Showing posts with label Reviews. Show all posts
Showing posts with label Reviews. Show all posts

Wednesday, February 5, 2014

The Wolf Among Us Episode 2 "Smoke and Mirrors": Review

 

As a first introduction to the world of Fables, the first episode of The Wolf Among Us was a fascinating beast. Moving away from the knee-jerk intensity of The Walking Dead to focus on something dramatically slower, it edged closer towards a TV show formula by trading interaction for an extra scoop of style.

The stunning cliffhanger we were left with last time seemed to set solid foundations in place, but after Episode 2 the future of the series doesn't appear nearly as secure. The Smoke & Mirrors moniker sadly couldn't be any more apt: Telltale has a gift for creating roller coasters that forge an unlikely illusion of control, but it's a spell that fails to take hold here.

Episode 2 features no major decisions, focusing on small choices that boil down entirely to good-cop/bad-cop stuff. Be nice to a man, punch a man, try a bit of both. You're reminded that characters will remember your decisions, but somehow that doesn't feel like enough – the strings on the puppets seem obvious, giving you a sense that there's a right and wrong way to approach any situation you face.

This is most notable in the crime scene sections, where the correct conversation choice is always the one that shows you have an understanding of what must have occurred. Without complex clues or red herrings in play, it all feels a bit Detective Fisher Price.

Stylish aesthetic and cinematic flair still keep the overall experience enjoyable, but my initial spark of love for the series has largely disappeared. After a shoddy narrative decision revealed within the first 15 minutes of Episode 2, my trust in the series has diminished. Shorter – and seemingly far less interactive – than what came before, the finale of Smoke & Mirrors will leave you wanting more, but it will also leave a slightly sour taste in your mouth

Overall Pros:
  • Excellent atmosphere makes it easy to buy into the plot and characters.
  • Detective work that's believable and matters.
  • Top-notch voice acting.
  • Element of choice helps to invest you in Bigby's story.
  • Visual style is well-developed and gives the art team a chance to show it can keep up with the series' writers.

Overall Cons:
  • Some dialogue inconsistencies.
  • Fight scene seems tacked on.
  • Shorter than Episode 1.
  • What happened to the time mechanic?
  • Lacks some of the first episode's intensity.

Should I Buy?:
The game is surprising shorter than the first, which could leave you with the feeling of disappoint and being ripped off for how long you waiting for this episode to come out. It took me a hour and fourty five minutes exactly to finish it and I was like whoa it is over, and not the good kind of whoa ether, although with that said. For the price of 5 dollars is it still worth it if you have the first of the series or even better if you have the season pass. But if are looking for a new game to play and haven't played the first one I would wait until the whole season comes out, because right now it is kind of lackluster.

Tuesday, February 4, 2014

Dark Souls Review; Feel the Darkness in our soul!



It's 2 AM and I'm ass deep in sewage frantically fighting off giant frog-like freaks of nature that are constantly threatening to put an extremely detrimental and pain-in-the-ass to remove curse on me. In addition, I'm carrying an inordinate amount of souls and humanity which could all vanish into thin air at the slightest mistake with absolutely no idea which direction I should head to find the closest bonfire. It is moments like these that Dark Souls excels at: heart pounding, adrenaline laced, sweat inducing moments.

Dark Souls, at its heart, is a very brutal hack-and-slash RPG based in an extremely dark world. Like its spiritual predecessor, Demon's Souls, it is well known for how punishing it can be. Player's are challenged with mastering the tight combat controls, traversing treacherous terrain and overcoming cunning enemies. The game favors a high risk to reward design and excels at creating scenarios where you constantly fear for your life and are elated when you accomplish the smallest of tasks. It is certainly not a game for the feint of heart casual crowd.

At first glance, Dark Souls looks extremely similar to Demon's Souls and at the core, the two games are almost exactly the same. The combat, stats, multiplayer and many other features are carbon copies. Anyone who is familiar with the mechanics of Demon's Souls will find themselves immediately at home. Despite these similarities, Dark Souls is very much its own complete experience and absolutely does not require someone to play its predecessor to get the most out of it. There are, however, a few key differences between the two games that I believe actually makes Dark Souls the superior experience.

One of the biggest changes between the two games hinges on the fact that Dark Souls has an open world. In Demon's Souls there was a central hub, The Nexus, where the player did all of their equipment and stat upgrading and management. From this hub, the player could choose to enter any of 5 linear worlds in order to gain souls, equipment and down bosses in order to progress the game. Dark Souls only gives the player a basic objective (ring a bell) and lets them loose on the world. Not all of the zones are open to the player in the very beginning, be they barred by locked doors or more commonly monsters that will rip your spine out of your colon. However, as you progress through the game you will open up shortcuts that will allow you to bypass a lot of the more inconvenient sections.

It may seem a bit strange hearing this, but I believe that Dark Souls is a more forgiving game compared to Demon's Souls. I am not saying that it is easier, only that it is more convenient in certain aspects and helps you from preventing some very detrimental mistakes. For one, there were these crystal geckos in Demon's Souls that when killed would drop the various stones you needed to upgrade your weapons with. The number of these geckos was greatly limited and if they managed to escape (they were fricken fast) then you would lose one off of the total number of geckos that spawned. This is not the case, however, in Dark Souls; if they escape, you still have a chance to kill them later.

Another aspect that makes Dark Souls more forgiving is the bonfires. Being able to repair your equipment, upgrade your equipment, store items and level up at any of these bonfires makes it less likely that you'll be walking around with a large chunk of souls. For those of you who are unaware, souls are your only currency in the game for increasing stats, repairing/buying and upgrading items; they are also lost upon death. If you are barely able to manage in a given area, it only takes a couple short trips back to the bonfire before you've leveled up enough to take on these new foes. In addition, having Estus flasks (the healing tonics of Dark Souls) and spell charges get refilled when you use these bonfires, you're very unlikely to get into a situation where you are left entirely helpless. I'm not saying that you can't fricken yourself over in Dark Souls as Jack certainly has proven it is possible, but you have to at least make an effort at it. There were also certain NPC driven decisions that can make your life entirely fricken miserable in Demon's Souls that do exist in some form in Dark Souls but are possible to recover from. I really can't say more without spoiling the experience so I'll leave it at that. Dark Souls may be fricken hard compared to Demon's Souls but it is certainly not unfair.

The online component that was found in Demon's Souls is present in Dark Souls and has been improved upon. Players can see spectral versions of other players flitting in and out of the world and can leave messages warning others of danger or pointing out hidden treasure. When players are in human form, they can be invaded by enemy players and in certain zones there are even NPC black phantom invaders. In addition, there are now covenants that when joined give players access to new equipment and abilities. The covenants also provide a flavor to the PvP aspects of the game, charging players with killing others that have broken their covenants, invaded the forest or some other criteria based on the specific covenant you belong to.

While up to this point, it may seem that I've been glowing about the game and yes, I have. It is a very well crafted tense experience that has made many improvements on an already amazing experience of its predecessor. Dark Souls, however, is not without its problems, but almost all of these issues lie in technical performance. While I played the game on both the XBox 360 and the PS3, I dedicated most of my time to the PS3. I could not visually distinguish any major differences between the games, but there were moments when the frame-rates dropped like a dress on prom night. It only really got bad and incredibly noticeable in one location; when I entered The Depths and was fighting the undead with torches, everything went slow motion. The game was still responding to my input, but everything was greatly slowed down in about a 10 to 20 foot square section on the stairs.

There were also situations in an area called Blighttown where my camera would get lost in the numerous scaffolds that littered the zone. When locked onto a large, club wielding, festering horror which can poison you, having your screen go entirely black because the camera has discovered its love of clipping inside objects, it can become very difficult to not die. It did not necessarily break the game as I had to then treat that location as a very dangerous spot and attempt to lure the enemy away from it. A lot of these technical problems, however, are things that can hopefully be improved in a patch later on, but we won't credit From Software for that until it actually happens.

Dark Souls is a very deep game. There are many aspects of it that I haven't even gotten a chance to touch on yet. I haven't even finished the game yet and I'm 40+ hours in and have cleared almost every zone save for a handful. Given the amount of content that is provided, I can easily see myself spending another 20-40 hours just exploring the world, unlocking the best items and digging into the PvP. I still fully intend on finishing the game in the next couple days, but in the interest of letting everyone know what a fricken amazing experience this is, we opted to jump the gun a little and get this out early. If you've played Demon's Souls, enjoyed it and haven't bought Dark Souls yet, then what the hell is the matter with you? If you've never played Demon's Souls and have the patience to learn from your mistakes and become a god among men, I cannot emphasize enough how amazing Dark Souls is.

