Category: Video Game Reviews

  • Review: Mario Kart 8

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    A little bit of a warning here at the beginning. This won’t be a long, in-depth review of the why’s and where’s, ins and outs of Mario Kart 8. I know some of you are breathing a sigh of relief (or have already scrolled down to the score), and I have a good reason for this:

    It’s Mario Kart…and it’s effing FUN.

    I am assuming by reading this you are already a Mario Kart fan and know the gist of it. You pick your favorite Mario character, your mode of transport, wheel type and glider, then proceed to let a string of obscenities fly out of your mouth that would make Samuel L. Jackson smile in approval.

    You think I am joking? I wish you could hear a tiny bit of what it is like to play with me but I will just give you a small typed out sampling.

    -Cockface

    -A**hole/hat

    -Fu**ing Sh**

    -Peach/Daisy/Rosalina can suck various parts of me

    -Jailbait bit** (a favorite of my gf)

    -Sh**face Cockmaster

    -Donkey fu**ing Kong

    -Bowser, you fat fu**

    -Bi*** baby

    -Eat my dick (this is said as I cross the finish line in first)

    This is what happens when a grown man plays Mario his whole life and gets tired when he keeps getting red shells in his ass and only gets a coin from a box when he is in first.

    The first Wii U Mario Kart game is loaded with 32 tracks consisting of 16 new tracks and 16 classic tracks from every previous Kart game including the hell that is Rainbow Road from Mario Kart 64. The new tracks are as imaginative as ever and make good use of the underwater and hovercraft effects that make you pine for the F-Zero sequel that will never be. Tons of unlockable characters, karts, tires and gliders await as you win each racing class. The character variation is nothing out of the ordinary for a Mario Kart game, but does it really need to be?

    I only had a few hiccups with online play at first, but since then, it has been smooth. Online is where you really test how good you are. You may think you are a drift master until you come across some guy in China that shows you know nothing, Jon Snow. It is like when I would play Tekken 3 at the arcade and absolutely own people…then a ten year old picks Eddy Gordo and whips my ass.

    Don’t worry about being shoehorned into playing Mario Kart in a way you are not comfortable with. The game supports the Gamepad, Pro Controller, Wii Remote (for motion driving) and Wii Remote and Nunchuck. I am old school and have to use an analog stick and R trigger for power sliding where my girlfriend uses her Wii Remote and motion steering. The Gamepad screen has multiple features like seeing the track map, a horn and off-screen play. Yep, if you are playing two-player and have to take a poop, you can keep the game going. Believe me, this will happen.

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    Like I said earlier, it’s Mario Kart. You know if you have enjoyed previous installments, you will love this one. It is beautiful to look at and the variety in tracks make sure that even after you have played them all, there is plenty of fun left to be had by going back again. I believe that combined with the lineup Nintendo showed at E3, Mario Kart 8 could be the beginning of a Wii U redemption.

    Sorry for the cursing.

     

  • Tactical Espionage Analysis: A Look At Metal Gear Solid: Ground Zeroes

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    It’s been nearly two months since Hideo Kojima let the world get a taste of Metal Gear Solid V with the “prequel” entitled Ground Zeroes; the full game, The Phantom Pain, does not yet have a solid release window. According to Kojima, the intention of Ground Zeroes is to introduce players to the new mechanics involved in the larger game, so that the transition isn’t as jarring. There was also a lot more involved – a misleading trailer from a non-existent company overseen by a fake president who was just Kojima in a wig – but we’ll put a pin in that for now.

    The short version, pun intended, is that news broke a few weeks before Ground Zeroes’ release that it was exceptionally brief. As in “one ninety-minute main mission and a few side objectives” brief; the resulting Internet rage actually caused publisher Konami to drop the price on most editions by $10. Even worse, a player in possession of an early copy of the game reported he had beaten the core mission in just 10 minutes. Suddenly, the new $30 price still seemed gratuitous to the community… of players who had not yet played the game for themselves.

    I apologize, because this is a bit extraneous, but here’s the thing: I paid $50 for Zone of the Enders on PlayStation 2 the day it came out, and it turned out to be a three-hour semi-interaction anime about giant robots. Now that I think about it, the first Z.O.E. was basically “Ground Zeroes” for the far more engaging (and longer) Z.O.E. The Second Runner, which may be my all-time favorite PS2 game. That being said, I never really regretted the purchase, because it included a demo for Metal Gear Solid 2; a demo that could be completed in around five minutes once you knew the layout.

    I knew the layout very, very well by the time I was done with that demo, which I played frequently right up until the day MGS 2 was released.  Much like Ground Zeroes, this demo was the first taste of MGS on an entirely new console generation, with all new mechanics to get familiar with; I can’t tell you how many guards I tranquilized and then dropped over things just to see how far they could fall before the game decided it was a fatal distance.

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    Keeping that in mind, I have been more than pleased with what Ground Zeroes beings to the table; the main mission offers just enough story to draw you in, the new mechanics on display completely revitalize certain aspects of MGS, and the optional missions are far more worthwhile than any of the reviews indicated. Sure, if you go in expecting a full MGS game, the result would be disappointing; I’ve paid more money for less entertainment, though, and anyone who keeps track of gaming in general – and MGS in particular – has no business claiming they were caught off-guard by the final product.

    The experience opens with a Kojima-standard cutscene, which introduces players to some of the characters, shows off the layout of the Guantanamo-inspired outpost, and establishes what Big Boss is doing there. The scene is rendered with the in-game engine, and I am not exaggerating when I say that this is THE single best-looking video game I have ever seen, and probably the best digitally-generated world on top of that.

    Imagine Pixar decided to make a movie about black ops tactical infiltration set in a US prison camp in 1975, at midnight in the middle of a rainstorm. Now make that movie an interactive experience, add slightly more violence than Pixar usually goes for, throw in torture and implications of rape, and you have Ground Zeroes. I say this as a compliment to all aspects of the game, by the way, as I have no doubt the minds at Pixar could tell an unbelievably engrossing story like this one if they were so inclined.

    Big Boss finds himself at this ambiguously-administrated facility in order to rescue two members of his private military corporation Soldiers Without Borders. If that sounds too routine for Metal Gear, these two prisoners happen to both be child soldiers; a thirteen-year-old boy named Chico, and a twenty-something girl named Paz. I realize “twenty-something” may not register with some people as “child soldier,” but past games have revealed that Paz was trained to be an espionage agent from her childhood.

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    The mission open with Boss – now voiced and motion-rendered by Kiefer Sutherland instead of David Hayter, for better or worse – on the outskirts of the camp. Players are tasked with gathering intel to discover where the two captives are held, locating them, and then getting each to one of several rendezvous points for extraction via helicopter. In keeping with the more open-world design for MGS V, there are from more routes and infiltration options than its mostly linear predecessors.

    The first thing that jumped out at me was the new lighting engine on display, and not just in a superficial capacity; instead of clearly defined areas of “light” to avoid and “dark” to hide in, every light source give off realistic rays that merge, overlap, and shift dynamically as you move through the base. Lights can be switched off, shot out, or even used to temporarily blind guards; all of these things can also attract attention, though, and so should be used sparingly.

    The artificial intelligence on display is ground-breaking, both for the Metal Gear series and stealth games in general. While guards still have general routes, the A-to-B-to-A patrols are a thing of the past. Guards will wander off for a smoke, get distracted, interact with one another, and even doze off or succumb to coughing fits. They also have much more realistic reactions to odd sights or sounds: Move too quickly and loudly past a guard, and he will search the area with his flashlight after reporting to HQ; get spotted dead-to-rights by someone working a spotlight, though, and the base is going into full alert.

    At least, it probably is, unless you take advantage of the new “reflex” system when you get spotted. In past MGS games, the level of a guards awareness was indicated by punctuation marks over their head; the red exclamation point – and accompanying music sting – from the first MGS has long been a staple of gaming culture. Later games introduced the ability to shoot the mark and daze the guard, or take him out before he could yell, radio, or fire to alert others.

    In Ground Zeroes, getting spotted no longer comes with an assault from grammatical symbols, but time does slow down as the camera swings toward the source of the danger. If you can stun, silence, or kill the source of the alert, the base HQ won’t immediately be alerted to your presence. Of course, if the guard had previously reported unusual activity, or was tasked with reporting in at certain intervals, or was supposed to show up to help transport a prisoner ten minutes after you took him out, HQ may eventually catch on and send someone to investigate.

