Skip to playerSkip to main content
  • 4 hours ago

Category

🎈
Fun
Transcript
00:00Is this how you welcome family?
00:03Ho!
00:10You've picked a bad time for a visit!
00:12Welcome to Mojo Plays!
00:14And it might be hard to believe, but we're already nostalgic for games that are less than a decade old,
00:20and given the current state of many of the games releasing these days,
00:23we'd happily revisit any of these classics in a heartbeat.
00:27Status is chafed, sir!
00:28You say chafed, sergeant?
00:31Yes, sir!
00:32A local airborne insurgency has infiltrated the U.S. zone designated as my pants!
00:36Dragon Age 2
00:38You know exactly why I'm here!
00:42Time to start talking, dwarf.
00:44They tell me you're good at it.
00:47Coming back to the same city after a year,
00:50and realizing half the people you left behind have gotten worse,
00:53is a special kind of homecoming.
00:55Dragon Age 2 plants the whole story in Kirkwall and lets a decade pass inside it,
01:01which means companions actually age and old choices keep walking back in because there's nowhere else for them to go.
01:08Combat is quicker than the first game and far less interested in letting you pause and micromanage every swing,
01:14while the writing mostly cares about the weirdos traveling with you instead of dragging the plot halfway across the continent.
01:21By the end, the city has decided it's the villain,
01:24and the tone has gotten noticeably meaner without needing a new map to announce it.
01:29And the smaller scope makes the mess feel like it built up instead of getting dropped on you.
01:34If I seem bitter, it's not without cause.
01:37Perhaps it is time to move forward.
01:40I just don't know where that leads.
01:43Do you?
01:44Concrete Genie
01:46You're my best one yet.
01:49Wanna hang out?
01:50Painting over someone else's graffiti,
01:52and having it stand up and start helping,
01:55is a better revenge than most arguments.
01:57Concrete Genie hands you a brush that turns sketches into living creatures,
02:01and the colors you pick decides whether they breathe fire or just light the bulbs to keep the dark from
02:07spreading,
02:07which is artistic ingenuity at its finest.
02:10The story follows a kid whose drawings keep getting ripped up by local bullies,
02:14who then watches those same drawings wander around an empty town and start fixing things.
02:20There's almost no combat to speak of,
02:22which is fine because the point is the painting itself and the beauty of your creations.
02:28The creatures pick up little attitudes based on how you drew them,
02:32so one wall can feel friendlier than the next depending on who you left living there,
02:36and the whole thing wraps up before the charm has a chance to age like paint drying.
02:41I think you'd rather paint, Chuck.
02:51Lost Planet 3
02:52This, this is the stuff.
02:55Now get out of here before I regret giving it to you.
02:58Trying to keep a walking mining rig from tipping over,
03:01while something the size of a building chews on it,
03:04is a different kind of busy than the earlier games.
03:07Lost Planet 3 slows everything down,
03:09and sticks with one contractor who just wants to finish the job and get paid.
03:14The series' tried-and-true shooting still happens on foot,
03:17and the grappling hook shows up late enough to just mostly help you climb
03:21instead of turning every fight into a swing fest.
03:23The most memorable parts, however, are inside the rig,
03:27where a giant arm and drill turn bigger problems into orange smears on the glass,
03:32and thermal energy is now something you collect
03:34instead of something that constantly runs out.
03:37The story stays interested in the crew's situation rather than pure spectacle,
03:42while the slower pace is obvious right away and never really speeds back up.
03:48Yeah, there's nothing awkward about this at all.
03:52Guess we're gonna have to get used to it.
03:54Split Second
04:02Drifting cleanly enough to earn the right to blow up the road in front of the guy ahead of you
04:07is a very specific kind of satisfaction.
04:10Split Second builds a meter from drifts, drafting, and jumps,
04:14then lets you spend it on explosions, collapsing highways,
04:17or full dam breaks once someone drives past the marked spot.
04:21A bigger meter means a bigger mess,
04:24and the same system works just as fine against you when you're out in front.
04:28The numerous cars all handle differently,
04:30but the real decision is always whether to spend early
04:33or save for something that rearranges the next corner.
