Goon Review: The Walking Dead: A New Frontier: Above the Law

(Submitted by our Ho-rror Ho-mie, Mr. Andrew “Goon” Peters…Thanks, my freaky friend! 🙂 xoxo)

As I read the title for Episode 3 of The Walking Dead: A New Frontier, Above the Law, I shouted “LEEEWWWW-AHHHH,” like Armand Asante as Judge Rico from the Judge Dredd movie. Anyone else? No, just me? Anyway, we last left Javi and his group at the mercy of The New Frontier so that Kate, who was just shot in the belly, could get some medical attention and who should come storming out of the gate to meet them? Javi’s brother, David, who they thought to have been dead this whole time and I’m sure he’s thought the same of them. Welp, get ready for an awkward family reunion.

Javi and David are clearly shocked to see each other alive and although David barely notices Gabe, he’s still happy to give him a hug nonetheless and is able to immediately get Kate some medical attention while Javi and the rest of the group get tossed in a cell. Looks like a happy family reunion is gonna have to wait so that the crew can basically recap the story up until this point. I found it odd that this time was just spent rehashing everything we just saw instead of moving it forward, but eventually David shows up to take Javi to meet with the other council members that will determine whether or not Javi’s group can stay and become part of The New Frontier. Hmm, a council of elder like folks that determine the greater good of the people? That never ends with deception and betrayal. I don’t foresee one of them screwing everyone over for personal gain in their own agenda…

But first, it’s time to visit Kate and it plays out about as awkward as you would think. Kate fakes pain to have a moment alone with Javi and of course David walks in at an almost opportune time. I don’t understand why they just don’t talk about it already. Kate’s feelings for Javi and her disdain for David becomes evident when she asks you to bail on this place with her and Gabe. No goodbyes, no explaining anything to David, just up and run. Your response to Kate feels like the first time in this episode that something may shape what happens later. Unfortunately, the rest of the episode feels void of this feeling.

Now that you are finally in front of the council, it’s time to see if you will fit in, but first the leaders; There’s a drug addicted doctor named Paul Lingard who is seemingly spineless, Clint the farmer who also seems spineless, then you have David (who we know) and that leaves us with Joan who is like if Roseanne Barr wanted hair like Rogue from X-Men. She’s a total ball buster and seems to have a power over the others. This becomes more predictable as this scene plays out and identifying the puppet master becomes quite easy, but Max appears to throw a monkey wrench in the situation and your rivalry comes forward. It doesn’t seem like no matter what answers you choose, the outcome is going to be the same; you aren’t allowed to stay… except for Kate and Gabe who are more than welcome, so David sends you packing and the dude doesn’t even seem to care. It was at this point I was starting to notice that there wasn’t any dire choices this episode, the choices I made don’t seem to have any weight, but we’re only about halfway through the episode, so there’s plenty of time for things to completely flip around. David isn’t completely without feeling and sends Ava out to give you a care package complete with a baseball bat and a map that has a location marked on it, so the group agrees to head there.

Along the way you run into someone who’s been missing throughout half the episode, Clementine. En route to this mystery location, Clementine explains to Javi why she hates David so much, via flashback in which you learn the fate of baby AJ as well as a council members drug abuse. Although I can see from Clementine’s point of view and understand why she hates David, you can also see that why David made the decision he made and was only looking for what was in the best interest of the group. This is something I picked up at this point is that David may not be the awful person Clementine has led us to believe. He genuinely seems to care about the people in his group and although his anger leads him to make brash decisions, he doesn’t seem deceitful. This episode rightfully focuses on David’s character and exploring it and even though at times you aren’t sure of ‘did he’ or ‘didn’t he,’ you get the feeling there is a greater evil out there, which we are about to find out.