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Final Score: 9/10
Phenomenal and transcends all issues
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Peggle 2 Review



The ‘casual game' that even ‘core' gamers love, is BACK! For those familiar with the joy of PopCap's Pachinko-like puzzle game: read this while it's in the download queue. Truth is, Peggle 2 is simply more Peggle, but better than it has ever been. No surprise, really. For everyone else with curiosity: prepare for fun

Peggle is a simple premise: aim a static cannon, that shoots a ball, down thru a playable game-board filled with colored pegs. The intention is to clear – having the ball bump pegs - the board of its orange bumpers. Clear all the orange to win. Sure, it may sound boring and lame but it quickly proves to be easily playable and a lot of fun. Watching the ball bounce around pegs is entertaining and the moment-to-moment gameplay is always exciting. It is as if every shot you take embodies the excitement of a 4th-quarter buzzer-beater in a basketball game. This is because there's also a moving basket at the bottom of the board that saves you from wasting a shot - of which you have limited - if the ball finds it.

Then there are the master characters. Master characters – like Bjorn the Unicorn, whose ‘special-shot' reveals the angles of deflection once the ball is fired - animate on screen and allow you to use their unique ability when your ball hits a random green peg, adding some depth to Peggle's source of excessive fun.

Single player - 1 of 2 playable modes - progressively trains you to use each of the games 5 ‘Master characters' through 6 worlds of game-boards. The 6th world allowing the player to choose between the 5 Master characters, adding a sprinkle of strategy to the later game-boards. Tossed into the mix of traditional Peggle screens are ‘Trial' boards that task the player with increasingly difficult challenges. Challenges like: clearing a 40 peg board with only one ball, chaining together a string of wall-shots, or staying BELOW a score quota are insanely engaging and really kept me coming back for more, no matter how hard the task-at-hand.

Clearing each world rewards you with a chain of Trial Challenges to wonderfully struggle over, as well as a new Master Character to use. Also, clearing each optional challenge, on each board, rewards you with rainbow pieces – an in-game collectable. Clearing those Trial Challenges, too, rewards you with Golden Unicorn Shoes - another in-game collectable. Reward, rewards, reward – everything about Peggle 2 is rewarding. Even the achievements pour-in to constantly remind you of your awesomeness. Gratifying, indeed, and another reason this game is so hard to NOT play when you have 10 minutes to burn.

The thing about Peggle is it is easily a companion to your everyday trot around the house. You can play it in-between folding laundry, cleaning up, or even wrapping holiday presents. Its charming and colorful art, music, and animations make Peggle 2 a joy to be around. Topping it off, Level-design continually grows more interesting and the optional objectives, in each level, give you a reason to come back to enjoy each of them.

[There's also a multiplayer mode to play, which I struggled to find matches in; due to a lack of fellow reviews-press to play with. I will update my review, once the masses have moved in on the peg bumping action, to report-back on how it shaped up. I don't feel a lack of multiplayer would hurt the product at all, though. And it does have it, I just couldn't review it in time for the embargo lift ]

Above all that PopCap did to make Peggle 2 as great an experience – if not more – than their 2007 original is avoid the recent trend of implementing micro-transactions. Honestly, I expected to see them. I expected to feel the lurking nag of pay-for-this-cool-Peggle-Master, but was never greeted by that disgusting face. Bravo, PopCap.

Peggle 2 wastes no time cooking up fun. The minute-to-minute gameplay rests with a bit of both luck and skill, rewarding you with exhilarating highs and depressing lows in a non-abusive manner. It's nearly perfect at being everything it intends to be. When my only complaint with a game is its lack of a leaderboard (to score-chase alongside friends on), it is hard not to recommend. Want to end the year with bright smiles and fist-pumping moments of greatness, without the need to dedicate too much attention to a video game? Get Peggle 2!

The Banner Saga Review

 


he moment I laid eyes on indie developer Stoic's The Banner Saga, I wanted to love everything about it. The art-style is simply jaw-dropping, calling to mind classic Disney—Sword in the Stone comes to mind—and other older animated films like The Last Unicorn or The Hobbit.

What we see in the game is novel in video games—no AAA attempt at realism, but no 8-bit indie production either.

Stoic crowd-funded the game via Kickstarter, where it raised an impressive $723,886—far above its $100,000 goal. A good thing, too. While The Banner Saga is not without its flaws (which I will touch on momentarily) it's still one of those games that's worth playing. A game that tries something new and isn't afraid of ambition on a budget.

The Banner Saga is a viking game on the surface, though it takes place in a purely fantasy world filled with giants (Varls) and invading, alien creatures called the Dredge.

(I've always been obsessed with vikings, ever since I was very young and learned of all my Norse ancestry, so this game naturally sparked immediate interest in me.)

You take on the role of several characters within the game and lead your caravan(s) across the expansive icy frontier, in a land where the sun never sets, running from a mysterious apocalypse.

It's a beautifully realized world, filled with mystery and danger. There are many moments when you just want to stare at the screen in awe.

Watching your lonely caravan march slowly over the snow, under massive godstones, past abandoned villages. It's great even when you aren't really “playing” those bits.

Of course, this visual trek is aided enormously by Austin Wintory's truly lovely musical score. Wintory, of Journey fame, weaves together an epic soundtrack for this epic tale, the perfect companion to Stoic's fantastic artwork. Singer Peter Hollens adds voice work, along with a handful of other indie musicians and a full orchestra.

The soundtrack alone, like the artwork, makes the game worthwhile.

The Banner Saga is comprised of three primary mechanics.

We'll talk about the narrative progression first.

You take on the role of various leaders in this story, leading your straggling caravans to safety—or at least away from danger. Safety proves quite elusive in this tale.

As a leader, you'll make various choices as your journey progresses. How you deal with rowdy drunks, runaway treasure carts, and battle against the Dredge all play a role in how the story progresses. Some small choices have big consequences, while some big choices don't. It's sort of like life that way, and there's a lot of uncertainty.

The game doesn't really focus on “moral” vs “immoral” choices. It's more a matter of priorities and leadership style.

Do you physically punish a troublemaker or banish them from the caravan? Or do you give them another chance while ordering forced sobriety? Do you let go of the treasure cart or fight to keep it from careening over a cliff? Do you rest or do you help guard a besieged city wall?

These aren't choices that confine you to a “Paragon” or “Renegade” persona. They're just choices, some of which have good outcomes and some of which make you grit your teeth. While there is no permadeath in regular combat, your choices in the game's narrative can result in the death of a character.

Beyond the choices you make as the story unfolds is the broad scope of resource management. You don't have many resources to manage in The Banner Saga, but scarcity plays an often brutal role in how those resources shape your progress.

Actually, here is where I'll enter, for the record, my first official gripe. As someone who enjoys games that take resource management seriously, I find the system in The Banner Saga almost too stingy for its own good. Perhaps this is simply because we're only privy to about the first ten hours of what will eventually be a longer overall game, but I think it's fair to treat this as a game unto itself. And as such, I'm left feeling too squeezed.

In the game, “Renown” is your only currency. You use it to purchase magical items or level up your roster of heroes, and you use it to purchase supplies for your caravan. It's a simple system. There is no home base to worry about, no trade system, and “supplies” encompass everything your people need to survive as the days pass.

The bigger your caravan, the more supplies you consume, and so on the UI you simply see the number of days of supplies you have left. Left unfed, your caravan's Morale level drops. The lower the Morale, the worse you'll fare in a fight since it directly affects your supply of Willpower (which we'll come to later.)

Camping halts progress to your next destination but allows you to rest, which boosts morale (and consumes however many days worth of supplies you spend resting.) So there's some juggling here. The problem I encountered was that the doling out of Renown seemed stingy, even for a game like this. It's nearly impossible to level many of your heroes up, purchase any trinkets, and still feed your caravan.

Sure, that means you have to make hard choices, but I still like to feel as though I have some options, especially in my heroes. If I can only afford to level up a handful of a couple dozen characters, I just end up using those characters exclusively in fights.

To make matters worse, there are two separate stories that you play and in one you have quite a few resources and in the other next to none. And you end up playing the more difficult story quite a bit more than the easier one, which is a bit unfortunate for a variety of reasons. By the end of the game I didn't feel like I had much of a chance to really explore many of my characters or the numerous possible items I could have purchased (I never actually purchased any of them actually, sticking with what I found instead.)