04:36The track itself changes depending on what gets triggered,
04:39so the second lap rarely looks like the first,
04:42which means every loop around the track stays loud,
04:45short, and completely uninterested in anything except timing those power plays.
04:57Castlevania Lords of Shadow
05:01Thank God that you are still among the living, my friend.
05:05Walking toward a castle on a mountain
05:07and actually having the villages and ruins connect
05:10instead of loading separately
05:11already feels like an improvement over previous 3D Castlevania attempts.
05:16Castlevania Lords of Shadow treats the whole climb as one trip,
05:20with combat that mixes light and heavy hits, magic,
05:23and a light-dark meter that changes what your abilities are capable of.
05:27The camera stays close enough that fights stay readable
05:30while still showing you how far you still have to go,
05:34while platforming breaks things up without feeling like it belongs in a different game,
05:38with the whip handling both enemies and getting around.
05:41The story of Gabriel Belmont chasing the source of a spreading dark
05:46and a way to resurrect his wife remains grounded even when the set pieces get big,
05:51which is all guided by the soothing tones of Sir Patrick Stewart as the narrator
05:55and Hideo Kojima leaving his mark on the familiar Castlevania DNA.
06:00You may think I am helping you,
06:03but you would be wrong.
06:04I serve no one.
06:07You would do well to remember that.
06:09Craving even more nostalgia from the best years in gaming?
06:13Scan the QR code on screen to head to Mojo Play's 24-7 livestream
06:16for non-stop gaming fun.
06:19Vampyr.
06:20Oh, Dad.
06:23My sweet brother.
06:25God, what have you done?
06:27Mary!
06:29Oh, no.
06:31Mary!
06:32Deciding whether the nice lady who runs the clinic is worth more alive
06:36or as a power-up is the kind of choice this game keeps handing you
06:40and your options for extra snacks just keeps growing from there.
06:44Vampyr ties every blood source to actual people in the districts,
06:48so feeding on one removes them
06:50and can change how the rest of the neighborhood reacts.
06:53Fighting mixes regular weapons with vampire tricks
06:56that get stronger the more you feed,
06:58which means your personal power and the state of the streets are always arguing.
07:02You can talk to everyone first and learn who they are before you decide,
07:06while the map is small enough that you will actually notice when someone disappears.
07:11The story keeps asking how much damage you're willing to do
07:14while still pretending to help with the outbreak.
07:16It's just the doctor work and the feeding never really splits apart.
07:20And why is that?
07:21People who don't sleep at night always seem more alive to me.
07:26More interesting.
07:27Driver San Francisco
07:29Where'd he go?
07:32Whoa! He's behind us!
07:35Oh, man! Drive! Drive!
07:38Suddenly, being behind the wheel of a completely different car
07:41because the last one wasn't useful
07:43is a hell of a way to start a chase
07:45and a gameplay loop that somehow has never been replicated.
07:48Driver San Francisco builds every mission around jumping into other people's vehicles,
07:53so the car you're in can become the one that needs to block a truck
07:56or the one that must make a meeting.
07:58The objectives stay film-style and tight,
08:01with chases, escorts, timed runs that all use the same shift.
08:05The city is open enough to mess around between jobs,
08:08and the shift even works there too,
08:10while radio and random chatter fill the gaps without killing the pace.
08:14The story stays pretty light
08:16and seems perfectly fine with how ridiculous the whole body swap thing is.
08:20It doesn't try to be like the older Driver games,
08:22and instead, treats the shift as the main tool for everything.
08:27I need to see this through.
08:28You're gonna have to let this go, man.
08:30Remember me.
08:31No.
08:33Not so resistant after all.
08:37Thank you for your cooperation.
08:41Editing someone else's memories so they walk away mad at their boss instead of grateful
08:45is a very specific kind of revenge.
08:49Don't Nod's debut title, Remember Me,
08:51lets you step into a recollection of memories
08:53and rearrange the important moments
08:55until the person leaves feeling differently about whatever you want them to,
08:59a la Inception.
