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Post by CobaltMonkey on Aug 7, 2013 20:34:28 GMT -5
Greetings guests and loyal Nationites. I am Cobalt Monkey. You may remember me from such films as, Enter the Dragon, Jaws 4, and Men in Black. If so, you have a terrible memory and/or eyesight as I am not, nor have I ever been, an actor. Honestly, a huge cobalt blue ninja monkey would kind of stand out in those films, don't you think? Well, maybe not in Enter the Dragon. Anyway, it is possible you'll remember me from seeing me at the Nation most every day. Those of you that have been around know I enjoy reviewing games. You might well have read this thread in its previous incarnation back on forumotion, and if so I hope you enjoyed it and found it useful. Like it or loathe it, I'm bringing it back. Thread Structure: This post will serve as and index. It will contain a list of links to each review posted in the thread. I'll update the title and list whenever I include a new review. Rules of the thread: Feel free to comment on the reviews themselves, either to agree or disagree. More opinions are better. Chatter about a game should be left to the game's own thread though. If you think you can give a better critique of the sound quality in Dishonored, then go right ahead and post it here. However, if you just want to say that the best Vigor was Undertow, please keep it in the Bioshock:Infinite thread. Master Review List: AlundraBioshock 2Bioshock: Infinite--NEW! BorderlandsCall of Duty: Black OpsCall of Duty: Modern Warfare 2Crysis 2Dark SoulsDemon's SoulsDeus Ex: Human RevolutionDishonoredDragon Age: OriginsThe Elder Scrolls V: SkyrimFinal Fantasy XIIIFinal Fanstasy XIII-2Ghostbusters: The Video GameGolden Sun and Golden Sun: The Lost AgeHeavy RaininFamousMass Effect 2Portal 2Prince of Persia: The Forgotten SandsRatchet & Clank Future SeriesTomb Raider
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Post by CobaltMonkey on Aug 7, 2013 20:38:29 GMT -5
AlundraIn honor of this game's impending release to PSN, I'm doing a retro review of the PS1 cult classic Alundra. What about this game has people coming back for more even a full 13 years after the initial release? How does it stack up against the giants in its genre? What makes it worth your time and money? Read on to find out. Graphic and Sound:10 Each character is hand drawn very well, and all have a more detailed shoulder up portrait that appears next to their text box when they speak that fills in the detail that the character models in the earlier gen graphics couldn't convey. Each place in the world, be it dungeon or overworld, is rendered with just as much care. Too early for full voice acting, but they did make the effort everywhere possible to put in what character sound effects they could. Roars, screams, laughter, sobbing. All could have been simple written in, but Working Designs (the dev) went the extra mile and had them acted. Other effects are there too. If there's a leak in a roof, then you hear the drip. You hear the water pushed aside as you swim, and the crackle of torches as they burn. This isn't unique, but it is well done. The music fits the game like a glove. No area would be complete without its accompanying soundtrack. The music, sounds, and graphics work together in this game to create an absolutely perfect atmosphere. The one real complaint I have is that the end cinematic is a bit off. It's animated, unlike the rest of the game, and Alundra's hair is inexplicably red where it has been blonde. I can only think this change was made to distance him a bit from The Legend of Zelda's Link in Ocarina of Time to whom he bears a resemblance. Considering both games came out the same year, I'm guessing Working Designs was nearly done with their game when they caught an OoT trailer. lol Story:9 The story in this game will keep you wondering about this or that from start to finish. Starting out with nothing but strange dreams to guide you to a foreign land, you soon meet with disaster. On arriving at the village of Inoa, you quickly learn that the place is beset by a plague of nightmares. Which wouldn't be so bad, except that these kind can kill you. As fate would have it, it turns out you're a Dreamwalker, someone with the power to enter the minds of others. Which turns out to be very handy for making people not die. The rest of the game has you going in and out of people's disturbed minds, as well as trekking across the land around Inoa in an effort to discover and remove the cause of this plague. I promise you that all the answers you eventually get do not disappoint. It would be a perfect score, but there are a few uses of humor that detract from some more serious moments, and a few sudden reveals near the end of the game which could have been handled a bit better. Characters:10 Every character has a unique personality to go along with their unique portrait, and it stays consistent from beginning to end, changing only where it makes sense to do so. The game's not afraid to use them to throw out a little humor here and there either. I recall one character stating, "What did the gods take away our passion to create? Why do our very dreams try to consume us? Why don't we get basic cable here? Er... scratch that last one." Bear in mind that this is a world of sword and sorcery. The characters fulfill every role required and do so beautifully, all the while offering humor, assistance, antagonism, or indifference where required. Top notch. Gameplay: 9 Ah, the most important part of the game. And where the Zelda comparison continues. But it's not really OoT that this game is closest to, but its predecessor, LoZ: A Link to the Past. Alundra is what that game would be if you changed all the story and characters, and polished the gameplay until it shined even brighter. But what is it that makes it a great game? Well, it's got a 3D top down view which the designers took full advantage of. I'll include a couple screen shots to show you what I mean. Expect to see numerous perspective tricks. Monsters don't themselves pose much of a threat (Aside from Bosses, of course), and are really just there to break up the gameplay some, as well as add to your money stash. Not that the monsters are neglected in the game. They all have unique looks, with only a couple types resorting to pallet swaps for variety, and even then they change tactics a bit. You're given numerous weapons, tools, and magics throughout the game to use against these monsters, but just as often you'll be using them against the game's real threats...the puzzles. Portal be darned, but there are some tough ones in here! Okay, they're not quite as mind bending as Portal's stuff, but they will have you scratching your head for quite some time, and do force you to think outside the norm on many occasions. Its Zelda cousins don't even come close. Solving these requires careful thought, precise timing, persistence, and a good deal of platforming skill. And it's not just in dungeons and dreams that you'll find these. The overworld itself is filled with them. You'll want to revisit some areas of it when you get new tools, but not too often at first since many rewards require multiple things to be accessed. Wandering the world in search of more Gilded Falcons or Life Vessels is as much fun as any dungeon. So, what's keeping it from a perfect 10? A bit of a pacing problem with when and how new weapons are acquired, as well as a couple that just feel extraneous. The bow in particular is so weak that I can't see it being used outside of the few puzzles it's needed for. Overall Score: 9.5 I believe we've answered those questions from the beginning paragraph up there. What keeps people coming back, and why is it worth your time and money? Strong gameplay, enjoyable story, and endearing characters. How does it measure up to its genre's giants? It can stand level with them and look them square in the eye.
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Post by CobaltMonkey on Aug 7, 2013 20:45:09 GMT -5
BorderlandsGraphics: 8/10 Everything in the game looks nice, but Pandora is such a dead planet, that it's kinda boring to look at after a while. Later on the environments change up a good bit, but it never looses that Wasteland feel. Which is what they were going for, so I can't really fault them. The guns, which almost overshadow the characters as the stars of the game, are where you'll see the most diverse graphics. The characters are all well done, and you can customize their color schemes, which is a nice touch. Sound: 8/10 The background music isn't bad, but there's nothing spectacular. Except for the main theme, Ain't No Rest for the Wicked by Cage the Elephant. It's awesome, and can be heard here. (Video is dumb, so pay it no mind.) As for the sound effects, their a sight better than the background music. The different gun types do sound different, and each effect fits it's weapon well. Voice acting is great, what there is of it. Your characters don't really talk except to spout amusing one liners when they kill enemies with a critical hit. Everyone else talks a lot though, and how it sounds goes a long way to making these characters as memorable as they are. Game Play: 10/10 Excellent. They've certainly made good on their claim that this is a hybrid of an FPS and an RPG. There are elemental affiliations for weapons and creatures. Every type of creature has one or more 'elite' versions that are a lot tougher to bring down, really more like mini bosses. The bosses themselves are alright, but I do wish they'd put more work into them. In the DLCs that follow, they do a lot to make up for this. Characters gain experience and levels as they progress which serves two purposes. Firstly, factors in determining how much damage you do to enemies, and how much you take from them. If an enemy is higher level, it'll take longer to kill, and kill you pretty quickly too. You're warned of tougher enemies by helpful little Skull icon appearing next to their name. Secondly, at every level you gain a skill point to be placed into a skill up to 5, each one increasing the skill's effectiveness. There are three different trees for each character, and all are open to you. Each tree has four levels. Once five points are in the first level (total points, they need not be in one skill) you can access the second level. What results is a varied way to customize each character for your personal play style, though each character has it's own combat role to play...which brings us to the main point for the game. The Multiplayer. The entire game can be completed alone, but it's no secret that the designers really want you to play with friends (or some random people lol). Enemies get tougher the more people you play with. The loot also gets much better. Finding a gun in single player that's good is not uncommon, but finding that same gun in multiplayer makes it far more likely to be much stronger. Plus, all Exp and Money earned is shared completely. You pick up $100, everyone gets $100. Same with Exp. In short, the game gets more fun the more people you have. If I have to pick a complaint, it's that more enemy variety would've been nice. Story: 7/10 There's fairly little in the way of actual story. The game mainly serves as a vehicle with which to give you massive amounts of humor. Everything in this game is pretty hilarious. With tons of pop culture references hidden here and there...or smacking you in the face. Some are obvious only if you're pretty familiar with their target. (Such as the Ludicrous Speedway. Got to be a Space Balls fan to get that one. lol) The game really only sets out to be funny, and thoroughly succeeds. If you can play this without laughing, it's because you have not sense of humor. Something here for everyone. Final Score: 9/10 The Zombie Island of Dr. Ned DLCThe Zombie Island of Dr. Ned definitely adds some fun to the Borderlands experience, but is it worth the price of admission? Tough call. Everything it does is as well done as the rest of the game, but it really feels like they might've done a bit more. Atmosphere: 9/10 Genuinely creepy everywhere you go. The humor still comes in too, as you'll often hear over your com announcements from the Jakobs corporation. Very amusing. Enemies: 8/10 You'll be mostly fighting zombies. Undead townsfolk NPCs, undead bandits, skeletal rakk. They are much like fighting their normal counterparts, with the exception that they will almost all try to close in for melees as opposed to relying on Pandora's abundance of guns. This certainly doesn't make them less dangerous, however. Most enemies have attacks that can inflict Stun slowing you down for several seconds. There are several different kinds of enemies, but the similarity of their attack patterns makes me feel like I'm fighting the same enemies over and over. I'll list them in a separate post. A little more variety would have been nice, but a somewhat improved quality of the AI goes a ways to making up for this. The look and feel of all the enemies is also very nice and adds to the atmosphere. Story: 7/10 There's not a whole lot of story to be had, but what is there is funny and entertaining in the same way I've come to expect of Borderlands. If you like the rest of the game, then you'll like this. Missions: 6/10 Not quite enough variety, nor quite enough of them in general. There are fetch quests, and kill quests. A few are what you'd expect in this setting; survive the zombie onslaught until X way out appears. A couple provide good new minibosses. One fifth (5) of the new quests are just gathering zombie brains for a certain character. This can be done by killing one with a critical hit (most often via headshot, meaning you're literally blowing their brains out, lol. And you can't help but laugh at the role reversal. I recklessly charge the zombie horde with the intent of ripping open their skulls while crying "Brains! I must have more brains!"). More missions in the next installment please, Gearbox? It's a really wonderful set of levels, and I'd much like more reason to run around in them. Levels: 9/10 Not just the look, but the layout of these levels is really good. At any step you could be surrounded by zombies, but if you look around a bit you can often find cover or good positions from which to defend yourself making the hordes more manageable for a solo player. Some places evoke some classic creepy images, while others are reused, if altered set pieces from the rest of the game. The most obvious one is a remake of Old Haven (including zombie versions of it's inhabitants). The layout is altered with many paths blocked off, you start in a different place, and of course, everything is all undeaded up. Your foray here is fairly short, and Gearbox was honest about what it was calling the place simply "Dead Haven". Gameplay: 8/10 This is the same as the rest of Borderlands. The slightly improved enemy AI makes you pay attention a bit more. The mob tactics, sneak attacks, stun inducing attacks, and the faster bleed outs can make for a bit of challenge. Overall: 8/10 The only fault I can find with the game is that it leaves me wanting more. Bottom line, if you like the game, then you'll like this too. If you've got the money ($9.99 American) spare, then getting this isn't a waste of it. If you haven't yet bought Borderlands, then you may want to hold off on getting it as you might (and this is speculation on my part) see a Greatest Hits or Game of the Year edition that already has this DLC included in the future. Mad Moxxi's Underdome DLCHere are a few things to know that I've picked up so far in my one playing of the DLC's first tournament. 