Tag: Deep Silver

  • Saints Row IV Review by Guest Writer Erich Wildgrube

    news_saints_row_iv_welcomes_aliens-14075

    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

  • До свидания, Артём – Metro: Last Light Review

    LL Cover

    Before I launch into the review proper, I’d like to ask that you take the time to read my retrospective on Metro 2033. Whether you’ve played it or not, it will help establish my history with the series going forward.

    If you don’t have the time, I’ll paraphrase: Metro 2033 was a completely unexpected surprise, and even though it is flawed, it remains one of the most atmospheric and compelling story-driven games I have ever played. It was a cult hit, but not really enough to warrant a sequel, so I was thrilled when Last Light was announced.

    Metro: Last Light is a true tale of survival in its own right: The sequel no one expected, it somehow managed to stay on track even as THQ burned around it. That is no doubt thanks to the efforts of the team at 4A Games, who had a polished product ready for Deep Silver to get on shelves almost immediately after the acquisition. I will also give credit to the marketing team that brought us the live-action trailers; assuming those were funded by THQ that was money they probably didn’t have to spend.

    From the marketing, both before and after the property changed hands, it was obvious that this game was going to try and walk the fine line between what made 2033 such a hit (atmosphere, nuance, compelling storytelling) and what the mainstream demands (tighter gunplay, bigger set-pieces, more overt storytelling).

    LL D6

    The changes in storytelling are apparent right from the start, with the events of the last game being chronicled for the player in a series of cutscenes narrated by protagonist Artyom. Scenes that took place outside of first-person were rare in 2033, but are more prominent in Last Light. The main plot is also touched upon more frequently; while I don’t want to say it is “spoon-fed,” there are a few characters that might as well have names like Exposition Jones.

    A legitimate reason for the shift in tone, main-plot-wise, is that this is no longer the story of a desperate young man groping his way through the tunnels, coming upon the larger world almost by happenstance. Artyom is a full member of the Spartan rangers now, the enigmatic peace-keepers and trailblazers from 2033. After the discovery of the military installation D6, the rangers made it their base, but word of the spoils in contains has spread to factions like the fascist Reich and the communist Red Line. The ensuing tension and possibility of war intertwines with another (spoiler-heavy) plot thread to form the main thrust of the narrative. As such, it makes sense that this story would focus more on the larger issues and intricacies of the world, since Artyom is now privy to them.

    LL Rangers

    Fortunately, the world is still full of little side conversations and small acts of humanity for you to witness and participate in. I actually felt a little overwhelmed by how busy some of the populated stations were, and know for a fact that a missed some little moments here and there. One of the ways these games gauge Artyom’s demeanor – something which impacts the possible endings – is by how often you stop to listen and interact; statistically, fewer things trigger the system this time, but you never know until after the fact. The guys at 4A really outdid themselves scripting and programming all of them, and it would be a shame to rush past it all.

    Personally, I didn’t care if I was getting “credit” for it or not, because these little moments are so well written and integrated into the world. Beyond just deepening the atmosphere, some of them also provide useful information about your objectives, or where to locate hidden supplies. My personal favorite was watching an old man make shadow-puppets of animals for children. Most of the time the kids thought he was making creatures like nosalis or demons; when he tried to explain the animals that lived before the war, they either didn’t believe him, or got scared by his descriptions. It was a moment of raw humanity and genuine heartbreak.

    LL Shadows

    Easily the best new populated area is Venice station, which was never visited in 2033. “Venice” is not the actual name of the station, but rather a nickname given to it because all of the tunnels around it are flooded, creating a kind of canal system. This obviously means most of the economy is based on fishing, and the station itself is laid out like a bayou shanty town, with several levels of buildings having been constructed around and above the water. Also of note is Theatre Station, so named because it resides under the famous Bolshoi Theatre. It is the cultural hub of the Metro, and Artyom can actually take in a performance there… though the show isn’t what it used to be.

    LL Venice

    Due to the story changes, there are also more instances where you will be in tunnels or stations surrounded by human enemies, and it’s up to you whether you want to run-and-gun or stick to the shadows. New to the series is a non-lethal takedown, which allows you to dispatch guards without making Artyom a murderer; if you or an unconscious body gets spotted, though, all bets are off as the alarm klaxons blare and heavily-equipped reinforcements storm the area. A few changes to the formula keep things fresh, such as one station that is burning around you; this limits your hiding places, challenges you to move quickly, and even forces you to give up on certain routes as they become blocked.

