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Josh Burns (166 KP) rated the PlayStation 4 version of Vampyr in Video Games

Jun 21, 2019  
Vampyr
Vampyr
2018 | Action, Role-Playing
Great story (2 more)
Great Atmosphere
Adaptive gameplay
Protect or Prey on the people of London in Vampyr
Vampyr is a mixed bag that may not be for everyone. It really depends on the types of games you like on this one (as with Until Dawn).
The game draws inspiration from a real epedemic called the Spanish Flu, which for whatever reason, gets way less attention than the Black Plague. You play as an esteemed doctor who gets turned into a vampire after returning to London from being in World War 1. The game just drips in atmosphere as you travel the nearly abandoned streets and docks. It channels gothic horror but with a tasteful dose of modern genre updates. It has a very good story that reminds of a bit of Mary Shelley's book Frankenstein in the fact that you do not like what you are, or what it has caused you to do.
Now, this game is largely what you make it to be. The people of London all have fleshed out backstories, personalities, and many offer side quests, trade options, or useful info on certain things. You can either bond with then and work to keep them healthy, or you can feed on them and grow stronger. Your choice on how you handle this can dramatically effect the game. You gain a large amount of experience from feeding on them, even more if you gain their trust first. If you take that route it can take the game from challanging to being easy. There is are a lot of options when leveling up, without feeding you will not be able to max everything out. Another thing that depends on play style, is that there is a ton of talking if you choose to help tje people and gain their trust. This isn't a requirement, however. So the game can be very deep and story driven with a lot of dialogue, or it can be more of an action game, depending on what you do.
On that note, as a pure action game, I'm not sure if it would hold up for most. The combat mechanics are quite basic, attack, dodge, and a few specials, and ranged attack with gun. It's fun enough when not taking the feeding route because you still have to be strategic but if you feed a lot and are extremely powerful, I don't see it being very fun.
The game also features light crafting in the form of upgrading weapons, making blood, stanima, and health injections (same as potions in most games) and medicine for the people. It's semi open and semi linear. You have a map that you can go anywhere on, but only in certain buildings and some streets are blocked off. In fact, navigation can be infuriating at times because of dead ends, doors that need to be unlocked from the other side, and objective markers sometimes being in the wrong spot on the map. I spent a half hour trying to get into a mansion before looking it up and finding out the marker was wrong and I was at the wrong building.
So in conclusion: if you like games like the 1st Mass Effect where story, characters and dialogue are the focus of the game with a healthy dose of combat that isn't amazing but gets the job done, then you'll love it. If you want to just run arpund and hack shit up, it might not be for you.
  
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Ridin' the Wind: The Anthology by The Tornados
Ridin' the Wind: The Anthology by The Tornados
2002 | Rock
(0 Ratings)
Album Favorite

Telstar by The Tornados

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Track

"‘Telstar’ is such a unique sounding song. On Joe Meeks’ original version of it he starts off singing in tune, but that all changes. I don’t know whether it was Geoff Goddard or someone else in the studio who translated that into “Oh, that’s the melody that you were singing”, because he’s so in between the notes, you can’t tell if it’s a G or a G sharp or an F sharp or whatever. “In terms of sound design, you can’t find a song that sounds like ‘Telstar’ - it’s completely unique. The main thing for me is there’s no lyrics in it and to create such an atmosphere in essentially what is a pop song is just brilliant. I wish I could have heard it for the first time in the ‘60s when it came out, because it sounds so ahead of its time. Even though it’s quite lo-fidelity there’s really amazing stuff in terms of production techniques that I steal all the time - like speeding up pianos to make them sound like harps or speeding up whole tracks to make them sound not like real-life or superimposed. ""During the recording of the new album it definitely inspired me as a producer, because when there’s a missing sound you can use a Joe Meek-esque mad idea, or make some conventional sound unconventional. It’s also inspiring in terms of the whole home recording thing. We still make our albums at my house. I've changed from being in my parent's house in a little box room to living in this old chapel-type building and now living in a house in the countryside. I've got a dedicated out-house to music, but it doesn't feel like a studio - it still feels like home recording and obviously Joe Meek had his own studio. Maybe he was inspired by Les Paul and Mary Ford, they always did stuff in hotel rooms, so perhaps he was inspired by that. “For the way that I work, when you feel inspired it’s incredibly important not to be limited by having to see if a studio is free. Also, you can’t underestimate the importance of having a space for the gear that you have set up, just so nothing holds you back when inspiration strikes. ""For a lot of the tracks on the new album, I’d been sitting out in the storm porch, having a cigarette and then something would come. It sounds so cheesy saying that, but it does happen. At the time you don’t really know how important it is, you sometimes think, “Should I record this?” or commit the idea or the melody to a phone recording or whatever. You don’t know whether it’s going to be any good but when we get a full song out of it, it’s like “Wow, if I hadn’t recorded that, would I have remembered it?” “With sound design and production, I do the very opposite, which is strange. When I'm getting sounds together - maybe to create a song - I’ll spend maybe three hours just recording some drums and some parts, I don’t even have a song and then at the end of it, if I’ve got nothing out of it, I just delete the project, because if there isn’t a song in there, it doesn’t matter how good the drums sound. I’d rather have the song and build the sounds around it."

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