1. The bank is located just inside the start area. It's a claptrap with a tux theme. It can store several items default, but upgrades can be purchased from the weapons machine in the first room. 2. The first tournament is structured like this: Five rounds. Each Round consists of 5 Waves of enemies. Each Wave has a theme. As of yet, there has been no variation that I've noticed. They always proceed in the same order, but each gets harder the more rounds you get into the game. Wave 1: Starter Wave- Has some bandits and skaggs of varying types in it. Wave 2: Gun Wave- Has mostly bandits with better guns that usual. Later rounds get a few Bruisers. Wave 3: Horde Wave- Has nothing but Psychos of various types. Learn the area and run backwards a lot while shooting a good close range weapon. Wave 4: "Elite" Wave- This one usually has several Crimson Lance soldiers in it. Only one of which has a shield. Wave 5: Boss Wave- Contains a random, though buffed, Boss or Mini Boss as well as a few minions. I know it's random because I died fighting Bonehead (If you hated him at level 11, imagine how much he sucks at level 50. He's the only boss I lost to so far.) in Round 4, only to repeat that round and face Baron Flynt. So far I've also fought Hans & Franz, Mad Jack (and me without my car to just run over him, dang), Sledge (who you can cheap to death), Tyler Cob, Captain McCloud, and Reaver. After each wave Moxxie, who you can see atop the center spire, will drop several large containers of health and ammo that quickly shrink and vanish. Health restores you to full, while the ammo contains a set amount of every type of bullet. NOTE: For whatever reason, there are no health and ammo drops after a Boss wave! After each Round, several weapons will drop in the spawn area. Grab them quick as they'll disappear once the next wave starts. Best bet is probably to just pick them all up and sort them out after you win or lose. A few rounds in you'll start seeing a slot machine come up after each wave. This will assign one (and later up to four, though I didn't get past two) random effect on you, the enemies, or the arena. Ones I've seen so far include: Weapon specific strengthening effects that make one type of gun stronger while weakening all others. Low Gravity. Very fun as it allows you make huge jumps so you can reach otherwise inaccessible areas to use for cover. Weakened Criticals. Headshots deal normal damage. Strengthened Criticals. Headshots deal much higher damage, but all other shots do less. No shields for you, but you very slowly regen health. Enemies regen shields faster. Enemies have stronger shields. Enemies regen health. There may have been others, but I can't recall. Note: Whatever effects were on in Round 4 will still be on in Round 5. They don't change. During multiplayer, if you die and aren't revived or get a Second Wind, then you'll be sent to the penalty box, which is also located under the center spire. You'll remain there for the rest of the round, but can still contribute by shooting from above. If everyone wipes out, then you'll be given a choice of whether or not to try again. You'll start over from a previous round. Eg. I died in round five and had to start again at the beginning of round four. It's structured like this throughout. The Secret Armory of General Knox DLCI'll just focus on the what's new, good or bad for this section. This DLC picks up where the main story left off. Your characters are now being hunted specifically by legions of Crimson Lance soldiers...even more than last time. And they've all learned some new tricks. This falls into the category of Good things, surprisingly. Most Lance now have an elemental affiliation like other critters. Shock Troopers use shock weapons, and take less damage from electric attacks, with Pyros (Fire) and Chems (Corrosive) following suit, with elite versions taking it even further. That aside, there aren't too many new enemies. there are a few old enemies with new skins, but the same behaviors. Other notable additions are skag riding midgets, elite midgets, Drifters (huge enemies meant to be taken on in vehicles) and Destructors (huge lance Mech suits). The new variety was nice, but I'd have liked to see a little more. Any concerns about the difficulty of boss fights have been thoroughly put to rest. The game's last story boss fight is well balanced, and can be defeated though a bit of skill and proper preparation. The game's secret final boss, however, is an absolute Nightmare. With this one they really wanted to encourage teamwork, and while he can be soloed, I really wouldn't recommend it without just the right setup of skills, guns, and mods. As well as a truckload of luck. Another new addition are the three new available types of vehicle. The Monster is an about average speed truck with a homing rocket launcher (that works wonders against those Drifters) and higher than average armor. The Racer is a high speed car with low armor. The third vehicle is practically a tank, it has so much armor and goes fairly slow. The Lancer is a four seat vehicle with a laser gun, a mine launcher, and a Blast weapon that damages anything immediately around you. Sadly, the latter two weapons won't see much real use as thing rarely follow in a predictable pattern to hit them with the mines, and though the Blast might seem good not much really gets close to be hit by it. Would've been better served with a second turret, imho. There are now many Crimson Lance chests scattered around Lance outposts and fortifications. These are like red chests in the main game, but contain more items per chest. This gives you a better (though still slim) chance of getting the new Pearl weapons, which are the highest rarity rating. The increase in level cap lets you further develop your characters, but not so much that they become unstoppable killing machines. You'll still have to work to beat the enemies the game throws at you. One of the best things about this add on is how more focus is placed on the story. Important characters now get a cut scene introduction that better defines their characters and increases immersion a bit. When giving out missions they can still be treated like bulletin boards, but if you choose to you can listen to them actually say what it is they want you to do. There's also more chatter over the Echo to further establish the characters. It's really nice and spices up the running from here to there with more of the great humor we've come to expect from this game. Overall Rating: 4/5 Gearbox is doing a great job of listening to their players. More importantly, they're not giving them everything they want, just the stuff that works. If they keep on like this with future dlc and games, then I can see myself being a Gearbox fan for a long time to come.
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Post by CobaltMonkey on Aug 7, 2013 20:47:49 GMT -5
Bioshock 2
Here's my impression. Could be worse, could be better. Not quite as full as my other reviews, but then again neither is the game. Let me start by saying that it was mostly well made, if a little unoriginal. Can't really just call it "More Bioshock 1" because something was decidedly different aside from the few new mechanics. Not sure what exactly though.
Pros: 1. New plasmid developments. Very nice. 2. Dual wielding of plasmids and weapons was well done. 3. Research system had me skeptical at first, but won me over. I could do some nice combo moves and really rack up the points, without having to worry about switching to the camera repeatedly. Good improvement. 4. New weapons. Drill owns. Rivet Gun was great. Get these down and you start to really feel like a Big Daddy. 5. Generic tonic slots. Was very nice to just be able to pick what you want instead of having several different tracks. 6. Variety of tonics. Some were repeats, but there were also good ones like Elemental Vampire, Drill Vampire, Handyman, etc. Useful and entertaining. Allowed for making a character much more specialized when you wanted it.
Cons: 1. The new and entertaining plasmid abilities were also quite expensive. As such I didn't get to play with them much until the end. I spent most of the game running around with the same Electrobolt/Incinerate/Telekinesis plasmids, all at level one. 2. More character abilities would have been good, though I don't know what else they might have done. I likely only say this because Drill Dashing was so much fun. 3. Too high respawn rate of splicers. Couldn't clear a room without having to clear it again two minutes later. Annoying. Probably didn't help that I started out on Hard. 4. No reload option on game over. This highly annoyed me. I had intended on getting all the single player trophies at once, but after the second time I died and it auto kicked me back to the title screen instead of asking if I wanted to reload last save (like they did the last game), I went and turned Vita Chambers back on. I likely could have done it still, but with the high respawn rate I would have had to save after every room, then wait for a long while for it to reload when I died. Reloading from the title takes significantly longer than reloading from in game. Now I'll need to do a second playthrough just to get that one other trophy. I'll be doing it on a lower difficulty though, to be sure. 5. Lack of originality in weapons, aside from the aforementioned ones. Most were just reused from the first game, though with small tweaks and different skins. Crossbow became a Speargun, Tommygun became a Minigun. The Grenade Launcher was a straight copy, with all the same stuff. They largely removed elemental ammo, instead giving your weapons' upgrades percentage chances of elemental damage. If they had replaced this elemental ammo with something better it wouldn't have mattered as much, but they just made the same kind of ammo you'd get for other guns (ie. Anit-personnel rounds for the shotgun, Slugs, instead of Electric Buck.) Different than the first game, but not really better. I did thoroughly enjoy laying down fields of trap rivets though. 6. Needed more new enemies. The ones they did add in were nice, but there just weren't enough varieties. Some actual underwater themed ones would have been great. 7. I want to say the pacing was off.
The Story. While it couldn't quite stack up to the original, it didn't really disappoint. B1 was a tough act to follow, and it did it's best. However, I happen to know that the story was changed a lot in mid development. Originally there was only one Big Sister. I would really like to know where the story was originally headed. Might have been better, but for all I know this was an improvement
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Post by CobaltMonkey on Aug 7, 2013 20:49:44 GMT -5
CoD: Black Ops
I've only played one other Call of Duty game, Modern Warfare 2, so that's going to be my frame of reference here. I'll be comparing it to that quite a bit. I'll also be doing a normal review, with sections for each mode of gameplay that's offered. First up, the general review.
Graphics and Sound: 7 The graphics are adequate, but not spectacular. People are all pretty well done, but it seems they didn't spend as much time on most other things. Thing is, you won't be spending much time looking at the environment anyway. You'll be too busy scanning for enemies to notice. It's only in some cinematics that you can really tell. The scene with the Blackbird, for instance, could have been done on the PS2. Sound, on the other hand, is pretty good. The voice acting is fairly well done and believable. There are a few odd times when a soldier will yell something when it isn't strictly needed, but that sort of thing seems random and not a problem. Best of all, imho, unlike in MW2, the soldier you're playing as doesn't suddenly become a mime when you're put in his head. He continues to react to the situation, give out orders, and converse with fellow soldiers, although not quite as much as other characters. This was a good way to go about it, I believe. Graphics and Sound are, of course, constant throughout the modes, so this score applies to all.
Story and Characters: 7 Well, the story is told as a series of flashbacks brought on by the interrogation of the main character. Technically, you spend most of the game strapped to a chair. Interesting start. This game is a lot more story intensive than MW2, which frankly made fairly little sense. Black Ops places you in the head of a US soldier named Mason as he fights in parts of the Cold War, Vietnam, and in the "off the record" fight to track down a Russian terrorist named Dragovich. You'll also be in the heads of a few other soldiers, but only as flashbacks of what they told Mason that he's relating to his interrogators. The narrative is pretty well done overall, especially considering that storytelling isn't an FPS' strong point. There are enough little hints thrown in that the twist towards the end is a bit predictable. Overall, it's not bad. The characters are what I've come to expect from shooters for the most part. Very angry guys. Doesn't leave a lot of room for character development, or rather it leaves a whole lot of unused room. However, by the end of the game you're likely to develop a bit of empathy for our protagonist.
Gameplay: 9 Most of the time you'll be playing as a soldier on foot using any of the numerous guns you can find. All the different types of gun combined with their own different attachments gives you a lot of options. Again, this is a lot like MW2 and that's a good thing. Also similar is that you'll be given several breaks in the type of action. Stealth is sometimes an option, though it feels a bit limited considering it always breaks out into a gunfight shortly anyway. Other than that, you'll be piloting a boat with a minigun and rockets, riding in a jeep with a Valkyrie missile launcher (the missile are controllable), and piloting a Hind attack helicopter also with minigun and rockets. While these instances presented fairly little challenge, they were nice changes of pace. The only new normal mechanic was the ability to dive at the ground. It's marginally useful. It didn't come up a lot, but it is nice to have the option. Overall, there's nothing truly new here, but everything is polished to a shine. Very nice.