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    These mechanics are important because they go far beyond simply making the player work harder to get in and out undetected. As stated earlier, this is an open-ended game, and there is very little hand-holding with regards to the location of the prisoners, let alone the best way to rescue and extract each of them. The map on your facetiously named “iDroid” is exceptionally accurate, but doesn’t just point out objectives. Like in MGS 3, the Soliton radar from chronologically later games hasn’t been invented yet, and players must use their binoculars to mark guards, and keep track of surroundings with Boss’s ability to focus his senses when not moving. The binoculars also have a directional microphone, which can be used to eavesdrop on conversations, or just marvel at the sound design.

    I managed to get Chico extracted without real issue, but getting to Paz was a much different story; Chico tells you she’s been tortured to death, and gives you a rather disturbing cassette tape as evidence. Master Miller, who has been your radio contact for the mission, advises Boss that even if Paz is dead, her body needs to be recovered. The tape proves useful in this regard, as Chico left it recording when he was taken to see her body, and you can follow the audio cues to track her location in the base.

    The clues provide enough information to follow the trail to the base’s administrative and utility buildings, but from there it’s up to the player to either hunt through the area or interrogate soldiers for the exact location. I opted for the former, because I had no detections or alerts yet, and it proved to be an undoing of sorts. I was actually in exactly the right place, but got spotted, and so reloaded a checkpoint. Unfortunately, checkpoints take you back to a pre-determined place on the map, and reset other assets as well; I ended up inside the base, but in a complete different area, and with several guards in different positions than before.

    The end result was that I spent the next half-hour carefully picking my way through the most heavily-guarded locations I had yet encountered, only to end up where I started the mission. Once I pieced together what had happened, and actually started using the map correctly, I was able to navigate back to the right place. Reloading the checkpoint turned out to be a moot point, because I managed to alert every last guard in the base as we tried to make our escape.

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    Paz isn’t dead, turns out, but needs to be carried to a safe rendezvous with the chopper. She is badly injured, physically and mentally, to the point where moving too quickly causes her to cry out in pain; she also sometimes lets out bursts of fear or confusion, which can alert guards to your presence. Regardless of what you do, they eventually discover she is missing, and sound the alarm. I made things worse by misunderstanding an order to “go ahead and call it the chopper,” thinking Miller meant to call it in at our current location. It was immediately shot down, time and again, until I realized he meant to call it to a safe location where it could be waiting for a quick exit.

    The scenes that follow your escape can’t be described here, not with any real impact, and I wouldn’t spoil them anyway. Suffice to say I cannot wait for The Phantom Pain, whenever that might arrive. Overall, doing the main mission for the first time took me maybe two hours, and I ended up with an understandably crappy rating. Finishing the main mission unlocks five side missions – six, actually, now that each console-exclusive mission has been made available for free on all platforms – all of which take place at the same base, but alter the circumstances significantly.

    I tried several of these missions the first week I had the game, and then put Ground Zeroes to the side as other things came to the forefront. During this time, Wildgrube managed to procure a copy of the MGS HD Collection on 360, and on my advice tried starting MGS 3. He hated it, and not without reason; stealth gameplay has come a long way since 2004, and the controls had been originally optimized for the PS2. Thankfully, he managed to get a copy of Ground Zeroes for himself thereafter, and loved every second of it, to the point where he actually dug in and played the side missions with enthusiasm. Talking to him got me back into it, and I am happier for it.

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    Most of the reviews passed off these missions as retreads of the main event, just with different time-of-day lighting effects and some tweaks to objectives and infiltration methods. While a couple of the missions do have a “get in, do this, get out” theme, the variety is far and away more worthwhile than I expected. The changes to time of day make an enormous difference, as sneaking in broad daylight becomes an exercise in patience and awareness far beyond the nighttime missions. These side objectives also give the team to show off even more of the open-ended nature of the game.

    One of the side missions tasks you with disabling at least three anti-air emplacements so that an aerial attack on the base can be executed. The emplacements are marked from the start, and fairly easy to locate with your binoculars; finding explosives to eliminate them is your true task, and once again involves careful observation, exploration, and even interrogation. My personal favorite side mission eschews stealth completely, and tasks Boss with using a high-powered rifle to provide covering fire for an intelligence asset trying to make his escape from the base.

    While I have greatly enjoyed my time with the game, especially after Erich renewed my interest, I can say flat-out that this is not an experience for everyone.  I can even admit that, if I were not the MGS fan I am then the price-to-play ratio would be ghastly. If you’re interested in seeing what changes have been made to the formula, or haven’t ever gotten into the series, I might suggest borrowing a copy from a friend. I won’t make the mistake of broadly suggesting this to Splinter Cell fans, for the same reason I wouldn’t suggest watching The French Connection just because someone says they like 24.

    Overall, I’m very glad I picked up Ground Zeroes, and further pleased that it helped sway someone new to the Metal Gear Solid team. I will be very interested to see whether or not this section is included with The Phantom Pain, or if Kojima goes through with having them be two separate-yet-connected titles. My favorite MGS title is still Snake Eater, and the chance to once again play as Big Boss excites me to no end. The Phantom Pain is purportedly ambitious almost to a fault, but even if Kojima “only” gives us a standard-length Metal Gear game using this engine, the series will still stand head-and-shoulders above everything else.

  • On the Shoulders of Giants: Trey’s Titanfall Review

    Titanfall Logo

    Yesterday, for the first time in years, I took an entire day off doing one single thing: Playing a video game. With the exception of breaks for meals, doing some laundry between matches, and reading a chapter of The Fellowship of the Ring before bed, I didn’t do anything yesterday other than play Titanfall. In the interest of full disclosure, the event actually began at around 8:30 Tuesday night, since my entire team had the day off on Wednesday. That means a solid 24 hours was mostly dedicated to playing Titanfall.

    This is going to be one of the easiest reviews I’ve ever written, because Titanfall can be boiled down to a single question: Do you have a core group of friends you play online shooters with? If the answer is “yes,” you don’t really need the review, as I assume you’re already playing Titanfall. If the answer is “no,” and you’re wondering if Titanfall is worth it solo, I’m afraid I have some bad news: It’s not worth it solo.

    By “solo,” I mean playing the game solely with an interest in the story being offered, without worrying about being “good” at the game from a multiplayer perspective. For starters, there is ZERO in the way of a single-player experience. This is SOCOM and MAG taken to the next level; yes, there is a campaign, but you literally play through nine of the game’s fifteen maps with some audio and special intro scenes thrown in for good measure. There are other players playing with you, on each side of the story, and to keep things fair it doesn’t matter whether you win or lose each match.

    I knew going in that I wouldn’t care about the story, which is good, because it’s delivered in three of the least efficient manners imaginable in a game like this:

    1)      Audio that plays in the match lobbies.

    2)      Scenes that happen at the beginning and end of each match.

    3)      Audio and picture-in-picture video that plays during the match.

    So basically, they try to tell you the story while you are talking with your team or party about the last match, figuring out your loadouts, talking about the match that just finished, or worst of all, while you are PLAYING THE GAME. I don’t know about you, but in a fast-paced FPS featuring giant robots and jetpacks, I am devoting less-than-zero attention to watching the little video at the top corner of my screen.

    The game randomly picks which side you play as – IMC or Militia – when you begin a campaign, and automatically puts you on the other side when you start your next run. You can’t select individual missions until you’ve beaten both campaigns, which you’ll need to do to unlock all three titan cores. This can be a little frustrating if you’re playing with a party where everyone is at a different part of the game, but we found ways around it until all of us had completed each mission from both sides.

    The side you’re on affects what audio, intro, and in-game story bits you see and hear, but the matches themselves have almost no impact on the story. For instance, one match involves the Militia trying to overload some reactors while the IMC defends them it a hardpoint domination game type. Even if the IMC wins by a landslide, the story finds a way to still have the reactors detonate. This also leads to weird situations when a match is close, where your pilots’ COs alternate radio chatter between “we’re crushing them” and “our forces are being decimated.”

