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Tuesday, October 30, 2012

Medal of Honor: Warfighter Review (360 Version)



This is a difficult review to write for many reasons.  On the one hand, it is important to be fair to developers who put hundreds if not thousands of hours into building the games that we play.  It is equally important to hold developers accountable for selling products that don't meet the expectations of consumers when they are spending hard earned cash for them.  With that in mind, I will say that I really wanted to like Medal of Honor: Warfighter. 

I gave the troublesome beta the benefit of the doubt when it released even though it largely failed to promote any sort of confidence in the fact that Warfighter was ready for launch just weeks before its release.  I even chose to ignore the implications of EA's choice to delay releasing review copies to reputable games sites given the fact that the game required a day 1 patch to fix a wide array of campaign and multiplayer issues. Despite all of my best efforts to ignore the signs that Medal of Honor would not meet my expectations, I am forced to admit that Warfighter is simply not a worthy follow up to Medal of Honor's success and critical acceptance in 2010. 

Even after a 2GB HD install.....consoles versions won't look
like this.
Generic is a word that many critics have used to describe Warfighter, but I don't feel that the word appropriately conveys the sense of disappointment that I felt after pouring hours of my time into it.  Many of the first person military shooters that have been released in the last half decade could be called generic for various reasons, but the adjective has become something of a tired excuse for the mediocrity that we as consumers have been stomaching for far too long.

Danger Close does deserve some credit for sticking to their central story telling vein of exploring the soldier's side of war.  However, they kill any sense of connection that players may feel for their story by chopping the plot up into incomprehensible chunks that have been interspersed between sections of maddeningly linear gameplay.  It's not that the story itself is inherently bad, but it's difficult to tell what the story's focus is or to decipher who the characters really are as it plays out. 

The main reason for this confusion is that Warfighter's plot timeline is about as convoluted as they come.  A big part of the central conflict focuses on a downtrodden character code named "Preacher" who along with Dusty, Mother, and Voodoo makes a return from 2010's MoH.  It seems that years of die hard devotion to the cause of the Navy Seals has taken it's toll on Preacher's marriage and on his relationship with his young daughter.  There are some poignant segments that convey Preacher's frustrations with having to choose between his duty as a soldier and his responsibilities as a husband and father, but all of that gets lost somewhere after the halfway point of the campaign's progression. 

The gameplay is as lifeless as my eyes.
From that point forward, the actions of Preacher's unit become harder and harder to follow as they bounce from location to location trying to track down mystery suppliers who are distributing a deadly substance referred known as PETN to terrorist cells across the globe.  The real trick then becomes deciphering who exactly the Tier 1 operators are fighting against from segment to segment or what their objective is.  Even as the game reached its conclusion, I had to ask myself why I was chasing a man that had only been shown once before over the duration of the campaign, and how did I come to face him in the first place?

Amidst all of this mess, there were several segments that felt forced into the game's continuity just for the sake of being there.  One scene puts you behind the scope of one of the Navy Seals who ended the infamous Somali Pirate standoff in which a cargo ships captain was held captive for several hours.  The scene is immediately recognizable and lasts for no more than a few minutes, but after I was left scratching my head as to why it was included to begin with.

Sadly, the story is not the only component that leaves Warfighter wanting.  To say that the gameplay experience is linear would be an insult to Warfighter's well paced and notably linear competition in this genre.  Every instance and action sequence is scripted in a way that there is really only one way to progress through the game.  During regular shooting segments, every enemy must be killed or players will face a mission failed screen or otherwise be killed themselves. 

Danger Close mercifully kept the on rails segments to no more than 2 or 3 this time around, but that doesn't change the fact that these segments were so dry and uninteresting that one scene where I was manning a mounted grenade launcher on a zodiac water craft prompted me to see what would happen simply refused to touch the trigger at all.  The result was that, aside from soaking up a few shots from enemy soldiers, I survived the event with no effort whatsoever.

Warfighter's gameplay doesn't suffer from broken controls or maddening campaign glitches, and most of the campaign scenery is well rendered with the use of the Frostbite 2 engine, but there's absolutely nothing interesting about it despite it's visual flair.  Most, if not all, of the now common place military FPS mechanics used in popular titles are used in this game, but they are used so frequently that by the end of the game you would rather smash your hand repeatedly with your controller than prompt another slow motion breach maneuver in game.

Online multiplayer doesn't do much to soothe the pangs of buyers remorse over Warfighter's $59.99 price tag as it presents a number of its own technical and compositional issues.  Warfighter features a persistent ranking and unlock system that can be accessed in game or through EA's battlelog website.  Unfortunately, the unlock system suffers from two main problems.  The first is that the upgrade process is over complicated by Warfighter's in game menu system.  Viewing earned unlocks requires filtering down through separate menus for each individual unlock category.  To make things worse, unlocks are exclusive to whatever faction and nationality you happened to be playing as when you achieved them thereby adding an additional step to the player configuration process.

The second issue is that the unlocks themselves aren't that interesting or game changing enough to keep players interested in the grind.  From the outset, each faction and class is equipped with a default weapon which plays to the strong suits of that given class.  Different nationalities carry different stat bonuses such as increased stealth and stamina, but the classes all have the same special abilities and kill streak bonuses.  As you use your selected characters, points accumulate that can be used to unlock weapon parts and camouflage, but those augmentations don't do much in terms of improving weapon performance.

Other mods such as magazine alternatives are purely cosmetic, and do little to justify grinding out points to unlock them.  It was hard to get around the fact that the menu system is complicated to navigate, but I do admit that I haven't logged in to the battlelog site to explore configurations on that end.  Perhaps that system is more user friendly.

Multiplayer offers a number of different game types that are very reminiscent of most of those found in Battlefield 3 or Call of Duty, but poor map design ensures that most matches will be decided by how well or how quickly either team controls choke points and well known camping spots.  I'm not how Warfighter's server architecture is set up, or if my particular connection was just being finicky, but I have also experienced an inordinate number of lag deaths during matches of every type.  One moment I will be running down a corridor when I notice I am taking fire from an enemy.  As usual, I round a corner to escape harm, but just as I think I'm safe to turn and face my attacker.....I'm dead. 

A similar issue plagued Battlefield 3 in its early days where rubber band lag often reset players to previous positions when their connection slowed, but I don't recall experiencing as many unexplained deaths from that particular issue in the past.  The issue is exasperated by the fact that downing opponents seems to take an inordinate number of well placed shots with most weapons when the system makes you believe that fewer of your enemies shots will kill you. 

In summary, Medal of Honor Warfighter ticks far too many boxes off in the negative column for me to keep coming back for more.  The single player campaign fails to capitalize on any of the successes that its predecessor pulled off well enough to make it a viable alternative in 2010, and the multiplayer suite puts up too many frustrating roadblocks to provide a satisfying long term diversion from what will most likely be another banner release year for Activision's Call of Duty series. 

When I think back on how much flack I gave titles like Homefront for presenting lackluster campaigns, I have to give those releases credit for at least providing an enjoyable multiplayer experience.  Sadly, the same cannot be said for Medal of Honor Warfighter.  I can't help wondering how much external influence may have interfered with the production of this game with reports in past weeks stating that the controversial Zero Dark Thirty map pack was pushed heavily by EA as the development team didn't want to build it, but at the same time I can't clear Danger Close from blame for how this game turned out.