09:00Combat keeps things fresh by utilizing combos you build yourself
09:04out of pieces that change damage, healing, or cooldowns.
09:07The city stays bright and stacked,
09:10with neon and layered buildings that make every area feel crowded,
09:14while Nyland handily carries the quieter parts
09:16between the memory edits and the fights.
09:19Platforming uses the same idea of fixing broken paths
09:22by correcting the right memory,
09:23as all the while,
09:24the story keeps circling what got taken
09:26and what gets given back
09:28without ever even opening the map up.
09:31Suffering, like painful memories,
09:33is just part of life.
09:36The Evil Within
09:37What the hell?
09:49Resident Evil Mastermind Shinji Mikami's horrific cousin The Evil Within
09:54keeps the camera close and the supplies thin,
09:57so every fight makes you pick between shooting,
09:59hiding, or burning the problem with the few matches you have.
10:03So far, so are E-Formula.
10:05However, those matches are limited
10:08and only work on certain things,
10:10and the rest of your inventory is small enough
10:12that running out is always possible.
10:15Walking into a crime scene
10:16and having the building decide it would rather be somewhere else
10:19is a rude way to start a shift,
10:21as rooms can change without warning,
10:23turning hallways into open spaces,
10:25or dropping the floor into a new route.
10:28And bosses use the same scarcity
10:30instead of inventing new rules.
10:32The story stays chopped up and a bit convoluted,
10:36but the survival bits and short fights
10:38balance the narrative trade-off,
10:40and neither one ever really lets up.
10:50Prince of Persia, The Forgotten Sands
10:53Picked a bad time for a visit?
10:55I would have said you've picked a bad time for a war!
10:59Well, next time I expect you,
11:02I'll tell my enemies not to invade!
11:04Prince of Persia, The Forgotten Sands
11:06focuses on time powers
11:07that can freeze or rewind short bits of the environment,
11:10so freezing a wall mid-collapse
11:12just so you can run across it
11:14before it remembers it's supposed to fall
11:16is still a good trick.
11:17Fighting pairs the sword with the same powers,
11:20so now you can stop an enemy mid-swing
11:22and finish them before the effect ends.
11:25Getting around is still the main job,
11:27with wall runs and pull swings that feel consistent.
11:30And the levels stay mostly straight,
11:32but open up more vertical options
11:34once the new abilities start showing up.
11:36The story falls before Warrior Within
11:38and has The Prince coming back to a kingdom
11:40that's already in trouble,
11:42and a tone that stays on the lighter side
11:44compared to the rest of the original trilogy
11:46that replaced The Prince's original optimism
11:48with his emo phase that finished out the timeline.
11:53If any part of Malik is still alive,
11:56I hope he will forgive me for this.
11:58Mad Max.
12:00Please, don't kill!
12:01Shut the bucket!
12:02Please!
12:03Why shouldn't I?
12:04Because I know you.
12:08Releasing the same week as the final Metal Gear Solid game
12:11was always going to be more difficult
12:12than stopping to pull scrap off a wreck
12:15because no one was going to miss Snake's final mission
12:17for a drive in the desert.
12:19Mad Max builds its open world around driving,
12:22with fights that happen both on foot
12:24and from the driver's seat,
12:25where the magnum opus starts basic
12:27and picks up armor, guns, and engine parts
12:30from wrecks and convoys.
12:32The on-foot fighting is simple combos,
12:34while the car fights reward ramming and harpoon pulls.
12:38The story is familiar to anyone
12:40even remotely familiar with the series,
12:42and honestly doesn't need to be anything more.
12:44The unpredictable weather and time of day
12:47coupled with gathering better parts
12:48keeps exploration interesting,
12:50while the loop of brutal combat and car customization
12:53keeps the apocalypse from ever
12:55feeling like the end of the world.
12:57Uh-huh, the killer of scrotus pups comes.
13:01In that crack yonder,
13:03you can go in and kill with these
13:05sucklings in there, I'm like.
13:07Enslaved Odyssey to the West.
13:10You put this on me.
13:11Let me explain.
13:12Get this thing off,
13:14or I'm going to rip your head off.
13:18No.