All told, I think the resource management could benefit from better balance, or at least some other opportunities to scavenge for food (at some risk, of course) or engage in more Renown-bestowing activities. I don't claim to have any magic bullet or perfect solution, but the fact remains that more could be done to make this aspect of the game more rewarding while still maintaining the trade-offs and tough choices.

The final major game mechanic is the turn-based combat.

I have decidedly mixed feelings about the combat. We'll start with the good.

What I love about the system in The Banner Saga is its simple elegance. Here's how it works. You have six heroes (you can often pick whichever of your heroes you'd like to use, assuming you have more than six) and can place them in various starting points before the match begins. The enemies are shown in their starting locations.

All heroes have two primary stats: Strength and Armor.

Strength represents both physical might and the ability to do damage, as well as vitality or hit-points. The lower your strength, the less damage you'll do. If it runs out, you “die” (or are injured, rather, and down for the count.)

Armor represents your ability to ward off damage. If your Armor is higher than your attacker's Strength, not only will they only be able to inflict paltry damage against your Strength, they have a chance of missing (10% per point difference.) The twist here is that an attacker can choose to do damage to either Armor or Strength, and some characters will have higher Armor Break than others, making them formidable against heavily armored opponents. If your Strengh is lower than your opponent's Armor, it often makes more sense to attack their Armor instead. But then you're left open to a potentially heavy attack when it's their turn.

So in this very simple system you have a lot of choices to make. Do you attack Strength and make your opponent weaker or do you take out their Armor so that a subsequent attack on Strength will do more damage? It opens all sorts of tactical doors.

Add to this Willpower, which is affected by Morale and other factors, and you have a sort of magic bonus that can be used to do more damage or to unleash special attacks and powers specific to each hero.

Players can move and take one other action per turn, and the battle unfolds with one character from each side making a move (as opposed to games where an entire team moves and then the other team moves, and so forth.)

In one difficult battle, I figured out how to line up my enemies just so after two or three moves to have them positioned perfectly for my Mender's chain-lightning attack (Menders are basically wizard/clerics) which travels across diagonals hitting both friend and foe should they be touching corners. It's a bit like chess in this regard, in that you can start to hazily anticipate the enemy and set them up as you go.

So all of this is great. The whole system works wonderfully and is very enjoyable. What really makes the combat far less stellar than it could be is the tedious lack of variety.

We are treated over and over again to perfectly flat grids in pretty similar environments which may be better-termed mere backdrops. There are no environmental factors to consider. No obstacles, no higher and lower terrain, no cover, etc. It's a flat board each and every time. This is a terrible shame. But not the game's biggest sin.

Worse still are the enemies.

I have to admit, I really dislike the Dredge. A lot. I loathe them, actually, not because they're the enemies of my people, but because they're boring and feel really out of left field.

We have this wonderful viking world filled with bearded giants and mead halls, but the enemies look like Aztecan robots (or something.) Totally out of place.

That would be fine if they were just one enemy among many, but by and large the only enemies you fight are the Dredge and there are only a handful of different types of Dredge to begin with. And you fight them over and over and over again until you're basically dying to fight a troll, a goblin, something, anything other than more Dredge. My kingdom for a skeleton knight.

There's even a big serpent thing that shows up that you never fight and basically disappears from the action until, one assumes, Part Two of the game sometime in the future.

So this lack of variety is a real drag. Here we have this gorgeous looking (and sounding) game, with one of the most refreshing art styles I've seen in years and a pretty cool system of narrative choices and tactical combat, that's not only bogged-down in terms of its combat, but sort of bogged down all over by this Dredge menace.

Let's face it, as boring as fighting the same bad guy over and over again is, when that nemesis is the driving force behind the narrative itself, we've got problems. While the way the story unfolds is interesting, the story itself hasn't hooked me yet, largely because I find the Dredge so deeply uninteresting and overplayed.

There's obviously more going on here, and the story isn't finished yet, and maybe in Part Two we'll see much more interesting villains and monsters and enemy combatants. That serpent is bound to return, one hopes, and maybe other enemies, too.

But right now this is a game that gets so much right, it's almost painful to see where it flounders. It's really hard to fathom why Stoic would spend so much time making such a tremendously visual game with a really cool combat system, and then just ignore how boring it is to fight the same enemy over and over again.

All that being said, I still give this one a Buy rating. For all my gripes, I remained pretty engrossed in the experience throughout and I fully intend on playing a second time and making different choices and decisions.

As an audio-visual experience, The Banner Saga is hard to beat. Tough choices and an elegant combat system help make the game fun and engaging right up to the end. With a few tweaks to the resource management system and some real soul-searching on enemy variety, Stoic could have a really terrific game on their hands. They're not there yet, but they're on the right track.

Resogun Review



With all of the big retail releases, both multi-console and exclusive, sometimes it's easy to forget that there were some interesting digital releases at launch on the PS4 and Xbox One. Microsoft got the bigger roster of exclusive digital titles overall, with Killer Instinct, Crimson Dragon and Lococycle among others, but Sony might well have gotten the best game of the lot in RESOGUN. Part of the reason for this is because, along with Contrast, it was (and still is as of this writing) completely free to PS Plus users at launch, giving PS4 owners two free games at launch if they signed up for the service. The other part, however, comes from the fact that RESOGUN is an engaging, beautiful, and surprisingly accessible shooter that manages to do quite a lot that's unique to it while still being a familiar and enjoyable experience. Granted, the game certainly has its issues here and there, and it's probably not going to be the first game you latch onto for your shiny new PS4 whether it's free or not, but that's part of the charm of the game, as it manages to be one of the best games for the PS4 at launch, if not the best, by sheer personality and force of will, if nothing else.

From a presentation perspective, RESOGUN is essentially a modernized take on the classic shooters we've come to love. The plot is very minimalistic, amounting to “SAVE THE LAST HUMANS,” to the extent that the game tells you this every stage, but you don't really need for there to be an extensive storyline when there's so much shooting so that's forgivable. Visually, the game is intense, and has an outstanding visual flair to it that takes good advantage of the PS4's capabilities. The environments themselves are largely similar to one another if you pay attention to them a bit, but the different color palettes make it less noticeable than you'd expect and the game is frantic enough that you likely won't unless you're doing it on purpose. The visual contrast between the well designed backgrounds and the voxel-esque ship designs is interesting, especially when things are exploding everywhere, and the game makes very good use of bright colors and visual effects between the enemy explosions and the special weapons you can unleash to level the playing field when needed. The game also makes good use of its audio effects, starting with the fact that it uses the speaker in the controller to shout out instructions and power-ups, which gives the game a surprisingly arcade-style feel that helps it out a lot. The music is also outstanding, which isn't much of a surprise for a shooter given that this is almost a requirement in the genre, but it fits the tone of the game well and really compliments the action. The audio effects are also well designed and assembled, featuring lots of futuristic effects and plenty of great sounding explosions to compliment the carnage you leave in your wake, and nothing sounds out of place or awkward.

At its core, RESOGUN is your standard shooter in thought and deed; the left stick moves your ship around, while you can use the right stick to fire in the direction you want, though you can only fire left and right. The entire game world is based on a rotating cylinder, and as you fly around said cylinder, enemies pop in for you to blast into oblivion. Your objective in each stage is to, as noted above, “SAVE THE LAST HUMANS,” who are imprisoned around the stage in energy prisons that you have to break open. As enemies spawn around the stage, occasionally green glowing enemies, dubbed Keepers, spawn, which you have to kill to break open a prison; doing so frees the human inside, while failing to do so kills the human outright. Once a human is freed, you must then fly to them, pick them up and carry them to an evacuation station on the map, which (if successful) gives you additional points, extra lives, more bombs and other goodies. The enemy forces will try to stop you, mostly through the old war of attrition method, IE, by throwing everything they have at you and hoping something kills you, but you have plenty of tools to fight back with. Each of the three ships you can pick from has its own regular bullets, which can be powered up repeatedly by picking up power ups as they appear in the level, allowing you to fire more powerful and useful shots based on the ship you've chosen. You're also given three extra tools for shredding enemies into pieces and saving of the aforementioned last humans, in Bombs, Boost and Overdrive. Bombs are as you'd expect; you press a button, they wipe everything off the map in record time. Boost allows you to rocket around the level quickly as you deplete the automatically recharging meter, allowing you to get out of harm's way, get to Keepers and humans quickly, or otherwise move somewhere else in a hurry, and you can even destroy enemies if you boost through them, though this drops your speed in a hurry. Overdrive is your all-powerful beam weapon, which is powered up by green energy you collect as you kill enemies, and when deployed, also obliterates everything on the screen, just less effectively than Bombs.