Medal of Honor (2010) still managed to be enjoyable despite the fact that it was formulaic, and there were questionable design decisions in regard to the division of labor behind creating the campaign and online portions of the game.  For these reasons, I don't doubt that Danger Close was capable of making a memorable successor with Warfighter, but this was not it.  There is always the chance that downloadable content and software patches may help save the multiplayer in coming weeks, but I will most likely be returning to my older FPS catalogue to satisfy my online gaming needs.


Overall Score: 2 out of 5 (stick a fork in it....I'm done)

Saturday, September 8, 2012

Medal of Honor: Warfighter Expectations



Perhaps the most notable thing about this game is that it actually attracted more attention by announcing that a beta key for Battlefield 4 is included with limited edition preorders than it has from marketing its own campaign or multiplayer game play.  However, after a less than stellar sales record from 2010's Medal of Honor modern reboot, public expectations are rather muted for a popular franchise release which is slated for October 23 of this year.

Many franchise loyalists have expressed that the MoH series was best represented by the World War II installments that helped to redefine the first person military shooter genre, but that's not to say that the last MoH game was a complete disaster.  Still, there were several things that kept it from being a great, or even memorable game.  Medal of Honor was somewhat successful in terms of distribution.  EA reported that the title sold over 5 million copies after just two months, but the game seemed easily replaced by heavier hitting titles soon after release.

That being said, what is it that MoH: Warfighter needs to get right to hold it's own during the Fall 2012 release season?  There are several things about the last MoH that left an odd taste in gamers' mouths, but for the sake of argument, let's boil it down to the most obvious points.

Single Player Campaign (Story):

I can remember being particularly excited by the prospect that MoH was playing the angle of what it was like to be an elite soldier in the United States Special Forces, and the game's inclusion of tie ins to real world events like 9/11 really fueled the fires of controversy that may have ultimately increased sales of the title.  Still, with all of the hype, the story was perhaps a little too effective in its aim.  The plot devices of MoH were planted in the real world, and a great amount of effort was taken to portray the soldiers in game in the most realistic way possible. However, it also served to alienate players from the story that the game was trying to tell. 

The NPCs were often a little too clinical as they worked their way through enemy encampments and villages which made the characters feel robotic and alien to civilian players.  MoH: Warfighter promises to examine the more human side of many of the characters returning to the franchise by exploring the effects of war on their personal lives, but I question how this will tie into the conflict of the new game.  If the plot moves away from the more grounded, realistic tone that MoH set for a more action oriented experience, the developers may struggle with diluting the campaign to something derivative, and that's the last thing that today's shooter market needs.  


Multiplayer Development:

It's not unheard of for developers to contract out development of certain game resources to other studios under the same publisher's flag, but MoH developer Danger Close's decision to leave the construction of their title's multi player component completely up to DICE was something that confused many fans of the game.  The result of said split development was that the two parts of the game felt like they were completely different games with different control schemes.  DICE's approach to MoH's online multi player was evocative of their then recent Battlefield: Bad Company games with a little bit of Call of Duty's franetic pacing, twitch reflex shooting and kill streak like gameplay mixed in. 

Multi player felt good, but it didn't carry many of the mechanics over from the single player campaign that could have made the experience feel unique.  For example, the campaign control scheme introduced a crouch sliding mechanic as well as a cover lean command and both were absent from the MP side along with the inability to go prone.  Perhaps those additions wouldn't have dramatically altered the MP experience, but they would have provided some tie ins to the campaign that could have pulled things together.  

Development of Warfighter looks to be handled by one developer with the use of the Frostbite 2 game engine created by DICE, but who really knows what this will mean for the MP suite.  Early reports indicate that Warfighter will utilize micro destruction like Battlefield 3, but most likely on a much smaller scale.  It's most likely that some environmental elements may be destructible, but structures and buildings will be another matter since MoH tends to favor smaller, more frenetic map layouts over the sprawling environments that Battlefield 3 is known for.  

The Breakdown:

With so many shooters on the 2012 roster that failed to capture much acclaim this year, Medal of Honor: Warfighter has quite a bit of ground to cover if it plans to make any sort of dent in what will most likely be a holiday season dominated by Call of Duty: Black Ops 2.  Not that every shooter that EA publishes should be out to steal the throne from Activision's Call of Duty series, but it is still likely that there is a lot riding on MoH's shoulders in terms of market representation this Fall.

Medal of Honor: Warfighter may be another in a long list of modern military shooter games, but this series still has a lot of potential to influence the direction that the genre will be taking in years to come.  It will be interesting to see what adjustments will be made to this tried and true franchise and whether or not the series reboot will be justified in the public's eye.  Medal of Honor: Warfighter launches on all systems on October 23, and hopefully the experience will be worth more than the Battlefield 4 beta for pre order purchasers.

Thursday, September 6, 2012

What Half-Life 2 Can Still Teach Devs About Shooting Games

8 years later....still awesome

I'm fully aware that I have been living under a rock for the past 8 years when it comes to Half-Life 2, but having recently built a capable gaming PC, I finally was able to experience this title as it was meant to be experienced.  Of course there was the opportunity to purchase HL2 for consoles via the "Orange Box" release, but I had no interest at the time since most of the game's fan base seemed to be PC loyalists for which I had irrational disdain.  However, after Steam announced that they would be discounting HL2's already low price tag of $9.99 to nearly 1/3 of that cost, I decided to dive in and give the game a try.

After roughly 3.5 hours of playing the campaign, let me say I am still thoroughly impressed with this game.  It's true that HL2's mechanics are somewhat clunky and outdated given the fact that so many shooters have deemed it necessary to include an excess of sensory feedback devices (i.e. motion blurring, head bob, ADS, etc.), but HL2's bare bones point and shoot/interact mechanics are almost a refreshing break from all of those things.  Not being able to see Gordon Freeman's hands while he is steering a vehicle, and the absence of his lower body when pointing the reticule toward the floor may detract from the immersion effect of the game, but those complaints are small beans when compared with the copy and pasted issues that many modern shooters face.

So what is it exactly that HL2 gets right almost a full decade after it's release that modern shooters repeatedly fail at?  It all boils down to simplicity, and difficulty.  Now my current play through is still fairly young at under four hours, and I'm sure things will ramp up before I'm through, but HL2 is not an overly difficult game even on the highest difficulty.  The difficulty of the game is not really what I'm talking about, but rather the level of player challenge that the game presents mechanically.  Confused?  Let me explain. 

Most modern games offer multiple levels of difficulty that adjust how the game performs in specific ways.  Lower difficulties dumb down enemy AI, and perhaps even lower the number of enemies you face from level to level.  Other alterations may include increasing the overall amount of damage that your character can sustain from enemy encounters, or the availability of health packs and ammo, etc.  However, many shooters will still lead players through the environment in an obvious way via an NPC shouting "follow me to the next objective", or by placing a glaring way point marker on the HUD that leads you to the next checkpoint.  They want you to succeed even though there may be some cheap or unsound obstacle sitting in your way.