13:19No?
13:19Having someone on your back
13:21telling you which handhold is safe
13:23while you're already moving
13:24is either helpful or deeply annoying
13:26depending on the day.
13:27Three years before The Last of Us,
13:29enslaved Odyssey to the West
13:31paired a fighter with a companion
13:32who rides along during climbs
13:34and calls out roots during fights.
13:36The motion-captured performances,
13:38led by Andy Serkis no less,
13:40do the heavy lifting,
13:41and the relationship builds
13:42through short bits of dialogue
13:44that happen while you're still going.
13:46Combat feels brutal and satisfying
13:48when overgrowth and old machinery
13:50share the same shots,
13:51so places feel taken back
13:53instead of empty,
13:55while platforming needs the companion
13:57to open certain paths
13:58or distract things.
13:59The story takes a familiar journey
14:01and drops it into a collapsed world
14:03without adding a bunch of extra systems
14:05and ends once the two of them
14:07get where they're going
14:08without overstaying its runtime.
14:10Excuse us a moment.
14:12Are you going to put your fingers in your ears?
14:15Did you just try to get me killed?
14:17Binary Domain
14:27Telling your squad to do something
14:29and then watching half of them ignore you
14:31because you were rude earlier
14:32is a very video game way to learn manners.
14:35Binary Domain tracks trust
14:37through what you say
14:38and what orders you give,
14:40so a teammate who feels blown off
14:42will hesitate
14:42or just outright refuse your orders later.
14:45The shooting is regular
14:47third-person cover stuff
14:48with enemies that need different handling
14:50and the story has a team checking
14:52on rogue machines
14:53with the trust level changing
14:54both how much help you get in fights
14:56and some of the story branches.
14:58No matter the choices you make,
15:00you keep the same group,
15:01so the trust you've built
15:02or burned sticks around.
15:04It might not revolutionize
15:06any of the base mechanics,
15:07but the talking system
15:08that runs underneath the shooting
15:10the whole time
15:10is executed strongly enough
15:12that you'll enjoy your time with the game
15:14right up until the credits roll.
15:20The final photo doesn't do her justice.
15:24Darksiders 2
15:25He has many names.
15:28Kinslayer.
15:29Executioner.
15:31Death.
15:33Showing up after the first horseman
15:35already handled his part
15:36means you get a bigger map
15:37and more toys to break it with.
15:39Not only does Death's chapter
15:41add dual weapons,
15:42a skill tree,
15:43and dungeons
15:44that mix platforming with enemy rooms,
15:46but the open bits between dungeons
15:48let you ride
15:48and do side things
15:49that help the main progression.
15:51Bosses are bigger
15:52and have more things going on,
15:54and the story keeps the larger fight going
15:56while focusing on one character
15:58trying to fix things.
15:59The new additions to loot and crafting
16:01sit next to the combat
16:03without taking over,
16:04and the look stays stylized,
16:06just with more vertical space.
16:08It runs longer
16:09and gives the new stuff
16:10time to matter
16:11across a few regions
16:12and sticks to the classic formula
16:14established in the first game,
16:16so everything fans loved
16:17about the first game
16:18is here
16:19minus the weird Souls-like experiment
16:21the follow-up would tack on.
16:22I've come to part demons
16:25from their coins
16:26and you
16:27from their souls.
16:30Are we so different to them?
16:32Sunset Overdrive
16:34Uh, you know,
16:36technology.
16:38Technology.
16:39Let's not complicate things
16:41by poking holes
16:42in the way we deliver the story, okay?
16:44Oh, okay then.
16:46Insomniac are masters of momentum,
16:48and Sunset Overdrive
16:50is where they hone their craft
16:51with the traditional shooting
16:53designed around constant traversal,
16:55so standing on the ground too long
16:57is the real danger.
16:58Suddenly,
16:59staying on a rail
17:00so the mutants can't reach you
17:02turns Don't Stop Moving
17:03into actual advice
17:04instead of a loading screen tip.
17:06Guns go from normal
17:08to ridiculous,
17:09and the score system
17:10likes it when you kill things
17:11while grinding
17:12or in the air.