Seeing as this episode has lacked an action sequence, one get tossed at you that is primarily just button mashing while trying to get a shudder door open. There is a bit of puzzle solving, but I wouldn’t even call it a challenge, but instead a race against a time. It’s supposed to get your heart rate moving, but by this point it’s kind of stale. Once inside the shelter after that close call, David arrives and you have a choice to open the door or not. Regardless of what you choose, it will open and once again, doesn’t seem to have any real effect. Javi and the group notice that the supplies in the shelter are from the Prescott Airfield, where you were previously attacked by The New Frontier, along with other places. David is pressed about the matter, but swears he has no knowledge of this and that’s confirmed once Max, Badger and some other thug arrive and exposition dump the hell out the plot, revealing the true culprit. Wanting some revenge for Mariana’s death, the group attacks. This is another Quick Time Event that requires a quick response seeing that even a split second too late results in your death. But if you die, no big deal, you just start right back where you left off.

The finale of the confrontation leaves you with a wounded Badger who you have the option to kill, let Conrad kill (if you didn’t kill Conrad in the previous chapter) or left him turn. I chose the latter, because fuck that scumbag. I get a feeling this may come back to bite me in the ass later, but I feel at this point, Javi really needs to be showing Gabe that murder isn’t necessary… even though we just shot that guy in the gut in self defense. Again, even though I still felt like this decision may come back around to me, at the moment it feels like it bears no weight and that’s something this episode truly lacks; the intense split decision making and the consequences. Even though the QTE’s were somewhat panic inducing, there was never a feeling if I did something incorrectly or my timing was off, it would affect the outcome of the game. In fact, it just resulted in my death in which case I was allowed to try again.

With this new information, the group forms a plan and splits up while Jesus leaves the group in what is the saddest moment thus far. He was such an interesting character and a lot about who he is or what he knows, what a damaged soul he is, is merely hinted at, but my guess is Telltale wanted to save him for a spinoff on a rainy day. Javi and David eventually confront Joan who in classic vaudeville villain style pours herself a drink and sips from it as she reveals herself to be the mastermind and her plan! I know it was supposed to be a shocking moment, but with how predictable it was mixed with how classically evil the display was, I couldn’t help but laugh.

Above the Law is so far the weakest of the episodes with no feeling of dire consequences and boring, button mashing QTE action sequences that are few and far in between. It does however pull a few punches with David’s character, making him somewhat of a believable good guy who is trying to do the right thing. This does make siding with Clementine against David this episode a little difficult, but ultimately the looming baddie Joan is about as a subtle as a Disney villain and regardless of your choices, you know you’re going to end up in the same position. That position, however, looks like it’s going to be leading to some really difficult choices. Consider this the calm before the storm.

Goon Review: Friday the 13th – The Game

(Submitted by Mr. Andrew Peters, so yell at him about it!! 😉 xoxox)

As a bad omen, to quote Crazy Ralph, “You’re all doomed!”

It may not be Friday the 13th, but the day is finally here. Friday the 13th: The Game has launched on PS4, Xbox One and Steam and needless to say, Jason fans are going rabid. By that, I mean they are bloodthirsty to massacre their friends online and also due to the serious issues the game has been having since the moment it was released, but we can talk about that later. I know the start of this seems like a bad omen for the game and while it’s not perfect nor is it the Friday the 13th game we hoped it would shape up to be, it’s still a tremendous amount of fun despite all of the launch problems along with the other bugs and glitches that are present in the game.

For now, the game is strictly online only, pitting seven players (eight if you manage to radio Tommy Jarvis for help… more on that later) against another player who will be controlling Jason. Guess who everyone wants to play as? During the pre-game cinematic, the counselors sit around a campfire as Jason approaches, dispatching one of them and the other seven are left to scramble. There’s a feeling of anticipation and excitement of whether or not you will be playing Jason. Then once you discover it’s not you, panic and dread start to settle in as you quickly scramble as a counselor to the nearest cabin, searching drawers and shelves for weapons or important vehicle parts that will aid you in your escape. That’s the name of the game here: survival. Players have a set amount of time to survive and they can choose to run from Jason or hide which can be far more difficult that it sounds. You could also find a fuse to repair the phone box to call the police who take a few minutes to arrive, or find missing pieces for one of the two cars or a boat and escape that way. However, once they are fixed and you are fleeing, that doesn’t ensure safety. Jason can appear and halt the car by slamming the hood or yanking the driver of the boat into the water and drowning them. Yes, death truly awaits around nearly every turn here at one of the three maps of Camp Crystal Lake.