There are some exceptions to this rule, but nearly many modern shooters on the market has a way of leading players by the nose through scripted events in an effort to make things more exciting or visually pleasing.  Everything is instance based, and it makes for short, derivative campaigns that really don't leave players feeling like they have accomplished anything.  Sure, the ride was exciting, but then again it was more like participating in a choreographed action movie than actually having interacted with a world or it's inhabitants.

At it's core, HL2 is still a linear shooter with clearly defined objectives and way points, but moving through Gordan Freeman's world feels very different than most experiences in that navigation and puzzle solving is left mostly up to the player.  Perhaps the most obvious indication of this difference through the first part of the game is that there is very little dialogue aside from the few interactions Gordan has with NPCs as he sets out into the world.  There are huge gaps in the narrative where players are left to explore the environment where no direct communication with Gordan is made aside from the mechanical sounding chatter of his enemies.  There's no inner voice instructing players on how to solve puzzles, there's no radio chatter telling Gordon that he's headed in the wrong direction, there is only the emptiness of the desolate world that players must survive.

Puzzle solving also plays a huge part in what sets HL2 apart from most games.  HL2's world is a puzzle in itself even though it appears to be linear and straight forward.  HL2's stages are set up as one continuous labyrinth where players are presented with obstacles that are not immediately obvious to solve.  For example, in the early parts of the game I was navigating through the drainage canals of the first city when I came to what was apparently a dead end.  Before me was a pool of water with a large stirring apparatus in the center.  On the other side, a locked gate with a ladder and walkway behind it.  My first reaction was to scour that area for a way to get around the gate, but my searches above and below the water turned up nothing.  After several minutes, I realized that this area was just meant to throw me off of the true course which was hidden behind some rusty metal oil drums that I hadn't noticed earlier.

The small amount of triumph that I felt at having passed that obstacle was greater than any scripted action sequence that most modern shooters have thrown my way in the past eight years, and that's something that I hadn't expected from a first person shooter.  In fact, given Valve's reputation, they are quite adept at making first person action platformers that masquerade as shooters given the popularity and success of their Portal games, but perhaps this type of balance is what is needed in modern FPS games across the board.

ArmA 2 is another example of an older game that brought several interesting concepts to the board by giving players a huge sandbox world to traverse while still throwing in the action element that other shooters offer.  Now the ArmA series is perhaps a little too complicated mechanically to appeal to the wide audience that HL2 caters to, but still the concepts are the same.  Developers need to move away from holding the hands of their fans to some extent if they would like to appeal to more mature audiences. 

Is this a profitable business model that will ensure that heavy hitting publishers/distributors will continue to see top dollar sales on a continual basis?  Perhaps not, but it is an appeal for developers to pull back from their need to funnel players into enjoying their gaming experience in a specific way.  Games should be interactive, but also should promote exploration and innovation in a way that promotes better game playing instead of exploitation.  Perhaps with next generation consoles on the horizon, systems will be able to handle this more capably, but it is more likely that such games will find a larger following with the PC community. 

I will continue to enjoy the more generic shooters of this generation, but once I finish HL2, I will always be looking for something more to fill out my experience. 

Thursday, April 26, 2012

We're still here!!

Hey everyone.  I just wanted to let you know that the G4F crew is still alive and kicking despite the absence of new posts lately.  We have a lot going on right now that is sadly not game related, and spring can tend to be a pretty hectic time.  Nevertheless, we are working on a number of projects at the moment that should provide a bit of content for you all to feast on in the coming weeks. 

Just to shed some light on what we actually have been doing, here's a glimpse into how the past few weeks of my gaming schedule have looked. 

  • Starting April 1, did a repeat play through of Mass Effect 1 and 2 to prepare for long awaited Mass Effect 3 (I know it launched almost 2 months ago at this point) and effectively put the ME trilogy to rest. 
  • Completed Mass Effect 2 on 4/20 with my entire team intact (woot) and without any help from online FAQs or walk through guides.  Began Mass Effect 3 the same day.  Still playing in little chunks when not tending to real life crises not involving Reapers or the impending doom of sentient life in the galaxy.
  • On 4/23 obtained and began digging into the XBOX 360 version of The Witcher 2 (this game is completely badass so far) and put in about 3 hours so far. Expect videos on our YouTube channel soon.
  • CasualFiddle and I have been working on building a following on our Facebook page to promote the blog and the upcoming website.  CasualFiddle is building the website a little more every day.
This all may not seem like much, but given the fact that we are one console down for games reviews, and with everything else we are working on in our personal lives this seems pretty reasonable for now.  I'm going to start putting some more video segments together for the YouTube channel, and more reviews will be coming soon as more games come out.  Look for a Prototype 2 review to pop up in the next week or two, but The Witcher 2 looks to be quite a chunk of game, so that one may not be out as soon.  There are plenty of reviews of the PC version out there, but the console version looks to be pretty solid so far if not as visually dazzling as its counterpart.

As usual, keep looking for more content as the weeks go by!

~Krimmit

Wednesday, April 18, 2012

Binary Domain Review


This alone is motivation enough to play this game.




Sega's recent contribution to the Spring 2012 lineup proves that the all but diminished publisher still has some spark with the recent release of Binary Domain.  This third person shooter certainly borrows a few concepts from other popular titles like Gears of War and Ghost Recon: Advanced Warfighter, but the Japanese flair of BD makes this title stand out amongst its peers in a nostalgia inducing way.  Don't get me wrong, this is a good thing even though this game has been sorely overlooked since its release.  Even if Binary Domain comes across as a formulaic and generic third person shooter, there's still plenty here to make it worthwhile for any fan of Japanese action games.

The single player element uses a squad mechanic that is similar to those used in the Rainbow Six and Ghost recon games published by EA, and your success at moving through corridors and arena areas relies on your ability to successfully command your team.  The neat thing about this is that you have the option to give commands and initiate team banter through voice commands by using a headset connected to your favorite gaming system.  For example, if you want your squad mates to provide cover fire while you flank your enemies, you can shout "Fire", or "Cover me" and your team will provide the appropriate response.  This mechanic works well in most instances, but the voice recognition requires a little bit of tweaking to filter out the ambient noise in your play area.  If the sensitivity is too high, and a TV is playing in the background, you are bound to have some funky playback issues as a result. 

For those who don't like the voice command system, the menu allows you to change to manual command inputs that are issued by pushing one of the shoulder buttons along with a controller face button.  This proves to be somewhat awkward during more intense battle sequences, but it works in a pinch.  Your squad mates' responses to simple commands are also dictated by their level of trust for your character which is influenced by dialogue responses, time spent in your squad, poor command choices, etc.  The more an NPC trusts you, the better they follow your commands or provide automatic combat support functions and vice versa.  As you progress through the game, several segments allow you to change which team members will be assigned to your squad.  The choice doesn't affect the ultimate outcome of the game like it would in a Mass Effect game, but the dialogue options change to fit different squad members, and the scripting never sounds awkward when squad members are swapped around. Each NPC has his/her own skill set that can give your squad certain tactical advantages, so it becomes important to make wise squad selections on higher difficulty settings. 

Binary Domain also makes use of skill points that are doled out during combat as you take out your robotic foes.  Effectively, the more damage you deal to enemies before they collapse, the more reward credits you receive.  Credits are then used to purchase weapon upgrades and character buffs such as increased health or agility at in game kiosks.  The process is efficiently straight forward, and you are only allowed to buy upgrades for characters that are currently in your squad and typical upgrades include increases to rate of fire, damage, accuracy and so on for each character's primary weapon.  Additional weapons and grenades are available for purchase at kiosks as well, but only your main weapon can be upgraded, and will therefore be your go to gun for most of the game. 