Campaign Score: 8
Multiplayer: 8--so far. Subject to change for better or worse. Why the above note? Because they're still fiddling with it. Part of me wants to rage a bit about how this sort of thing SHOULD have been done before the game released. An honest to goodness beta phase, either closed or open, would have averted a great deal of difficulty. However, another part is just glad to see some actual support for the game. MW2's nearly complete lack of support left me very cold. Let's hope that Treyarch owns up to their mistakes better than Infinity Ward. But enough about that. Let's focus on the game itself. First and foremost, is the game balance. I have yet to see a weapon/perk combination that is overpowered. There has been nothing so far that I just can't handle. Sure, I still die to the occasional noob tube, but it's not a constant thing like it was in MW2. If someone gets an advantage on me, then it's because of superior positioning, better skill, luck, or lag. But not because they're given a way to get cheap and easy kills like we saw in MW2's OMA/Scavenger and Danger Close combinations. Every gun type seems to have it's own niche to fill. I have yet to use a gun that's good at all ranges. And since they also took out the ability to faux Quick Scope (that is, let the game aim for you and pray, as opposed to just aiming quickly and skillfully) sniper rifles are considerably less powerful. Almost like they were only made to kill things at a great distance or something. Unlocks are handled a bit differently. Perks are unlocked whenever you want to buy them, meaning you won't be stuck using some perks you don't like while waiting to level up to get the ones you do. Guns can be bought too, but not until you reach certain levels. This does make sense to a degree because for the most part, the guns that are unlocked are just better versions of the ones available from the start. One place that Black Ops and MW2 are about even on is personalization. The ability to customize your playercard is great. This replaces your titles and such from MW2. And while I did like collecting all the different titles and completing their challenges, I like designing my own player emblems, backgrounds, and soldier models just as much. It's become more of a personalization thing that a bragging rights thing. Not better or worse, imho, just different. Also, this cuts down a bit on boosting, I think, because one thing that drove boosters was getting unearned player emblems. Bonus. A small complaint is that absolutely everything costs you CP. Each emblem piece you want to use costs. Each layer for your emblem. Each gun has to have it's own sites, lenses, and clan tag/emblem display options. Some of these should have just been a package deal, imho. Killstreaks are a bit less overpowered than they were in MW2. Since they no longer add to your killstreak count, I find there are fewer people going for the high level ones. The only one I've come up against so far that might be a problem is Chopper Gunner which still can be a serious problem if it gets you in a spawn trap. Fortunately, these are easy to shoot down too. So, what major complaints can I set against the game? The spawns, for one. They can be really poorly positioned. There've been many times I've spawned and taken two steps only to get shot in the back by an enemy that has just spawned right where I did. It's especially bad on small maps like Nuketown and Summit. They say they're working on it, so we'll see. The other complaint concerns the obtaining of the Pro versions of some perks. Black Op has split MW2's method of giving you one long challenge into giving you three shorter ones. The problem is that some of these are not well thought out. For example, to get Hardline Pro one challenge makes you give up care packages. Not too bad by itself, but the problem is that you have to make certain an ally gets it. Many people won't just take your care package because it's a jerk thing to do. Also, some people will simply try to camp care packages to kill enemies trying to steal them. You're given every reason not to do what this challenge wants you to. Worse, you have to depend on other people to do it instead of it being just a measure of your ability. Ghost is another offender, making you destroy enemy Sentry Guns, which requires enemies to play with them. You can't force that. Fortunately, most perks aren't like this.
Zombies: 8 This is a mode that hearkens back to the early days of gaming where the only goal was to get as far as you can and snag the coveted High Score. The rules are simple. There are Nazi Zombies coming to eat your brain, and maybe persecute it depending on its genetic background. Your mission is to not let them do that. Sadly, due to the nature of the game, you will eventually fail as that is when the game ends. But in the interest of putting off the inevitable for as long as possible, you can join up with 3 friends or strangers to put tons of those hateful corpses back in the ground. Each round the Zombies will try to get to you by breaking down barriers (makeshift wood, not social or emotional barriers) that you can repair whenever you get a free moment. Hold off enough of them to end a round and your reward is a moment to rest and resupply with new ammo or weapons using money earned from dealing damage or doing repairs. But hurry because in no time at all the Axis undead will be back and tougher than they were last round. There are also ways to buff up your characters allowing them more HP, better accuracy, increased rate of fire, or faster resurrections. The weapons you buy can each be uniquely enhanced to better versions of themselves that have larger clips, more damage, or other enhancements. In addition, sometimes while dying the enemies will drop powerups to refill your ammo, multiply the money you earned, instantly repair barriers, or even give you one shot kills for a short while. You'll be needing all the help you can get, so don't miss those if at all possible. The other uses for money are for to activate traps and turrets hidden around the level to help in your defense for a while, and to open up more doors to other areas of a level. Be advised that doing so also opens up new avenues for the horde to attack from, but you'll soon see the reason for expansion as the weapons you use need to be replaced by stronger varieties. There appears to be a semblance of a story attached to this mode that is a continuation of the one from a similar mode in a previous game. There are a few Easter Eggs hidden about for those with sharp eyes to find. The characters you're playing as also make their return from that same game, but they're mainly used to convey amusing one liners. For instance, one character on being revived might say, "Did you see that? There were thousands!" or the cryptic, "Even a...blind squirrel is right twice a day." These lines do get old after a while, but most of the time you won't notice because of the frantic pace of the combat. Overall this mode is great as far as it goes, though without a true objective to accomplish or a way to 'win' some people might get bored of it more quickly than others. What I will say for this is that it doesn't feel tacked on. It is distinctly it's own game and nicely developed.
Average combined score so far: 8 out of 10. So, the game's holding steady at an 8 for now. Will it rise or fall? Time will tell. EDIT: Time has been speaking. Current score is a 6 due to numerous technical issues that have arisen since the first patch.
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Post by CobaltMonkey on Aug 7, 2013 20:54:15 GMT -5
Call of Duty: Modern Warfare 2Single Player Section. There's not much to be said about the single player. I honestly didn't care for this part of the game that much. It's basically just a primer to get you ready for the online. The story would probably have made more sense to me if I'd played the previous game, but I didn't. They seemed to rely on shock tactics for large sections. The most fun in the game was the various parts when you're controlling things you otherwise wouldn't get to. For example, the sections where you control Predator drones, or the Hornet. The actiony sequences were really nice too. The escape from the Favela in particular, and the ice climbing. Spec Ops Section. This was a lot more fun. It mostly takes sections from the main game and moves them around a bit. You're given a directive, usually surviving waves of enemies or going from the start of a level to the end, as well as a variety of weapons with which to attempt it. It's very fun to go through this with a friend. Two players can tackle the objectives more easily than one, and as long as they get to you in time, you can be revived when shot down. My only problem with this is the few missions that REQUIRE a second person to do at all. If you don't have a buddy/online access then you're denied the platinum on this game. That might be a problem for some people. Multiplayer Competitive Section. The learning curve for this game is steep. You will die. A lot. Getting kills and completing objectives earns you experience. When you obtain enough you'll level up and unlock new weapons, perks, equipment, and kill streaks. There's really too much on that to cover in a single post, so I'll just direct you here: MW2 Wiki That has everything you'd want to know about the weapons, perks, equipment, and such. I will say there's a weapon type and perk combination to suit every play style, from Run & Gun to Sniping, and anything in between. The complaints I have for this part are mostly about balance issues that have never been corrected. There are people who constantly use broken perk/weapon combinations that are unbalanced. The lack of dedicated servers has been a big problem for many, many players. It causes them no end of trouble when trying to play with friends who are far away. The numerous bugs and glitches that should have been found and re-found. This stuff should've been taken care of before the game shipped. Instead, IW made all the people who had paid for a finished game into it's beta testers. The game really is fun though. When you get your buddies and tear up the battlefield, or complete that particularly tough Challenge, it's really rewarding. Overall, I'd give this game an 8 out of 10.
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Post by CobaltMonkey on Aug 7, 2013 20:56:58 GMT -5
Crysis 2
Today we take a look at an interesting FPS, Crysis 2. The sequel to a PC game (which is also available on consoles now), Crysis 2 is not exactly your everyday alien blasting FPS. For the most part, that's a good thing. Read on for the specifics.
Presentation: 9 At its release a number of reviewers called it the "best looking game on consoles". While I can't quite agree with that, it does look very, very good. The graphics are top notch. Though any PC gamer will be quick to point out that it's supposedly "a step back" from Crysis 1, I think that's not quite the case. It's true that the first Crysis was the standard by which PC graphics have been judged for quite a while. Running at it's highest, that game is phenomenal looking. However, on more manageable settings that wouldn't kill the average machine, it looks a lot like Crysis 2. Silly debate aside, the only complaint I have is that a battle torn New York City suffers from being overly gray. There are some very nice levels that ditch the monochromatic color scheme though, and they're quite welcome. The report is almost as good in the sound department. The music is fine, and the sound effects good. The problems come in when the voices get involved. Not the acting, which is just fine, but the volume. Even at their loudest and with the music turned down, I still found the captions to be all but necessary. The sole exception to this was the annoying voice that chimes in whenever you activate Armor or Cloak mode. You have to do that a lot, and not only does it drown out other voices and sounds, but also grates on the nerves after a while.
Story: 6 You definitely loose something by not having been able to play the first Crysis. In a way, that puts you well into the shoes of our main character, Alcatraz. He too has absolutely no idea what's going on. All we really know is that there's an alien invasion, and that they seem to be causing a plague of some kind. There are numerous bits concerning a character from the first game, Prophet, but it's hard to really get what's going on. Thankfully, there are some very good moments in there too that help make up for it.
Characters: 7 Alcatraz is a silent protagonist for no good reason. I almost always take issue with that. However, you do discover something important about him part way through that makes him a fairly sympathetic character. The rest of the cast is nicely done as well, if a bit stereotypical here and there. The hatred enemy soldiers have for you killing their buddies is almost palpable sometimes. The only place this really falls flat is in the alien department. You never see any distinct characters for their side, and they come across as generic as their plot to kill all humans for whatever reason.
Gameplay: 7 Lots of good stuff here. There are a fair variety of weapons to choose from, all of which can be altered to your liking with mods. Silencers, Scopes, Laser sites, etc. Once you find a gun that has these attachments you won't lose them even if you discard the weapon. More customization comes in with your Nanosuit. Power, Speed, Stealth, and Armor each have a slot that allows you to pick one of three options to have active at a time. For example, the Armor slot lets you make your Armor mode drain less energy while active, regen health and energy faster, or deflect incoming bullets away at enemies. You get to pick one of those three and have it active. Some situations call for one option more than others, so switching it up can really help. These fun abilities are only unlocked by killing aliens and absorbing their nanotec, so it's best to try to find your play style and stick with it as best you can. Even if you collect the nanotec from each enemy you kill, as I did, then you won't have enough to get quite everything until the last big fight. However, on future playthroughs, your unlocks will persist. The nanosuit provides a lot of options in the way you approach your objectives. Will you ghost around your foes with the Cloak function, or activate Armor mode and try to tear into them? Careful though, whichever you choose, as they all draw from a single energy source. Once that's depleted you're quite vulnerable until it refills, so plan your moves carefully. Though the levels are fairly linear, there are multiple ways through most of them. There's also a quite interesting vertical element to the gameplay. The suit lets you expend energy to jump higher and move faster, and you can use those abilities to climb any clear ledge you can reach and pull yourself up to them. That's right, our boy Alcatraz knows that he can use his arms to help him climb. Hardening your armor will also greatly reduce or eliminate falling damage, so you can survive very long falls at need. Altogether, this gives you quite a bit of freedom in how you move through these otherwise linear levels.