Being an online multiplayer, communication is essential for survival (instead of slinging homophobic remarks at one another). Having a headset is a key item the gamer will need before you even start. It’s not mandatory, of course, but it helps to keep in contact with the other players that are in proximity to you. That’s right, you can’t just shout over your headset hoping others will hear you, because that creates noise and makes it easier for Jason to spot you. Only counselors that happen to be nearby can hear one another, unless you have a walkie in which case others with walkies can hear you. I really liked this aspect of the game, because like a horror film, if you walk out into the woods screaming for help, the killer is gonna find you. However, you need to chatter back and forth, so if Jason is close by, he can hear all your little scheming. It’s a real dilemma the game puts you in. To be fair, if Jason is creeping close by, you’ll start to hear that iconic Harry Manfredini score (although one of Jason’s abilities allows him to mute it). My first time playing as Jason, I heard one of the players reveal to another player where he laid a bear trap down and what he planned to do. Needless to say, I sort of crushed that plan by crushing his head.

Each counselor has their own set of skills. Some are better at sneaking or repairs, while others have better stamina or are stronger. Not one counselor is necessarily better than the other, but it’s up to the player on how they use that specific counselors set of skills. I prefer better stamina and health since killing Jason requires a laundry list of shit to do, so I find it better to sneak around. Even if your counselor doesn’t have stats you prefer, there are perks as well only these are chosen at random and cost you experience points. Every match you play earns you points and these points can be spent on improving your character. As I said, for the counselors, it’s totally at random, so you could get something really good like start with a map or a radio or even increase your stamina regeneration that you could then equip to a counselor with lower stamina to even them out. You can also unlock different variations of their outfits, but these can take a while seeing as it takes about ten level ups to get them each time… and there’s 100 levels.

Jason has his own set of unlockables as well that you can purchase using the same points. Seeing as how Jason is overpowered (OP as the kids call it), increasing his stats isn’t necessary and he does have his limitations. Each Jason – represented by different incarnations from various entries in the Friday the 13th series – has their own strengths and weaknesses. Jason from Part 2 can run while his Part 7 counterpart cannot, however he is much stronger and has a faster swim. Different kills can be purchased that Jason can perform with either his hand or the specific weapon that particular Jason is given. Most of the kills are interchangeable between Jasons, but each has three weapons specific kills that only that Jason can use. These kills are brutal the first time you watch them, but even after that initial time, you start to see how poor the animation in this game truly is.

Yes, even though I happen to think most of the character models look decent, especially each Jason, the animations on them are quite awful. Hair seems to unevenly flow in chunks, the mouths don’t open when the speak half the time and I don’t know if this is part of glitching or the animations are incomplete, but often during a kill it’s like whole animations weren’t there. Their expression didn’t morph, it was just like gore appeared on their face suddenly. The best way I can explain it is to ask you think about an exploitation movie’s graphic scene, for example, someone gets shot in the face. Now say you were to cut out all the frames between when the actor gets shot and it immediately picks up afterwards. It looks awkward and really poor. One of the more massive glitches is the constant glitching and hit detection. I can’t tell you how many times characters fell through things or appeared to be floating in air. Hell, a couple times I found characters floating in mid air or sinking into the ground. There were also times when you would swing your weapon at Jason or vice versa and no damage would occur. This is a serious issue that needs to be resolved. Actually seeing as it’s so bad, I’m surprised it was released in this state. One gamer commented that it feels like we paid full price for a BETA and in this sense, I kind of agree with him.

After about logging in around 12 hours of gameplay (note that I am saying “gameplay,” this does not factor in the time spent sitting around waiting for the game to connect), I played as Jason twice which totaled about 15 minutes. 15 minutes out of 12 hours. Are you fucking kidding me? You can set your preference to spawn as Jason more, but I found this didn’t help. There were even instances where one player would play as Jason several times during the duration where others wouldn’t play as him at all. I don’t know how this randomizer works, but it’s one of the many problems that needs to be fixed.