For those who might be wondering, “Well why would you even use Overdrive if Bombs kill everything in one shot?” that plays into the scoring system, which is surprisingly involved and interesting. Basically, as you kill enemies, you get points toward a score multiplier, and the more you kill enemies, the higher it can go. The catch is, when you stop killing enemies or otherwise doing productive things (saving humans, breaking power up containers, and so on), the multiplier begins to atrophy, and if you go too long without paying into it, it drops back to the default. As such, those who want to get the most impressive scores will want to keep killing enemies as quickly as possible, which puts a different spin on the game entirely. In a normal shooter, your objective would be to simply kill everything and move on, but in RESOGUN your objective is to kill everything in the most productive way possible for the most points, which actually makes the experience a lot more thought provoking than it might seem. Should you use a Bomb to clear out the enemies on the map to get some breathing room and risk losing your multiplier if enemies don't spawn fast enough? Are there enough enemies on-screen to make using Overdrive profitable, since it pays into your score far more than anything else and the more enemies you can kill with it the higher your score rockets? Is it worth saving that human to aim for the Human Savior bonus, or can you ignore it to keep yourself safe for better scoring opportunities? Make no mistake, RESOGUN gives you a lot of potential scoring opportunities, and for those who love being the best on the Leaderboards, this is going to be a lot of fun, because the game knows just how to keep you coming back.

You can basically clear an entire Arcade run inside of an hour or two, but there's far more to the game than one Arcade run for those who want to go for the best scores possible or just have fun. For those who want to goof off, the game lets you go into any stage you like for a single run, and you can take the game online with a friend for two-player chaos, which is generally handled well, as power ups affect both players and there's no friendly fire so you can totally go nuts. For those aiming for the highest scores, there are four difficulty levels to play through, with each offering a higher multiplier, and a “Hero Challenge” once you complete Master without continuing that offers a massive multiplier and a much harder play experience for those who are looking for a real challenge. There are also plenty of Trophies to unlock for doing various things, regardless of how you want to play the game, and whether you're looking to get the best score or to just goof off, there's a lot to keep you coming back to RESOGUN. It's paced well to encourage you to keep going for the gold, offers a lot of tools to help you do so, and generally offers an experience that anyone with a passing or diehard love for shooters can appreciate.

On the downside, casual players may find that the game doesn't have a lot to show them if they're not at all interested in being the best around, as three ships and five levels doesn't amount to a whole lot of content on the whole. For serious players, on the other hand, the experience is hobbled in a slightly different fashion, as those who are trying to get the best possible score out there will probably find that they're sticking to the Phobos for its large Overdrive reservoir, which is limiting in a different fashion. A couple more stages and ships might have made this a little easier to work with for casual and diehard players alike. Still, when the worst thing you have to say about a game is that there's not enough of it that's not a terrible thing, especially since what is here is very well balanced, such that you'll likely find that you don't mind all that much.

RESOGUN ultimately works as a shooter that is all things to all people, offering an experience that's tuned for both casual and serious play, in a way that anyone can really find what they're looking for from it, no matter what their opinion of shooters is. The game is a technical marvel visually and aurally that takes good advantage of what the PS4 can do, and it takes the concepts we're used to in shooters and expands on them with the Boost and Overdrive systems, as well as the “SAVE THE LAST HUMANS” objective that isn't required but pays dividends for doing so. As a casual shooter, it offers fun multiplayer and a good learning curve, and as a serious shooter for score fanatics, it offers large multipliers and multiple ways to use the tools it gives you to earn amazing scores, and with multiple difficulties to play around with and Trophies to earn you've got lots of reasons to keep coming back. The game has no plot to speak of if that's a thing that bothers you in a shooter, for some reason, and there's a limit to the variety here depending on your genre interest, as the lack of ships and stages (for casual fans) and high-score viable ships (for diehard fans) is less than ideal. All told, though, RESOGUN is one of the best launch titles to come out for the next-gen consoles, and is arguably the best one for the PS4, and if you have a PS4 there's absolutely no reason not to pick it up as soon as possible.

Short Attention Span Summary:
RESOGUN is an outstanding shooter in general and is arguably the best launch title for the PS4, and if you're looking to get a PS4 it's one of the first games you should get, period. It looks and sounds awesome and does quite a bit with the PS4 technology, and it takes the core concepts shooters are known for and expands them noticeably, between the score multiplier, Boost, Overdrive and human saving systems. It's great as a casual shooter thanks to its excellent difficulty balance and multiplayer options, diehard fans will love the ability to jockey for high scores with the higher difficulty multipliers and numerous tools the game gives you to jack out your scores, and there's plenty to do here between the multiple difficulties, Trophies and more. There's no plot here if you care about that, and the game could've used a bit more content for casual fans (who will find the lack of ships and stages saddening) and serious players (who will find that there is a “best” ship to use for scoring), but overall these are minor issues at best. If you have a PS4 and haven't played RESOGUN yet you need to, and if you intend to get a PS4 this is one of the first games you should play, as it's basically outstanding no matter what your skill level is, and it's a hell of a lot of fun, period.

Dragon Dogma: Dark Arisen Review

 


There are games that offer you rich well-written stories, with deep and developed characters, plot twists and cinematic flare that makes you feel like you are in a wonderland of video-game magic. Your Bioshocks, Heavy Rains, Uncharteds, Metal Gears, whatever “triple A” titles you can name off. Then there are games that are flawed with flat, boring characters, poorly developed plots, but so darnn fun that you really couldn't care less about the actual motivation behind the story… If you are confused, Dragon's Dogma falls into the latter half.

For those of you who have yet to experience the Dragon's Dogma experience, a refresher might be in order. Released a little under a year ago, Dragon's Dogma is a third-person action RPG developed and published by Capcom. Directed by Itsuno (the brilliant mind behind some of my favorite games, including Power Stone 2, SMT Nocturne, Devil May Cry 3, and Resident Evil Outbreak) the game features a lot of his signature style, very evident in the gameplay. Some have compared it to Demon's Souls, having a very action oriented feel, though focusing a lot less on blocking and parrying.

It's a tradition RPG in the sense of progression and classes. You create your own character and a pawn (a weird race of spirit slaves), pick a class from the usual list of fighter, mage, ranger, etc., and then going along your way murdering everything that gets in your way. There is an attempt at a story, you are an Arisen, someone who has had his heart taken by a dragon and are now destined to fight it and get your heart back..or something. There is some side-plots of treachery and love and all that typical crap and, for what it attempts, it works in a sense. The plot makes sense (to a degree) and the ending is pretty cool… But the game never blows you away, and I don't get the idea that it's really trying to either. It's just trying to be fun… And god darn does it succeed.

There is a lot more to the game, the job system is very flexible (you aren't tied to just one and are encouraged to learn / master as many as you can) and there is a system of upgrading equipment. While the game lacks traditional multi-play, you can send your main pawn into this magical realm where he or she can be hired by other players. You can do the same as well. What this means is that on top of your main character and your main pawn, you can hire two other pawns from other players. These pawns have the same equipment and “progress” their players had obtained for them, meaning pawns from further in the game would give you hints on how to solve quests if they had already beaten them. It's a pretty cool system that incorporates a “multiplayer” aspect with out actually doing so. Party of me would have liked for the game to just go the extra step and allow friends to join your game as their main pawns but I can understand why they didn't do this, it's fun none the less.

Now this brings up to Dark Arisen, an ‘expansion” of some sorts that includes the original copy of Dragon's Dogma but also a plethora of tweaks and fixes to the game, make this a kinda of “Game of the Year” edition. Now there is some crap around the whole release… Capcom refused to release the DLC and tweaks by themselves, because apparently you can't “patch” the original game and put this into it… I don't know if that's true, and given Capcom's recent history with DLC, I'm going to assume it isn't… It's poo, we can call it how it is but that doesn't make Dark Arisen a bad game. It's thankfully priced pretty low to begin with, and a simple trade in of the original game can go towards the expansion, which includes the original (as previous stated) so it's not ALL bad. But that aside… How is Dark Arisen?

It's pretty fantastic. The biggest addition to Dragon's Dogma is Bitterblack Isle, an “end game” dungeon that the player can explore for some powerful new gear and the opportunity to level up equipment even more, thus making everything much more powerful. Truthfully there is just a ton of new crap in this expansion. The end result is just simply this, if you liked Dragon's Dogma… There is now more for you to do.