The black spot on this mostly sterling game is the multiplayer component. Definitely feels tacked on. The lag is obscene. I've been melee killed from ten feet away, no joke. See, the big problem here is that there are no severs, so once again we're forced to deal with P2P connections. To make matters much worse, the movement speeds in this game vary wildly. Couple that with the lag, and it's almost impossible to get any fair fighting done. You're either dying to someone you couldn't have seen because on your screen they were around a corner and up some stairs, or you're filling enemies with entire clips and hitting nothing. That kills what would be a fun, if somewhat CoD clone-ish, game. You get to pick a perk, er I mean, "module" for each of your suit's three aspects, Power, Armor, and Stealth. Just like in the main game, you can run faster/jump higher, harden your armor to take more hits, or turn mostly invisible for as long as your suit's energy lasts. The modules let you further each of those aspects by picking something useful like Radar Jamming, longer lasting armor, etc. This lets you tailor your loadouts to suit your play style. New modules are unlocked as you level up your suit's aspects. Each one gets experience towards it as you use it in battle. So for example, if you want to level your Stealth aspect, then spend a lot of time cloaked, and try to stealth kill enemies.
Killstreaks are handled a bit differently. The game decides which three are in play based on the map. The first one, requiring 3 kills, is always Maximum Radar, which functions much like CoD's UAV, showing opponents on the map every few seconds. The second, which takes 5 kills, varies between suit disrupting beacons, orbital strike lasers beams, and radar jammers, while the third, 7 kills, will be either a friendly alien gunship, or Nanosuit 2.0 which lets you run around with each aspect of your suit maxed for a while. The biggest difference is that the streaks come not from just killing opponents, but from collecting their dog tags which are dropped upon death. (Only you can collect the tags from your kills, so there's no worry about having them stolen.) If you do happen to die before you can get to them, they don't always go to waste. They hang around for some time, so if you can get to them you can get a jump on a new streak.
All this would be just great, if it weren't for that meddling lag. As it stands, it's tough to say whether you've displayed any measure of skill in a given game, or if it's simply that the lag is with you. The only other complaint is that you can die from a single headshot by any weapon. That means if one random bullet from a burst hits your head, you're down. Makes Armor mode all but useless.
Replay Value: Fair There are lots of collectibles to find, and several trophies to go back for. In addition, the various ways to complete any given level allow you to tackle them all again in different ways a couple times.
Overall: 7 Held back by a sparse story and nearly unplayable at times multiplayer mode. Still a very solid and interesting title. I do recommend it, and look forward to picking up it's predecessor when it releases.
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Post by CobaltMonkey on Aug 7, 2013 20:58:21 GMT -5
Dark Souls
"The dark spirit N00b_Pwn has invaded your world," says the message across my screen. Wonderful. I didn't invite him here, and now I have to make him leave. I plunge my broadsword through the snake man's spine and kick him off the bridge, watching him fall into the tar pit 30 feet below. Need to weigh my options. The hallways ahead are narrow, no place for my weapon's wide swings. I roll between some swinging axe blades. The other snake man above shoots some lightning at me. He's gonna be a problem if the fight stays here. I could drop down into the tar myself and hope that the enemy doesn't have the equipment to move freely through like I do, but they'd probably just wait at the exit then. Time to consider is gone now as the red tinged black form appears at the door, walking casually through the swinging blades. He knows this place, so I'm not gonna catch him off guard with traps, and with enemies ahead I can't take the fight elsewhere. Counting on the narrow walkway, I equip a spear and step back through the deathtraps to meet the invader. If I'm lucky, I can use the spear's reach to keep him at bay until I can think of something else. Rolling under the fireball that's suddenly streaking towards me, I plant the spear in his leg and quickly backstep. The curved blade of his falchion hits only air where I was a moment before, and I take the chance to charge forward again and kick him into the pit below. I hear the crackle of lightning behind me and know I'm about to get hit. Knew that snake would be trouble. I roll off after my assailant, turning the fall into a plunging attack. It connects and my phantom foe is no more. I check my life bar. That fall cost me dearly. No matter though. All I have to do is kill the 15 foot headless demon sharing this floor space with me while dodging lightning from the three other snake men down here and I can climb out back to the start of the level and begin again. Welcome to Dark Souls.
Presentation: 9 The numerous CG scenes are all top notch, and the in game is very nice with few exceptions. The grass in some areas isn't very good, and the hard planes of the level below really show through it, for example. Personally, this doesn't bother me as the cut in graphical ability seems to have been made in order to greatly expand the world beyond its predecessor, Demon's Souls. Characters and enemy models all look great though. No Square title, sure, but it's still not bad. Especially the bosses. The story is much better in the sound department. You can hear the clink of heavy armor, if you're wearing it, and the distant rushing sound of a river gets louder as you near it. The clank of weapon on shield, or the sound of blade meeting flesh are both satisfying and help you feel the weight of the attacks you're throwing around. Listening is as important as seeing, sometimes more so. Very glad that the sound is more than up to par.
Story: 7 It's there, but you have to dig for it. I won't spoil anything, but if you pay attention to the little you are told, you may just be surprised. The game is also peppered with little touches of story here and there in the detailed descriptions of items, and the bits and pieces you can gather from the various NPCs that dot the game. There's still not as much as I'd like, but what's there is pretty good.
Characters: 10 Each character you meet has their own distinct personality. The apologetic self deprecation of Griggs of Vinheim, the roguish bent of Laurentius the Pyromancer, or the slow, simple thoughts of the Giant Blacksmith. All feel unique and are enjoyable to interact with. There are plenty to love and as many to hate as the game goes on, and their side stories really help to make up for the somewhat thin main story.
Gameplay: 9 As nice as the look, feel, and flavor of the world is, this is what you're here for. To put it simply, it's excellent. This game is one of the best almost purely skill based games in a long time. It takes nearly everything from Demon's Souls and improves on it. The skill set for each weapon type has been expanded, along with the addition of several basic moves, among them are jumping attacks, plunging attacks (done while falling), a limited form of jumping rather than merely falling, and a kicking attack that lets you stagger enemies to drop their guard or knock them over ledges. Magics have been split into three schools, Sorcery, Miracles, and Pyromancy. You can attune as many as you have the slots for, and some of all three if you want. Fighting enemies means being clever. Use your wits to turn your surroundings to your advantage. Narrow fight space? That greatsword's not going to do you much good if you can't swing it. Switch to a spear or other thrusting weapon. Enemy giving you trouble? Lure them to where you can fight on your own terms, not theirs. Adaptability is key, and you will learn this over the course of many deaths. There is no hand holding in this game. None. It throws you into the world with a brief tutorial, points you roughly in the direction you should go and that's it. And as you die, learn, die again, and learn more, you'll reach the understanding that this game is entirely fair. Yeah, the odds are stacked against you, but you have all the tools you need to win any fight from the time you start the tutorial. And of course, you're only alone in your fight if you choose to be.
While playing in Human form you can summon up to two other players into your world. While there, they take some of your rewarded souls (the game's currency and experience points) as you and they kill things, but the cost is well worth the reward of having one or two people watching your back. Bear in mind that, while there as phantoms they cannot heal themselves through normal means, and rely on your healing to heal them. Fortunately, drinking your healing items heals everyone equally (not divided), so don't be stingy when a phantom you called is in trouble. Beating an area's boss returns the phantoms home with their rewarded souls and Humanity.
But beware as being Human also opens you up to Invasions. Other players can use various items to invade random worlds with the goal of killing that world's player. Should they succeed, they too get souls and Humanity. Yours. But killing them nets you the same. Fighting other players in this game is great fun, and like beating the bosses or a particularly tough challenge, the feeling of accomplishment you get from it is excellent.
There are also covenants you can join in the game. Doing the various tasks they assign will get you various rewards in most. Others offer things like increasing the chance to see summon symbols of various players within your covenant, decreasing the likelihood of invasions, or opening up new paths in the world. A couple are also geared entirely toward PvP, so if that's your thing, you're covered.
The downsides to this section are few. There can be a small lag in control input caused by button mashing, so you have to be very precise. It's possible for somewhat skilled players to grief low level players by maintaining a low level themselves and invading while equipped with advanced gear or abilities beyond what someone would normally have. This is called chickenhawking, and it's pathetic. You cannot let those with tiny egos who are perverting the spirit of the game turn you off of playing. Fortunately, you can quickly and easily out level them and remove the problem. There are some slight balancing issues with a few abilities and items. From Soft is already addressing these, and a patch is forthcoming to correct them, along with a glitch to use infinite items. Should this continue to negatively impact gameplay, or new problems arise from it, I will lower the score accordingly. The game is good enough that I'm giving them the benefit of the doubt for now.
Replay Value: High The levels are the same every time, but the New Game Plus mechanic of raising the difficulty helps keep the game fresh. Many people also enjoy the PvP aspect and create characters purely for it. It's a game I can see myself playing many times.
Overall: 9 This game is about patience, learning from your mistakes, and having fun working with or against other players. It demands near perfection, but to those willing to master it there's little better to be found in the world of gaming.
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Post by CobaltMonkey on Aug 7, 2013 20:59:58 GMT -5
Demon's Souls
A lot has been said about this game's difficulty. And in several ways it lives up to it. There's no denying that the game's going to frustrate you. But the rewarding feeling that comes with completing it is very sweet. Want to know more? Here's the breakdown.
Graphics and Sound: 8 The graphics are pretty much standard PS3 fair. Nothing amazing, but it all looks good. The character, enemy, magic, and weapon designs are all top notch. Sound is very nice. Which is good because you'll be needing it. Listening for enemies is one of the keys to survival in this game. It's good to see that they took this into account and didn't skimp here. The only real complaint for this part is that some NPCs' voice acting sounds very wooden.
Story: 7 ...What story? Okay, it's not quite that bad. There is some story here, and even a few cutscenes to move it along. What's here is good enough, but it's clear that the main focus of the game isn't on the story. Of a little redeeming value is that there are numerous side stories attached to everything. There are characters to be rescued inside some levels, as well as a few scattered vendors. These all provide a bit of background on the story, levels they're found in, and other characters. The story serves mainly to give you a vague reason to die repeatedly. lol
Characters: 7 About the same as the story. The characters all look nice, and play their parts. Only a few have anything approaching a backstory, but what's there is nice. Again, nothing to write home about, but certainly nothing bad.
