Fortnite: Or How I Learned to Stop Building and Love the Shenanigans – Video Game Review

TL;DR – After years of frustration with this game, the no-build mode finally coalesces the game for me.

Rating: 4 out of 5.

Disclosure – This is a Free-to-Play with microtransactions, and I paid for the Battle Pass.

A crew shot as things explode in the background.

Fortnite Review –

Back in 2017, there was this odd game that exploded onto the video game scene, it was not the first Battle Royale style game on the market, but its free-to-play model and big marketing push made it the example all others wanted to copy. I tried the game when it first came out, and my biggest feeling at the time was that ‘this was not for me’. I just did not have the time in my life to learn how to work the building side of things. However, with the announcement that there would be a build-free mode, I decided to give the game another look and discovered just what people have been talking about for all these years.

So to set the scene, Fortnite is a Third-Person Shooter Battle Royale game. This means that it is a shooter where the perspective is positioned from behind the character, over the shoulder, rather than as if you were peering out of their eyes. As well as this, there is a barrier slowly shrinking the map to a central point forcing all the players together. What this means is at the start of the game, all 100 players jump out of a flying bus landing across the map and have to scavenge weapons and ammo, all trying to be the last one standing while some dude in a banana costume snipes you … banana costumes … raises a fist to the clouds.    

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Video Game Retrospective – Spec Ops: The Line

TL;DR – Why do we play Shooter Video Games?, Why do we want to be a hero?, Can we understand?

Spec Ops: The Line. Image Credit: Yager/2K.

Spec Ops: The Line was billed as a middle of the road shooter, which was released in 2012 to not much fanfare by its publisher. It wasn’t technically impressive, the only really new thing was sand physics, which were, well something a bit new. The controls were clunky, and even for its time the presentation felt old, enemies appearing from monster closets (or in this case monster shipping containers), the guns and action felt not as refined as its contemporaries, the level design had some issues ‘look a bunch of chest high walls, looks like we are going to have to fight now’ and it does not hold up as well on a second play through (which I did to put together this retrospective). Yet this semester when I have been teaching Media and War at University I have had many long conversations about this game and the profound impact it had on me and the impact it had (or should have had) on the genre.

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