Despite the fact that Binary Domain is fraught with plot holes, over the top drama, and equally cheesy dialogue, the story is what ties this whole game together.  Binary Domain is a game that doesn't take itself too seriously, and that is something that has been sorely lacking from many contemporary titles.  While it's clear that a great deal of care went into crafting the world of Binary Domain, the plot never hammers you over the head with dark commentary or overly moody atmosphere.  The environments are believable and appropriate, but there is just enough over the top sci fi action to keep things entertaining.

There is a multiplayer mode to Binary Domain, but the entire endeavor felt tacked on and somewhat obligatory when compared to how the rest of the game performed mechanically.  Online services are really what sets this mode back with continued issues being tied to input lag, and exceptionally spongy enemies with inconsistent hit registration.  The multiplayer cooperative mode is definitely not competition with the likes of Mass Effect 3's more polished combat system.

Even though Binary Domain offers little in the way of innovation or dramatic spectacle, Sega knows how to stir memories and emotions of how games used to make me feel before there was such an emphasis on having the best game on the market.  I'm not saying that this game doesn't show a level of polish or effort that makes it worthy of being a current gen title, but rather it offers a level of simplicity that hearkens back to older generation games that appeals to me.  I remember dumping hours into games like this in the glory days of the Playstation 2 or the original Xbox, and that is what I love about this game.  Binary Domain may not hold up well in comparison with upcoming titles such as Ghost Recon: Future Soldier, but it does such a good job of bringing classic elements into the current generation of games. 



Overall Score: 3/5


~Krimmit



Tuesday, April 10, 2012

Over 1000 hits!

Wahoo!  G4F's blog hit over 1,000 views over the Easter weekend!  We know at least a few of those hits are the result of us looking at our page having not selected the "don't track my own page views" button, but we're still pretty pumped.  That many views are pretty good for a blog that we launched just over two and a half months ago, and we are still trying to push out new content as often as possible.  We've been working past some personal roadblocks lately which explains the recent lack of new reviews, but rest assured that we are looking to remedy this as soon as possible. 

We have also been working on building the official website which will feature content not shown on the blog such as exclusive videos, news articles, etc.  It's a slow process, and it gets difficult to post content, find time to play new games, and work our regular full time jobs, but we aren't giving up any time soon.  The Binary Domain review kind of fell by the wayside for a while, but I will post it soon, and I also have writeups for Ninja Gaiden 3 and Resident Evil: Operation Raccoon City on the way.  In the meantime, hang in there for new content!

~Krimmit

Thursday, April 5, 2012

G4F's New Scoring System

Hey, all.  Going forward we will be using a different scoring system for how we review games in place of the old 10 point scale.  I have personally never been a fan of 10 point systems since most people equate the numeric value with a percentage of how good or bad a game is rather than as a representation of enjoyment.  Instead, we will be using a 5 point scale with tiers that reflect different criteria.  Of course these criteria are fairly subjective and there is room for some interpretation, but here's a breakdown nonetheless.
  • 1/5:  This game is either completely unplayable or suffers from technical issues that make it completely devoid of any enjoyment or reasonable amusement.  Burn any copies you come into contact with.
  • 2/5:  This game is worthy of rental or borrowing from a friend who was naive enough to purchase it, and that's being generous.  Wait for this one to hit the bargain bin before you shell out your hard earned dough.
  • 3/5:  There is definitely some potential with this one.  It offers solid performance, but may be lacking in certain aspects.  Give this one a look for sure, but don't expect anything mind blowing.
  • 4/5:  This game encompasses everything that we have come to expect from a successful, interactive, electronic entertainment experience.  There is little in the way of innovation, but you would have to completely hate video games to say that this game is not enjoyable.
  • 5/5:  We don't believe there is such a thing as a perfect video game, but this one comes close.  You will find it difficult to pull yourself away from this title, and it will most likely be a good candidate for the best game that you are playing right now, or for the entire year.
We are also working on a graphic to depict the scoring system for the blog and for the website which is still under construction.  Feel free to sound off in the comments with any suggestions you might have.  That's all for now!


~Krimmit

Battlefield 3 Adds Rent a Server to Consoles

G4F doesn't typically touch the breaking news scene, but when we heard about this, it was hard not to be excited. Unfortunately this news is a day or two old, but players booting up their copies of BF3 in the last 2 days found themselves staring at DICE'S latest multi player update. After years of begging, console fans of the franchise have finally been given the ability to rent their own multiplayer servers for either private or public online play.


The update forum states that administrators who rent this service are able to set lobby limits and restrictions to customize matches to their specifications. Limits include member participation, map rotation, vehicle spawns, and more. We haven't had the opportunity to try things out yet, but this feels like an important move in the right direction toward closing the divide between PC and console versions of the game. Although pricing for this service is broken into daily, weekly, and monthly subscriptions. Pricing can be found on the battlelog online or through your respective console copy's BF3 store menu.


See you on the battlefield!


~Krimmit

Tuesday, April 3, 2012

Premier Video: Part 2

Here's part 2 of the "Works in Progress" video where we take a look at Ninja Gaiden 3.  The game play shown here shows several of the differences in direction that the latest NG game took, and perhaps some of the reasons that most people have been unhappy with this title.  I will be doing a full write up of the review in the coming days, but enjoy the video for now.


~Krimmit



Premier Video!

Hey G4Fers!  I finally got some video content edited and posted for your viewing pleasure.  Apparently, editing is a difficult and time consuming process.  Regardless, I am posting the first part of a two part series I recorded, but when I loaded the first video to YouTube, the last 10 or 20 seconds got cut off.  It took about 2 hours to load the thing, so I won't fix that one, but I should have all of the kinks ironed out for future videos.  Take note that I changed my username on the blog to reflect my Xbox Live and Playstation Network gamer tags as well.  At any rate, enjoy the video below!


~Krimmit


Edit: I'm working on getting the video fixed right now.  Evidently, there was a setting that I missed when uploading the video that directly asked me if I wanted to truncate (see shorten) the edited footage to conserve space.......DERP!  Should have the updated link and part 2 posted later today.


Edit #2: OK, the complete video is now active on the blog.  For those of you who were aching to see the last twenty or thirty seconds, consider your dreams fulfilled.




Tuesday, March 20, 2012

Hiatus, schmiatus!

Hey G4F'ers!  That's my new nickname for people who visit GF4 Production's sites, and I hope you like it.  I thought I would just drop by and do a little status update since things have been a little bare around here for a while, but rest assured things will get rolling along nicely again soon.  Despite the sparse spring lineup, we are actually working on a number of title reviews, and video content to post to the blog, and we are still plodding along on our way to getting the stand alone site launched.  My partner in crime recently had an unfortunate accident regarding his gaming consoles, thereby leaving me solely in charge of reviews.  Hence, things have been a little slow in the going in the article department for the last few weeks until we can have his equipment replaced.