Gameplay: 10 To start with, this game is likely to frustrate you a great deal. That sounds bad, but if you think about it you'll realize that so were most of what we consider the classics. Death sends you back to the last Archstone the same way it sent you back to the beginning of a Super Mario Brothers level. The degree of difficulty we say this game has is an indication of just how spoiled we've become by modern games. If you approach this game with the same diligence that saw you through World 8, then there's nothing to be scared of. Look for traps like you looked for Bullet Bills and pits. Be on guard for ambushes from Black Phantoms like you were from Winged Koopas. If you just take care, then it's really not that bad. A lot of the frustration comes from not knowing how much further it is until the next Archstone. You worry that when you died, maybe you were only a little ways away, and now have to go all the way back. But once you've been through a level, you'll realize that it's not that long. Moreover, there are usually shortcuts you can set up that get you close to the end of a level once you get near there. Also, this is one of those games that gets easier the longer you play it. Not just from having more experience playing, but also because the longer you go, the more developed and better equipped your character gets. The game plays much like an Onimusha title, or the first Devil May Cry at its base. There are numerous different weapons and magics to fit just about any play style. Different weapons have different attacks types. Curved swords are long and have more sweeping attacks, whereas straight swords are more used for stabbing and swift slashes. You'll also have access to bows, crossbows, axes, daggers, large swords(like Claymores or Flamberges), maces, and shields. You can wield two items in each hand (one at a time, of course) and switch them out on the fly. Dual wielding is possible, or you can use a sword and shield. Bows take up two hands when in use, but only need one slot. Also, pressing triangle puts your left hand weapon on your back (any effects it was having continue) and lets you wield your main weapon with two hands for increased damage, and a different attack style. Anything you're not using can be stored back at the Nexus, your central hub. You can also buy or find basic weapons and forge them along different upgrade paths using different types of stone you've found for different effects. Blessed weapons give you health regen, Dragon weapons have a permanent fire effect, etc. there are about ten different ways you can go about it. Lots of variety. Some weapons and spells are more effective against certain types of creature or armor. This can make a huge difference in combat. For example, in one world the skeletons were kicking my butt. It took as many as 7 hits with my sword while frantically dodging to put one down. I left and came back a bit later with a mace I found and they went down in two. I shortly replaced that mace with a Crescent Falchion (Sword that does magic damage in addition to slashing, and regens your MP to boot) that I found and things just turned golden for a while. The lesson here is that you can't get too reliant on one style of play. Keep your mind open. On a side note, spells or items can be used to add a temporary buff to your right hand weapon. Fire or Magic damage can go a long way. Killing enemies gets you Souls, which are both the currency and experience points of this world. You use them to pay for items and repair weapons. You can also invest them into improving your stats. Each time you pick a stat to improve, you increase your Soul Level. As your SL goes up, it becomes more expensive to raise it again. Of course, the further into the game you get, the more souls you'll be getting, so it balances out quite nicely. Each boss or optional boss defeated drops a unique Demon's Soul that can be used for one of a few things. Some can be traded to learn Spells or Miracles, while others can be used for forging unique weapons. You can also just consume them to gain a huge boost to your souls that you can use as you see fit. This is in addition to the souls they drop on being defeated, so you're not going to be behind the curve if you choose to use them instead of eating them. Death. No two ways about it, death sucks. You're set back to the last Archstone (one is at the beginning of a level, as well as one appearing after you defeat each boss) and lose all your souls UNLESS you can get back close to the place where you died and touch the blood stain. If you can, then you regain everything you lost. If you die again before you can reclaim your souls, however, then they're gone. Good reason to be cautious. You'll never lose any items you picked up even if you die, so no worries there. The bosses aren't that tough. You're actually likely to have more trouble with some of the normal enemies. I only died on three of them throughout the entire game before learning their attacks and the proper way to fight them. Of course, I was in no way above being cheap. lol If I could get to a niche where they had a hard time hitting me, then I was darn well gonna fill them full of arrows. The level design is quite nice, and there are numerous places to explore for finding good weapons or loot. Each area really feels unique, and they're all fun to run around in. Some even have multiple paths you can take to reach your objectives. This isn't all there is to cover concerning the mechanics, but I think I've hit the high points. If there's anything else anyone has a question on, then feel free to ask, either here or in the original thread.
There's also an online component. While playing online you can see other players in the same area as you. They'll fade in and out of existence, but you can't interact with them. You can, however, leave messages that they can read, and vice versa. People are really good about leaving you messages on where to get an item, what will work on the next enemy, as well as giving you much appreciated warning about enemy ambushes. If you recommend their message, then they'll receive a health refill. Good incentive. You'll see bloodstains where other players have died too. Touching them replays the last few seconds of that player's life, which can also serve to warn you of what's ahead. You can lay down certain runes to be summoned to the game of another player. There you'll appear as a Blue Phantom with all your same stats, weapons, and equipment. You'll gain souls alongside the host, and can help fight off tough enemies. You can also put down a different rune to Invade a host's world as a Black Phantom. Once there it's your mission to hunt them down and kill them. Enemies will not attack you, but you can die to the environment just the same. If you die before killing the host (who may or may not have up to two Blue Phantoms with him!), then you're kicked back to your own world, and lose a Soul Level. If you win, then you stand to gain a good number of souls. You can only invade, or be invaded by, a player with a similar soul level, so no worries about suddenly facing someone with many levels on you.
Overall Score: 8.5 Demon's Souls is a solid game with very few flaws. I strongly recommend this game.
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Post by CobaltMonkey on Aug 7, 2013 21:01:15 GMT -5
Deus Ex: Human Revolution
Many years ago, I first played a game called Deus Ex: The Conspiracy, and it was great. Then I played a game called Deus Ex: Invisible War, and it was not that great, though not as bad as some would have you believe. And now I have played Deus Ex: Human Revolution, and it was... Well, read more to find out.
Presentation: 7 The visuals for this game were done by SquareEnix, and while they certainly look nice, they aren't quite up to the Final Fantasy standards that the company is known for. This doesn't negatively effect gameplay at all, and the series isn't exactly known for cutting edge visuals anyway. Everything looks as good as it needs to and then some. The cutscenes are supposed to be a bit of a step up from the normal graphics, but in some cases it seems more like they could have been done on a last gen system. Namely, the people in them. Would have been better if they had just done them within the game's normal look. There are also a few clipping issues here or there, but they're barely worth mentioning. The audio is spot on in most cases. The voice acting is all well done, but sometimes the sound of our main character's voice is too quiet. That could have been turned up some, but every other voice is fine. The sound effects are all quite nice as well.
Story: 9 It's hard to say much of the story without giving anything away. Predictable here, but very unexpected there. The various side missions are alright too, and their endings can depend on your actions. How you go through the game can also have an effect on how much of the backstory and world you get to know. For example, talking your way through the front door of an early level (as opposed to sneaking in through one or two different ways) will get you more information on a past event concerning the main character that you'll see mentioned here or there as the "Mexicantown Incident." Scattered around are also various nods to the original, as well as other games (Final Fantasy XXVII poster, email talking about an Alley Combatants VII tourney) and little hints of internet pop culture (Forever Alone face on a post-it note). It's safe to say that Eidos knew its audience on this one.
Characters: 10 Few complaints in this department. Characters are believable and do feel like individuals. The exception here is several of the bosses you face. Most have little in the way of personality, with one even mostly refusing to speak at all. Fortunately, this is more than made up for by the personality displayed in everyone else, from the main cast to the random civilians.
Gameplay: 9 This part was a bit tough to score because as good as it was in most areas, it manages to fall short of its predecessor here or there. But I assure you, that 9 is well earned on the game's own merit. My only real complaints are the lack of variety in the environments (too much time in labs and lab-like buildings, not enough hub areas), and the few side missions you get can be a bit too simple. A few places to refill your energy without using the limited consumables would have been good too. None of this is game breaking though, so on to the good stuff. While combat is always a viable option, it's clear that the focus is on stealth. Even if you do go shooting people you'll want to do it as quickly and quietly as possible. Your health does regenerate, but only to half of its maximum, and sustained fire from anything can crush you in no time. If you're going to engage enemies openly, then you'll have to be quick and precise. Otherwise you're likely to call down a large number of guards on yourself and be forced to go into hiding for a while. On the stealth side of things, the story is a bit better. The cover system is nearly seamless, and the chances for silent takedowns, be they lethal or not, is abundant. It's entirely possible to go through the entire game without ever alerting the guards to your presence or killing a single person, excluding boss fights. No matter which way you play, the options for customizing your character leave you with many paths to most objectives. You can talk, shoot, sneak, or hack your way through almost anything. The variety of augmentations at your disposal is fairly large, so you can pick the abilities to help you in your chosen playstyle, though most can be put to use in any situation. For example, the aug that lets you lift and throw heavy objects can be used to hurl crates to knock out enemies, or it can lift stuff out of the way to reveal hidden paths. Use the Cloaking ability to ghost by enemies, or to close in for the kill undetected. Hack the turret to shut it down, or to turn it against your enemies and let it slaughter for you. It's all up to you. If you're thorough, then by the end of the game you'll have obtained more than enough experience to unlock all the augs you need for whatever you want to do. The hacking and conversation minigames are both fairly engaging and rewarding. Listening to what your opponent says and talking them into the direction you want, or carefully picking up every bonus in a system as you hack it both provide a nice feeling of accomplishment. The hacking can get a little tedious after a while because there's just so much you can use it on. Sadly, you can't directly hack machines (cameras, turrets, bots) as you could in the original, but you can sneak around them and shut down or reprogram them through security terminals. A Resident Evil style inventory system means that you have to think hard about what you want to carry with you, but chances are you'll be able to carry plenty of what you want for your playstyle. Even better, the stuff you don't want can be sold at various shops in the game's hub areas, as well as a couple in mission sections as well. You can also buy a number of items at these black market stalls. Everything from weapons and ammo, to hacking programs, to health/energy restoring items. You can also visit the perfectly legal LIMB clinics to buy upgrade points for your augs. Supplies are limited though, so once you've bought all someone has, then you won't be able to buy more unless you return to the place later in the game.
Replay Value: Fair There are multiple ways to do just about anything, and there are multiple endings as well.
Overall: 9 Good story, good gameplay, and a solid presentation leave me looking forward to another title in this series. Fans of pure shooters might want to look elsewhere, but fans of just about anything else will not be disappointed. Exploration, stealth, action, some RPG elements. Whatever you want, this game's got it all. And it comes highly recommended by the best blue simian you've ever seen. What more could you ask for? Go buy it!
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Post by CobaltMonkey on Aug 7, 2013 21:02:39 GMT -5
Dishonored
Things are pretty lousy for Corvo Attano, Lord Protector of the Empress. The world believes her dead at his hands. He's been betrayed, tortured, and yes, dishonored. When a mysterious benefactor helps him to escape and he dons the mask of an assassin, it's up to the player to determine whether he will embrace his fallen status by slaughtering everyone in his way, or stick to the ideals of the Lord Protector, saving lives and sparing his enemies.
Presentation: 7 The art style and characters aren't the only thing reminiscent of Half-Life 2. The overall graphics themselves could have been pulled from the 5 year old title. But it doesn't take long to stop noticing this and just enjoy the stylized world for what it is. Once you get past the slightly aged look you'll find that all the graphics mesh quite well with one another. The effects of your powers and weapons are nice. The game really shines in the sound department. Top notch voice acting brings the characters to life, and the sound effects that are especially important to a stealth game are very good.
Story: 8 The "framed for murder" premise isn't exactly original, but there are more than enough twists and turns to keep you interested. The impact of your decision between murderous rampage of revenge or peaceful campaign to reclaim your honor only really has any effect towards the very end. And while the story on the last level plays out differently, the actual ending sequences are fairly similar. Strangely enough, the most drastic change actually happens to a relatively minor character, and one who wound up being my favorite.
Characters: 10 Great voice acting does wonders for most of the characters in this story. They run the gamut from lovable to loathsome very convincingly. The only dark spot is our silent protagonist, and even he gets to show some affection in a couple places that really helps to humanize this otherwise dull blank slate.
Gameplay: 8 Getting the bad out of the way first: The AI is fairly stupid. They won't hesitate for a moment to shoot their friends dead if you position yourself with someone between you and them. Likewise, if you hack a Wall of Light (read as "disintegration field") enemies will run right into it even after watching their buddies get friend a second before. (Clearly they were trained by Zapp Brannigan.) Though amusingly enough, this "tactic" could actually work somewhat since Walls of Light do have a limited number of charges before you have to refuel them. Gadgets actually offer very little in the way of variety. Most on your wheel are just alternate ammo that does slightly higher damage. There's no significant difference between the two available grenade types. The Springrazor trap is certainly a welcome change of pace. The Heart is handy...too handy. What's the point of hiding things around the level and then slapping a giant "Here it is!" sticker over it? I enjoy the whispering it does, but the big neon signs are overkill. Much better if they had just let the beating intensify slightly as you closed in. Keep your secrets secret, but with a reasonable clue. Of course, you don't have to use it. One of the powers, Darkvision, is just as bad, but even more optional. Using this one takes all of the need for caution out of the stealth aspect of the game. Having a basically infinite use ability that lets you see where all guards and security systems are at all times in kind of a gamebreaker. Not enough random chatter. This one's kind of nit-picky. Is it really enough to warrant a complaint? "Chances are very good." "Indeed, I believe so." And I really, really wonder what it is that's happening the night before I show up everywhere that inspires so many guards to think they'll be getting a promotion. I know it's nothing to do with me, 'cause I'm taking out targets left and right.