    LL Fire

    That’s not to say there aren’t still plenty of times the player finds themselves alone in an abandoned tunnel, or wandering through the ruins of the city above. Those moments are still present, and still hold ever bit as much tension as they did in 2033. It brings me no shame to admit that I sometimes took a break so that my hands could rest from their white-knuckle grip on my controller. As with any solid genre entry, familiar mutants are intermingled with new monstrosities, such as the aquatic shrimps and the arachnid spider-bugs. Each species also has multiple variations this time around, with standard grunt-types, tougher and smarter officer-types, and even the occasional boss-level behemoth.

    LL Bear

    Unfortunately, there weren’t as many memorable areas that hinged on the dominance of a certain species: The watchmen hoards roaming the DeadCity; the lost tunnels swarming with lurkers; the minefields of amoebas in D6. Finally, nothing in Last Light comes even remotely close to the experience of the Library, and the terror and tension of trying to keep line-of-sight with the hulking librarians even as they charged at you. Even the boss fights are all variants of the familiar “big baddie in a semi-circular arena” fight, with a slight environmental or mechanic twist throw in.

    I know anyone familiar with Metro 2033 will know that one of the main complaints was the gunplay, and is probably waiting for me to talk above whether or not it has improved. The thing is, I never had any issue with the gunplay in 2033; it doesn’t play like a Call of Duty or a Battlefield, but I never got the impression it was supposed to. These aren’t the well-oiled, super-sleek, camo-customized weapons of a twitch shooter; these are well-worn, battle-scarred, hand-me-down tools of survival.

    LL Weapon

    Each gun still feels like it fits well within the world and the game; each one has its own pros and cons, handles differently, and is perfectly suited to at least one combat approach. I think you could probably tell a lot about someone’s Metro experience by asking them what weapons they favored for the majority of the game. Personally, I opted for the following:

    • A silenced “bastard” machine gun with and extended stock and an IR scope, perfect for shooting out lights and tracking patrols in the dark.
    • An AK with a reflex sight, laser dot and extended magazine for when the quiet approach wasn’t an option against human targets.
    • A sawn-off, quadruple-barrel shotgun with both stock attachments for accurately turning charging mutants into little, scattered bits of flesh and bone.

    Overall, there are at least a dozen weapons at your disposal, ranging from more refined military hardware, to jury-rigged, gas-powered weapons of necessity, to truly unique items like the helsing. Each weapon is customizable, with slots for barrel, optics, stock, and miscellaneous additions; thankfully, except for on instance after what is essentially the tutorial level, the game doesn’t ever permanently strip you of your hard-earned gear.

    While I didn’t think the weapons handled noticeably different from 2033, you are presented with a few more situations where combat is 100% the focus of the area. In addition to the aforementioned boss fights, there are a couple of hold-the-line scenarios as you wait to be able to access the next area, and a few times you find yourself surrounded by enemy troops who are already alerted to your presence. The game’s climax in particular is about as action-packed as you can get, and I’m sure will be seen by some as a total sell-out to the mainstream shooter crowd. Of course, there is an achievement for completing the game without a single human kill, which means the developers are challenging us to avoid the carnage even as their level designs steer us into its path.

    LL Combat

    I do have issue with some slight changes to the user interface, and the visibility of weapons in the field of view. Several gear items that had a dedicated button in 2033 are now relegated to sub-menus that pop up when a certain button is held; additionally, weapons and gear have been split between two such menus, yet the gear menu still feels crowded. More than once I switched my secondary weapon while trying to replace the filter in my gas-mask or charge my flashlight. I was also disappointed that throwing knives became a secondary weapon, meaning that we no longer get the physical presence of Artyom’s hands when trying to line up shots with them.

    There were also changes for the better, especially when it comes to the gas mask and its filters. The system for tracking how much time was left while using the filters was much improved, and the mask as a whole had a more immersive presence while being worn. There’s even a button for wiping water, mud, and gore off of the visor, and I sometimes pressed it for fun just because the attention to detail was that cool. I also loved the ability to use my lighter and gun at the same time, and frequently utilized it as my primary source of illumination; the fact that it burned away cobwebs and could light the occasional torch or lamp was just an added bonus.

    LL Lighter

    All of these things combine to make a game that is a sequel to 2033 in literal terms of continuing the story, a spiritual successor in terms of continuing to craft and refine this universe, and feels almost like a reboot in terms of the approach to the combat experience. The resulting Last Light experience is very reminiscent of its predecessor: It gets the majority of things right most of the time, absolutely nails it all here and there, and despite a few fumbles the whole thing comes together nicely. The atmosphere and ambient storytelling I adored are still present, even if set against a revised backdrop, and I have no doubt that this isn’t my last time taking this particular journey with Artyom.