We are also working on getting a premium PC built to handle high spec PC releases so we can cover more platforms, but that may not be for a while yet.  Suffice it to say, things are slowly going back to normal, and we have not been deterred from venturing into the world of games journalism.  Some of the titles we are picking up this week are Resident Evil: Raccoon City Chronicles, Ninja Gaiden 3, and Sniper: Ghost Warrior 2.  We currently have a copy of Mass Effect 3, but I'm not so sure we want to get involved in all of the negative press this thing has been receiving by posting a full review, but we may do some game play videos or something for those who are still undecided. 

I'm currently working on a review of Binary Domain, a game that I feel has been desperately under appreciated, but writer's block has delayed me yet again.  Nevertheless, we are still here and we are still working on building our repertoire.  Stay tuned for more content soon!

Wednesday, March 7, 2012

Syndicate (2012) Review



I'll spare the comparisons between this version of the game and it's 1993 counterpart for this review given the fact that I didn't play the original, but Syndicate 2012 has been out for about two weeks at this point, and players have expressed mixed feelings about the game.  The winter 2012 release schedule has been fairly uneventful as of yet, but Syndicate adds a little bit of flair to an otherwise dull season.  Immediate visual and mechanical comparisons can be made to last year's Crysis 2, or Mirror's edge (both also published by EA), but aside from the futuristic setting and the now standard control scheme, this linear FPS stands on its own as a uniquely interesting piece of work.

A game featuring voice work by Brian Cox?  Yes please!
The future is bleak in Syndicate's 2069, as corporations are the new super powers, and most of modern society has embraced electronic integration in the form of neural implants thereby rendering many electronic devices obsolete.  You play through the single player campaign as an "agent" of one of the leading neuro chip manufacturers or "syndicates" who is basically responsible for carrying out acts of industrial espionage or counter intelligence against other corporations.  However, corporate terrorism has become far more public than in our current day, and war is carried out by militant syndicate units rather than nationalist armies.  There are underlying tones representing the effects of consumerism and corporate manipulation of the public, and the whole thing is tied together by some scarce but superb voice acting by the likes of such celebrities as Brian Cox (The Bourne Supremacy) and Rosario Dawson (Sin City) who add a little bit of something extra to the story's credibility.

The single player mode starts out slowly with tutorials and backstory that help lead players into the mythos that has created this dismal future, but things quickly ramp up through the middle chapters as the plot reveals more about the silent protagonist and the history of the syndicate wars.  The whole story presents its share of plot twists and moral dilemmas, but the linear nature of the game leaves little room for the negotiation of Syndicate's ultimate outcome.  There is always the feeling that the game is drawing you to some predetermined conclusion, but the narrative never hammers you over the head with this innevitability to the point that a second play through the campaign would be impossible.  The game action never feels "on rails" like other popular FPS titles on the market, but it would be refreshing to see more choice and consequence interactivity with action titles like this. 

The story is not completely unique, but the presentation style and the quality of the writing, although sparse, is worthy of most successful Hollywood science fiction efforts.  Mechanically, Syndicate is perfectly polished, and nothing aside from a few difficulty spikes felt frustrating or clunky as you move through the game environments.  Some arenas do look a bit cut and pasty at times with repetitive achitecture, but then the game throws you for a loop by moving things to dark slums where the advance of technology has been rejected.  The geographic dicotomy is not necessarily mind blowing, but it offers just the right amount of variety to keep things interesting. 

There is plenty of weapon variety to be found in Syndicate, and most or your arsenal has a secondary function that provides the right amount of balance as you plan your strategy.  For example, on assault rifle features a full auto mode with a red dot reticule for close quarters, and a secondary ACOG scope for ranged encounters.  Each weapon has its own unique weight and recoil that set them apart from others.  There are also several power weapons to be picked off the bodies of tougher enemies that are insanely fun to use like the mini gun which slows your running speed, but tears through most enemies handily. 

DART overlay.....an agent's best friend.
Your most valuable weapon, however, is the DART chip which allows you to hack or "breach" enemy implants.  Throughout the campaign, you learn new abilities that allow you to compromise your enemies' hardware on the battlefield thereby increasing your own tactical options.  Each time a new ability is learned, a tutorial session launches to help learn how to use the ability effectively, but taking a break from the in game action to do so felt forced and obligatory rather than helpful.  The DART chip also allows you to enter a DART overlay mode which reveals enemy signatures even if they are behind cover.  Overlay mode also has a time slowing effect which makes it easier to aim shots to dispatch foes more quickly. 

Your breaching abilities also allow you to interact with a number of environmental objects throughout the game such as lifts or pressure valves that you can use to gain a tactical advantage.  There were a few puzzle solving sequences during the campaign that required the use of breaching, but it would have been great to see the DART chip utilized for more puzzle manipulation.  However, the focus on action seems to trump environmental navigation in this title.

Syndicate also features and online multiplayer suite that matches you with as many as four other players for cooperative missions.  There are no competitive multiplayer modes to be found here, but co-op feels satisfying nonetheless.  Every mission has an overlying objective that you and your fellow agents must complete as you face a variety of AI controlled opponents and boss enemies.  Multiplayer takes most of its cues from the single player campaign, but adds some depth by adding a ranking system, and a weapon upgrade system for those who like to customize their player classes. 

Cooperative goodness.
Each player accumulates points throughout each mission that are based on team interaction and on how enemies are dispatched.  As each round commences, a running point bulletin runs in the corner of the screen so you can see how you are doing compared with your team mates.  The scores are then tabulated on the game's online leaderboards for bragging rights.  Despite the addition of the leaderboard, the multiplayer never feels overly competitive, and most players play well as a team.  However, if you don't want to play with randoms, you have the option to form syndicates with your friends to set up private matches online.  You also have the option to try playing through each mission alone at varying difficulties, but I wouldn't recommend it.  The enemy count quickly becomes overwhelming, and most people would find it difficult to last more than a few minutes before they are overrun. 

Overall, Syndicate exceeded all of my expectations, especially for a title that I hadn't heard much about until a few months before its release date.  The futuristic title is not without its faults, but the single player alone is definitely worth a play through.  The multiplayer suite left me wanting a bit, but I have nothing against the cooperative format chosen for the game.  However, it would have been interesting to see some more modes of play that pit squads against each other in some way.  For example, there could be a sabotage mode where opposing squads are working for objectives while the other sets traps ala Splinter Cell"s mercenary mode, or something similar.  Fighting against bots is fun, but it's not really enough to hold my attention indefinitely.

Something about this title really strikes a chord with me though, and it reminds me of how I used to get excited about games before multiplayer became so popular on consoles.  The story slowly builds, and then before you know it you are hooked and want to know what happens next.  I wouldn't say that the writing is the best effort out amongst other popular titles, but this game absolutely lives up to its potential and in some ways exceeds it.  No individual component felt out of place, and Syndicate is solid all around.

Overall Score: 8/10

Thursday, March 1, 2012

Asura's Wrath Review



Asura's Wrath is a difficult project to define.  In fact, I'm not so sure that I would qualify it as a video game at all as much as it is an interactive and heavily scripted video experience.  Most people who pick up a copy of this title will immediately draw game play comparisons to Quantic Dreams Studios' title Heavy Rain since Asura's Wrath is laden with quick time events, but stylistically the two endeavors couldn't be more different.  Asura's Wrath is best described as an episodic, interactive anime with interspersed action sequences, and even this comparison falls somewhat short of the mark. 