One of the most difficult things about reviewing the game is that you can’t review it if you can’t play it. Sure, I did get to play it, but I spent an equal amount of time, if not more, waiting for the game to find a session I could join or waiting around in lobbies. Not to mention that if you did find a game, staying connected to it was pure luck of its own. At first I thought that maybe it was my internet, so I scrambled around the house shutting off everything that was connected to the wi-fi and once I was in a lobby, it was there that I noticed the incredibly high ping all of the other players had and everyone was having the same connection troubles.

Jason’s biggest adversary wasn’t the players as the counselors or even Tommy Jarvis… it’s the unfortunate developer that miscalculated how many gamers wanted to play, thus not having enough dedicated servers. This plays into why for hours – or for some days – of not being able to find a session to join and play the game. Gun Media took to social media to comment that the players “Jasoned” the servers, meaning that we overwhelmed them and that’s why the game was laggy, slow or you couldn’t connect. I don’t think they meant to make it sound like they were laying blame on us, but they commented that they tripled the numbers of all the pre-orders and so on, only preparing the servers to handle about 30,000 players. When nearly 100,000 players logged on to play during launch, it crashed their servers. I realize they are a small, independent developer and weren’t expecting Call of Duty numbers here, but c’mon… it’s Friday the 13th! This game has been hyped since it was called Summer Camp and changing it to an official Friday the 13th game only made it more popular, so how could you not expect or prepare for this to be monstrous?

I really, really wanted to love this game, I really did. Friday the 13th is my favorite horror franchise and needless to say that Jason is my favorite slasher villain, but even as an extremely die hard Friday the 13th fan, I couldn’t love this game. This is a game only a mother could love. I’m more like, the second stepfather. Even though I didn’t love it, we connected a few times, had a bonding moment here and there and it’s alright. Friday the 13th feels like an unfinished game that was released. I get the feeling the developers felt as if they couldn’t keep on delaying it, having filled the gamer population full of promises and feared the worst if they did. Being launched with a handful of issues, like the glitches, incomplete animations and major, crippling problems like the server downtime, the terrible lag and ping coupled with repetitive gameplay, keeps it from being the perfect horror game it should have been. Nowadays, gamers unfortunately have shorter attention spans and unless it’s the most recent incarnation of Call of Duty, they won’t play long. Seeing as how there are only a handful of things to do, I get the feeling many will find it stale and unfortunately a majority of player will stop playing after several weeks. Maybe the developer should have focused on the single player mode and adding a story during all these delays.

I know I picked the game apart, but I did have a tremendous amount of fun with this game. It was so nostalgic to be running around Higgins Haven from Part 3, Packanack Lodge from Part 2 and even the original Camp Crystal Lake area itself from the first movie. It was almost like being there and it overjoyed both my film and gaming senses as well as it warmed my heart and that’s something this game has a lot of that people seem to be overlooking; heart’ Friday the 13th: The Game was created by fans who cared about this franchise and cared about bringing you the best experience possible. It’s like they wanted you to feel like a counselor at Crystal Lake and it does feel like you are there. It was a blast to creep around cabins looking for items and hoping that I wasn’t making too much noise and working with others to try and survive the night. After all, surviving together is how you make new friends! Seriously, I’m still playing and chatting with a few folks I met playing this game as well as playing with old friends for the first time in what seems like ages. Even when playing as Jason, you can feel everyone working against you, but there’s no greater feeling when you foil their plan which sends them scattering like cockroaches when you flick on the light. You slowly dwindle their numbers and they panic more, becoming more desperate, but it’s all in good fun. Being able to be Jason do some of his iconic kills felt like an accomplishment and playing as Tommy helping others to survive felt like a real heroic feat.

It’s been a real long time since I sat down and played a game online or even wanted to play a game online. Gun Media has captured the true essence of Friday the 13th in a game and I hope all of the bugs and other issues are fixed and maybe a few more skins, added levels and characters. Maybe we’ll see Crazy Ralph in there somewhere? Or how about Steven from Jason Goes to Hell or Tina from Part 7 and she could have telekinetic abilities! Well, let’s just stick with fixing the current issues first.