    I don’t know that I can say which game I liked “better”; my preference for one at any given time could probably be attributed to my mood. I think a fitting comparison would be the differences between feeling like watching Alien and watching Aliens. 2033 is a lonely game, one filled equally with quiet moments of reflection, moments of raw terror, and moments of wonder at the world Artyom never knew lay beyond Exhibition station. Last Light is more populated, its reflective moments more observational than introspective, its tension driven more by human machinations, and its potential stakes are higher.

    LL Hope

    Last Light is very much a game that will give back as much as you put into it, for better or for worse. Artyom must decide whether the dark ones, mutants, and other factions are hostile and a threat, or simply misguided and misunderstood; so must we decide what the Metro can do for us, or will do to us. In the end I can’t help but feel like we are all watching shadow puppets on the wall. What you choose to see in them is up to you.

    [amazon_link id=”B0053BSN82″ target=”_blank” container=”” container_class=”” ]I played Metro: Last Light on the XBox 360; it is also available on PC and Playstation 3.[/amazon_link]

  • Metro: Last Light Getting Season Pass Worth of DLC

    Photo courtesy beefjack.com
    Photo courtesy beefjack.com

    Yesterday, sharp-eyed Metro players might have noticed that a “Season Pass” for the game appeared on the various console marketplaces. Today, Deep Silver took to social media to lay out the specifics of the content:

    “Four new individual content Packs will be released this summer to offer players More Metro:

    – The “Factions Pack” and “Chronicles Pack” both focus on new and original single player gameplay and stories, which expand upon the Metro universe.

    – The “Tower Pack” will present a unique solo challenge to Metro veterans old and new.

    – The “Developer Pack” will give creative players some interesting tools from the minds of the developers, with which to explore the world of Metro.

    These four Packs are also available as a single package in the Metro: Last Light “Season Pass” — at a discount — at any time for $14.99 / £11.99 / €14.99 or 1200 Microsoft Points.”

    According to the post, details on individual prices and more info about each pack will become available as the respective release dates approach. Having completed the game over the weekened, I am thrilled to learn that this isn’t the end of the line for Last Light.

  • Deep Silver Releases Dead Island: Riptide Torso Anyway. Cause…Why The F*** Not?

    Photo courtesy zombiesatemygames.com
    Photo courtesy zombiesatemygames.com

    So remember waaaay back in January when Deep Silver announced the “Zombie Bait” edition of Dead Island: Riptide which included the lovely torso of a bikini-clad woman? And remember how the internet blew up over the next few days talking about how reviled and revolting it was to release something like this? Then, in response, Deep Silver issued a statement which went kind of like this:

    “We sincerely regret this choice. We are collecting feedback continuously from the Dead Island community, as well as the international gaming community at large, for ongoing internal meetings with Deep Silver’s entire international team today. For now, we want to reiterate to the community, fans and industry how deeply sorry we are, and that we are committed to making sure this will never happen again.”

    Yeah, so fuck all that, they released it anyway.

    Why you may ask? Hell if I know. Now I do think the bust is on the tasteless side and to release it anyway after vehemently apologizing for it months back makes the matter even worse. Maybe Deep Silver thought enough time had blown over since January or forgot the internet existed. They may need as much cash as possible after parent company Koch Media purchased Volition for $22 million.

    Of course you could just think of the bust as a man that has had a sex change operation after a lifetime of feeling wrong with himself and finally was enjoying his/her first trip to beach and things went awry.

     

  • Saint’s Row IV Will Take You From Crack House To White House On Aug. 20

    Photo courtesy ripten.com
    Photo courtesy ripten.com

    Deep Silver is looking to make some money off of their $22 million dollar acquisition of Volition sooner rather than later. They have officially announced that Saint’s Row IV will release on August 20th, a full month before Grand Theft Auto V.

    The company has said that the previously announced DLC for Saint’s Row The Third, “Enter the Dominatrix”, will be rolled into Saint’s Row IV.

    Going bigger and weirder (if that is possible) than ever, Saint’s Row IV has the leader of the Saints becoming the President of the United States and has you fighting against an alien force looking to take over the planet. It basically sounds like thy took another one of my favorite THQ franchises, Destroy All Humans, and brings it into the purple dildo wielding world of Saint’s Row.

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  • Dead Island Riptide UK Collector’s Set Causing Controversy (UPDATED: Deep Silver Offers Apology)

    torso-zb_uk.0_cinema_960.0

    And with one announcement, Deep Silver appears to be in deep sh**.

    This morning, the developers announced the Dead Island Riptide Zombie Bait Edition, a collector’s set that would only be made available in the UK and Australia. And as soon as this picture was released the internet was set on fire with a host of head scratching and disgust towards the main attraction, a mutilated torso wearing a Union Jack bikini.

    Instead of posting random tweets I think it would be easier just to suggest going on Twitter and search #deadisland.