The unfortunate nature of the core original game was that after a certain point, the game became too easy. Your levels became too high and almost everything you ran into was a pretty easy slaughter. Bitterblack changes this. Everything in Bitterblack is designed to murder you. The monsters and bosses are harder (possibly even unbeatable depending on your skill) and you'll realize this as soon as you enter the first set of rooms. Almost as if to laugh at people hoping to “smooth” along, Dark Arisen throws Death at you, quite literally, right off the bat. My first encounter resulted in my entire team of four characters being instantly killed in a second.

While not everything is unbeatable, there is defiantly a large difficulty spike but it gets easier as you get better equipment via the new dungeon. Equipment is also obtained a slightly less conventional manner than the original game. You obtain items in the dungeon (marked as “Gear / Equipment” of a certain level) and then must have it identified by an NPC which will allow you to equip and use said gear. I'm personally not a fan of this method. It eliminates a lot of “skill” from finding new equipment and reduces it to luck. It seems to encourage just simply quitting the game when you don't like rewards you obtain and trying again.

As a whole though, Dark Arisen is a fantastic game and clearly the definitive version of Dragon's Dogma. If you have yet to play the series, it's clearly the version to pick up. If you already own the original, it's tough to be forced to re-buy it, but I would heavily recommend it, especially if you enjoyed the first journey through it. The game still has it's flaws… It's a tough game, it requires skill, patience, and most importantly, time. It's got a pretty dumb story and the DLC's story isn't much better, but it's an impressive game with wonderful gameplay and an adventure you'd be foolish to miss.

Wednesday, January 22, 2014

Final Fantasy 13-3 (Lightnings Return) Demo Review

 

I just finished the demo for Lightning Returns and I have some things to say about it and guess what... They are actually good things.

First off I have to say I was not really a fan for XIII to begin with. I found it boring the the characters kind of dull. XIII-2 was a bit better but still meh in terms when it comes to a Final Fantasy good and now this game comes and .... Wow. I actually love it. Although the demo was only a tiny tiny tiny bit of the game I already can see mass improvments.

The First thing I noticed was the how fluent the class changing in this game was. By pressing R1 or L1 you can switch between one of your three classes. I had Dragoon, Black Mage and The Savior. Anytime I wanted to switch it was on the fly and no change or slow up to combat.

At the start of the Demo you can pick through six and keep three (Can swap in or out at anytime). They had The Savior (Basic Fighting Class), Black Mage, Red Mage, Dragoon (Fuck yes), Thief type (it seems) and one other I can quite think off on the top of my head. My personal Favorite was the Dragoon class due to the counter attack and how badass Lightning looked


About the combat. It is still the real time action thing we are use to know because most RPG's have this system in place. The way this game has it though is you have three mana pools/action skill meter lengths for each class. One for Savior, One for Black Mage and One for Dragoon. With each skill you use in a certain class the meter that represents the class drains, so once it is depleted or you used up what you wanted to us in that certain class you can switch and it will refill as you drain the current class meter. 

They also added a special ability which slows down time with the R2 button. It builds up when you are in a battle and doesn't reset until you use it which is quite awesome to say the least.
 
The combat revamp is hardly the biggest change in Lightning Returns. Much more significant is the way it seems to have jumped on the open-world design bandwagon slightly in advance of the rest of the games industry. 
 

But I was surprised by just how unbounded Lightning Returns' world has turned out to be. When I first heard that the game would be adopting an open-world style, I had concerns about how well they could pull it off given the tubes 'n tunnels style of FFXIII, and even FFXIII-2. But no; Lightning Returns looks legit.

It totally kills me that the game operates on a hard time limit, though. This is the kind of world that makes me want to tell the plot to go shove off while I wander aimlessly to see the sights. Preferably as my heroine kills monsters while wearing a pretty a ball gown. Just because you're stomping slimes in a mission to avert the apocalypse doesn't mean you can't look good, dammit.




 

Tuesday, January 21, 2014

Day Z Standalone - Alpha Impressions

Is this what we as humans have become!!!!

History of DayZ
DayZ Standalone is what was supposed to be the final and finished product of the popular Arma 2 mod that goes by the same name. The mod was loved for creating a very engaging, long and personal experience that was built upon by other mods later released such as DayZ Epoch and Breaking Point. The Standalone version is the "official” game being published by Bohemia Interactive alongside the creator of the mod, Dean Hall. Even after setting off in creating a complete and polished game starting back in 2012 the release date was continuously pushed back to later dates and people became more and more worried that the standalone would just end up what they had known it to be, an idea forever stuck in development. Then the guys at Bohemia Interactive decided to become one with the current trend of releasing "early access” to their game which is still in the hard alpha stages of development.

What are my First Impressions
My first Impression with DayZ Standalone is actually pretty mellow. Between the crashes starting up the game and bugs that are in the game. Such as my Axe making gun shot noises as I swing it and my bullets magically not hitting it's mark knowing I was right on target with my sniper rifle. I looked up these things as well to make sure I was not the only one with these problems and I was not. There are countless people experiencing these problems with the game which should of been fixed or not there at all due to it's long life as a mod in Arma 2.

Besides that glaring issue the game actually runs pretty darn smoothly, although there are some minor hiccups here and there and graphical features that need optimising as there seems to be the typical issue of perfectly capable computers, not being able to run the game at the top end of the graphics spectrum.

Gameplay
For new players the Gameplay right when you start could be a think that can make you put your fist through your computer screen. No lie. When I first started and I didn't play the Mod for Arma 2 so yes I did go in the game kind of blind but I knew what it was and what it was about. The game put me into a server and it spawned me with no information at all. Again this is not a issue for people who are experienced or have played the mod in Arma 2 but for a new player this is a issue. You spawn in with nothing but the shirt on your back and your lucky or not so lucky pair of pants. A handy dandy flashlight and a few batteries. Nothing else. You could be spawning in a city or out in the wilderness. It could be daytime or nighttime. Whatever the case no matter where you spawn and what time of day it is the game will punish you for not knowing what you are doing and will challenge you even when you figure everything out and find out what to do, but that is just the beginning. Then you have to worry about uneasy survivors who will kill you when the time is right or just flat out and zombies who are around every corner. And when you die, and you WILL die. You go back to nothing, you old body is being picked apart for loot as you cry because you lost everything you had.

There is not set objective to this game other than; Find a weapon, protect yourself. Get a backpack and possibly bring a friend along and maybe hunt down other survivors for more, better loot.

However, with all that said. The Gameplay for the most part is fun. At times boring when it comes to traveling between towns and camps. From cities to military facilities, Yes you can make a car or steal one from another player and yes I know traveling is part of the game but if you are playing solo it comes a choir. With a group of people or friends, it just as fun as the rest of the game with all the silly stuff you can get into.

The shooting mechanics are okay, not great, not really bad but good. They get the job done for a game like this without to much hassel since it is the same engine that powers the Arma series, but on the oppisite side of the coin the Melee combat falls pretty flat. It is fine but with no dismemberment or no rewarding effects there is just no satisfaction when it comes to beating someone with a axe or a bat.

The only big let down for me is that the zombies only really feel like a distraction, rather than a threat. They will always be there and yet they strike no where near as much fear into the player as does stumbling across another potentially hostile player.

In the long run I’d imagine that many of the issues that I have mentioned will have been rectified, and by no means is the game in its current state “bad”. So if you are willing to put up with a few little niggles here and there, and bearing in mind that this is an alpha then I would definitely recommend that you pick up a copy.

Experiences I had in the game
Nothing is better than a in-game story to help you guys picture that stuff you can get into. This is from my personal experience with the game.

While searching for a gun running West of Kamyshovo along the railroad tracks I was stopped by a bandit holding a rifle. He told me to put my hands up in the air, to get off of the tracks and follow him into the woods. I told him because of his distance I couldn't hear what he wanted. He shot me in the leg for not moving after he counted to 3. So I walked a few paces towards the douchebag and he started back peddling not realizing there was a wall behind him. I told shit lips to watch out behind him as he tried sidestepping to swing behind me. This gave me enough time to pull out my fireman's ax and free the beast all over the back of his head. The last words he heard muttered as he bled out on the grass was, "you fucked up now didn't you?" I looted this bastard for everything he had. Guns, ammo, med kits, food."

Another Story is when I actually first started to play. I met up with this one dude, we were cool with each other for awhile but then the man tried to handcuff me and pretty much kill me. He failed, I took it upon myself to book it out of there, he shot a few times and got me good. I managed to find a place to hide, and the guy couldn't find me... Thank god I had med-pack. Anyways after that I log off for a bit (hour or so to get something to eat and drink and calm the nerves). When I log back on I am wary about the man who could still be around, so knowing where I am I book it to the nearest town. I go into the second story of a building, looks out the window, and I sees that same guy getting mauled by zombies. Pure Justice. So I run over and kill all the zombies, which wasn't much as he took down a few himself. As I look around the room I hear over my headset him asking for him. It would seem that he was bleeding out. I tell him okay. He thanks me. As I get closer I pull out my gun and pop a few

Yes I know both of these stories is me coming out on top, but that is the way of it in this game. Eat or be eaten.