17:13The open areas
17:14are full of vertical routes,
17:16and the story missions
17:17use those same routes
17:18instead of making separate arenas.
17:20The tone stays loud,
17:21and colorful
17:22with radio
17:23and environmental lines
17:24that play
17:25while you're moving,
17:26allowing you to unlock customization
17:27and weapon mods
17:29on the go.
17:29Nothing really stops you
17:31to talk
17:31or manage inventory,
17:33instead preferring
17:34to keep that speed
17:35from the first area
17:36all the way through.
17:37He needs 21st century
17:39food and medicine.
17:40Got it.
17:41Real food and medicine
17:42and maybe a shrink
17:43dressed as a cleric
17:44or something?
17:45Seriously,
17:46he needs your help.
17:47I'm worried for him.
17:48El Shaddai
17:49Ascension of the Metatron
17:51Stealing an enemy's weapon
17:53and cleaning it
17:54so the whole world
17:54changes color
17:55is a very dramatic way
17:57to upgrade your combat skills.
17:59The story follows a scribe
18:01climbing through realms
18:02to stop fallen angels
18:03with almost no talking
18:04and a lot
18:05of visual storytelling,
18:07with the art
18:08shifting hard
18:08between areas
18:09from clean white spaces
18:11to darker,
18:12weirder ones.
18:13Platforming wants
18:14precise jumps
18:15across floating platforms,
18:16and the camera
18:17often pulls way back
18:18to show how big
18:19everything truly is.
18:21El Shaddai
18:22Ascension of the Metatron
18:23keeps combat simple
18:24and built around
18:25three weapons
18:26you take from opponents
18:27and it's those same
18:28three weapons
18:29that stay useful
18:30the whole time.
18:31So,
18:31you get better
18:32by timing the steals
18:33and cleanings
18:34instead of finding
18:35new gear,
18:36keeping the focus
18:37primarily on the climb
18:38and its gorgeous
18:39biblical apocalypse.
18:41Alpha Protocol
18:42I'm gonna ask you
18:43some questions,
18:44run you through
18:44some more tests,
18:45then you and I
18:46can talk
18:46face to face
18:48and make you
18:49feel better?
18:51I'm ready.
18:52Old school Obsidian
18:53were like a cross
18:54between Bethesda
18:55and Bioware
18:56with their focus
18:56on the kind of
18:57consequences
18:58the game
18:58actually remembers.
19:00Alpha Protocol
19:01leaves the wasteland
19:02and medieval setting
19:03behind for a spy thriller
19:04that tracks
19:05faction relationships
19:06and what you say.
19:07So the same job
19:08can involve
19:09different people,
19:10different information,
19:10or different problems
19:12depending on
19:13earlier choices.
19:13fighting naturally
19:15borrows heavily
19:16from 007
19:16and mixes shooting
19:18with stealth
19:18and gadgets
19:19that help with both.
19:20Your background
19:21and skills
19:22change some of the dialogue
19:23and tools too
19:24and the story branches
19:26across multiple
19:26exotic locations
19:28which again
19:28is very Bond-esque
19:30with old decisions
19:31deciding which missions
19:32even show up later
19:33and the results
19:34stick around
19:35instead of resetting.
19:37The game might have been
19:38overly ambitious
19:39and suffered for it
19:40but every choice
19:41feeds the next operation
19:43so the spy stuff
19:44and the systems
19:45stay tied together
19:46rewarding players
19:47who tap into
19:48their inner 00.
19:50I wasn't sure
19:50I was going to see you
19:51again after Taipei.
19:53How could I stay away?
19:54You tell me.
19:56But since you're
19:57obviously here for business
19:58let's hear it
19:59and get it out of the way.
20:00Vanquish
20:01This place
20:02hell
20:03even this suit
20:04runs on his energy designs
20:06is too valuable to kill.
20:09I know.
20:11Vanquish builds the familiar
20:12cover-based shooting
20:13around a rocket slide
20:14so sitting behind
20:15one piece of cover
20:16too long
20:17is the slow option
20:18and sliding out of cover
20:19with a boost
20:20that also slows time
20:21for a second
20:22turns repositioning
20:23into the actual attack.