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    To be as honest as possible, I refrained from doing any research for these next paragraphs, which is the best story synopsis I can give based on having played the campaign from both sides twice: The games takes place far into space, on the “Fringe,” and focuses on a war between the IMC and the Militia. The IMC has decided to start using AI-controlled soldiers called sentinels. The Militia is losing badly, until the IMC ends up attacking a colony where an old, presumed-dead war hero is living. He joins the Militia, and together they stage a series of attacks on IMC bases.

    Along the way, you’ll play missions with objectives like stealing data from a crashed IMC ship, taking over anti-ship guns to attack a dry-docked IMC ship, and bringing down towers around an IMC base to allow the giant, vicious life-forms that live on the planet to attack. There are also at least three missions where I can’t remember who’s doing what, to whom, or why.

    This culminates in an attack on some kind of base on a world directly next to a star, in which the war hero sacrifices himself, and an IMC commander defects to the Militia, and control of the IMC is granted to Skynet… sorry, “Spyglass,” and a heavily-accented sociopath is a dick to everyone. There are some vague shots of spaceships, and some radio chatter from the corresponding sides. Then, for some reason, the game doesn’t end; there is a final mission where the Militia attacks the sentinel manufacturing facility, and the game essentially gives you another set of vague shots of spaceships and radio chatter.

    If my recollection seems very pro-Militia, it’s because the game doesn’t even try to blur the lines about who the heroes of the game are. The very first mission involves a Militia raid on a fueling facility; if you’re the IMC, you have to stop them, despite the fact that there are numerous civilian ships with the fleet. If you “win,” the heavily-accented psychopath remarks that “Today’s civilians are tomorrow’s militia.” The very next mission starts with sentinels slaughtering civilians, and that same asshole remarking that it’s not a good enough test of their capabilities.

    The woman in this picture could be named Tits McGee for all I know.
    The characterin this picture could be named Tits McGee for all I know.

    All that to say this: I don’t remember a single character name, meaningful moment, or piece of non-cliché dialogue, and I played this through four times. So when I say that the game isn’t worth it for the solo experience, that’s what I mean. Nothing this game provides is worth it outside of the core experience of playing the game. If you think you can play the game online, but without a team or core group, then it might be worth it to keep reading.

    Now that you’ve made it to this point, forget the last four paragraphs and read this: Titanfall is the single best multiplayer experience since Bad Company 2, in my opinion. It is the culmination of a lineage going back to CoD 4: Modern Warfare, and is actually made by many of the same people. It borrows and learns from Battlefield, Halo, Call of Duty, Counter-Strike, Team Fortress, and a half-dozen other pedigree franchises.

    As a moderate FPS veteran of multiple console generations, nothing in the game feels out-of-place, unnatural, or difficult to grasp. There’s a twenty-minute training simulator at the very beginning that gives you the basics, but moves along nicely to keep it from getting boring. There are a few mechanics, such as wall-hanging – hold left-trigger while on a wall – that I didn’t know about until they popped up on a loading screen tip. It also seems like you can switch pilot loadouts at any time without a respawn, or maybe in it’s just in certain circumstances; I really don’t know. These oversights in the tutroial are minor at best.

    Basically, you spend all of your time either as a pilot or piloting a titan; playing as a pilot is like Call of Duty with jetpacks and parkour, and piloting a titan will feel familiar to anyone who has ever played another game with mechs. There are different weapons, perks, explosives, and whatnot available on both sides, and pretty much any play style can be rewarding if utilized correctly. I will say this, though: Moving around on the ground, half-crouched any checking corners is going to get you murdered.

    Titanfall Mobility

    The game is a symphony of mobility, and the most effective players are going to be the ones who can learn how to think in three dimensions, more than any other game on the market. In hardpoint domination, for instance, most areas can be accessed from any side, from above, and potentially from below. While titans can’t jump, players seem to be quickly adapting to the idea that you can call a titan in and then keep moving around outside of it.

    This is accomplished by the game’s impressive auto-titan AI system for the mechs, which can be set to either guard a location or follow you as best they can. More than once I’ve left my titan to guard an area and then run off elsewhere. There are limits – stay gone for too long or go too far and your titan will shut down until you climb aboard again – but the game obviously encourages this play-style. In fact, a later perk allows your titan to be more accurate and efficient while in auto-titan mode.

    The game also rewards people who can manage multiple loadouts as necessary. I tend to find two loadouts, tops, that I excel at and stick with them. In Titanfall, though, I actually have all six loadouts ready at any given time, and switch freely between tactics. The same goes for titan loadouts; what may work well if I’m piloting manually in an attrition game doesn’t necessarily perform well in guard mode during a capture the flag.

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    The only mechanic that the game really fails at explaining is “burn cards,” though we all pieced them together fairly quickly. Basically, these are one-time use bonuses that last from when you use them until you die and respawn. You have a maximum of three slots, and cards can be set in each slot from your deck between matches. Once in a match, they can be activated from the loadout menu. Some will kick in instantly, others not until your next spawn, and you can only have one active at a time.

    The effects they offer include upgraded perks, enhanced weapons, extra XP, or even instant-access to a titan; normally, titans have a “build timer” that can be reduced by scoring points in various ways. There is a twenty-five card limit to your deck, so it’s worthwhile to use and even discard cards frequently. Early on I tried to keep cards for “that one special occasion,” but quickly found this wasn’t worth the space, as I just never used those cards.

    Interestingly enough, I’ve already written a fair amount more than I intended to, or even really thought possible. To be honest, though, I don’t really think I’ve offered much insight; I’m ok with that, because again, there’s no insight to offer. Odds are anyone with even a passing interest in this game already owns it, especially if they have friends they game with. I’m sure there are a handful of FPS enthusiasts out there who won’t mind picking it up and playing with strangers; if so, more power to them, because this is a Hell of a game.

    As multiplayer-driven experiences like Call of Duty and Battlefield have grown bloated in recent years, I’ve stood by and sneered. I don’t have anything against a great multiplayer experience, but all I saw was the same game coming out ad-infinitum. If you had told me I would willingly pay $60 for a game that was online-only, and featured a lackluster campaign I would only grind through to get unlocks, I would not have been pleasant in response. As it stands – or, in this case, falls – I’m going to wrap up the review here, “because Titanfall.”

    I downloaded Titanfall directly from the Xbox One marketplace. It was my first time ever getting a launch of this magnitude digitally, and I have no complaints thus far. It is also [amazon_link id=”B00DB9JYFY” target=”_blank” container=”” container_class=”” ]available on PC, and will be released for the Xbox 360 on March 25.[/amazon_link]

  • All that Glitters is Not Gold: Thief Review

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    When Dishonored was released in October 2012, it hit gaming like a revelation, a breath of fresh air for gamers used to wading through the sequels and spin-offs that usually accompany the final years of a console generation. August, thankfully, had seen Sleeping Dogs revitalize the sandbox/action/crime genre, and Dishonored followed suit for first-person games, eschewing convention and breaking classifications.

    It was a masterful work of contradictions, with open levels that invited exploration and examination in first-person, equal opportunities for nail-biting stealth and all-out carnage, a story that blended intrigue and betrayals with just enough of the supernatural, and a moral choice system that made you work to find solutions beyond simple murder.

    The game received high praise from critics, players and other developers, but there was a sect of gaming where it was seen as more of a continuation of tradition than something brand new. This sect, myself included, used a single word when trying to describe what Dishonored had tapped into: “Thief.”

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    Originally released in November 1998, Thief: The Dark Project was received in a similar fashion to its later spiritual successor, and it is possible the praise it garnered was even higher at the time. PC games had been growing steadily more ambitious for years: Half-Life came out a mere three weeks before Thief, System Shock 2 followed a year later, and Deus Ex arrived six months after that.

    Where Thief excelled was open-ended levels that not only encouraged, but demanded that players use cunning, critical thinking, and a variety of tools and skills to navigate to the objective. If you’ve played Dishonored, you get the general idea, except Thief’s ambition and execution preceded it by fourteen years. I can still remember playing the original, and being absolutely enthralled by things like rope, water, and moss arrows.

    Thief II: The Metal Age came out in February 2000, and was even more beloved than the original; to this day, most Thief fans still point to it as the high-point of the series. The core concepts remained the same, but the story was deeper, darker, and held more legitimate consequences for those involved. The third installment, Thief: Deadly Shadows, added the element of The City as a hub between missions, where players could buy and sell goods, or take on side quests and odd jobs. Deadly Shadows was the only previous Thief to appear on consoles.