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Thursday, December 20, 2012

Assassins Creed 3 review

PSN: Blumpinator

Assassins Creed III was one of the most anticipated games of the year. For a while I didn’t really care much about it. Unfortunately, these games burn me out relatively fast.

As for the first post on this blog, I want to address that this isn’t a review for the game, but just my own personal thoughts about my experiences with the game.

When I started Assassins Creed III, I was so pumped. Sure, I could have done without the cutscenes around every corner, but I think the mood was set up perfectly. However, from the start, we all knew that Haytham wasn’t going to be the main character, and we all wondered why we were playing him. Two hours later, I’m having a blast, and I actually start to like Haytham. He is a likeable dick that could actually be the main character of a game.

Let me just say, that the first five or six hours of this game are such a thrill ride. Even when you finally have control as Connor and get to explore the frontier and do some tree free running (which works great, by the way). You start to then connect with another character and understand his motives, but this feeling was soon stripped from me as the point of this game was trying to make started to get further and further away.

I ultimately feel that Assassins Creed II Brotherhood was the pinnacle of the series. It had everything right, the few added tweaks and mechanics to an already amazing game that was Assassins Creed II. I firmly believe that Ezio was a much more likeable character than Connor is. I don’t find him to be as dull as Altair was, but I don’t know how to really pinpoint it. There is just something about Connor that starts to bore me more and more as the game goes on. His outfit, on the other hand, is bad ass. Just wanted to put that one out there.

The voice acting for the game is done very well, with only a few exceptions. These exceptions killed the immersion for me though. The elder native American that talked to Connor, her voice made me want to mute my TV and just read the captions (I eventually did do this). I’m no expert, so if I’m wrong, then I’m wrong, but the voice acting in the Native American language sounded so monotone and emotionless that it sounded like I was using Google translate. Speech like that just doesn’t exist unless you’re Ben Stein or a fucking Elcor from Mass Effect.
Hopeless, I digress.
One of the coolest things about Assassins Creed II was the amount of weapons there was in the game. The variety of weapons and combos you did with each of these weapons really added another layer of fun to the game. Like a big stabby bloody crunchy skull onion. Assassins Creed III promised to have plenty of weapons and even more than the sequel did. There is a large variety of weapons, but there is sadly only 3 types of animations. Sword, Tomahawk, and two-hander style weapons like maces and great axes. I was watching my girlfriend play her game and she had bought one of the best little blades you can get, it was some sort of dirk. In AC2 this kind of weapon had crazy little stabby animations with the combos that would make your insides literally hurt when you pulled off these combos. I watched in sadness as Connor used the little dagger as if it was a Tomahawk. All of the daggers use Tomahawk animations. Only swords use sword animations. This may be nitpicking, but this game was supposed to be taking steps forward, instead its only taking one forward, and 10 steps back.

Something is going on here….

The controls have also taken a turn for the worse. Ubisoft tried to simplify the controls by making it so you only have to hold in the right trigger or R1 button to do EVERYTHING. Freerunning, jumping, climbing, etc. All things that were considered “high profile” maneuvers in the other games. Which means those long stupid chase scenes (there are many) start to really get on your nerves when you have to restart them over and over because as you turned a corner, Connor decides to try and jump up a flat wall with nothing to grab onto. All the while, your target gets away. Again, and again.
Assassins Creed III is also more horizontal than any previous title. The cities hardly have much vertical play to them, and when you can get on rooftops, the guards see everything with their X-ray vision. The frontier is really cool, and free running through the trees like an ape is just awesome. But there is little to do in the frontier. Sure, you can hunt. But why? Which brings me to my other point, that the side quests are boring, and mean nothing to the outcome of the game.
I finished the game at 40% completion. This sort of standard should not be allowed for a game of this magnitude! For such an anticipated game, for a game that is considered a runner-up for GOTY(game of the year), why would anyone allow this? The side quests really don’t matter. I tell everyone who wants to play this game, to just play the main story and you’ll have a better time. The homestead missions are okay, but really don’t change your gameplay.

I feel like Ubisoft wanted to make a Grand Theft Auto game with an Assassins Creed skin overtop of it. That’s how a lot of the new mechanics work and it shouldn’t be that way when the previous trilogy was such a success.

The multiplayer is a joke, too. I can sum it up in one sentence.

“Got eyes on my target, I’m closing in for the kill but he’s running away and I just got killed again by someone else.”  Repeat this sentence 50 times. You have played one multiplayer match. That was all I needed to play before I never went back again.

However, Something I absolutely love about Assassins Creed III was the naval missions. These seafaring adventures were the best part of this game, hands down. When I was able to play these in the first few hours of the game, I played every single one until there were none left to play until I progressed further into the story. And THIS is what the multiplayer should be!

Why didn’t anyone think of this?

I truly hope at some point in time, they either release that as a multiplayer mode in a future game, or they just release a new game with all those mechanics. Because I had so much damn fun. Could you imagine it? It could work just like any of the other multiplayer internet games out there. You could start with a shitty ship, and as you level up and get XP and unlock points you get upgrades, perks, new weapons and defenses for your ship, you could also buy more ships. SHIT SHIP they could just make it a free to play game with microtransactions and I promise you it would make money.
I honestly feel like the video game industry doesn’t understand the word of success anymore.

SPOILER ALERT BELOW
The last point I wanted to make was about Desmond. If his story is supposedly over, I think this is a good thing. Because I can’t name one person who gives any worth a damn about Desmond’s story. It was never needed. None of the apocalypse nonsense, none of the Animus nonsense, (which is a neat concept but it should have been put out to pasture a long time ago) and none of those awful missions as Desmond were needed in the series. I’m curious to see how it will go from here. But I wish the game was just about each generation of Assassins rather than Desmond playing Back to the Future 4 with his pals.

So that’s it. The game doesn’t suck. It’s a fun game, and I had a good time playing it. But it wasn’t until I had finished it that I realized it was a major disappointment. I can’t really say I’ll be getting anymore Assassins Creed games in the future. Unless they release something along the lines of a Naval game where you do nothing but sail, shoot at ships, and board other ships to kill their leader.
Someone will make it, right?




PSN All-Stars Battle Royale Review

Of course this game is going to have major criticism. It's going up against the behemoth Super Smash Bros. Keep in mind Super Smash Bros comes out once per console so Nintendo has plenty of years on Superbot, the primary developer for Playstation Allstars Battle Rolale which I think is a horrible title, which was created three years ago.

This being the first game, the original Super Smash Bros starts with only 12 characters. This one has 20. I don't know who Fat Princess is but I am familiar with the others.

These are the only things holding me back from enjoying this game more then Super Smash Bros (now referred to as SSB) 1) There are no smash attacks. Maybe because SSB is titular for "smash"ing, but it is an essential part of my gameplay and probably everyone's. 2) You can't use the analog stick to jump. I still haven't gotten used to it. 3) Instead of being knocked of the stage, you are killed(?). It's more fun for someone to knock you to the edge of the stage but you make it back to someone waiting to finish you off. 4) Because you can't be knocked off the stage there is no recovery attack which makes sense, but I find myself trying to make a triple jump or attack someone coming from a platform below. I haven't played every character, but Cole does have an attack that shoots him up but it has to be done standing, not freefall. 5) In SSB I seemed to always be facing an enemy unless I was running away. In this game I seem to always be facing away and it takes precious milliseconds to react.

Now the things I like about the game over SSB. The characters have 3 attack buttons instead of 2 which allows for plenty attacks and specials like a traditional fighting game (I consider SSB to have its own category), but there are no smash attacks which makes all these attacks dull and not very explosive. 2) I like the fact that a meter builds up for a super attack but I don't like that it makes it a race to who gets there first gets the kill. If it just did damage I'd like it better and still have to smash someone off the level.

If you don't think of this as Super Smash Bros competition it's a great game. But It has a ways to go to catch up.

Monday, December 17, 2012

WWE 13 review

One of the most customizable and best gameplay WWE games."

Overview

In 2011, Yukes and THQ completely rehauled the WWE Smackdown vs. Raw series and released the game as WWE ‘12. Two of the major points of revamping the series dealt with the controls/gamplay and physics. This year, they improved on the foundation laid by WWE '12 and have given us one of the greatest WWE games to date.