The Good: The rest of the powers help make up for the lack of variety in the gadgets. Slowing or Stopping Time, using Windblast to throw people into walls or off of ledges, huge improvements to mobility, and other powers are all a blast to use. Freezing time and firing off four quick shots to take down four guards at once when the time freeze ends? Yes, please! The real stars for me were Blink and Agility to move quickly and double jump. These were the abilities that let me most feel like I was doing something. They expanded the ways in which I could interact with the world itself instead of just killing more enemies. A bit better distance control on Blink would have been nice though. If you're a stealth buff, then this game is definitely for you, providing you can resist the ease with which you can simply kill everyone. Stealth is harder than Combat except at the highest difficulty levels where the two even out (unless you use Darkvision, which makes Stealth much easier). Bone Charms can be equipped in up to 6 slots, and they can have a significant impact on your playstyle. Faster mana regen means faster Blinking without cost. Health or Mana regen from water sources means you can cut loose and fight or use expensive powers liberally in any area with a sink. Strong Arms allowing faster non-lethal takedowns is a huge help for a stealthy player.
The Meh: As much fun as it is to set up crazy combos between your gadgets and powers, the majority of your enemies have absolutely no real means with which to combat your crazy supernatural abilities. After a while it can feel like picking on toddlers. For example, the Possession power allows you to walk them out of their patrols, which are pretty much the only defense they have against you, and that's only a defense if you're going for a no alerts/no kills playthrough. A sword is perpetually glued to Corvo's right hand. Allowing the player to assign whatever they wanted to that hand, or even just dividing up Gadgets and Powers between hands, would have allowed for much more fluid attacks and combos. There are a ton of Bone Charms, but which ones you find is random. Moreover, there are more types than charms in the game, so the game picks out which ones you find at the start. I know I went a very long time on my mana-intensive Stealth playthrough finding only charms to aid in combat. This does help to change up gameplay on repeat playthroughs, but the same thing could have been accomplished by having them purchased like the Powers are.
Replay Value: Fair Multiple difficulties and a wide array of ways to take down your enemies means there are many ways to play each level. However, the guards never change their routes (aside from between having High and Low Chaos in the very late game) and once you find the best way through a level there's little incentive to do anything else.
Overall: 8 While the complaints and the indifference appear to outnumber the good here, there's most certainly a solid game to be had, whether you want crazy combat or careful stealth. More than anything, I'm excited by this as a first step for what I hope will be an interesting and entertaining series to come.
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Post by CobaltMonkey on Aug 7, 2013 21:03:45 GMT -5
Dragon Age:Origins
Bioware builds on the great games it's made in the past. This too is a great game, for the most part. It surpasses it's spiritual predecessors in many ways, but also falls short in a few areas. I'll get to specifics in a bit, but for now here's a part by part breakdown.
Graphics: 8 DA's graphics are quite nice. The people look very people-like, the Darkspawn are as hideous as they should be, and all the other various creatures are well designed. The environments are all just as good, and the spell effects are fair.
Story: 8 This one's a bit tough to score. There are numerous different origin stories, of which I've only played two. Namely, Human Noble and Elf Mage. However, I've managed to pick up several bits about the other origins from clues scattered throughout the various places you go where other origins start. Each origin, determined at character creation by the race and class chosen by you, is it's own unique story. However, after the origin all stories merge and proceed mostly the same from there. However, there are minor differences in dialogue when you return to the places your characters are from, and NPCs will react differently if they recognize you. Each area you visit has a good sized chunk of story, but most have little to do with the main quest. A bit more of a common theme would have been nice, imo. While settling rebellions and breaking curses are nice for sidequests, they take away attention from the main quest. If your villains had more of a hand in such things, this wouldn't be the case. However, of the four components to the main quest, only one has any relation to the main story, and that is to the games secondary villain. I would've liked a bit more story consolidation, but on the whole the overall story is fairly engaging. There's a lot of comedy in this game too. Ranging from giggles at the stinging remarks Morrigan carelessly tosses about to rofls when your pet War Hound attempts to bring home a stray street urchin.
Characters: 9 DA shines here. Each character has a personality that suits it nicely. Voice acting for each one fits perfectly with the characters. (Though sadly your character isn't allowed to talk except through dialogue choices.) This really adds to the the chemistry between people and makes them more believable. As you build your relationships with party members you'll get to know them better and can even romance them if you choose to. But don't try to romance more than one or, as you might expect, it'll cause trouble (which you deserve, you dirty two-timer).
Gameplay: 8 Combat is handled much like it was in DA's predecessors, namely Star Wars:Knights of the Old Republic and Jade Empire, both of which were designed by Bioware. You roam open areas until you encounter enemies. In battle you control one character at a time, but can switch to any other of your party members at any time and control them directly. Any character you're not directly controlling in governed by AI which you can set up and customize to your liking. Where they've taken a step back, however, is that you can no longer set up a short list of commands to be performed in succession. Every action comes directly from you or an AI routine. Being able to set up one command after another would've been a big help, in my opinion. Combat can get a little tedious when there's a bunch in a row. On the upside, you regenerate HP, Mana, and Stamina quickly while outside of combat, as well as resurrecting any downed party members, though they will retain an Injury that until healed by a certain item will negatively impact that characters stats depending on what kind it is. For example, Head Injuries will lower things like your accuracy or willpower, while leg injuries will slow your movement speed. Each class has unique abilities or spells to use that help them fill their combat roles like tanking, thieving, or healing. And as you would expect, they do these jobs admirably. Spells have the added bonus of being able to combo off of each other in some instances. For example, casting the spell Grease on an area makes it slippery and any character moving through it may fall down. But grease is also flammable. Cast any fire spell on top of the Grease and it will ignite leaving enemies inside to suffer more damage and likely slip and fall several times before escaping, if at all. When you're not fighting or exploring various locations, you'll spend a lot of time in conversation. You'll use the conversation options given to you to get what you want out of the person you're talking to, be it as simple as asking directions or working to uncover a conspiracy. High stats or skills can also lead to additional options. There are a large number of sidequests to complete in this game, but not all of them are really worth it. Some have effects on the game's epilogue, but most are just for money or the occasional item. This is fine, except that they often involve a good bit of travel time to other areas, or can take most the game to complete.
Overall Score: 8 out of 10
The Stone Prisoner DLC
This DLC gets you two new areas to explore, as well as several very good items and a fully developed party member complete with original dialogues responding to other parts of the story. Shale is a character very much in the same vein as HK-47 from the KotOR games. Everything you get with this is great, except... It was release at launch for $10. The fact that Shale is as complete a character as any other makes it look suspiciously like the whole of Shale's character was omitted from the main game and withheld to make a fast buck. On the other hand, you also get two new areas whereas the other character specific quests take place within the places you'd go anyway, so maybe this isn't the case. Anyhoo, it's dropped in price now so considering all you get for it (including some items I was still using at the end of the game) it's definitely worth it if you're really into the rest of the game. Shale is an excellent character, not only hilarious, but a solid addition to your battle lineup.
The Warden's Keep DLC
If you're hungry for more DA and you have the cash to spare, then I certainly recommend this one. Not only will you get two new abilities per character type, but also several nice items, and a full set of armor and a weapon that you'll keep for the rest of the game. And a party chest that allows you to store the things you earn instead of forcing you to sell them all off. Not a big thing for many people who'd likely prefer the gold from selling stuff you won't likely use, but for a packrat like me it's almost a necessity. While not the most story intensive DLC, there is a solid, if short, one behind this.
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Post by CobaltMonkey on Aug 7, 2013 21:07:12 GMT -5
The Elder Scrolls V: SkyrimWhat can I say about this game that hasn't been said already? A mountain of amazing games released this year and, for many gamers, Skyrim stands firmly at the peak. Does it truly deserve to stand there with giants like Uncharted 3, Dark Souls, and others also scaling that mountain? Well, that'd be a matter of opinion. And since you came here for mine, I'll gladly give it. Presentation: 9 Greatly improving on its predecessor Oblivion's already nice graphics in many areas, the look of Skyrim is pretty darned good. You'll still find the occasional jagged-edged shadow, and a close look at the plants will let you see them as flat. But the character and creature models, the flowing water (complete with currents that push you along this time), spell effects, and every single item you can pick up being lovingly rendered in your inventory goes a long way to make up for it. The only true flaw in the character models is that they have some difficulty showing expression. The best example is probably the guy in the opening scenes who's voice shows he is clearly freaking out, but his expression remains quite wooden. The musical score from the trailer captures this game's sound perfectly, going from heart pumping to breathtaking and back again. Which is what the game does too, incidentally. The wind howling at your back as you look out from the edge of a tall cliff, or the heavy breathing of your character as they stagger on, one wound away from death. Every bit of the sound in this game is flawless. There is a single annoying line that quickly skyrocketed to meme status. And it's only really annoying because of the way people won't stop talking about their knee arrows everywhere on the internet. Story: 9 In another improvement on Oblivion, the main campaign's story is very nice. The Thieves Guild's story is good enough to rival it too. Every questline has its moments, to be sure, but those two stand out as the best. In a way it's the opposite of Oblivion's weak main story and much stronger side stories. Most side stories here could use some improvement. None are bad by any stretch, but they do suffer somewhat from having their pacing just a bit off. Or from a somewhat silly thing in the story like being made Archmage of Winterhold Mage's College by virtue of smacking someone around with a sword as opposed to, you know, using magic really well. Then again, that's almost an Elder Scrolls staple nowadays. Still, there are a thousand little stories waiting to be discovered aside from any of the major questlines. From an aged Orc wandering the wilderness in search of an honorable death in battle, to an ambushed merchant's wagon telling you of a nearby dungeon, to a friendly ghost who pops up to applaud your diving skill should you leap off a certain high place. There's always something to find. Characters: 9 Aside from the aforementioned woodenness in their models, the characters are mostly well done. You will find some odd mismatches of text from time to time. Such as children who claim not to have 'seen such a thing in all their years' when you fell a dragon. I'm pretty sure this was purposefully done for a giggle as it is voice acted for the children and not simply them getting an adult's lines. There are a number of likable characters and an equal number of detestable ones. And all are great to see. Gameplay: 8 The classic Elder Scrolls combat style of 'backpedal furiously while attacking' makes its return. But it's now complimented by an improved stealth system as well as more effective use of blocking and the ability to dual wield any one-handed weapons or spells, and combine two casts of the same spell for increased effect. Not to mention the inclusion of various Shouts, abilities with a cooldown in between uses that can let you do things like push enemies away to gain a moment's respite in combat, breathing dragon's fire on your foes, or sensing the lifeforce of enemies through walls, and many, many others. That's a lot of improvement on your options over past games. But it's not without its downsides. There's a smaller number of spells to be used per school than in past games, and the ability to make spells yourself has been removed completely. This kinda sucks because it would be really helpful to be able to make weaker versions of stronger spells. For example, when the Destruction school's basic Flames or Firebolt spells aren't strong enough, but you don't have enough magika to cast Fireball effectively. Things like that make playing a pure Mage character a lot tougher than it should be compared with the other character archetypes of Warrior and Thief. Also suffering from a limiting factor is the Enchanting skill. Not only are you now limited as to what item can be enchanted with which effect, there are also fewer pieces of armor and equipment available to enchant. You can only wear one ring, and the torso and grieves armor are no longer separate. While this is pointless from a gamer's perspective, it does make sense in order to maintain balance. Without this limitation you would have no reason not to cover your equipment in enchantments that increase your primary attack skill (One-handed weapons, Destruction magic, etc) to crazy heights and just dominate everything you come across. Not that you can't do that anyway, mind you. People were quick to find a way to exploit the system, as always, to make weapons and armor that can completely remove a school of magic's mana cost allowing for infinite free spells, or to craft weapons that can do over a thousand damage per strike while their original form could do only 50. Of course, doing so takes any and all challenge out of the game. The leveling system too has it's improvements and problems. Unlike in previous games, your level no longer requires you to use only specific skills to level up your character, which greatly removes some of the tedium and so is quite a welcome change. In addition, the new perk system lets you feel like you've really been rewarded when you level since any given perk's effects are a lot more tangible than the previous games' minor increases to stats. Oblivion had perks too, true, but they suffered from the same problem of being too subtle most often. It's definitely an improvement...but it's not perfect. Why? Level scaling, while more in line with Fallout's version, still causes gamers grief. One of the bigger problems is that improving social or crafting skills still contributes to increasing your level. This is a problem because enemies' stats are still based solely on your level. It's best summed up in this comic. You can quickly find yourself outclassed by even the basic enemies if you focus too much on increasing skills like Smithing or Speech. After all, no matter how charismatic you are, you generally can't talk well enough to convince a bear not to eat your face. (Though you can Shout at him and send him flying.) I can't help but think that the whole thing would go over better if your combat and social skills were split into different levels. Or if they would just stop insisting on using this badly flawed level scaling system. One of the game's premier features is fighting dragons. Which turns out to be kind of a mixed bag. In the game's initial state dragons were afflicted with a bit of ADD. They might be poised to kill you, only to suddenly notice a mudcrab 50 yards away and be overcome with the urge to attack it instead. The patch released not long after the game mostly fixed that, but afflicted them instead with a random decision to just sort of fly away backwards on rare occasion. The difficulty of fighting dragons sort of takes on a bell curve as the game progresses (*on the standard difficulty setting). Early on you won't be well equipped, but can still take them down with a little careful dodging for cover and timely healing. They're no bigger threat than any other boss enemy. Towards the middle of the game as your level has gone up you'll start encountering Elder or Ancient dragons. These guys are the heavy hitters. One breath attack you aren't prepared for can be the end of you. But by the time your character starts to reach their end game build (roughly level 50-60, though you can twink it up to 81) you'll be able to take even these two at a time. Even with that though, there's still a good bit of enjoyment to be had from dropping one out of the sky through spell or arrow and having it plow up the ground as it crashes. Despite what's seen in the trailer, the dragons aren't usually dumb enough to fly within melee range. Which makes sense. Why would they when they can just strafe you with fire and ice? Lastly, I must mention that there's currently a bug due to the patch that was released. While it fixed many issues, letting the game play more smoothly, it also broke one of the key combat mechanics: your character's Elemental Resistance stats. As it stands now, they don't work. No matter your armor or resistance enchantments, any mage or dragon can put a serious damper on your day. This won't really effect the assassin or thief type characters who tend to focus on not being seen in the first place, but it can give others serious trouble. There's supposed to be another patch to fix it on the way soon though. Patching lately in games is kind of a hydra. Slay one head and two more arise in its place. Let's hope Bethesda can put this particular beast down for good. Replay Value: High There's just so much to do that it's highly unlikely that you'll find even half of the content in a single playthrough. In fact, you're best served by at least making a character for the Warrior and Thief archetypes and playing out the questlines built for their kind of character in their own playthroughs. Overall: 9 There's something for everyone here. It's got its flaws, but overall its positives far outweigh the negatives. This is a must buy for sure. If you're still looking for my opinion as to which game stands atop that mountain, I can say this: "I don't wanna choose, 'n you can't make me! Neener neener!" I haven't played all the games I'd like to, but I can say of Dark Souls and Skyrim that I'm glad I played them back to back. It feels like each has what the other lacks. Go get them both.