    After Deadly Shadows in 2004, Garrett and crew disappeared into the darkness; the studio that developed Deadly Shadows closed soon after, and the series passed into gaming memory. It wasn’t until 2009 that Eidos Montreal revealed they were working on “Thi4f;” the studio had only been around since 2007, and their only other project at the time was Deus Ex: Human Revolution. It saddens me to say that as of March 4, 2014 twenty-seven people were laid off from the studio. Keep reading, though, and that decision may seem in the company’s best interests.

    Photo courtesy rubberchickengames.com
    Photo courtesy rubberchickengames.com

    Over the development cycle, the game that was released two weeks ago simply as Thief went through numerous changes; for instance, the “4” was dropped because the game was no longer a sequel, in addition to the fact that “Thi4f” is a stupid name. The developers toyed with numerous ideas, and games like Assassin’s Creed, BioShock, Splinter Cell, and even Dishonored impacted the final product. The extended development cycle also lead to the game being developed for two different console generations, as well as PC.

    The end result is a new title that takes place several hundred years after the original games. The protagonist, still named Garrett, is potentially a descendent of the previous character; other characters share similar naming connections, and clues / references can be found throughout the game to The City’s past. The game opens with Garrett and his sometimes partner Erin trying to steal a rare, supposedly supernatural item from the baron who rules this time period. Things go horribly wrong, Garrett is presumed dead, and a year passes during which a strange plague starts to take hold in the city.

    I’m going to stop there. Have you played Dishonored? Then you’ve played a much more compelling version of this story, which is mostly nonsensical garbage. It jumps all over the place, characters come and go seemingly at random, and things just kind of happen without resolution. There are supernatural forces, secret orders, conspiracies, civil unrest, family secrets, and the like all just kind of shoved in there; Garrett see-saws between reluctant hero, anti-hero, hero, and asshole mid-conversation. The final cutscene literally confused me so badly I looked it up and watched it multiple times, and it still makes no damn sense. At this point, I’m going to briefly deal with the “why” of this issue, as I think it may be of some importance.

    The story is told, like in most game of this ilk, through a mix of in-game events, scenes rendered with the game’s engine, and a few CGI cutscenes; interestingly, these are not the same CGI used in the trailers, which is far superior. These moderate-production bits are scattered seemingly at random throughout the game, and somehow don’t ever seem to really mesh with the rest of the events. Oddly enough, they also aren’t as sharp-looking as the scenes rendered using the in-game engine, which makes their inclusion questionable.

    My half-baked theory is that these scenes were produced, probably at considerable cost, earlier in the game’s development. As time wore on, the story and concepts changed, but these few videos represented too big an investment to simply throw away. As a result, the developers found themselves obligated to try and bend the story in ways to keep these scenes viable. I know how that sounds, but trust me, if you play the game all the way through it will seem a lot more grounded.

    The other massive blow to presentation, content notwithstanding, is unfortunately the game-rendered scenes as well; they have better lighting, character detail, and animation, but also have one major flaw. In these scenes, as reported across all platforms, and verified by myself and Erich on PC and Xbox One, the audio and animation are so badly out-of-sync they become almost unwatchable. Not just characters’ lips and voices, either, but the sound and video for entire scenes alternate lagging behind or jumping ahead of one another to a jarring degree.

    This is a real shame in some of the game’s better scenes, when I would have genuinely enjoyed being able to just take in the dialogue and atmosphere. One character in particular, Basso, is extremely well-realized; he’s Garrett’s handler, job contact, fence, and sometimes friend, and their conversations are the high-point of the game. The low-point is undoubtedly Erin, who’s basically a Hot Topic cashier dropped into a Thief game with her diary as her script. The story’s biggest drawback is that they expect the player to give a shit about her, which I never once managed to do.

    You couldn’t be blamed at this point for wondering why I took the time to keep playing this game, let alone beat it in just under a week, and so I’d better offer an explanation. Without too much run-around, I found the gameplay to be genuinely engaging, if not necessarily fresh or innovative. Running around, hiding in shadows, using tools and trick arrows to move through the levels was fun; seeing the glint of some trinket and knowing immediately that I was going to risk getting caught just to nab it only lost its luster toward the end.

    The game is set up with The City as a hub, with your base in the giant clock tower near the center, and a shop to buy supplies and upgrades just a few rooftops over. Navigating is a mixture of fun and frustration, as well-designed paths sometimes end abruptly, or force you to go around seemingly benign obstacles. The game doesn’t have a “jump” button, and instead gives you a context-sensitive “action” button that either works perfectly or fails inexplicably at the worst possible moments.

    Thief Hub

    The City is not seamless, but instead there are two types of “loading” screens you can encounter, one which requires you to jimmy open a window with a crowbar, and one which has you lift a fallen beam out of the way in crawlspaces. Of course, not all windows and crawlspaces are load screens – some just lead to small rooms with collectible loot – and so moving around the hub isn’t as smooth as it could be.

    Starting each mission usually requires you to go chat with various characters around the city and progress the story, and then head for a certain spot on the map. As the story progresses, certain things about the map may shift and change, and what was once a clear path may suddenly be blocked or more heavily guarded. The game shines at these moments, forcing you to carefully be on the lookout for grates you can slip through, traps you can disarm, or objects you can shoot with blunt arrows and make a new path.

    Each mission takes place in its own self-contained level, and while you still have multiple paths to choose from, they don’t feel as open-ended on approach. The most frustrating moments are when the game intentionally sends you into a heavily-guarded area only to have Garrett encounter a locked door or barred gate, at which point some new means of approach becomes clear. Each level comes with its own various collectibles and unique pieces of loot, as well as dozens of little trinkets to nab along the way, or documents to collect that deepen the story or offer clues to your objective.

    These items are often hidden in locations you need to be actively searching for, or that you need to listen to conversations around you to become aware of. Often you’ll need to follow a guard or civilian and slip in unnoticed after they unlock a door or activate a switch. There is a serviceable lock-pick mechanic in the game, and sometimes you’ll need to have purchased the wrench or wire-cutter tool to access a certain area. I found myself seeking out the chances in earlier levels to explore for secrets, but by the last mission I was more concerned with getting to the next objective, especially since spare cash was in no short supply by that point.

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    Each mission grades you on your performance with one of three monikers: Ghost, Opportunist, or Predator. Predator if self-explanatory, and given if takedowns and murders were your style; Ghost is awarded for making as little an impact as possible, never even giving guards a reason to be alarmed. I got Opportunist on almost every level, meaning I was willing to use the environment, traps, and distractions to my advantage to get past guards. I still managed to make it through the entire game without getting spotted or killing someone, and the only takedowns I had were those mandated by the game at certain points.

    The meta-game to this mechanic is that the optional objective for each mission changes depending on what your play style was. For example, a Ghost might have needed to pickpocket six guards, an Opportunist to disarm five traps, or a Predator to get five kills with fire arrows. Completing the corresponding objective nets you extra gold. I got about half of these just by playing the level, but was frustrated that the game only gives explanations of these mechanics in one place: Loading screen tips. Apparently, you can keep track of these objectives from a menu, but I didn’t find that until the second-to-last mission.

    I will give the developers credit for at least trying to reward varied play styles. To be honest, I can’t imagine playing the game in an aggressive fashion, because the combat system, even when using arrows, simply isn’t geared toward direct confrontation. Many reviews complained that the melee “combat” is nothing more than a system of dodging and weak attacks with your blackjack, but my response there is simply “You’re playing a game called Thief; why the Hell are you in combat?” True, this leads to a lot of reloading saves if you get spotted, but since that’s the same way I played Dishonored, it didn’t bother me that much.

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    The game does have some flawed and ill-advised mechanics. There are occasional bits of third-person platforming, and in addition to looking really silly, it’s not always clear where you should be going. The map is useless for anything other than getting your general bearings, which is frustrating when you climb up three stories and use a precious rope arrow only to discover a room with some generic loot instead of a way forward through the mission. There are “loud” surfaces like broken glass and water in some places, as well as dogs or birds that can make noise and bring guards; I never seemed to get a handle on when and why any of these things attracted attention, even after repeated trips through the same area.

