Warning: This article contains some plot spoilers for ‘Wolfenstein II: The New Colossus’. I’ve tried to keep them pretty small, but they are there. It also gets quite heavy towards the end… sorry, it just went that way when I was writing it…
Happy Christmas everyone! I hope whatever you were up to was relaxing and that you’re still picking through the last of the Quality Street looking for that one type that you like knowing full well that you polished off the final one for breakfast. I mentioned in my December Editorial that I had picked up ‘Wolfenstein II: The New Colossus’ in the last Steam Sale, and although we’re currently in the midst of another Steam sale, don’t be confused they’re not the same, although at this point differentiating between them is barely possible given their frequency and mess of awards, cards, offers, and … erm.. theming… but back to Wolfenstein II.
… and before I begin I’m going to skip over the title ‘Wolfenstein II’ because it’s yet another series in the grip of nonsensical sequel numbering or titling. Wolfenstein 3D had a sequel, ‘Spear of Destiny’, but even Wolfenstein 3D (commonly just Wolfenstein) was a successor to some earlier 2D titles, and also had a rebirth in the early 2000’s with ‘Return to Castle Wolfenstein’… In this case Wolfenstein II is the sequel to Wolfenstein: The New Order… Continue reading “Wolfenstein II: The New Colossus is Not What I Want to Talk About”
It’s about this time every year that I take a look back at the games I’ve played over the past twelve months and, in a move lacking any originality, compose my own ‘Top 5’ from 2017’s batch. Everyone likes to undertake this in their own way, but as in previous years, my list is selected from the games that I first played this year, rather than necessarily being released this year. As always I’ve provided the full list of games I have played at the end of the post for those enthusiastic readers who want to scrutinise my decision. Continue reading “Hundstrasse’s Top 5 Games of 2017: Looking Back at the Year”
Wait! Before you scroll past and mutter some abuse in my direction about this being another Fortnite: Battle Royale article let me assure that this is mostly about graphs and numbers… OK… I see it now, that’s not much better either….
I’d be lying if I said I had been playing any less Fortnite: Battle Royale (F:BR maybe?) in the past few weeks. Sure there has been the odd interlude, but I keep coming back to this free to play gem from Epic Games (and if you havn’t heard about why I prefer this to to that other 100-players-in-one-player-out-fest PUBG, then check out the piece I wrote a little while ago) and it’s catchy brand of cartoonish style mixed with slick gameplay. In the past few days they’ve rolled out a pretty excellent bug fixing update (keeping in mind we’re still in that seemingly perpetual early access) that has dramatically improved network performance and also added a temporary new 50 vs. 50 gamemode which has ramped up the action giving even feeble players (like myself) a chance at some solid combat experience.
There is one thing that keeps jumping in to my mind every time I drop out back to the lobby and almost immediately manage to join another game; Player Numbers, they’ve been the downfall of many promising online multiplayer experiences. I’m sure this is an experience shared by many; your favourite online game with ghostly servers… or worse, stacks of full servers but not enough people persistently looking to play to fill another one. The interesting thing about F:BR (or PUBG for that matter) is that there always seems to be enough players to fill a 100 player game, so how does that work? I guess it would be easy to shrug your shoulders and say “Meh, probably just popular games“, but I’ve got a habit of overthinking things so I decided to investigate a bit further and answer a question:
How many players are required to be able to drop out of one game of Fortnite: Battle Royale and almost immediately join another? Continue reading “Play-Cycle Numbers: Graphs & Fortnite Battle Royale”
Fun Thing to Remember: This article was written early December 2017 and is based on the state of the game at that point… also Hello ‘future people’! How are those hover cars working out for you?
I find Raccoon City a comforting place, which might say something about me as a person given how zombie infested it is on a typical day, but I largely square it away to being due to the huge influence that Resident Evil 2 has on my tastes as a gamer. I’ve written before about how much I miss the level of detail conveyed in the visual presentation of those early PS1 era survival horror games, but that’s just one part of their unique blend of obtuse puzzles, cheesy take on Romeroesque horror, bizarre locations, and skewed take on reality that I enjoy. It’s unsurprising that my interest was therefore piqued when I first heard about “Prototype Mansion” from indie team “Jupiter Lighthouse“. Described by the developers as a “Love Letter” to those early 90’s survival horror games, ‘Prototype Mansion’ currently exists as the first episode of a title clearly heavily influenced by and parodying that era. Continue reading “Prototype Mansion: This Game Contains Scenes of Explicit Parody”
It’s been quite the twelve months for my humble little blog; although I’ve been in existence for a little over two years, 2017 has shown a new level of consistency hitting my goal of at least one post a week (usually Wednesday or Thursday… mark it in your diary everyone) pretty much without fail. I’ve even managed to top that up with the odd “Bonus” article and all important community event, and whilst on the subject, “Community” has been the word of the year. Hundstrasse has proudly, if not very successfully, been a regular fixture in the excellent “Question of the Month” event which is enthusiastically organised by Later Levels and has grown to be a platform for a varied spectrum of gaming bloggers to come together in order to tackle some of our past-time’s most hotly debated conundrums. Continue reading “Editorial: December 2017 – A New Regular Thing”