained. Many people had already gone sour on the franchise after Final Fantasy XII, which saw the series transition from command-based to AI-based combat. When Final Fantasy XIII finally arrived in the West in 2010, several pockets of a frustrated fanbase tore it to pieces, criticizing everything from the story to the characters to game’s utter lack of nonlinear exploration. The one aspect of the game met with nearly universal praise was the battle system – and even that consensus compliment came with the caveat that the first twenty hours of gameplay were an elongated tutorial on how to use it. Most rational people agreed that Final Fantasy XIII wasn’t a straight-up bad game; it was just a disappointment in a variety of ways, particularly given its development timeline and the strong legacy of the Final Fantasy series. To make matters worse for Square Enix, they were on the hook for two sequels to the game after investing so much time and money in the Final Fantasy XIII engine. Development on Final Fantasy XIII-2 began immediately, and the design team was painfully aware of the previous game’s perceived shortcomings.

It’s no coincidence, then, that Final Fantasy XIII-2 feels like a self-aware direct response to all of the complaints levied against Final Fantasy XIII. But in addressing so many flaws, Final Fantasy XIII-2 swings far enough the other way to create a few new ones.

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Review: Advance Wars

The ongoing cultural conversation over video games and their place in our culture is a fascinating one with many separate components. One of the less interesting topics that seems to come up constantly is whether or not video games can be considered “art.” I mean, of course they can be! But not all of them should be. Most probably shouldn’t be, but then, the same can be said, broadly, of most movies, most photographs, most drawings, and most human creations in general. I don’t want to spend much time defining my stance on this one, but art, like beauty, is in the eye of the beholder – and so is quality. For instance, I consider Braid one of the most memorable and thematically complex games I’ve ever played. Soulja Boy, meanwhile, gives it high praise from an entirely different perspective. (Watch him do so here. Seriously.) Now, granted, I’d have linked to that video for just about any reason, but my real point here is that whether or not a video game has any artistic merit doesn’t really matter as much as whether or not the game is any fun to play.

Advance Wars isn’t art, nor does it pretend to be; instead, it’s just a confidently great strategy game.

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Review: Deadlight

There’s probably an official name for it floating around somewhere, but one of the greatest trends in recent gaming occurred from 2008 to 2011 when consoles saw an explosion of high-quality downloadable games. Generally created by independent studios, many of these offerings provided gamers with new and original experiences too bold and risky to find in big-budget games. The importance of this little golden age of indie console games can’t be overstated. The idea that ten-dollar, five-hour games could be both critically and commercially successful didn’t even exist ten years ago, and yet now it’s essentially the foundation of Steam’s business model. In fact, many of the most acclaimed downloadable games now available on Steam or iOS were initially exclusive to Xbox Live Arcade (BraidLimboSuper Meat BoyBastion), WiiWare (World of Goo), PlayStation Network (Trine), or some combination of the three during that 2008 to 2011 window. It was an exciting time for console gaming, and the creative gems just kept coming.

Of course, not every downloadable game released since then has been an innovative work of art.

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Review: Professor Layton and the Last Specter

What makes for a good mystery? It’s an inherently subjective question with no clear cut answer, but general guidelines have existed for as long as the mystery genre itself. At the most basic level, the goal when creating a fictional mystery is to entertain an audience by inviting that audience to solve the mystery for themselves alongside the detectives in the story. In practice, this involves striking a delicate balance when it comes to respecting the audience’s ability to reason, to intuit, and to problem solve. Make the answer too obvious, and there’s no fun to be had in cracking the case. On the other hand, if the conclusion can only be reached by making drastic assumptions or leaps of faith, an audience may feel cheated out of a satisfying resolution. Of course, the willingness and ability to solve any mystery varies drastically from person to person. A conclusion that one person arrives at effortlessly may not even be a consideration for someone else. At the very least, ideally, an audience should have all the same information as the mystery’s protagonist. That way, even those who couldn’t put everything together on their own can still respect the paths of deduction once they’ve been revealed. Not everyone will try to figure everything out as the story progresses, but even those who are merely along for the ride will feel cheated out of a good story if the resolution comes entirely out of left field or if the narrator withheld any amount of essential information. Perhaps above all else, everything should make sense, from the perpetrator’s motive down to the very laws of nature. There’s no foolproof way to create memorable mystery fiction, but most good mystery fiction abides by these general guidelines.

As mystery fiction, the Professor Layton games are absolutely terrible. As video games, they’re still largely enjoyable – and The Last Specter is no exception to either of these rules.

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Review: Mega Man Zero Collection

Back in the early ’90s, when Capcom began to develop a Mega Man game for the new and impressive Super Nintendo console, the company initially chose to ditch the franchise’s familiar protagonist entirely. Instead of merely sprucing up the look and feel of the happy little blue android, lead character designer Keiji Inafune opted to give Mega Man a full-scale redesign for the upcoming Mega Man X. The result was a substantially more aggressive-looking battle robot with red armor, a horned helmet, and long blond hair. Inafune was pleased with his creation, but ultimately decided that this new character was too different from the original Mega Man to serve as the new face of the franchise. So Inafune tasked another designer with creating a Mega Man X more in line with the legacy protagonist. Rather than scrapping his own design, however, Inafune doubled down on his fierce-looking red automaton and decided that he should serve as X’s superior, mentor, and idol.

Thus, Zero was born, and he was born a total badass.

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