    Garrett can do something called a “swoop,” where he dashes quickly across a short space in any direction; sometimes I could do this past four guards in front of a torch and never be spotted, but then try and do it past a single enemy in total darkness and immediately alert him. Combined with the occasional failure of the contextual action button, and the unpredictable nature of what does and doesn’t constitute being “in the shadows,” this probably led to more reloaded saves than anything else in the game.

    The other so-so mechanic is Garrett’s supernatural ability to “focus,” highlighting people and objects of interest, which can be upgraded so that you move more quietly, deal more damage, pick locks faster, etc. while it’s active. On the difficult level I played through on, it didn’t regenerate automatically, and had to be replenished by finding and consuming poppies in the world. Thing is, even when empty, I could still hit the button and everything of interest would flash with a blue glow that slowly faded. I actually found myself preferring this method, and would intentionally drain my focus meter anytime the game refilled it.

    There are a few missions that contain environmental hazards or run-for-your life scenarios, usually involving scripted events of guards spotting you or something catching on fire. The best of these is also the worst, as it involves what should be a breakneck race to get out of a burning, collapsing structure. Instead, what happened was that the scripted events to open a new path, or the ever-cursed action button, wouldn’t work properly, and I’d find myself falling to my death or burning alive before reloading a save.

    Photo courtesy gamehdw.com
    Photo courtesy gamehdw.com

    The missions can be played back through, but the method of doing so makes so little sense it baffles me. Upon completing the game, you’re told that you can replay missions and try to get all the collectibles. Being a gamer, I assumed this would either be done from a menu, or some sort of journal / display case in the clock tower, where there are journals and display cases for all of the collectibles. No such luck, and the map wasn’t helping, either. In the end, I went online to discover that you have to find the original mission start point in The City to replay a mission. Start points which, despite the fact that Garrett has already been there, don’t appear on the map in-game.

    This knowledge of how to replay missions is apparently hidden in a loading screen tip as well, along with this bit of info: Basso can offer you side-mission that require you to steal unique loot from various places around the city. I had read reviews that talked about side-missions, but never encountered the ability to start one, and the game doesn’t give you that information freely. In fact, the game doesn’t really make it clear that you can go to various shops or talk to other characters between missions; after each mission, it drops you back in the clock tower with an objective indicator, and you’re off to have a story-driven conversation or two before the next chapter begins.

    I think, in the end, that cycle may be a fitting analogy for this game as a whole: Pointed in one direction and told to go, sometimes without context, while other possibilities get bypassed unknowingly. I don’t think it’s nearly as bad as other reviewers say, and I found the game to be enjoyable and enticing during the campaign. I honestly don’t know if I’ll go back for side-missions or extra unique loot, though I might play any extra content or full expansions that may come along.

    Thief Base

    If you were wondering why I said I was “saddened” about the layoffs at the studio mentioned earlier, beyond people losing their jobs being sad, look no further than Deus Ex: Human Revolution. I think my words here – long development, uncertain mechanics, unfocused story – could have applied directly to it, as well, when it was released. The developers in that case got a second chance with the “director’s cut” version that came out last year, and was widely seen as being superior to the original product. This is also the studio that brought us the Tomb Raider reboot, which saw the updated “definitive edition” come out recently, albeit a different team within the studio.

    I feel like Thief could be easily upgraded from a mediocre experience to a good, at times great experience if given a similar chance to be expanded, polished, and sent back out again. In the long run, though, that’s no excuse for releasing a title with obvious flaws, lackluster design, and broken mechanics. The cutscene sound and audio issues alone should have raised some flags, though its likely publisher Square Enix would not have brokered further delays. As it stands, Thief is the tarnished silver knock-off to its successors, as opposed to the platinum tribute of craftsmanship apparent in Dishonored.

    I played Thief on PC. It is also available on [amazon_link id=”B00CYNTHA0″ target=”_blank” container=”” container_class=”” ]360, One, PS3, PS4.[/amazon_link]

  • Review: Assassin’s Creed IV: Black Flag

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    Thank you Assassin’s Creed IV. I thought this franchise was beyond saving but you have shown me that there is life still left in the yearly (ugh) franchise. I had given up hope after Assassin’s Creed 3, which I never got close to finishing for the simple fact it was boring…as…hell. They were working with one of the most fascinating time periods ever and managed to muck it all up.

    Not so here!

    The team on AC IV have taken the central idea that occupies the mind of anyone that looks for more out of life; “what I wouldn’t give to be a pirate”. Seriously, who has not thought that? If you haven’t then you can start now…

    I will wait.

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    Ships, booty (treasure), swordplay, booty (not treasure), sending people to Davy Jones’ locker. This is the tale of Edward Kenway, a man who leaves his wife to try and make a better life for them only to become one of the greatest pirates (and assassins) of his day. The story begins with Edward killing an assassin and taking his identity. He is a pirate after all. He is then sucked into the familiar war between the Templars and assassins that we all know so well by now in the AC series. I loved the fact that it was introduced in a new way by having Edward weasel his way into it by taking on someone else’s role all while in the search of a great life-changing treasure. One of the many changes that worked.

    Soon after, Edward becomes captain of a ship, which he christens the Jackdaw, and you are off to sail around the massive world with an assortment of wonders awaiting you.

    You can feel the effect of Far Cry 3 all over this game and not just by the looks of the locale. If the theory that Far Cry and Assassin’s Creed share the same world began on the Rook Islands in Far Cry 3, this idea is only furthered on the open seas of Assassin’s Creed 4. The crafting system has been brought over, albeit in not as big a way. You will go from location to location in search of deer, monkey, jaguar, etc. to further expand your abilities. You also have the ability to craft new outfits on top of the ones you can purchase. There is one that looks like Oliver Queen’s island outfit from Arrow…you know I had to go for it.

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    The naval battles in AC 3 seemed to be a testing ground for what is the biggest part of your pirate adventure. Sailing the open seas is so damn refreshing that I often found myself setting out in whatever direction just to see what trouble I could get into. The Jackdaw has its own set of upgrades that are required, not suggested, to survive life on the water..

    At first it can be daunting to take on ships of a higher caliber but after making the right additions, you will own any ship that comes your way (except the fabled legendary ships). During every battle, when you have weakened an opponent, you have the choice to destroy them or board them and take their supplies. The bigger the ship, the more you must do to take it over. Where a level 17 may have you kill ten crew members, a level 36 Man O’ War will ask you to kill 20 crew and the captain as well as make your way to the top of the enemies mast and cut their flag free.

    Combat has been made much more simple and has a certain Arkham series feel to it. It is your basic block and counter but I never felt overwhelmed when surrounded by enemies. It will be hard to go back to any previous AC game again after getting used to it.

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    Thankfully, one of the improved areas in AC IV is its story which is actually pretty easily followed even with all the time jumps, Templar and assassin history and trips to the present day for some first-person Abstergo action. Don’t let that last part scare you off. It is not near as intrusive or mind numbing like the Desmond parts of…well any past AC game. These segments do not last very long and if you get into them you will be given some hints about the possible future of the franchise (wild west AC? Hell yeah!).

    The farther you travel into Edward’s story it becomes easy to say that he is the best protagonist this franchise has ever had. He is a fully fleshed out character whose goal is very clear even if his way of getting there is unique. He has more personality than all characters in previous entries combined. Maybe that comes from the freedom of the time period and profession the developers have used here. Either way, I would not mind more adventures with Edward even if we all know his ending.

    There is so much more I could touch on about what this game holds. I spent over 40 hours sailing and boozing and assassinating and still have quite a bit to do. Whether it is using the diving bell to search for deep sea treasure, sneaking into enemy territory to loot warehouses for ship supplies or just finding random ships to pillage, you will never be left wanting. AC IV does fall into the traps of previous entries sometimes with way too many follow and eavesdrop missions but it does not change the fact that this is easily the best entry in the entire series. My favorite Assassin’s Creed (II) now, finally, seems obsolete.

    That is a good thing. Let’s hope Ubisoft can keep the momentum going forward.

     

     

     

     

     

     

  • Review: Bioshock Infinite: Burial At Sea Part 1

    Photo courtesy stuff.co.za
    Photo courtesy stuff.co.za

    Bioshock Infinite is still in the running for my Game of the Year and the wait for Burial at Sea has been a long one. Infinite released in March and Burial at Sea did not see release until mid-November. Even for a piece of single-player DLC that is a long wait and there is no telling when we will see Part 2 surface.

