Batman Begins Review | Arkham Prototype, Scaring Goons, Acrobatic Gremlin
In 2005, filmmaker Christopher Nolan was about to become mainstream with the first movie in his superhero trilogy. Meanwhile, a group of developers in Derby were working on a video game tie-in for said movie that wouldnât turn out to be quite as popular. Weâre taking a look at an action adventure game that was neither a precursor to a game based on The Dark Knight, nor The Dark Knight Returns. Weâre talking Batman Begins.On this episode of Stealth Boom Boom, we chat a little bit about trailers that feature Batman smiling, Trailer Voice Man, and Phoenix International. We also look at how important it was for this to be an interactive version of the movie in almost every way, as well as a cavalcade of celebs: a disinterested Morgan Freeman, a bloodthirsty Cillian Murphy, anbemused Michael Caine, and a Christian Bale that thinks all this video game stuff is a complete waste of time.Here are some of the things youâre gonna hear us chat about in our review: the first glimpses of many things that would become staples in the Arkham games; instilling fear in your enemies by interacting with very specific parts of the environment; goons dropping their guns when theyâre scared; the optic cable from Splinter Cell; an exceptionally violent inverted takedown; familiar punching and kicking, as performed by a more acrobatic, yet less fluid Batman; the weird context-sensitive special move thing; NO BATARANG BUSINESS; climbing things with 70% arm and 30% leg; bonus Game Boy Advance opinions; a lack of yellow paint; training in the Himalayas; driving the tumbler around Gotham like itâs a Burnout game; dingy rooms illuminated by beams of light coming through blinds; restrictions vs limitations; being rewarded(?) with clips from the film in between levels; odd differences in the narrative; Gary Oldmanâs absence; and a lockpicking minigame thatâs the same every single time.After all that, we take you through what some of the critics were saying about the game around the time it came out, and then we give you our final verdicts on whether Batman Begins is a Pass, a Play, or an Espionage Explosion.For those who would like to play along at home, we'll be discussing, reviewing and dissecting Deus Ex on the next episode of Stealth Boom Boom.IMPORTANT LINKS TO THINGSđ§ Subscribe to Stealth Boom Boomđ€ïž Stealth Boom Boom on BlueskyđŠStealth Boom Boom on Twitter Hosted on Acast. See acast.com/privacy for more information.
29 Apr 2h 12min
Haunting Ground Review | Dog Bonding, Dark Themes, Dodging Pursuers
Imagine a game so successful that during the making of it, you actually end up coming up with three games. Thatâs what Capcom did when they were prototyping Resident Evil 4. They got that, they got Devil May Cry and they also got the game weâre talking about on this podcast. Weâre going back to 2005 to take a look at a survival horror that didnât get quite as many sequels as those other series just mentioned. Weâre talking Haunting Ground.On this episode of Stealth Boom Boom, we chat a little bit about the much better Japanese name of DEMENTO, as well as a tagline that Josh likes and doesnât like at all. We also look at a trailer with a lot of slobbering and panting, their reasons for including a dog, and mo-capping said dog.Here are some of the things youâre gonna hear us chat about in our review: being reactive after you are definitely spotted by one of your pursuers; hiding under beds, inside wardrobes, and behind doors; Alien: Isolation; a distinct lack of fear; special hiding spots; Hewie the attack dog; fairy earrings; the sound of vase-breaking vs dog-barking; how much your bond with your pooch; German Shepherd-sized holes; some real headscratchers of puzzles; some of the flattest boss fights; shoddy glowing fireflies; Resi 4 comparisons; nice-looking maps that are a bit hard to read; a story with some heavy sexual themes, delivered through some ludicrous characters and dialogue; Manhunt; the strangely calm Fiona Belli; setting the scene via static camera angles; the looks of a late PS2 game; and a wonderful lack of loading screens. After all that, we take you through what some of the critics were saying about the game around the time it came out, and then we give you our final verdicts on whether Haunting Ground is a Pass, a Play, or an Espionage Explosion.For those who would like to play along at home, we'll be discussing, reviewing and dissecting Batman Begins on the next episode of Stealth Boom Boom.IMPORTANT LINKS TO THINGSđ§ Subscribe to Stealth Boom Boomđ€ïž Stealth Boom Boom on BlueskyđŠStealth Boom Boom on Twitter Hosted on Acast. See acast.com/privacy for more information.