Gameplay (9/10)

Flow and progression of matches is more realistic compared to most other years in the series. Matches feel more like a simulation of real matches rather than an arcade experience. After a match has lasted a while, you and your opponent will stay down for longer periods of time when getting slammed to the mat, instead of quickly jumping up as if nothing happened. Working on specific body parts with the limb targeting system will cause the wrestler to act as though those parts are in severe agony. This added realism is great for those wanting to recreate what happens on television. However, those wanting an extremely fasted paced, arcade style wrestling game may not enjoy this as much.

Controls were altered to a style more similar to Smackdown! Here Comes the Pain and prior games. The current control scheme is identical to WWE '12 and is neither better nor worse than the SvR controls. The current control scheme features a button to initiate grapples and a button to strike, whereas SvR used the right analog stick to initiate grapples. There are still four different grapples and you can rotate to a different grapple when you are already in a grapple (i.e. moving from a headlock to wristlock). Also, within each grapple there are up to five different possible moves and the limb targeting system.

Limb targeting was first introduced in WWE '12 and makes a welcomed return to WWE '13. The limb targeting system allows you to focus on specific body parts (head, arms, and legs) when you grapple an opponent by holding RB/R1 and pressing a button associated with a specific body part. This year, the system has been expanded to allow different moves from different grapple positions. In WWE '12, there were only three different limb targeting moves total (one for each body part) and you would do that move no matter which grapple you were in or if the opponent was groggy. This year, wrestlers are able to have different limb targeting moves for each grapple position, when an opponent is in a groggy standing position, and when an opponent is laying on the mat. The expansion of limb targeting moves allows for a greater variety of moves during matches.

Reversals are easier to achieve. Wrestlers usually give a slight visual cue to when they are going to do a move, which helps you correctly time reversals. There is also a prompt that lets you know whether you were too early or too late on pressing the reverse button. There is a longer timeframe to press the reversal button compared to last year. While some may enjoy the easier reversals, I found it to be a slight nuisance. On default sliders, it will quickly become second nature to reverse nearly every move; whereas last year's took more skill and timing.

New to this year are OMG moments. OMG moments are big, crazy finishers that usually make use of the surrounding environment. With a stored finisher, you can put someone through the announce table, corner barricade, or the cell in a Hell in a Cell match. With three stored finishers as a super heavyweight (i.e. Mark Henry or Big Show), you are able to break the ring. If you are put through the announce table or barricade after you have received a lot of damage, a meter will pop up to where you will have to stop it in a certain area before the 10 count. There are also catch finishers that some superstars can execute, which requires one stored finisher. For instance, if someone springboards or jumps from the top rope against Randy Orton, then Randy Orton can execute an RKO onto the flying opponent. The OMG moments are a nice addition to the game and can make matches even more entertaining and surprising.

Leverage pins are a unique addition. When an opponent is standing and groggy, you are able to press the right analog stick to roll them up. This is a neat addition because it can add surprise pinfall attempts and more realistically simulate matches. Kicking out of pins is the same as last year's, where a meter pops up and you must stop a moving bar in a certain area. Reversing pins are still in this game. Another nice add-on is being able to determine the number of finishers someone starts a match with. Special abilities also make a return. Superstars are assigned certain special abilities, which can allow them to escape the ring when lying near the ropes, steal someone's finisher, do springboard moves, have comebacks, etcetera.

Before you start a match against the AI, you are able to determine whether the match will be Quick, Normal, or Epic. A quick match is similar to a squash match commonly seen on television. These matches typically are only a couple of minutes long, with one person dominating the offense and quickly obtaining of finisher. Moves cause more damage and the momentum bar fills faster in Quick mode. Normal matches are like any basic match from previous wrestling games. Epic matches are long, drawn out matches that can last anywhere between 12-20 minutes on average. The longest single fall match I have had thus far on Epic was approximately 30 minutes. Damage and momentum rate are reduced in this mode, so it takes longer to wear down an opponent and to obtain a Signature and Finisher. The match is likely to have more back and forth action and more reversals than the other match options. I personally love this option and believe it makes this game better than WWE '12. In previous games, I would adjust the damage sliders to get lengthy matches (10-15 minutes). There is no need to do that in this game because you are able to get great, lengthy matches by just selecting Epic. Also, if you adjust the damage sliders it will make the matches even longer.

The AI in this game is both wonderful and annoying. Matches can be entertaining, exciting, back and forth affairs if you adjust the sliders. On default sliders, the AI is passive and not aggressive despite difficulty level. I have seen the AI stand around for a couple of seconds not doing anything, while I am lying on the mat. By tweaking the sliders, the AI will become more aggressive, which makes creates fun, exciting, and challenging matches. These matches are typically back and forth with no one getting the upper hand for extending periods of time. If the AI gets a finisher, they rarely immediately use it. Some my find this annoying, but I believe it is a positive. Most of the time, using the first finisher as soon as you get it will not put an opponent away (unless you are using the Quick setting). This means that the AI can save the finisher, beat you down some more, and then use the finisher at a more opportune time, instead of wasting it early in a match.

There are several problems with the AI. Two counts against the AI are a rarity when doing a normal pin attempt. They will usually kick out of a pin attempt at one, unless you have them worn down enough for the three count. There is little suspense because they either quickly kick out, or if they do not you know you have won the match. There are exceptions to this, such as when using leverage pins or reversing a roll up. The AI will often times kick out at two. The AI will frequently randomly walk outside of the ring and remove the cover and monitors from the announce table. Once they obtain a finisher, they will regularly attempt an OMG moment through the announce table or barricade. This will be a nice novelty if it happened every once in a while, but it occurs every other match. The AI is terrible in triple threat matches, as it usually dissolves into a handicap match against you. I have read this occurs when you have the targeting system set to manual, but does not happen when it is set to automatic. I have not tried this on automatic to confirm it. Either way, it is a nuisance and make triple threat matches against two AI opponents pointless for me. The AI in normal tag team matches can be cumbersome as well. Requesting assistance from your partner typically leads to them slowly entering the ring and standing around dumbfounded until nearly the count of three, then they will break up the pin. The opponent AI also seems to be shy at tagging in their partner, unless they are already in the vicinity of their corner.

One of the biggest problems I have with this game that does not involve the AI is the manual targeting system. A lot of the time the game does not seem to register that I clicked the left analog stick to change targets. This becomes very frustrating in multi-man matches, especially online matches where you need to always remain on the attack.


Online (7/10)

Online matches have taken a step back from last year. Matches are often laggy and lead you to becoming desynchronized from your opponent(s). If you are desynchronized from your opponents, it will show them as leaving the session and they will be replaced by AI opponents for the remainder of the match. Overall, reversals are easier to do this year, which means that rarely anyone will have control of a match and there will be many reversals. Although reversals are easier overall, they are more difficult to perform on running grapples. For years, the SvR series was plagued with people executing running grapples online. In WWE '12, this was partially solved by making it easy to reversal these spammers by pressing the grapple button. However, this year they made it more difficult because pressing the grapple button rarely works and there is a significantly shorter window to reverse running grapples compared to other moves. Running grapple spammers are rampant in ranked matches and fairly common in player matches.

Even worse to deal with, but far more rare than the spammers, are glitchers. These people take advantage of glitches in the game to win. The one experience I had with glitchers turned bad for them. I was in an elimination tornado tag against two glitchers. If my partner or I went outside the ring, they were able to morph into a grapple with us inside the ring. At one point in the match, I attempted a submission on one of the guys. While I was starting to apply the submission, the other guy attempted to roll me up for a pin and he became stuck in that position. My partner and I quickly eliminated the guy I was originally applying a submission on, while his partner remained stuck on the ground attempting a roll up. We attempted various attacks to get him unstuck, but to no avail. Finally, my partner threw a chair at him, which unstuck him. We easily disposed of him afterwards. Although in my one experience the glitching backfired, it would definitely get irritating to repeatedly play against glitchers.

There have been a few times I have won ranked matches and it counted as a win, until a day or two later when I check my record and they have been changed to loses. I am not sure why this happens, but it has happened on a couple of separate occasions. One nice cosmetic improvement from last year is the ability to use custom arenas online.

Community Creations has shown a nice improvement from last year. Previously, it was difficult to access the community creations to download other users' created content. It was normal to repeatedly get an error message regarding the servers. This year, the problem has been fixed. I have downloaded several different wrestlers and arenas and have only had problems with the servers on one or two occasions.