If this doesn't scream ANIME, I don't know what does.
Asura's Wrath follows the story of the demigod Asura who is one of the 8 demigod generals tasked with suppressing the spread of the impure gohma that are plaguing their homeworld.  However, things go awry when Asura's fellow generals betray him, frame him for the murder of their emperor, murder his wife, and kidnap his daughter.  Asura himself is killed and sent to purgatory only to be resurrected by the power of his own rage 15,000 years later.  Upon his awakening, Asura wages war against the remaining demigods who are harvesting human souls to irradicate the gohma, but by doing so pose a greater threat to the survival of the planet than the demonic creatures they seek to destroy. 

If there is any way this story could be more convoluted I would be interested to see how, but the way the plot unfolds is worthy of the praise any traditional anime would receive.  AW's progression is action focused, but it would be misleading to call this an action game.  I would also refrain from making too many comparisons to titles like Heavy Rain due to the fact that there are no diverging paths for the story line to follow based on in game choices.  The path Asura takes is strictly scripted, and the only thing the player has any influence over is how quickly each sequence is completed.  AW is broken down into literal episodes complete with mid action breaks and end credit previews of the coming action.  Each episode is a small part of a larger chapter which breaks the game into 3 chunks demonstrating the 3 phases of Asura's existence. 

Crazy action and absurd violence aren't necessarily bad things.
Make no mistake, the majority of this game revolves around the story being presented here, but there are portions of the game where you are in partial control of what is going on.  Quick time events are the most prevalent form of interaction, and players are thrown into short battle sequences.  There's not a lot of depth to AW's combat mechanics though.  Attacks are basically broken into light hits, heavy hits with a cool down counter, and a few charged power attacks.  Asura also has the ability to shoot energy from his mechanical fists, but you must remain still to do so.  Asura must finish each battle sequence before his own health depletes, but enemy characters don't typically have an energy or health bar.  Instead, every battle is completed once Asura lands enough blows to build his rage meter thereby unlocking "burst" mode.  This triggers a cinematic finishing move or another sequence of QTE events that are visually dazzling, but not very difficult to complete. 

Asura's Wrath may not be for every audience, and the $60 price tag may dissuade many gamers from buying what is essentially only 1/3 game, and 2/3 computer generated anime.  However, I wouldn't say that AW is completely without merit.  I played through the entire game in around 2 sittings, and walked away satisfied with how things played out.  The game doesn't hold much replay value since there aren't any collectibles or side quests to be found here, but individual chapters can be selected and played through to achieve a better rank at any time.  At any rate, Asura's Wrath warrants a rental at least to experience the craziness that ensues here, but doesn't provide enough real content to justify the full retail price mark.  At the very least, this game is a visual spectacle that is certain to please any anime fan, but the lack of any real strategical substance makes AW more of a novelty piece than a true action game.

Overall Score 6/10: (Rental Worthy) 

Wednesday, February 22, 2012

Upcoming Review Schedule

Hey there everyone!  It looks like the winter/spring 2012 release lineup is finally starting to heat up, and the G4F crew is busy playing as many of the latest console releases as possible to clear out our backlog.  March and April will be very exciting with some of the most anticipated titles of the year dropping, but I thought it would be good to let you all in on the G4F review schedule for the next few weeks.  As we have mentioned in the past, our reviews are not likely to come out on launch day.  We have to wait for most titles to release publicly like the rest of you, but we like to think we give titles their due by playing them for a week or more before rendering our decisions.

At any rate, I wanted to put out a list of upcoming games we plan to review and their release dates.  We are sticking with console titles exclusively for now until we get enough funds together to build a capable gaming PC, but we will try to include titles from every current console if possible.  If you read the list below and don't see something you think we should include, sound off in the comment section below with your suggestions.  I will update the list every few weeks to include more future releases, but for now here is what we will be working on in March.

  • Street Fighter X Tekken (Launch 3/6)
  • Mass Effect 3 (Launch 3/6)
  • Ninja Gaiden 3 (Launch 3/20)
  • Resident Evil: Operation Raccoon City (Launch 3/20)
  • Dragon's Dogma (Launch 3/27)
There are a few gaps in there between releases, but some of these games promise to take a bit of time to burn through (I'm looking at you Mass Effect 3).  Also, we will be working on putting together some gameplay videos and other nonsense to get us through to April.  We are also all about revisiting past titles, so there may be a bit of that going on at G4F as well. 

Until then......VIDEO GAMES!!

~KGB

Saturday, February 18, 2012

Syndicate Demo Impressions

In four short days, the full version of Syndicate will launch, but in the meantime, EA has graced us with a playable version of the 4 person cooperative online mode which showcases some of the game's mechanics.  There is only one playable stage available for exploration, but the demo does a good job of demonstrating the general control scheme and the overall feel of the available weapons. 

From what I have gathered so far, the co-op mode features up to 4 players who are pitted against computer controlled opponents as they attempt to complete the stage specific objectives.  As players move through the stage, points are awarded for kills, kill assists, team support actions (revives/reboots), and other skill based activities.  Those points then show up in a running lobby leaderboard which tracks your stats in comparison with your allies as the mission progresses.  Teamwork is encouraged, but not in the same way that you would find in competitive multiplayer matches in other FPS titles.  Players are given the option to choose from a limited number of customizeable class loadouts before the map loads, but most players that I have come across abandon their preset classes some time after the beginning of the match. 

There are several unlockable player abilities that allow for a degree of character customization, and will likely have more impact in the full version of the game, but a majority of the unlocks are unavailable for the demo.  Weapons are customizeable to a degree but not to the extent that you would find in COD or in Battlefield.  Weapon perks seem to focus more on proficiency than aesthetics in this regard.  

Syndicate's default control scheme most closely resembles COD's current control setup with the exception that the shoulder buttons are mapped to your given character's equipped abilities.  Other than that, console FPS veterans will likely feel right at home with this one.  There is an option to adjust the sensitivity of the X axis and the Y axis independantly rather than one all encompassing sensitivity control, which makes sense.  However, no matter how much I tweaked these settings, it seemed like there was a bit of input lag that I haven't experienced in most modern shooters.  I found this to be an issue with both online and locally hosted one player matches, but I doubt it is indicative of how the final product will play out.

I also took issue with the overall menu navigation of the demo.  The layout is somewhat cluttered for my taste, and I found some of the scroll over prompts to be misleading when cycling over certain menu options.  Transitions from one menu to the next feel a little sluggish at times as well, but perhaps I just wasn't in a patient mood while playing the demo.

Overall, the demo feels slick, but somewhat lackluster if the one playable mission is indicative of how the rest of the finished co-op mode will run.  I also found that most of my allies simply wanted to rush headfirst into most confrontations without exploring all of their tactical options first, and there doesn't really seem to be any noticeable penalty for doing so.  Perhaps there will be a difficulty curve to some of the later missions, but I'm betting that the single player campaign is where most of the meat will be found in this title.  That's not to say that co-op will have nothing to offer, but the demo doesn't really have me pumped to jump online on launch day.