    Irrational has given us an interesting premise to start with sending us back to Rapture with an alternate version of Booker and a more mature femme fatale Elizabeth. The first twenty minutes of Burial at Sea does feel like something new and wonderful for the series and not one gun shot is fired. We get to see Rapture in all its glory. The Rapture we have only heard about in audio logs. Shops are open for business, residents walk up and down the passageways and Big Daddy’s are swimming the deep working to keep Rapture in pristine condition.

    Once Booker and Elizabeth are sent down to the sunken Fontaine’s department store is when Burial at Sea becomes more familiar to Bioshock fans. This is not a bad thing but it certainly feels like territory we have been over before. Twice, actually. There are dark corridors with water leaking through, splicers running around and even a creepy baby carriage connecting us to the original game. Don’t get me wrong, it is an enjoyable experience, it just quickly becomes a case of been there, done that. They could have kept me in the brightly lit wonders of the city the entire time for what it is worth.

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    The gunplay you know is back with very few changes. Guns are mapped to your right hand and plasmids are back (not vigors, this is Rapture) including Shock Jockey, Possession and the new (yet not) Old Man Winter. With the shortened length of the DLC it feels like we are quickly forced to find the plasmids instead of relishing in them after plenty of time searching. I think it would have worked better to start you out with two of them and find the Old Man Winter. While in combat using the mix of weapons and plasmids are as fun as any other Bioshock title.

    A little piece of Columbia makes its way to Rapture with Booker’s ability to use skyhooks (called air grabbers) to maneuver around, reach new areas and give you the upper ground in firefights. Elizabeth is in her giving mood again as well tossing you eve, health and ammo when you get yourself in a pinch. She can also use her tear ability to create weapon barrels, gun turrets and even a samurai warrior to slice up splicers. The mix of Rapture and Columbia works very well.

    The long wait for Burial at Sea makes the story’s length a disappointment. You can finish in one sitting of about 90 minutes. I took around two hours taking my time to walk around and enjoy the sights of a living Rapture in the beginning. Knowing all you know from finishing Infinite takes away a little of the mystery in Booker’s reasoning and his relationship with Elizabeth. They do a good job throwing a wrench into it at the very end that does get you interested in what Part 2 has to offer when they give you control of Elizabeth for the first time.

    Where do you go after you know the story of Infinite? It seemed definitive and perfect so returning to Rapture seems a bit anti-climatic. As I said I wished we could have seen more of the Rapture we are offered at the start of Burial at Sea. We have seen the beaten down and dilapidated underwater city before. Let’s get more of a look at it during its apex. Maybe with Part 2 we can get some more of that. With Part 1 there is not a whole lot of different ideas, just a mixture of previous games into a short Bioshock cocktail.

    NERD RATING- 7.5/10

  • Review: Ryse: Son Of Rome

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    If you have read one Ryse review you have read them all. The game has been the butt of many jokes since its debut at E3 this year as a showcase title for the Xbox One, most involving the use of quick-time events which made many people give up on the game months before the product was on the shelf. To those who refuse to even give the game a chance you are missing out on some beautiful graphics, Batman-style combat and blood, blood, blood. The story borders on vapid but I can not deny that I had a lot of fun with Ryse.

    The story of Ryse focuses on Marius Titus, a soldier of Rome who sees his family murdered before him and is set off on a tale of revenge that is told through flashback as he explains his journey to Nero himself as Rome falls around them. Revenge stories, especially in this genre, are nothing new and any expectations of story depth like Mass Effect or The Last of Us should be hastily abandoned. You see the betrayals coming, the comrades falling and the sacrifice that will be made early on because it is Writing 101.

    The shallowness of the story is taking nothing away from the performances of the actors, who are all solid in their roles. These were more than just simple voiceovers in Ryse with the actors facial expressions all motion captured and will amaze in places with the power of the Xbox One.

    Graphically, Ryse: Son of Rome is a game that you pop in to show friends just what next-gen holds in the future. It is beyond beautiful. Even the most cynical of PC gamers will have to admit that it is a wonder to behold in places. Weapons gleam in the midst of combat and backdrops ranging from the glory of Rome to forests filled with rivers and waterfalls will have you stopping to pan the camera around to take in how lavish your surroundings are. I am tempted to play through the game again to see if there was some details that I missed.

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    The biggest reason I had an enjoyable time playing Ryse was its combat. There is no denying it was influenced by the Batman: Arkham series. If imitation is the sincerest form of flattery then Ryse is showering Batman with roses. You attack with X and use your shield with the A and Y buttons. A is use to deflect attack (ala Arkham’s counter style) and Y is a shield bash you use to open up shielded enemies attacks. B is use for a barrel roll that you will be using. A lot. Pressing RB will make Marius use his focus mode which turns the screen yellow and allows him to go slash happy on any enemy in your path. It is helpful in crowds of enemies but is kind of a get out of jail free card when things get tough.

    The combat flows seamlessly and helps with the games combo system that you use to gain back health, XP and focus while you are putting your enemies to the sword. At any time, in and out of fighting, you can hit a direction on the d-pad which distributes the points gained from combos to the three previously mentioned categories. The upgrade system has a lot of options but it is not as deep as it would appear to be. Once you unlock the games varied executions there is little else besides health, focus and damage upgrades which are spread across too many screens.

    The infamous quick time events that many complained about are still in the game they have just been slightly reworked since the E3 presentation. During battle when you weaken an enemy an icon will appear over their head. You can choose to initiate the execution or continue your normal attacks until he dies. Hitting RT begins the different kill animations and instead of a button prompt over the head, the enemy will glow either blue or yellow telling whether you should hit X or Y. Here is the weird catch. It doesn’t matter if you hit the buttons or not, once you begin the execution it is going to happen. Hitting the correct button prompts adds to your combo and health/focus/XP gain. Most will find this asinine but I never let it bother me especially when it would give me extra hits on a long combo streak I had going.

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    Ryse does offer a different take on multiplayer. You and another person will be matched and team up to take on the dangers of the Coliseum. You won’t be stuck in an open arena rather an ever changing environment. Each stage changes to freshen up the proceedings including forests and multi-tiered areas. There is a meter at the top of the screen showing how entertained the audience is in your performance. You must execute often and use your environment to maim to keep the crowd cheering. You will be awarded gold for stage victories that you can use to purchase upgrades to weapons, armor and all the other good stuff a growing gladiator needs. I only played a few rounds and pretty much saw most of what there was to see and did not feel the need to keep going. After finishing the story it just felt like a grind when I had more games to play. Some may find it worthwhile but it was nothing special to me even though it retained the same fun combat.

    The complaints about Ryse are understandable depending on what you were expecting. I went in wanting a hack and slash adventure that didn’t overstay its welcome. A fun time waster that showed off what the Xbox One could do visually. That is exactly what I got. The story only took me about seven hours to complete which was just the right amount of time. Combat is fun an fluid and even though it is repetitive I never wanted to stop cutting off limbs or bashing faces with my shield. The story is on the weak side but you should really just channel your inner testosterone and enjoy the mayhem. The best way I can describe Ryse is that it is beautiful Roman murder porn.

    That is a compliment.

    NERD RATING- 8/10

     

     

     

     

     

     

     

     

     

     

  • Review: Killzone: Shadow Fall

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    Killzone as a franchise has always had lofty expectations. The first game released for PS2 was billed as Sony’s “Halo killer” and failed to punch it in the face. Killzone 2 was shown off at E3 in an infamous video to show off the power of the PS3 which led people to call foul saying that it was an all-CGI trailer that no game could ever look like. When the game released it did look incredible but never as great as the E3 presentation looked.

    Now Sony is here with a powerhouse console and they have called on Guerrilla once again to craft a showcase game that will wow people when they plug in their Playstation 4 for the first time. While they succeed with the visuals and controls the rest of the game falls into the same trappings of almost every other FPS out there and for someone that enjoys the Killzone franchise it disappoints me with what could have been with some more forward thinking.

    The game begins some thirty years after the events of Killzone 3 where the planet of Helghan was destroyed by the Petrusite that the Helghast intended to use on Vekta. Since then the planet of Vekta has been split in two with one half consisting of the Vektan population and the other half the leftover remains of the Helghast. Right off the bat you get a Germanic vibe because the planet is separated by a massive wall that can only hope to keep hostilities at bay. You play as Lucas Kellan, a Shadow Marshal that, as a young child, saw his father murdered by the Helghast as they were attempting to make their way to the Vektan side during the planetwide split. This internal drama adds a bit more depth to the story which has always been on a worldwide scale but now you have more of a personal attachment to the conflict as the story moves forward.