15 Apr 2h 24min
Invisible, Inc. Review | Risk vs Reward, Incognita, The Slow Chase
After the launch of Donât Starve, Canadian developer Klei Entertainment was on solid ground in every way. Theyâd put their hand to many genres and had been successful in pretty much all of them. Weâre going back to 2015 (or 2013, if you want to include this gameâs EARLY early access launch) when they revisited sneaking, but put a different spin on what theyâd done before. Weâre talking Invisible, Inc.On this episode of Stealth Boom Boom, we chat a little bit about why this game changed its name, and what stealthy aspects they could explore here that they didnât in Mark of the Ninja. We also look at trying to enjoy the journey in difficult games, rather than just seeking the reward; and we chat about how much we enjoy early access vs its importance to devs. Here are some of the things youâre gonna hear us chat about in our review: Soliton Radar: The Game; red, yellow, and blue EVERYWHERE; peeking around corners to uncover more of the map; Monaco: Whatâs Yours Is Mine; a camera you donât have full control of; a procedurally-generated table thatâs just in the way; a slow and exhilarating chase; forecasting the movement of guards; five rewinds; single malt; the wonderfully-balanced and easy-to-use Incognita; Gunpoint; collections of boxy rooms with samey heists that blur together; finding the exit and then deciding what to do next; 72 hours; the auto thump; a ever-rising security level; Metal Gear Acid; breaking your pal out of their cell; an entirely irrelevant plot; some colour in character bios; and generating a campaign where a ko'd enemy stays down for 100 turns.After all that, we take you through what some of the critics were saying about the game around the time it came out, and then we give you our final verdicts on whether Invisible, Inc. is a Pass, a Play, or an Espionage Explosion.For those who would like to play along at home, we'll be discussing, reviewing and dissecting Haunting Ground. on the next episode of Stealth Boom Boom.IMPORTANT LINKS TO THINGSđ§ Subscribe to Stealth Boom Boomđ€ïž Stealth Boom Boom on BlueskyđŠStealth Boom Boom on Twitter Hosted on Acast. See acast.com/privacy for more information.
1 Apr 1h 59min
Metal Gear Acid Review | Card Battles, Withholding Info, Talking Dolls
What do you do when you have a brand new handheld console coming out? You turn to a series that is synonymous with your home console. Weâre going back to late 2004 (or early 2005⊠or late 2005, depending on the region youâre in) to look at a turn-based strategy spin-off. Weâre talking Metal Gear Acid (or Metal Gear Ac!d, however youâre meant to pronounce that).On this episode of Stealth Boom Boom, we chat a little bit about importing a Japanese PSP as well as an American UMD, and a back of the box for the handheldâs launch window. We also look at how acid dissolves metal, fashionable acid jazz, and Colm does his longest âhow does this game play?â bit ever.Here are some of the things youâre gonna hear us chat about in our review: Hitman Go; doing nothing, watching the enemy, and plotting a route; trying to figure out if a gun without a silencer is just as quiet as a gun that does have a silencer; hiding quite important things like how to view the map from an aerial view and how to shoot some weapons; chasing down a guard before the call goes through after heâs spotted you; not enough places to hide and plenty of guards to kill; failure via randomisation (and just deck management, in general); mission-critical cards; Balatro; how cost changes who goes when; controlling Snake AND Teliko; stacking buffs; the power of the XM8; mystifying decisions around movement; a game of Ludo; a story thatâs nutty in a slightly different way to regular Metal Gear Solid, but told in a terribly boring way; a dramatic performance; music thatâs better than you expect; and the most peculiar in-game adverts. After all that, we take you through what some of the critics were saying about the game around the time it came out, and then we give you our final verdicts on whether Metal Gear Acid is a Pass, a Play, or an Espionage Explosion.For those who would like to play along at home, we'll be discussing, reviewing and dissecting Invisible, Inc. on the next episode of Stealth Boom Boom.IMPORTANT LINKS TO THINGSđ§ Subscribe to Stealth Boom Boomđ€ïž Stealth Boom Boom on BlueskyđŠStealth Boom Boom on Twitter Hosted on Acast. See acast.com/privacy for more information.