Thursday, February 16, 2012

The Darkness 2 Review





Jackie Estacado is back in full force with this year's sequel to the Darkness, and after spending a week with this game I can confidently say that this is one roller coaster ride that you don't want to miss.  Despite the fact that The Darkness 2 is a basically linear, story driven first person shooter, it proves to be the most entertaining new release that I have played in 2012 so far.  Let's pick it apart though, shall we?

Story/Visuals 

If you didn't play The Darkness, there's no need to feel like you are out of the loop.  The Darkness 2 does a very good job of bringing you up to speed on the history of Jackie E. and his cohorts through in game dialogue and a few flashbacks that don't hit you over the head with rehashed plot.  Even though The Darkness 2 is a direct continuation of its predecessor, Jackie and the ever present "Darkness" have been pitted against a new enemy and the story stands up on its own without much help from the original.  The in game dialogue and chapter end vignettes are very well scripted, and the voice work is convincing despite the fact that most of Jackie's mob buddies sound a bit like canned, Italian stereotypes.  However, when someone mentions "this thing" of Jackie's, they don't mean the mafia.

I was just admiring the.....AHEM......art style.  Yeah....that's it.
Of course, The Darkness 2 follows the lore of its comic book counterpart, and the presentation style does a better job of pulling this off than most video games or even movies have managed to do before.  The world that Jackie lives in is gritty and visceral, and the depths of his own psyche are even more dangerous.  The Darkness 2 is not without its plot twists and turns, and the story will often leave you scratching your head, but don't let that dissuade you from playing it through to the end.  Eventually, everything makes complete sense.

In keeping with the comic book presentation of Jackie's story, The Darkness 2 is rendered with the cell shaded, hard outlined visual effect that many other titles have used in the past.  At first I was skeptical about what effect this would have on the immersion effect of TD2, but it really works for this game.  All of the hard edges are softened somewhat by the textures and lighting that are used to build the game's environment.  It never felt like the game looked too cartoony or that the color palette betrayed the darker tone that the game was trying to convey.

The art style did tone down the effect of the extreme brutality a bit which isn't really a complaint.  Most games put too much emphasis on making viscera too realistic while abandoning any sound reason for including such gratuitous imagery in the first place, but TD2 finds balance in this area.  TD's animation system helps tie things together nicely by keeping things reasonably realistic, but by adding a bit of visual flair that ratchets up the entertainment value at the same time. 

Gameplay

It um......doesn't end well for this guy.
TD2 is technically just another linear FPS, but having the "Darkness" on your side adds a dimension to the control scheme that other titles lack.  As you progress through through the story mode, every kill builds Jackie's essence pool which can be used to buy attributes or level up existing abilities.  TD2 uses an attribute wheel that is broken into 4 sections.  One section essentially builds your attack powers, another increases the amount of health or ammo you are awarded for specific kills.  The other two sections either augment existing powers or open up style techniques that increase essence output. 

Jackie's darkness tentacles are responsible for adding the most variety to the way TD2 plays as they provide three dimensions of attack during any battle.  The left tentacle is used to grab enemies or environmental elements that can be thrown or manipulated.  The right tentacle is assigned for melee functions and executions.  The combination of the tentacles with Jackie's ability to dual wield a variety of weaponry brings more excitement to every battle sequence.  Also, TD2's dual wielding function is probably the most effective use of the mechanic that I have experienced in an FPS since Halo 2.  Whether you are toting dual 9mm handguns, twin SMGs, or a combination of both the results are more than satisfying.  On top of that, Jackie moves the pistols around and even crosses his arms after prolonged gunfire further enhancing the coolness factor.

Boss battles are few and far between in TD2, but the sheer number of varied enemies you confront in later parts of the game fills the gap nicely.  The bosses you do come across will test your mastery of the "Darkness" as most of them know about your aversion to light, and the arenas force you to choose your plan of attack carefully at higher difficulty settings.  The only weakness that I found in this area was that by the time you reach the end of the game, your darkness powers will likely be leveled up to the point that later boss battles won't feel as challenging as the earlier ones.  In fact, the final boss battle provided little to no challenge when compared with most of the normal enemy confrontations throughout the campaign.  Then again, I suppose this reflects Jackie's growing mastery of the "Darkness" itself.

Final Thoughts

The Darkness 2 is just what gamers need to spice up the otherwise dull winter 2012 release schedule.  The combination of solid storytelling with multi-dimensional first person gameplay goes a long way toward making this title a tough one to top for this year's release lineup, but TD2 is far from perfect.  I didn't experience any frustrating glitches or frame rate hiccups, but TD2's hangups come from its own action's fluctuating peaks and valleys.  During the first few chapters of the game, players are encouraged to explore Jackie's powers, and while enemies are challenging they never felt overwhelming.  As a result, TD2 gives you a chance to experiment and acclimate yourself with its control scheme.  In later parts of the game, it just felt like there were so many enemies in various points that you are more likely to hack and slash wildly to survive the onslaught rather than playing strategically. The effect is short lived, however, as the game's ending resets the pacing for the last few chapters. 

Nonetheless, The Darkness 2 provides everything I look for in a worthwhile FPS campaign.  Jackie isn't your typical silent protagonist, and it is clear that the game developers want their audience to connect with the struggles he is experiencing.  The story mode takes around 7 or 8 hours to complete if you take the time to collect all of the dark relics hidden throughout, and the ending suitably ties up the story while leaving the option for another sequel wide open.  The game does feature a multiplayer mode called "Vendettas" that allows players to play through co-op missions, but I haven't had the chance to dig into this mode yet.  Expect to see a gameplay video that highlights Vendetta mode later this month.  It's also nice to see that once the game is completed, you have the choice to select a "New Game +" option that allows you to play through the game with all of the abilities you unlocked at the expense of erasing your existing save file. 

Long story short, The Darkness 2 is one game that I'm glad I didn't pass up this season.  Although TD2 may seem like a vanilla shooter on the surface, there is a level of potential depth here that will keep you coming back for more darkness time and time again.


It ain't easy having hair like this.

Overall Score: 9/10 (Great)

Look for reviews of Syndicate and Asura's wrath in the weeks to come.  Also, we should be posting some gameplay videos in the near future. Until then, keep your thumbs limber my friends.

~KGB

Monday, February 13, 2012

UFC : Undisputed 3



UFC Undisputed 3 gets ready to drop in a few short hours. Many have played the demo few the full game as of yet. I am one who did get the chance to play the full game. Let me tell you this game is more polished than its predecessors, while still keeping the basics intact with a few minor tweaks.

One of the great additions to this game is the expanded weight classes giving you pretty much anyone you want to fight with a few fighters that can go up and down in weight class. Pride mode is a welcome addition to the game, but the only real downfall is that you can only play with fighters who have held a fight in Pride (checking on this it has been brought to my attention there might be a way), making the pickings very slim in the overall division. On the bright side it holds true to the actual competitors and who doesn't like soccer kicking Rampage in the face?

The overall striking detection and sway response has gotten a huge overhaul, and it doesn't feel clunky to stand up and bang. If you go for a round house and miss completely you now can over spin and be taken down and give up your back instantly. They have also made a change in the submission game which i feel is a huge upgrade.  Instead of having you spin the stick as fast as you can and having the superior submission expert pull off the tap almost instantly in the fight you now must keep away from your opposition submission bar as shown below.