    Right off the bat you will notice how beautiful Killzone: Shadow Fall looks. The first time you see the brightly colored hues you will wonder if you are playing a Killzone title. Buildings are giant and sheen from the reflections of millions of glass plates, mountainsides are covered with foliage and waterfalls that you will spend a few extra minutes admiring before you remember you are here to murder hundreds of enemies. The first third of the game is truly a showcase for what first-person shooters will be offering us in the looks department. After that it sadly goes back into “Killzone mode” with more drab greys and blacks mixed with orange which is still beautiful but takes away from the graphic euphoria you felt when you began the game.

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    You will notice in combat that you move a lot faster than previous Killzone’s. You normally felt like you were moving at a slow pace because of the armor you wore but now Guerrilla has taken the weight away and you can move quickly and more freely. Weapons are the normal mix of Vektan and Helghan artillery and few, if any, distinguish themselves as special. The real different aspect of your toys comes in the form of the OWL. This is your small attack drone that you control with the touch pad on the Dualshock 4 controller. Swiping different directions on the pad and hitting L1 will tell your OWL to do various actions including attacking enemies, creating a shield to protect you and even throw out a zipline to access out of reach areas. It is a smart use of the touchpad that feels integral to the gameplay and not gimmicky. This is how the Dualshock 4 should be used.

    Once you get past the initial wave of eye porn visually, Killzone begins to show that it is still caught in the memories of previous installments. The story, while a nice change of pace with the time change, is hurt by voice acting that goes from barely decent to forehead slapping bad. It hurts especially when your leading character sounds like he is reading off a cue card in a studio on a day that he had way more important things to do than this. Imagine Channing Tatum reciting All Quiet on the Western Front.

    Missions begin well with surprisingly wide open areas in daylight lit areas giving you multiple ways to take on enemies. This soon is abandoned for more enclosed spaces and corridor shooting in the more muted Helghan side of the planet. When you begin to get in the later third of the game you will grow tiresome of the FPS staple “we have to hold this position until waves of enemies decide to stop coming”. So much good that is built up that crashes very quickly. If Guerrilla had just kept going with the ideas that impress you in the first few hours this could have been an exceptional gaming experience.

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    Guerrilla has taken a different approach when it comes to multiplayer. There is no experience system to keep up with. You begin with all abilities and weapons open from the very beginning meaning that you can select any possible loadout you want giving everyone equal footing when they begin a match. There are three classes to choose from and you have to complete certain tasks to gain new ranks. There are 10 maps and the Warzone will let you set your own set of match types, rules and more then share your creation online for all to partake in. The no XP approach is different and should open up the game’s multiplayer to gamers who do not feel comfortable getting involved in the Call of Duty’s or Battlefield’s.

    After all the smoke has cleared and hundreds of Helghast have fallen by your hands has Guerrilla delivered a system seller? Maybe not a system seller but definitely a system showcase that you can admire for the beautiful graphics and good touchpad controls but what starts as an example of what next-gen shooters should be comes back down to Earth with token FPS attractions and lazy voice acting. If you are going to show off your new PS4 to your friends make sure to do it early in the campaign. Maybe Guerrilla can capture the early magic of Killzone: Shadow Fall and make an entire game like that next go round.

     

    NERD RATING- 7/10

     

     

     

  • Review: Grand Theft Auto V

    Photo courtesy vgchartz.com
    Photo courtesy vgchartz.com

    *Note- this is a review of the single-player story only.*

    As I made my way down the road, heading back from one of the bars I owned after a shootout with some unruly customers, I felt the urge to go play some tennis. After twenty minutes of me showing off my old school Top Spin skills, I decided to head to the airport and see if there were any jumbo jets about to leave the runway. Luckily, there was one and I hijacked it and took a short trip around the city before jumping out and parachuting to safety as the plane was left to…well you know.

    This is only a small percentage of what is available to do in Grand Theft Auto V. Rockstar has spent the last five years creating the most living open-world game ever. Almost a decade into this console cycle, it is amazing how much they have been able to fit into this one title. The state of San Andreas is sprawling with not just the city of Los Santos, which is a world unto itself with so many different areas of urban life it is mind boggling to think of the development that went into it, but also the surrounding areas that hold a military installation, rural towns where city life is nothing but a story and wide open spaces with forests, beaches, rivers and deserts that each hold their own secrets.

    Let’s start off by saying that I did not like GTA IV. At all. I tried multiple times to play it but always found it tedious, repetitive and could never care enough about main character Niko Bellic to try and finish the story. With GTA V, it is like Rockstar heard nearly every complaint I had about IV and addressed it. But we will get to that later.

    Photo courtesy geekspodcast.com
    Photo courtesy geekspodcast.com

    The biggest departure for the GTA series to date, Grand Theft Auto V ditches the single protagonist for three separate characters and I can easily say that I do not believe I could ever go back to a single character GTA story again. When the game opens up you are in the middle of a bank heist almost a decade in the past that quickly goes bad which serves as the setup for the main story.

    In present day, you begin to play as Franklin, an ex-gangbanger that is looking to make more of his life besides doing petty drug deals and boosting cars. He wants the big score and to spend his time with a more “reputable” brand of criminal. He gets plenty of grief from his friends in the hood about trying to forget where he came from. You will spend the first hour or two as Franklin as a reintroduction of sorts to the GTA universe. Taking on simple repo missions which get you back into the swing of things.

    Soon though you cross paths with the games second character, Michael, who is an ex- bank robber that is living the high life in an upscale house and by high life I mean he has plenty of money, a wife that is sleeping around, two kids that absolutely hate him and is completely miserable while he drinks his days away. He is the dichotomy to Franklin, telling him that the life Franklin desires doesn’t always lead to good things. He nevertheless takes Franklin under his wing to try and impart his unique knowledge.

    The third part of this trinity of recklessness is Trevor. Michael’s “best friend” who thought he died in the bank heist years ago and discovers he is alive and well in Los Santos. The best way to describe Trevor is to imagine everything horrible you have ever wanted to say to someone, all the vile, disgusting things life would not let anyone get away with and Trevor is all of that wrap in a meth covered bow. He is one of the most intriguing and unflinching characters in video game history. His early missions involve taking on a biker gang, Chinese drug lords and the sort while trying to get his meth business into the big time. There are a few nods to Breaking Bad along the way as you are left wondering who was the basis for this madness.

    Photo courtesy evilgmr.net
    Photo courtesy evilgmr.net

    The sheer amount of things to do in Grand Theft Auto V will easily ensure you will lose at least 50 hours but the main part of the story revolves around pulling heists. You will case the location, decide which crew you want to bring along, decide your plan of attack and hopefully make off like bandits with a ton of cash. Some jobs are not all for your benefit. You will have to pull off death-defying kidnapping missions for the FIB (the game’s FBI) and infiltrating facilities in the name of “patriotism”. When things get hot and heavy you can quick swap between characters as needed. Believe me, you will need it. You can possibly get through the waves of cops using one character but the real fun and strategy comes in swapping on the fly. In one mission you will be Franklin holding down the cops with fire then you swap to Michael who has to find a new position and take on the cops that are flanking your rear. Swap to Trevor, who is waiting on a rooftop with a sniper rifle to bring down anyone that slips past Franklin or Michael and take on the incoming police helicopter. It is complete insanity in the best possible way.

    Between missions you can swap to any of the characters on the fly. This leads to a lot of great random scenes which shows you that while you may be playing as Trevor; Michael and Franklin are off doing their own thing. Swapping to Franklin may find him leaving a strip club, Michael could be waking up from nightmares and Trevor…well let’s just say that swapping to Trevor is an experience. I would switch to Trevor just for the hell of it and I was never disappointed. Once, he was throwing a random person off of a bridge for some reason. Why? Hell if I know. That is between Trevor and the guy that is a stain on the pavement below.

