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!
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Tuesday, March 20, 2012
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 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 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. |
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. |
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. |
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)
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