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Post by CobaltMonkey on Aug 7, 2013 21:09:22 GMT -5
Final Fantasy XIII
As always, feel free to disagree with me and make your own opinions.
Graphics:10 Naturally, Square's reputation for graphics is still much deserved. Everything about the game is pretty, from the cut scenes to the normal in game graphics, to the battle animations(not that you have much time to admire them). My only complaint is that playing on a nonHD tv makes some of the numbers hard to read in the menu. Other than that, it's everything we've come to expect from Square.
Story: 7 Well, they've certainly addressed my concerns about XII not having enough focus on story... But they certainly could've done a better job. At it's base the story is good enough, we just don't spend that much time exploring it. Despite all the cinematics, only in a handful of instances do I feel genuinely pulled into the story. The biggest part of the story is missing. The definition of the world. We're always given new info to fill us in, but it comes either in the form of cutscenes that are relevant to the story, or through pages of text in the Datalog. Square's forgotten that to make you really like one of their worlds, they have to let you live in it. Of course, if they're trying to stay in line with the story they've chosen, then all the people are rather opposed to having you live there. And that's the kicker. It makes no sense within the confines of the story that you would be able to run around in a world where everyone hates you. No one's going to want your characters to help them or hire them for jobs when they have a reputation as evil incarnate. Square made a choice for the sake of the story, and while I think it limits the game overall, I have to respect it. One other thing I will note about the story is that it seems very Japanesey to me. I could see this being made into an anime without much change.
Characters: 6 The clipped pace of the story leaves little room for true character development. For the most part the characters go from angry/sad-->epiphany-->heroic. The only character that can be said to really develop is Hope. Thing is, there isn't much room for development anyway. The stages the characters are in is fine, it's just the occasional transition that's a bit abrupt. Example, Lightning is overprotective of the only family she has. When someone tries to take Serah away, she gets angry, becomes determined to save her. When something happens to Serah, she blames herself first, then lashes out at others. She becomes bent on revenge. This is perfectly acceptable behavior for a character in these circumstances. It makes sense. As for the NPCs, there's not much character to them at all. You only get to speak directly to a few of them. Most of the rest just say things you'd expect them to, but that most often has little or nothing to do with you. Again a chance for more immersion is lost. You're only given one real villain, and I can't say that I was impressed. I won't give anything away, but I will say that I just don't feel the same drive to defeat them. They're not like some other villains who give you nightmares where they show up to cut you in half with the Masamune. (Darn Bowser. *shivers*)
Sound/Music:10 Not much to say here. Nothing bad, really. All the sounds fit where they are supposed to, and while the music doesn't have a truly standout song (eg, Eyes On Me, etc.), there isn't really anything wrong with it. If I had to pick a complaint, it'd be the loss of the classic Victory Fanfare.
Gameplay:7 Ahh. Now we see the violence inherent in the system!/Monty Python This is a tough one to score because while everything here works pretty well with only the occasional hiccup, there are things I miss, as well as some missed opportunities. Let's start with level design. They certainly look imaginative, but as many have said before me they're pretty much just tubes. You go from the start of the level to the end with little deviation. What few things pass for puzzles involve walking to where you might conceivably have not thought to go and hitting a button to lower a bridge or walkway. Come on, Square. Even a newb DM could do better. Playing through these killing tubes gave me a -1 to Creativity that lasted until I played through Portal again. One particular flaw in the only real open world section stands out enough to bug me. There's a mission where you're required to have a chocobo to access the C'ieth stone to begin it. Ascending the point where it is and walking a couple steps causes the chocobo to throw you and leave. The mission mark is nearby, and is, imho, the best mission ever, and completeing it removes a barrier by the Stone. Unfortunately, if you want to go see what you've opened, then you've got to go get another chocobo. And it's a pretty long walk. This could easily have been fixed with the ability to call a chocobo. Combat was a darn sight better. The greater part of the game is mostly easy if you close to max your Crystarium in each chapter. It's hard to go wrong. But after a certain point the game really picks up the pace. Boss fights, as well as some normal battles, really require planning and quick thinking. The paradigm system doesn't just work, it shines. There's not a fight before chapter 11 that can't be won through stategy instead of stats. It's not just a matter of 'grind here until you can win'. Very impressive. My only problem with it is that you can't change what you really need on the fly. If you find you're using the wrong strategy, then you have to retry and bring other characters/equipment to the table. If you had the ability to save Paradigm decks for certain character groups so you could switch in and out when needed with only a minor pause, or even just switch which character you control on the fly, then it would make a great system even better. Sadly, once you get to the postgame is when you make up for all the lack of grinding. The C'ieth Stone missions (which are the focus of the postgame) just don't provide enough character growth. The insane costs of your secondary roles make it impossible to get anything done with them until you can handle things that give a lot of CP, which you can't do until you close to max your primary roles. This kinda makes the focus of your initial grind to make characters that can grind better stuff. Not really a lot of fun. The Upgrade system has another new idea. You build new and better stuff by scrounging together what you can find and buy, and make what you can of what you have, actually getting real use out of the things enemies drop. Unfortunately, you won't have any use for this feature until near the endgame. You find weapon upgrades when you need them. This means that maxing your weapons is pretty well reduced to another postgame grind for parts, or rather for money to buy parts which is just far more efficient. There are all of two minigames to be had. One is a short, but entertaining mech control minigame. The other is Chocobo treasure hunting. This, like so much else, is kind of linear. You'll basically be mounting up and patroling the areas where you think there's treasure. If it's there, then you get it. No skill needed. Lastly, the Missions. They range from challenging to tear you hair out tough. Prepare to die a lot. Strategy is paramount here too, but now you really need the stats to back it up (hence the grinding). The comparison has been drawn to the Hunts from FFXII, of course. And while this is certainly enjoyable, I must say as a matter of personal opinion that the Hunts and rare game from FFXII are largely superior. I liked how you could engage in multiple hunts at a time, something you can't do with missions for no good reason I can see. But more than that, I liked the way you always had to flush out rare game, adding a lot to the whole 'hunting' feel. Learn your quarry, then lure it out before you strike. Again, XIII is more linear in that for these you just go from Stone A to Mark B.
Replay value: Relatively Low.
It simply isn't fair to compare a perfectly good game to games you already know and love within the same series. If you have established favorites, then it's at a severe disadvantage, and the score would suffer for it. To that end, I'm giving the game two scores. One to show how well the game has done, and one to show where it ranks among it's predecessors. As a game on it's own merit: 7 out of 10 Almost everything they try works well, and the story is enjoyable. I had a good bit of fun playing this game. As a Final Fantasy: 4 out of 10 This seems a bit harsh, even by my standards, I know. The game was fun, but I've come to expect much more of this series. Here's hoping Square listens to their fans' feedback for the next game. It doesn't have to be the same old formula, but they can't lose sight of what their fans want. Especially after having been kept waiting so long.
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Post by CobaltMonkey on Aug 7, 2013 21:11:10 GMT -5
Final Fantasy XIII-2
A wise monkey once said in his review of Final Fantasy XIII, "The game was fun, but I've come to expect much more of this series. Here's hoping Square listens to their fans' feedback for the next game." With that in mind I was skeptical when they announced XIII-2. I waited until the reviews came out, finding solid 8/10s in most places. I asked a friend who'd bought it, and he said he was enjoying it. So I decided to take a gamble and picked it up recently. What's the verdict? Well...
Presentation: 10 Was there ever a doubt? This is a Final Fantasy, after all. If they did nothing else, you could always count on them to look and sound good. There are a few flaws in the sound department. One character's voice can be a bit irritating, and a blessedly rare boss battle track that sounds like someone's murdering a camel to screamo music. Even that's not enough to detract from the overall goodness of the soundtrack though.
Story: 5 Let me preface this by saying that there is a vague, but important spoiler in this section. It's the source of my biggest problem with this game, and might really impact your decision to buy it. I highly recommend you read it anyway. With that warning out of the way, here goes.