For those that simply play games for achievements, you will be in for a rude awakening regarding the online related achievements in this game. All of the offline achievements are easy to obtain, but one online achievement requires you to reach the maximum rank. As of the time this review was published, no one had obtained this achievement, but there was speculation it required you to get over 1 million points. Typically, you will gain 1,000-1,500 points for each win, which basically translates into you needing to win roughly 1,000 ranked matches to get the achievement.


Match Types (10/10)

There is not much new in match types compared to previous years. There are still the stables, such as steel cage, ladder, TLC, Hell in a Cell, and Elimination Chamber. Special Referee matches have been reintroduced this year, but it is very limited. If you are the special referee, you cannot attack whoever you want whenever you want. A lot of times pressing the grapple button will cause you to push and point your finger at someone, instead of attacking them. If you are too unfair in a match, John Laurinitis will come down and relieve you of your referee duties. So, instead of having fun and putting a beat down on someone and practically turning the match into a handicap match (who did not do this in previous iterations?), you are forced to call the match fairly objectively. There is the possibility of turning on someone towards the end of a match by hitting them with a finisher and doing a quick count, but repeatedly attacking someone throughout a match will cause to be kicked as a referee.

A nice cosmetic touch is the ability to select whether to have a normal, blue, or black steel cage for steel cage matches. I have always wanted this option and am extremely surprised and glad it is available in the game. This makes it possible to relive some of the great early WWE cage matches.


Characters/Roster (10/10)

The roster is humongous. There are over 100 superstars available, including DLC (over 80 without DLC). Most of the important characters from today and the Attitude Era are present. Some notable superstars not present include Tyson Kidd, D-Lo Brown, and Steve Blackman. Honestly, this is one of, if not the greatest rosters in a wrestling game. There is plenty of superstars for fans of the current product, Attitude era, or both products. There are numerous possible dream matches available without the aid of created wrestlers. Although they are not characters, there are several arenas available from current shows and pay-per-views and from Attitude Era shows and pay-per-views.

One problem with the roster is a lot of the newer superstars are only available as DLC. This includes Damien Sandow, Lord Tensai, Ryback, and Antonio Caesaro. However, this is understandable considering the cutoff for the main game roster is typically around Wrestlemania, and most of these guys had not made a huge impact at that time.

Many Attitude Era wrestlers have numerous alternate attires that were used in the Attitude Era mode, but they are not available in the game outside of the Attitude Era mode. It would have been nice if these alternate attires were available. The upside is that each superstar can have the colors of their attires changed for up to 3 additional color variations. So, with a little bit of work, you can replicate attires from the Attitude Era mode, other matches, or create your own color schemes.


Story Mode (9/10)

There are two different modes that can constitute a story mode, which are the Attitude Era and Universe modes. The Attitude Era mode encompasses many significant and memorable events leading up to the beginning of the era in 1997 through its height in 1999. There are over 60 different matches to relive, which can take over 6 hours to complete. There are excerpts, and sometimes videos, prior to each match to catch you up to speed on what has happened in a particular rivalry up to that point. In each match, the primary objective is to usually win, but there are also historical objectives that can be completed that will help you unlock various items in game. This mode replaces Road to Wrestlemania from previous games and is a significant improvement. Last year's Road to Wrestlemania put you in the shoes of Sheamus, Triple H, and a created superstar. Most of the matches were repetitive because they were either backstage brawls or you were fighting the same three wrestlers. If you were in an actual wrestling match instead of a backstage brawl, you usually could not pin your opponent for the win, but had to wait for a prompt to press Y to appear to end the match. This year, you do not play as the same wrestler over and over again. Instead, you get to wrestle as and against a variety of different Attitude Era wrestlers. Also, most matches are actual matches. There is no pressing Y after you have delivered a set amount of damage to your opponent. Overall, the Attitude Era mode was a blast to play through.

Universe mode returns for its third year. For those that have not played a WWE game in a few years, this mode is similar to a season or General Manager mode. There have been a few noticeable improvements. For one, you are now able to create your own show any day of the week and create your own pay-per-view on a Sunday. You are also able to add whoever you want to the Money in the Bank ladder match at the Money in the Bank pay-per-view and be able to cash in for a title match if you won the MitB ladder match. Previous games did not allow this to occur if superstars were replaced from the original match the computer assigns. THQ said they added more scenes to Universe Mode and branching storylines. Also, scenes are supposed to occur more often. However, I have not noticed any of this as of yet. I have not seen any new scenes and it is rare for me to get a scene. I have yet to have a branching storyline either, which I guess is suppose to give you a couple of choices on what to do and a storyline will progress a certain way based on your selection.


Customization (10/10)

This is the most customizable WWE game to date. You are able to create wrestlers, entrances, logos, storylines, and finishers like in previous games. They also re-added created belts. However, the big addition is the improvement on created arenas. This year, you are able to modify nearly everything about an arena. There are five different venues (3 indoor and 2 outdoor) you can select for your arena. There are several different stages you can select. Once you select a stage, there are various possible lighting and structure scenarios. There are also little things such as the lighting in the arena (bright, normal, red, blue, and various other colors) and barricade type (steel or current) that can be altered. It is also possible to create up to 3 alternate color attires for each superstar (non created wrestlers).

Like previous years, it is possible to make nearly anyone you want and have them look great. There are 50 slots for created wrestlers and 50 slots for created arenas. You are also able to upload your created content for others to download, or you can download other people's created content.


Audio and Graphics (7/10)

The sound effects in this game are horrible. Wrestlers use the same couple of grunts when lifting opponents. Hitting the mat does not sound anything like it does in real life. Although, there have been very few games to accurately replicate that (All Star Pro Wrestling series for Playstation 2 is the only one that comes to mind). The horrid sound effects are amplified in the Halftime Heat arena (Empty Arena), since there are no fans cheering and partially distracting you from the sound effects.

Speaking of the crowd, the noise of the crowd was vastly improved. They become louder throughout a match as it becomes more exciting. Previously, the crowd would typically stay at the same volume throughout the duration of a match. The crowd will also sometimes start chants during an intense match.

The commentary system was supposed to have been immensely improved. However, I cannot tell a difference in this year's commentary compared to other iterations. Michael Cole and Jerry Lawler repeatedly use the same 10 or so lines throughout every match. There were suppose to be several hundred new lines added and a new dynamic system for when and what would be said. This is simply not the case so far in my experience.

The graphics have been slightly improved from last year, but not by much. The character models look decent, but compared to previous SvR games (including PS2 SvR games) they are horrendous. The reason for this deals with the way the developers create the wrestlers now, compared to SvR. I do not know much about the details, besides in SvR the wrestlers were scanned into the game. However, the way the wrestlers are created now allows for more fluid and lifelike movement and execution of moves. Personally, I will take a loss of detail in character models for more fluid and realistic movement.


Glitches

There have been a few random glitches I have experienced. Some seem to occur consistently, while others have only occurred once or twice. The consistent glitches deal with the way the AI acts. The rarity of two counts against the AI and their persistence to perform OMG moments are small and sometimes aggravating recurring glitches. There have been two instances in tag team matches where I have lost control of one of my partners in the match, even though I put the setting to control all partners before the match started. There is a button that allows you to switch which person on your team you are controlling, but this did not let me change to the legal man at the time. During a Money in the Bank ladder match, I was suplexed off of the top of a ladder in the middle of the ring. I hit the mat at the edge of the ring and disappeared for the remainder of the match.


Conclusion

WWE '13 is one of the best wrestling games to ever be released. The controls are great. Movesets have been expanded. Wrestlers act injured when they are injured. Matches typically flow and progress like their real life counterpart. You can have an epic 30 minute match or a quick 2 minute match. The game is highly customizable and the most customizable WWE game released to date.

However, there are a couple of drawbacks, which include the passiveness of the AI on default settings, the way AI acts in tag team matches, the AI's love of OMG moments, and the rarity of two counts. Otherwise, the gameplay is nearly perfect for someone wanting to simulate pro wrestling matches.

There will undoubtedly be many wondering if they should upgrade from a previous WWE game to WWE ‘13. My answer is a resounding yes for everyone that does not own WWE '12. If you own WWE '12, I would say there is a significant improvement in gameplay with the addition of quick, normal, and epic matches and the expanded move sets. However, the AI can act whacky at times on default settings. Overall, I feel like there is a big enough improvement in gameplay to warrant a purchase, plus the AI is better in WWE '13 with adjusted sliders than it is in WWE '12.

+ Improved gameplay
+ Huge roster
+ Attitude Era mode
+ Customization

- Default AI
- Online matches

Final Score: 62/70 = 89%