Goon Review: Silent Hill – Original Video Game Soundtrack LP

(Submitted by Mr. Andrew Peters…Thanks, Ho-rror Ho-mie! 🙂 xoxo)
Music and sound are equally important when it comes to any video game or movie, almost as much as visuals. Just about any John Carpenter film is a great example of a movie can really benefit and improve with an eerie soundtrack. It helps set the tone and amplify the mood while crawling under your skin and making its way to your brain where it will stick. The same can be said about one of the greatest survival horror games to make its debut on Playstation (where video game music really began to take off), Silent Hill from Konami. You know, back when they treated their properties with respect instead of trying to turn them all into Pachinko machines.

I can’t think of a more shining example of a soundtrack that captures the look and feel of the game it accompanies better than Silent Hill. The rustic, dried blood aesthetic is captured perfectly in sound by composer Akira Yamaoka that gives a dooming, oppressive feel to the overall weight of the game. Imagine the sound of old, worn down machinery, the banging of decaying, rusted metals with a piano that sounds like it’s been abandoned in an old house, covered in dust. That is the music of Silent Hill and it’s still chilling to the bone, even after eighteen years. It’s hard to believe it’s been that long since the game was first released on Playstation. I remember keeping up to date with it through magazines, like Electronic Gaming Monthly and Playstation Monthly (it was cool to add “Monthly” to your magazine back then) and I was at a local video game store the day it was being released. Being in upstate New York, the store’s delivery was late because of the winter weather, but my mom was cool enough to let me wait around at the video store and finally when the game arrived, I bought it right off the truck (literally) ran home, played it and was spooked out of my mind. Looking back, the music had a lot to do with it. It repeated in my mind and as it looped in my head at night, it would be the soundtrack to all my dreams, good or bad.

The soundtrack has an overall vinyl type of quality to it. Like, it’s meant to be played in mono with a warmer sound, that sort of thing. Now that Mondo has been releasing the Contra and Castlevania soundtracks, both of which are 8-bit and 16-bit, we move onto 32-bit sound. This may not sound like a big deal, but we were moving away from computerized keyboard sounds and making a giant leap into being able to use actual instruments. Silent Hill makes full use of this, making an odd variety of hip-hop stylized drum and bass with piano and stringed instruments, mixing aforementioned old machinery and rusted metals. I can’t praise this soundtrack enough. It’s the stuff nightmares are made of and I mean that in the highest regard. Silent Hill was the first soundtrack to really stick in my head and give me chills. It kept me awake at night when I was younger and I’m glad it’s now available from Mondo on a 2XLP.

Of all the images you could use to represent Silent Hill, I’m sure most of us conjure up the images of the nurses, perhaps the school or even Harry Mason, the game’s protagonist, himself. Artist Sam Wolfe Connelly brilliantly uses the subtle image of Harry’s crashed jeep abandoned in a white void. It’s what brought Harry to Silent Hill and it’s the last thought of something that was supposed to keep you safe. The thought of leaving it means you are on your own in unfamiliar territory. To me, it captures the unknown fear you are expecting to encounter that the soundtrack perfectly captures. The inside image captures more of what you would expect upon exploring the hellish place, Silent Hill. A goat’s head on a woman’s body that is partially missing… I’m not quite sure how to describe it, but that can be said about most of Silent Hill (again, that’s a compliment). The discs themselves are a translucent grey with white splatter, perfectly representing the fog and the floating ashes. Each one also has a label of the cult’s triangle symbol.


Silent Hill has always had a remarkable soundtrack, probably some of the best and most memorable and Mondo’s vinyl release is the best way to listen to it and remember how the games use to terrorize you. There are times that the music sounds like it’s warping or wobbling and I honestly couldn’t tell if it were my records or if the soundtrack was intentionally doing that. It doesn’t take away from the listening experience, if anything it heightens it. After all these years, the original Silent Hill soundtrack is still able to raise the hairs on my neck.