    As I mentioned before, Rockstar has fixed many issues that I have had with GTA games for a while. First off, the driving has been changed and feels much more natural. There is no random fishtailing unless you absolutely can not help it. Cars feel like they have weight to them and driving at fast speeds no longer feels like you are one wrong move away from utter destruction. It still can not match up with Sleeping Dogs in terms of almost flawless open-world car driving but it is leaps and bounds better than any other game in the series. Any car you own, buy or steal, can, of course, be upgraded at Los Santos Customs. Want a chrome paint job? Easy. New off-road tires or a Dukes of Hazzard horn? You got it. When you have the money, it is an easy way to waste time.

    The cover system feels better also. You will still go to the wrong side of objects sometimes but not too much. Weapons are accessed through a weapon wheel instead of the archaic d-pad swapping. If you use the auto-aim feature it works very well though you may want to turn on the free-aim just to give you a challenge. Every weapon is fully upgradable and customizable including silencers, flashlights and different paint options. Body armor is also available at your local Ammu-Nation along with your complete lineup of weapons that range from rocket launchers to grenades and eve a parachute. You will use the parachute. If you are like me, you will use the parachute in many odd ways and the only explanation you need is that it is GTA.

    Photo courtesy variety.com
    Photo courtesy variety.com

    How many times playing any GTA game have you died while almost completing a mission and been taken back to the very beginning, having to go back and watch the cutscene and do the entire…mission…over as your rage builds and you almost become as violent as the character you are playing? Enter mission checkpoints! It only took a decade but now you will not have to quell the monster within whenever you screw up. Hearty handshakes all around for progress!

    Your cell phone will be your main hub for everything you need from your contacts you meet throughout the game to using the internet. Do not skip past searching on the internet. There are some side missions that are unlocked by searching certain words. Also, the game has a fully involved stock market which, if used smartly, can easily make you a billionaire so you can buy any of the property that your heart desires. Have an affinity for the cinema? Buy a movie theater as I did and enjoy free flicks. Every property will come with weekly income that is deposited into your bank account.

    Rockstar has kept up with the times with their satirical humor also. They have always taken pop culture to task in every GTA game and this time is no different. You will see people whoring themselves out to get on the popular reality show Fame or Shame, a radio advertisement making fun of Fifty Shades of Grey (“I’ve always wanted a billionaire to piss on me.”) and, as usual, all of the sardonic radio DJ’s. There are 240 songs over 15 radio stations. That in itself is crazy. I can not tell you how many times I have had memorable moments while listening to Eddie Murphy’s Party All the Time or Don Johnson’s Heartbeat. Rock jumping while listening to Willie Nelson’s Whiskey River will never get old.

    Photo courtesy playstationgang.com
    Photo courtesy playstationgang.com

    The story is fun most of the time with Trevor, Michael and Franklin each having their own set of problems that intersect. Sometimes it can get a bit eye rolling when you try to look for logic in some of the story elements but it kind of like watching wrestling; if you are looking for logic, you won’t enjoy it.

    Grand Theft Auto V was, reportedly, the most expensive game ever made. It shows with the intricate detail given to every aspect of this game. When you drive through the city of Los Santos, you will notice how not just homes but cars and people change when you head to different neighborhoods with distinct class differences. My girlfriend, who grew up in Las Vegas and California, kept commenting on how realistic the roads were set up. It truly is a living, breathing embodiment of west coast living.

    I could continue to type about how many random things can be done in Grand Theft Auto V. If you have read this far then I applaud you for not just scrolling to the score. With the next generation kicking into full swing this winter, GTA V has given notice that there is still plenty of life left in your aging Xbox 360 and Playstation 3. With Bioshock Infinite, The Last of Us and now GTA V, we as gamers are in a renaissance of video gaming. While GTA V’s story is not on the same level as Infinite or TLOU, the sheer technical achievement that Rockstar has accomplished here can not be overlooked.

    When we are desensitized to big games due to annual releases like Call of Duty, Assassin’s Creed and the like, it makes GTA V all that much better. I am sure Rockstar could give us a watered down GTA every two years and rake in the money by the truckloads but that would cheapen the experience, both for us and them. GTA should be an experience. While I felt Rockstar tripped up a bit in IV, they have taken five years to craft and correct and the hours of your life you will lose to the game will be reward enough.

    Now, if you will excuse me, I have to go and try to fist fight a mountain lion.

    It didn’t work.

    NERD RATING- 9/10

     

     

     

     

     

     

     

     

  • Saints Row IV Review by Guest Writer Erich Wildgrube

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    This review? I didn’t write it. Hell, I haven’t ever played more than a few hours of any Saints Row game. Luckily enough, our friend Mr. Erich Wildgrube has played them all, and was gracious enough to provide us with this freelance review. Not for money, or even a whole lot of thanks, really. In fact, he’s buying me a copy of Saints Row IV just to prove to me how awesome it is in co-op.

    Hey! Who wants to write our Diablo 3 review? You’ll need someone to play it with, obviously…

    This is the Way the World Ends; Not with a Bang, but a Wub-Wub : A Saints Row IV Review

    First off, let me just say that I love the Saints Row games, but SRIV sets a new bar. A lot of people have complained that this game feels disjointed, that it feels like DLC for SR3; Others griped the superhuman abilities within the simulation world are (forgive my internet-speak) OP, while paradoxically complaining the real-world sections are too hard.

    I would argue the way certain reviewers have been playing this game makes it disjointed.  This game is designed to go back and forth between the simulation and the real world; if you exhaust all the free roam content and then do all the structured missions, there is no payoff to getting “super homies,” extra weapons, and new powers that are then available to you.

    I am aware that this title’s core concept came about as an April Fools’ joke, that then transitioned into DLC for SR3, that then became a full game; but after playing it, I am fine with its release as a standalone title. If we are all honest here, we could admit that this game would have been a nightmare as downloadable content. If nothing else, it would have required several patches for balance and bug fixes, and I don’t even know if that would have been enough to deliver a truly finished product.

    The first two Saints Row games are dark, serious tales of criminal life interspersed with bits of whimsy; in contrast, The Third and IV have much more of a campy vibe – I am looking at you, dub-step gun. At the same time, this game has a few genuinely touching moments. There are character missions you do with your crew in order to progress their stories and unlock new abilities; the ones with Johnny Gat help solidify him as the “heart” of the series, while the ones with Shaundi reveal far more depth than her buxom figure and foul mouth would outwardly indicate. Fans of the series will get even more from these moments, as many of them are direct throwbacks to previous games.

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    The Saints Row games are known for some clunky controls, SR1 being the worst offender, and SRIV does not go unscathed. The best way to describe it is “Tom Clancy Syndrome,” where you have so much you can do that you forget which button does what, when.  For instance, I never really got taunt or compliment to work right, and only figured out the radio 75% of the way through the game.  Now as far as major mechanics go, I love me a ring menu, but the D-pad works well this time around.

    Shooting is tight, and the new weapons feel very good.  Still, nothing beats the feel of jumping a hundred feet in the air, aiming where you want to land, equipping lightning as your buff, slamming into the ground as hard as you can and wiping out an enemy base without a shot fired. By the end of this game, you are nothing less than a dark god unleashing your powers on the world around you; but if you are following the flow of the game, this is a goal reached after segments where you are outnumbered and outgunned by the enemy, most of which are as intense as they are rewarding.

    Photo courtesy gametrailers.com
    Photo courtesy gametrailers.com

    This is the only Saints Row that does not look significantly better than the one before, but it is also the only Saints Row that I did not notice any lag or freezing during gameplay.  I have never seen more customization options in a game, and your guns look awesome. The dialogue in this game is utter perfection; whether you are listening to Shaundi arguing with… Shaundi, or talking to Keith David about his favorite video game.

    When SR1 came out all those years ago people accused it of being another GTA clone… it was probably the truth, plain and simple. SR2 was a step in the right direction, but SR3 was the jump that set these two franchises apart.  SRIV simply continues that next step.  Is it silly? Yes. Can it be unbalanced at times? &@^$ yes. Does it ever stop being Saints Row? Not even for a second.  This does not feel like a “new” game so much as it feels like coming home to Third Street to find your crew ready and waiting to hit the streets once more.

    [amazon_link id=”B00BRQN2EM” target=”_blank” container=”” container_class=”” ]Saints Row IV was reviewed on Xbox 360. It is also available on PlayStation 3 and PC.[/amazon_link]

    Like Erich’s style? Follow him on Twitter! https://twitter.com/JSWolfwood