18 Mars 2h 27min
Thief II: The Metal Age Review | Stealth Strepsil, Sound Vibes, Robot Rising
Weâre going back into the shadows and listening out for footsteps on tiled floors, as we revisit a series that all of us enjoyed back in season 1. Weâre going back 25 years to 2000 to look at a massively influential first-person stealth game. Weâre talking Thief II: The Metal Age.On this episode of Stealth Boom Boom, we chat a little bit about the architecture of Meet Joe Black, co-operative thieving, and crunching to hit the release date. We also look at a trailer that Eddie Vedder (and by extension John McEnroe) would be happy with, some of the hopes developer Looking Glass Studios had for the franchise, and the closure of the studio only months after launch.Here are some of the things youâre gonna hear us chat about in our review: staying in the pitch black shadows and extinguishing flames with your water arrows; walking on carpet and shooting at tiled floors with your moss arrows; the Stealth Strepsil; the guards that never shut up; many different ways to move; new magic potions; the Scouting Orb and whether thereâs a need for it; the golden rule: get behind âem; a glitchy romance; cameras and big robots with faces; combat is punishment for being spotted; Dishonored; praise for quick save functionality; more objectives for higher difficulties; framing a lieutenant at the local police station; Kevin Keegan; a fondness for worldbuilding rather than plot; Blood Omen 2; sarky Garrett; religious texts; Karras as played by Droopy Dog; one of the best arguments; a UI that didnât please Josh; and a specific sound that pleases everyone.After all that, we take you through what some of the critics were saying about the game around the time it came out, and then we give you our final verdicts on whether Thief 2: The Metal Age is a Pass, a Play, or an Espionage Explosion.For those who would like to play along at home, we'll be discussing, reviewing and dissecting Metal Gear Acid on the next episode of Stealth Boom Boom.IMPORTANT LINKS TO THINGSđ§ Subscribe to Stealth Boom Boomđ€ïž Stealth Boom Boom on BlueskyđŠStealth Boom Boom on Twitter Hosted on Acast. See acast.com/privacy for more information.
4 Mars 2h 37min
Destroy All Humans Review | Holobobbing Around, Demolishing the 1950s, Speaking Human
Who knew that a Jack Nicholson-sounding extra-terrestrial in a Grand Theft Auto-like would become a cult classic? Weâre going back 20 years to 2005 to look at a third-person action-adventure game that spawned more sequels than you realise. Weâre talking Destroy All Humans!On this episode of Stealth Boom Boom, we chat a little bit about Pandemic Studios family-friendly game that accidentally led to a violent, angry alien blowing things up. We also look at the original E3 trailer and whether this game was going to be sneakier, a banger track for the Japanese audience, King of the Hill and some theremin.Here are some of the things youâre gonna hear us chat about in our review: looking like a human thanks to the easy-to-use (but also limiting in some ways [but also not difficult to circumnavigate those limitations]) Holobob; becoming more mentally powerful via the thoughts of others; being aware of nearby, pesky Majestic agents; a GTA wanted level system that mostly works but is not without jank; hypnotising, if it takes your fancy; a little bit of something; answering questions as the Rockwell mayor; yearning for a stealth brain extraction; getting all the benefits of a probe (and the rest of your arsenal); the fluidity of your giant flying saucer; flinging folks around with Psi-Ops-like telekinesis; playing boring repetitive side missions just so you can progress; satirising pretty much everything about 1950s America; very easy company; the wonderful duo of Crypto and Pox; After all that, we take you through what some of the critics were saying about the game around the time it came out, and then we give you our final verdicts on whether Destroy All Humans is a Pass, a Play, or an Espionage Explosion.For those who would like to play along at home, we'll be discussing, reviewing and dissecting Thief II: The Metal Age on the next episode of Stealth Boom Boom.IMPORTANT LINKS TO THINGSđ§ Subscribe to Stealth Boom Boomđ€ïž Stealth Boom Boom on BlueskyđŠStealth Boom Boom on Twitter Hosted on Acast. See acast.com/privacy for more information.