    I understand the knee jerk reaction to this “piece” and it did catch me a bit off guard when I first saw it this morning. I first thought it had to be a mock up by some fan since there has already been a Collector’s Edition announced a few days ago. Some may see nothing wrong with it, but there are plenty out there who are now refusing to buy the game because of this, so I would not be surprised if Deep Silver does a 180 and does not release this.

    As we have seen with [amazon_link id=”B007MS5B6Q” target=”_blank” container=”” container_class=”” ]The Walking Dead Season 2 set[/amazon_link] there is a way to market the zombie craze without alienating a portion of your fans.

    UPDATED:

    Deep Silver has heard the fan outcry today and released an official statement and apology:

    “We deeply apologize for any offense caused by the Dead Island Riptide “Zombie Bait Edition”, the collector’s edition announced for Europe and Australia. Like many gaming companies, Deep Silver has many offices in different countries, which is why sometimes different versions of Collector’s Editions come into being for North America, Europe, Australia, and Asia.

    For the limited run of the Zombie Bait Edition for Europe and Australia, a decision was made to include a gruesome statue of a zombie torso, which was cut up like many of our fans had done to the undead enemies in the original Dead Island.

    We sincerely regret this choice. We are collecting feedback continuously from the Dead Island community, as well as the international gaming community at large, for ongoing internal meetings with Deep Silver’s entire international team today. For now, we want to reiterate to the community, fans and industry how deeply sorry we are, and that we are committed to making sure this will never happen again.”

    Good idea for the guys at Deep Silver to post an apology quickly and not let the internet fire get out of control. The statement does not say if the special edition is being put on hold or not. You would assume that could be read in with the apology but there is no way to know until they have officially said.

  • Dead Island Riptide Rigor Mortis Edition Unveiled

    deadisland

    Continuing the tradition of “if it’s a game, it must have a collector’s edition”, Deep Silver revealed the Dead Island Riptide Rigor Mortis Edition. Housed in a handy replica suitcase complete with travel stickers from around the world, the collector’s edition will come with the game (duh), a zombie hula bobble figurine, key with Dead Island keychain, and bottle opener that looks like a severed zombie arm.

    All of this will cost you $79.99, so be very sure of how much you love bobble figures and fake keys that open nothing before you spend the extra 20 bucks.

    [amazon_link id=”B00886WO7A” target=”_blank” container=”” container_class=”” ]Dead Island Riptide[/amazon_link] releases on April 23rd.

     

  • Dead Island: Riptide Release Date Announced

    Get Ready For More Zombie Action Next Spring.

    Developer Deep Silver has announced today that the sequel to the best selling game Dead Island will release on April 23, 2013.

    Dead Island: Riptide will have two special editions available at launch. The Pre-Order Edition is available to pre-order now (hence the name) and will give players a new set of mods for their weapons. The specific mods have not been announced yet. The second special is the Special Retailers Edition which will have a special character skin and packshot. It will be available at only certain retailers which have not been named yet.

    Sounds like Deep Silver is making available to all players what every game does now and calling it special editions. What do you think?

  • Dead Island: Riptide Trailer Goes For The Heart Again.

    New Trailer Tries To Capture The Emotion Of The First Game’s Memorable Trailer.

    Who could ever forget the trailer to the first Dead Island? The played in reverse story of how one family met their end on the tropical island resort was something truly different and had the video game world talking about the game. It proved a success with the first game selling over 3 million copies.

    Dead Island: Riptide was announced a few weeks back and only a few screenshots have been shown but now the developers at Deep Silver have released the first trailer for the game and it tries to convey the same sense of emotion as the ill fated family from the first game. Take a look below and let us know what you think.

    Dead Island: Riptide releases in 2013 for Xbox 360 and PS3.

  • Dead Island: Riptide Confirms Our Worst Fears. Zombies Can Swim.

     

    Deep Silver has released the first images from their follow up to 2011’s Dead Island.

    Called Dead Island: Riptide the game sees the four survivors from the first game caught in a monsoon that wrecks their rescue vessel and strands them back on the island they thought was in their rearviews. Now if that sounds like a bit of a cop out for a sequel the developers are the first to tell you that this is not a sequel to Dead Island. It is a full game but it is more of a massive full game add on to Dead Island.

    That’s not to say that you will just be able to run around the island you knew. The monsoon has completely change the layout and environment of the land. This gives you a chance to play in the new weather system in the game’s engine. Weather will adversely affect what you are doing with flood areas and boat missions complete with swimming zombies. If zombies really can swim there is nothing we can do!!

    Also there will be a bit of tower defense action going on with defense missions where players will have to build fencing areas, place turrets and set traps for oncoming zombie hordes. Check out the new images below.

    Dead Island: Riptide will release sometime in 2013 and has already been announced to have a $50 price tag.