I have yet to begin the camp mode, and have just been messing around with friends, or playing title mode and title defense. I can say if you're a fan of the others this one will surpass and live up to the hype a lot of other sites are giving this game. The game play is pretty flawless especially with simulation health (you gas faster the more you throw) hit detection is pretty much spot on i have not run into any problems. Graphics are outstanding giving out the old eye vagina is really satisfying in this game as you can see the extent of the cut.

3 hours to go until some epic online battles.

Ill say 9/10 the additions to this game have made this fighter simulation that much better.

~Casual

Tuesday, February 7, 2012

KoA: Reckoning


Today were going to take a look at KoA: Reckoning. KoA to me is a hack and slash style of RPG, a cross between God of War and Elder Scrolls it was it screams the most. I have probably about 10 hours worth of play time put in so far as a mage (which i have never played in an RPG).

There are a only a hand full of races to select from that each have there own racial awarded bonuses. Much like the traditional RPG. You may wanna research the following races before rolling your character in KoA so you can decide which path to take from warriors to casters the choice is yours.
     Almain (Human)
     Varain (Human Nomads)
     Ljosalfar (Light Elves)
     Dokkalfar (Dark Elves)

The quest icons in KoA remind me of World of Warcraft as the are displayed on the map as an exclamation point and when the quest is filled and ready to be returned the quest giver has an arrow above his head. On the min map your quest will appear as a gold circle. Make sure you check all buildings for quest if you dont like to miss side quest for easy gold and experience.

The game play is pretty basic as you can combo with your melee weapon, or combine buttons such as LT and X to do longer but more powerful attacks. Casting consists of holding RT and pressing A,B,X,Y to your mapped spells. That makes the ability to cycle through your spells while others are on cool down excellent. But it also causes a frustrating problem for console users because you can only have 4 spells mapped at once, to switch you must go into your abilities menu and map a different one. It might be a good idea before you hop into a dungeon to know what your enemies weakness is.

There are 3 basic skill trees in KoA they are Sorcery, Might, and Finesse. Going back to your race you may want to pick a race that goes well with the tree you are going to build on. I only have experience in the sorcery tree i have yet to expand into the others but i would imagine tree has skills for melee combat, medium range combat, and long range combat.

KoA is a challenging game on Hard Difficulty, i have encountered a few Dungeon Bosses that have given me some fits so far with having to juice up on potions to running away to break there attack aggro. One thing that will help you get through your boss battle is to save your Energy called Fate, with this attack it will allow you to bring the fight into slow motion and also have higher chance to stun. When you knock out your enemy in fate mode it goes into quick time mode where you mash a botton to gain up to 100% more XP.

Overall this game has lived up to the hype, it may not be as big and tedious of Skyrim, but its just what the doctor order.

9/10
Ill keep you update if anything changes but this game just meets the requirements for an RPG, and has a bunch of cool and relaxing features at the same time.

~Casual

Soul Calibur V Review


Soul Calibur V is yet another addition to the long catalogue of 3D fighting games out on the market, and it continues the course of the "Soul" series established back in the fledgling days of the original Playstation console.  However, does this latest title add anything to the series that challenges the standard of what 3D brawlers have come to be?  Let's take a look at how the base elements stack up.


Play Modes


SC5 is a continuation of the popular franchise set nearly two decades after the events of its predecessor, and as such there are very few changes to how most of the standard modes of play have been hashed out.  It's all about the basics here with a short story mode, arcade challenges, online and offline multiplayer, quick play matches, a "Legendary Souls" mode which pits you against CPU controlled opponents of increasing difficulty, and an obligatory training mode.  


Story mode was perhaps the most disappointing of these game types due to the fact that most of the plot revolves around the actions of no more than 3 main protagonists throughout its 20 chapter span.  Rather than giving each playable character his or her own unique story line, SC5 strictly follows the story of Patroklos and Pyrra Alexandra whose fates are tied directly to the Soul Calibur and Soul Edge swords.  Many of the other characters make appearances throughout the main campaign, but they are used either as opponents or as minor support devices. 


In a presentation sense, the story mode is primarily illustrated through a series of manga style story board pictures with character narration.  Some scenes were delivered by way of game engine animated CG vignettes, but these felt few and far between given the emphasis on the static images that comprised the majority of the story's delivery.  The combination of both forms was not particularly impressive or stylistically unique in regard to Japanese fighting games, but they adequately drive the action forward.

Regrettably, the plot was too weak to warrant a stand alone effort, and the lack of variety left me wanting after using the same characters over and over for nearly three hours (including cutscenes and dialogue).  Arcade mode offers some respite in this regard for players who want a progressive opponent based challenge that allows you to sharpen your skills with a given character.  Story mode seemed bent on confining the experience to just a few characters for the sake of continuity, but the weakness of the plot made this move superfluous.

Arcade mode is interesting as it pits players against 6 consecutive CPU controlled opponents and then reports the time that it took to defeat them.  That score can then be reported to a leaderboard or to your friends list for a bit of friendly competition.  Of course the meat of this game can be found in the competitive multiplayer mode which can be played either online or offline against friends or a CPU opponent.  The character gallery provides enough variety in terms of play style and character design that most players will be able to find a niche that fits their own play style.

The character creation tool is another way to tailor the Soul Calibur experience to your liking as it provides a way for players to customize their own fighter's appearance, fighting style, and weapon selection.  There isn't as much customization available as in the creation tools found in Skyrim for example, but it's still a cool way to leave your own mark in online matches.  A character's height and build does factor into his or her level of strength and agility, however, so a four foot tall fairy sprite swinging a two hundred pound battle axe won't necessarily do as much damage as a seven foot troll would.  It should also be noted that the fighting styles available for character customization are limited to those used by existing characters in the multiplayer catalogue.

Final Thoughts

3D fighting games have grown somewhat stagnant lately as many of the mechanics that made them unique in the early days of arena fighting have become so common place across the full spectrum of game developers.  Soul Calibur doesn't necessarily cater to the hardcore skill player culture in the way that past Virtua Fighter or Street Fighter titles have, and it lacks the creativity in multi layer set design that Dead or Alive provides.  The result is that SC5 fails to recapture the spark that 3D fighters set off in the late 90s.  That's not to say that the variety found in SC5's character gallery isn't impressive or rewarding, but the fact remains that this game's basic formula is a bit overplayed for today's market. 

SC5 is ripe with acheivements and trophy opportunities, but none of them really lead to areas that make playing the title feel fresh or fun.  The online multiplayer runs as smoothly as can be expected, but input lag is frustrating and can often be game breaking if either party has a weak connection.  Offline multiplayer is still fun, but I can't see myself pumping hours and hours into it like I did with past games.  I also found the lack of any multiplayer game type tweaks to be a bit of a let down.  Most modern games employ some sort of tag team mode or 4 player mode, but SC5 is devoid of any of these conventions. 

The verdict here is that SC5 may not be a sub par fighting game, but it doesn't really do much to advance or challenge the current state of 3D arena fighting games in any way.  It's nice to see that this title stays true to it's loyal fan base by preserving Soul Calibur's core gameplay.  However, it would have been great to see things mixed up a bit more.  The game play is solid on this one, but I think more should be expected from 3D fighters in order for the genre to continue to be successful.

Overall Score: 6/10 Average