18 Feb 2h 2min
Tenchu 2: Birth of the Stealth Assassins Review | Grapple Hook Tweaks, Ninja Soap Opera, Movement Disagreement
Weâre living by honour and killing by stealth⊠again. For only the second time ever (although it will be happening a lot more throughout this season), we are returning to a series. Weâre going back to 2000 to look at a third-person stealth-action game. Weâre talking Tenchu 2: Birth of the Stealth Assassins.On this episode of Stealth Boom Boom, we chat a little bit about Rich spending his 18th birthday making levels in the mission editor, Joshâs fondness for Tekken 3 (oh that volleyball was classic, wasnât it?), and bent coppers. We also get an apology for the lack of a PS2 version, word of 21 new stealth techniques, and a note on regional differencesHere are some of the things youâre gonna hear us chat about in our review: trying to judge how far away enemies are with the Ki meter without seeing them; differing opinions on the brilliance of guardsâ eyes and ears; a very sneaky and very slow crouch; movement that some people love and other people donât like one bit; a redundant right stick; movable corpses that have new items (none of which is mentioned in the game); manuals; (inverted) throwing poisoned rice on the floor; a white sheet washed with Daz that turns you invisible; combat that could do with with a lock-on; zero checkpoints; chucking grenades bosses; the sound of blood pouring out of your enemies; a returning grappling hook thatâs been tweaked and thus divides the crowd; a tutorial that grated for some; Silent Hill draw distance that stands out more in the new daytime levels; hiding in the water with a bamboo reed; an involved, interweaving three-campaign story; the lack of more lads like Genbu; the MGS connection; and an owl hooting instead of banging music for some reason.After all that, we take you through what some of the critics were saying about the game around the time it came out, and then we give you our final verdicts on whether Tenchu 2: Birth of the Stealth Assassins is a Pass, a Play, or an Espionage Explosion.For those who would like to play along at home, we'll be discussing, reviewing and dissecting Destroy All Humans on the next episode of Stealth Boom Boom.IMPORTANT LINKS TO THINGSđ§ Subscribe to Stealth Boom Boomđ€ïž Stealth Boom Boom on BlueskyđŠStealth Boom Boom on Twitter Hosted on Acast. See acast.com/privacy for more information.
4 Feb 2h 6min
Shadow of Rome Review | Gladiatorial Combat, Corridor Questioning, Roman Whodunnit
On this episode of Stealth Boom Boom, we take a look at a lead characterâs striking resemblance to a West Bromwich Albion fan and Guardian columnist (see: the bust on this episodeâs cover art). We also take a look at the origins of a small, independent, Japanese developer called Capcom, and how these big fights actually happened IRL. Crazy, right?Here are some of the things youâre gonna hear us chat about in our review: Dr. Otto Octavius as played by Alfred Molina; a surprising level of sophistication in relation to the sound you make and the guards can hear; Assassinâs Creed social stealth; Hitman disguises and the multiple choice quiz you might have to take when someoneâs suspicious; holding items behind your back; being punished for not completing stealth sections in a very specific way; the pain of an accidental jog; connected environments to can creep around; picking up coins to furnish your flat; Dead Rising; the chaos of battles being you vs LOADS; the balancing act of both the nasty and the silly when it comes to the violence; the Salvos scoring system fitting the theme perfectly and encouraging you to try different weapons; another game thatâs just too long; Road Rash B.C. (otherwise known as Rome Rash); a difficulty that ramps up and up; escort missions from a certain era; a fake brother called Sextus; pointless chats with trainee gladiators; Yakuza / Like a Dragon; an engaging whodunnit around the assassination of Julius Caesar; Maecenas Oven Chips; a pacing problem; Gladiator II (and also The Popeâs Exorcist); the majesty of Agrippa; and how Ryse: Son of Rome is probably the closest thing to a Shadow of Rome 2.After all that, we take you through what some of the critics were saying about the game around the time it came out, and then we give you our final verdicts on whether Shadow of Rome is a Pass, a Play, or an Espionage Explosion.For those who would like to play along at home, we'll be discussing, reviewing and dissecting Shadow of Rome on the next episode of Stealth Boom Boom.IMPORTANT LINKS TO THINGSđ§ Subscribe to Stealth Boom Boomđ€ïž Stealth Boom Boom on BlueskyđŠStealth Boom Boom on Twitter Hosted on Acast. See acast.com/privacy for more information.
21 Jan 1h 57min