20:25Guns overheat
20:26instead of using
20:27normal ammo
20:28which means you keep
20:29swapping in longer fights
20:30and throughout it all
20:31the set pieces
20:32throw lots of enemies
20:33and hazards
20:34into the same spaces.
20:36The hard parts
20:37come from where
20:37the enemies are
20:38and the need
20:39to keep moving
20:40not from running
20:41out of supplies.
20:42The story has a guy
20:43in a powered suit
20:44trying to stop a coup
20:45and the tone
20:46stays ridiculous
20:47without the need
20:48to add any extra systems
20:49on top.
20:50Vanquish
20:51might live up to its name
20:52with its short run time
20:53but it's an experience
20:54that won't soon be vanquished
20:56from your memories.
20:57I'll see myself out.
20:58To those who have
20:59committed this
21:00heinous act
21:01we say firmly
21:02we will not negotiate
21:05with those
21:05who wish to destroy us.
21:07Our strength
21:08is unmatched.
21:10Prey
21:10Breaking convention
21:11is in our blood.
21:13Once you start the test
21:14just do whatever
21:16comes natural.
21:17Prey lets almost
21:17every problem
21:18be solved
21:19more than one way
21:20and it actually
21:21notices which way
21:22you picked.
21:23Neuro mods
21:24open new routes
21:25and combat options
21:26but installing them
21:27also changes
21:28how certain enemies
21:29treat you
21:30and how a few
21:31story beats
21:31land later on
21:32and nothing
21:33locks you into
21:34one approach.
21:35You can sneak
21:36shoot
21:36hack
21:37or just start
21:37rearranging the furniture
21:39until the obstacle
21:40goes away
21:40and the game treats
21:42all of those
21:42as valid.
21:43Audio logs
21:44sticky notes
21:45and half finished
21:46experiments
21:47fill in what
21:47happened to the place
21:48without ever forcing
21:49you into a separate menu
21:51while the map
21:51is dense
21:52and stitched together
21:53so a shortcut
21:54you find
21:55in the first hour
21:55is still saving time
21:57in the 8th.
21:58The story keeps you
21:59on the station
21:59the entire time
22:00while conditions
22:01steadily get worse
22:03and the result
22:03is a space
22:04that feels like
22:05it was built
22:05to be taken apart
22:06rather than
22:07march through.
22:08We're gonna shake
22:09things up
22:09like old times.
22:13Spec Ops
22:14The Line
22:23There's a reason
22:24this one
22:24has outlived
22:25its generic
22:26military shooter label.
22:27Following the next
22:28marker
22:29and getting into
22:29another firefight
22:30that looks normal
22:31until you read
22:32what you're actually
22:33supposed to be doing
22:34is how the game
22:35keeps its straight face.
22:36Spec Ops The Line
22:37uses regular
22:38cover shooter controls
22:39and enemy placement
22:40but then puts those
22:41tools in situations
22:43where finishing the order
22:44makes things
22:44clearly worse.
22:46The story follows
22:47a three-person squad
22:48looking for a missing officer
22:49and the way they talk
22:50to each other
22:51shifts as it goes
22:52as hazards
22:53and scripted moments
22:54sit on top of the shooting
22:55without replacing it.
22:57Loading screens
22:57and radio chatter
22:58start commenting
22:59on stuff you've already done
23:01while the slow revelation
23:02manages to hit you
23:03only moments
23:04before the game
23:05removes any speculation.
23:07There's no separate
23:08morality meter.
23:09The mission
23:09just continues
23:10with the same buttons
23:11and the realization
23:12you were never
23:13truly in control.
23:14The men are asking
23:16what do we do now?
23:19We complete our mission.
23:21What's your favorite game
23:22from the 2010s
23:23you wish more people played?
23:24Shout out your picks
23:26in the comments.
23:27Did you enjoy this video?
23:28Check out these other clips
23:29for Mojo Plays
23:30and be sure to subscribe
23:31and ring the bell
23:32to be notified
23:33about our latest videos.