The game centers around Serah, former damsel in distress of the previous game, as she journeys through time with Noel (pronounced "Noll" not "No-el"), a guy from far into the future, in an effort to find out what happened to her sister, Lightning, who everyone apparently thinks was pulled into the crystal pillar along with Vanille and Fang at the end of the first game. FFXIII-2 has an interesting take on time travel, and dodges many of the expected tropes. However, it also doesn't seem to follow its own rules sometimes as well. For example, having caused a change in the future at one point, another fellow time traveler is removed from that point because they would no longer have been called there. However, the very same thing applies to our heroes, yet they remain right there. (No, that was not the important spoiler.) A few other mostly minor things as well, but they do take away from your understanding of exactly what's going on. Speaking of which, letting you get that understanding is something XIII-2 seems bound and determined to keep you from right up until (here it comes) the ending cliffhanger. That's right, for all your time invested you'll be getting a great big "To Be Continued" before the credits roll. Now to its credit, as cliffhangers go it certainly leaves you wondering. But that's partly because there are several story hooks and characters that are introduced and then never expanded on...in the game. Looks like they're supposed to be DLC. Yeah. On the timeline map you'll notice 3 areas completely separate from the rest of it. These are for upcoming episodes featuring those characters, the first of which drops this month sometime, I believe. In addition there's a Colosseum you visit briefly during the game, but never have any reason to return to, unless you shell out for the Lightning and Amodor DLC that was available on release. And as another symptom of the DLC infection, the main menu holds the Outfits option which you can use to put on different costumes for your characters, but there are absolutely no alternates available within the normal game itself. Not even any unlockables. The prices of these DLCs are so far no greater than $3.00. But since they are dangling story hooks with places clearly prepared and set aside for them in game, it really feels like withheld content, whether or not it actually is. But you know, even with this, I might still be able to overlook it since nothing that's available yet is essential to the story. I certainly don't like the idea, but I can't hold that against the game itself. The real question is whether the story continues into a XIII-3 or a DLC. I absolutely cannot recommend supporting a company that would intentionally withhold the ending of a game into DLC. It's absolutely inexcusable. So, amazingly enough I'm going to sit and hope for a sequel. But I don't think it's likely. That's why there's a question mark next to the score up there. What'll decide it is whether the game is just the next part in the story, or just a lead up to DLC. For now I'll assume the best and count that 7 into the score.
You might say to me, "Hey, the game has multiple "endings" you can go back for." But only once you complete the true ending, so none of them can be canon, nor do any of them actually brings you any true conclusion either. I sorely wish they had spent the time and resources used to make these false endings exploring those story hooks. Why didn't they? I can only assume it's because they couldn't sell the paradox endings like they can what's up for DLC.
Characters: 7 Our protagonists are all likeable, but don't develop much. Or rather, it's done in the same style as XIII and there's no real transition. Aside from them there are a few characters that really have some personality about them. It's good that they've added in a town or two, but once again most of the people in it are blank slates you can't talk to unless they're specifically for a quest. They will randomly speak as you pass by, and it is cool how they'll respond to things you do like riding a chocobo or throwing Mog. But that doesn't give them personality since everyone will react the same way.
Gameplay:8 Much has changed for the better in this area, but they sometimes take a step back as well. The first problem addressed is the infamous linearity of the levels. That's not to be found here. Many places have multiple routes to take, and all of them have out of the way nooks to explore and search for treasure. Combat has remained similar to the original in most ways, but with several changes. Since the story only focuses on our two characters, the third party slot is filled by a monster. Whenever you defeat a monster there's a chance it will turn to crystal. Should this happen you get that monster as a party member (though only one of any given monster at a time). Obviously not all monsters are obtainable, but a very large number are. Each monster has it's own miniature Chrystarium that you use found/dropped materials to advance them through to level them up and make them better. You can also choose to Infuse one monster into another. This will transfer any passive abilities (HP +20%, Item Finder, etc) from one to another. This does consume the donor creature, but aside from a very few unique monsters, you can always catch another one later. If they share a role (Commando/Ravager/etc) then you can also select a number of active abilities (Thundaga, Shell, Powerchain, etc) to transfer depending on the Chrystarium level of the donor. The problem here is that each creature only has one role and you can only put 3 in your party at a time to switch between in fights. This is less diverse than simply having a 3rd character would be since a person can have any of the 6 roles, but most of the time you won't notice a problem. It helps that you can now save up to three different sets of paradigms, and those will automatically switch in the saved creature combination as well when selected.
Each monster also has a kind of Limit Break too. As long as they're in battle their Feral Link gauge fills up. When it's full you can activate their ability at any time. There are a variety of abilities ranging from simple damage, to area damage, to healing and buffs for the party. The status of the gauge persists between battles, and it can be used as often as you like in a fight. Unlike Noel and Serah's similar abilities which can only be activated once per fight. The right monster with the right Feral Link can make all the difference in a fight.
In what I consider another waste of time and resources, you can also collect a ton of different Adornments and stick them on your monsters for a bit of personalization. Don't get me wrong, it's nice and all, but again I would much rather have had more of the more important stuff.
There has been another improvement to the paradigms, though. You can now customize them a little more by setting whether or not you want more focused or spread out attack types. By selecting a paradigm like Relentless Assault you can adjust it so that your characters will use single target attacks (like the basic Attack or Fire abilities) against single foes and make it Relentless Assault X, or if you want them to prioritize using larger area attacks (Blitz or Firaga, etc) with Relentless Assault W. A nice touch, but it doesn't go quite far enough. If they would give you the ability to simply turn off some actions like in FF12's gambit system, you could get them to focus on doing the actions you would prefer. For example, Poison is most often a waste of time (though it does have its uses rarely). Nevertheless, both the AI controlled character and your Autoselect will prioritize it over the vastly superior Imperil.
Lastly, the ATB gauge still has the same flaw as before, where increasing it just means you act most slowly since you have to wait longer for it to fill up. While you can order your character to act before it's full, the other two AI controlled ones will always wait. This could potentially lead to a lack of healing when you need it, or longer than needed battles because they wouldn't do the one or two attacks needed to finish them.
That isn't actually a major problem though because of the game's difficulty. Or rather, its lack of difficulty. It comes in two settings, but if you'd told me I was playing on Normal instead of Easy, I might not have believed you. I rarely had to scramble for a strategy during a fight. Only ever really had use for 4 paradigm slots. All through the story I died about 4 times too. It wasn't until I started to take on the few powerful monsters after the endgame that I died repeatedly. Luckily it wasn't an extreme grindfest this time to get within striking distance of them though.
The casino was a letdown. It only has two games; a slot machine and chocobo races. (Though they're quick to tell you that they'll be adding two more card games in the upcoming DLC. Sigh.) The slot machine is worse than random. In hours of playing it I never came out ahead. Worse, you're required to play it to get a Fragment, one of the game's collectables to unlock a few things. (More on that in a moment.) The fact that they had to put in a button to do all the boring stuff for you should have been a hint that it shouldn't be in the game to begin with. The chocobo racing is much like the battle system in that you can't actually control what happens specifically. Instead you just get to pick a strategy and hope your chocobo has the stats to pull it off. The ones you race are captured in battle just like any other, or in two instances found in item boxes. Their battle stats and skill are what determine their racing abilities, so catching them in the wild and improving them like other monsters makes them better racers, and very hand combatants too. Unfortunately, you don't even get to control where you run on the boring oval track. You're assigned a position in one of the 8 slots before the race. Your chocobo will never leave that slot to try to get ahead of others either. You only really control when it uses its Boost to sprint, and even that seems broken. In either game there's little or no skill involved. C'mon, Square. Shouldn't you have to be good at something to win instead of just hoping the numbers come up in your favor?
Collecting Fragments through story progression or doing missions here and there can result in unlocking Fragment Skills. Unfortunately, only a couple are useful. Ones that might be good are rendered useless due to when you get them. For example, Field Killer lets you use the overworld attack button to kill monsters instead of just starting fights with them. But you only get it after completing the Bestiary, meaning you've killed every boss and monster. In all likelihood, it's the last one you'll get since completing the Bestiary requires finishing all the paradox endings as well. There are some handy ones which increase or decrease the monster spawn rate as you want, or increase the spawn rate of rare monsters. But they're outnumbered by the useless ones.
Replay Value: Low. Since you can rewind time as much as you want in any area after completing it and finding an item to do so, there's little reason to ever start from the beginning again. You'll likely skip most cutscenes and conversations too. The adventurous types will likely have found and explored every area to it's fullest as well. Plus, you know, the ending thing.
Overall: 7 I'm disappointed by the DLC shenanigans and the lack of a true ending. A lot's riding on where they go from here. They definitely listened to the feedback about the last game. Let's just hope they listen this time too.
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Post by CobaltMonkey on Aug 7, 2013 21:13:20 GMT -5
Ghostbusters: The Video Game
Single Player Section
The game is an entertaining mix of classic Ghostbusters story, comedy, and action. 10 to 12 hour game. Fairly short, I know. This isn't necessarily a bad thing. You could really tell from the writing that they're not used to making terribly long narratives. I'm not knocking the story or writing by any means. Every word and sequence fits the Ghostbusters style like a glove. (Not an OJ glove, either.) But if it had been a lot longer, I think the game might have suffered. The short length doesn't make it unworthy of purchase, in my opinion. If you've ever played the first Devil May Cry you'll know that it can be completed within 5 hours once you know it, but it has a lot to go back for. On the other hand, 60 bones is a lotta bones for 12 hours. So if you're strapped for cash it could probably wait and it wouldn't kill you.
Multiplayer Section
The Good: 1. Variety of Challenge Modes--Protection: Has you guarding some beacon like thingys that the ghosts are trying to make explode. Destruction: Has you trying to destroy what amounts to ghost generators. Slime Dunk: You compete against other players to capture the most multicolored Slimers with different point values. Containment: Catch as many ghosts as you can while the clock runs down, but each capture puts time on the clock. Survival: Try to not die as waves of ghosts (up to 10 waves) try to make you die. Fairly challenging. Thief: Ghosts try to make out off with your four artifacts. You get more points for the more you have left. Campaign Mode: This is a set of three of the above modes with a winner determined after each round. 2. The difficulty scales with the number and level of players. This pretty much means you have to work at it to be in over your head. Though in Unranked games you can set the difficulty to whatever you want. 3. All the game modes provide you with a bunch of the fun gameplay you are used to in the Single Player, just you and some buddies bustin' ghosts. And, yes, bustin' does indeed make you feel good. 4. Unlike in Single Player your ammo is limited (excluding the proton stream) to what you start with and what you pick up. This is good as it keeps people from spamming the slime tether stun/insta-trap, giving everyone a more fair chance. 5. The ability to select any Ghostbuster or the Newb. Just for one's own amusement. 6. New ghosts not seen in the Single Player game as well as unique Most Wanted ghosts that are tougher, stronger, and involved with your trophies.
The Not So Good: 1. Simplicity. While the game modes are all pretty fun, I just can't find any real depth to the challenges. 2. What Awards?: After each match you are given one "Award". These are the ribbons (R2) of Ghostbusters. Some of them are self explanatory like Most Revived or Medic. But others like Broke or Light Show make me wonder what I did. You can guess, but nowhere have I seen an solid explanation. 3. Glitchy. I have encountered a few of these myself, and read up on others. Things like going for the trophy for catching all the Most Wanted ghosts and not having it unlock. Seeing as this would definitely take a while to do, I can see why the people it has happened to have so much anger towards Atari. 4. Questionable Support. Atari has seemingly no care for fixing the few problems that are on the game now. It isn't known whether or not any patches are in the future, or if Atari is just going to say, "Good luck." and that be the end of it. 5. Whur's 'ma Soot?: This one's kind of a personal gripe, but I wanna say it anyway. I got the Game Stop code. I downloaded and installed it. I followed the directions on the voucher. Not to be found is my blasted GB2 flight suit. It says I can activate it in the Options menu, in either the Single or Multiplayer games, but said option is not in either place. Grr.
Overall Rating for Multiplayer I give it a 3......out of 5. (Sessler style.)
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Post by CobaltMonkey on Aug 7, 2013 21:18:44 GMT -5
Golden Sun and Golden Sun: The Lost AgeTime for another Retro Review. This time we move to new territory for my reviews, the Gameboy Advance. This little machine turned out some good titles. Castlevanias, Final Fantasy remakes, Lunar, a couple quality Mario titles, and Metriods. Oh, and of course, these two very solid RPGs. These games were fun when they came out, and speaking as someone who recently played back through both of them in preparation for the series newest entry, Dark Dawn (review upcoming), I can tell you they're still just as good. Graphics and Sound: 9 For a series 6 years old, everything still looks and sounds fine. The musical score is nice overall, and the main theme is especially good. This Orchestral Remake is excellent. Much like in Alundra, which I reviewed earlier this year, the graphics aren't going to astound anyone, but they are the best they can be, and polished to a shine. Each ability does have it's own distinct look in combat, and some of them actually look really nice. Story and Characters: 9 In ancient times there existed a power called Alchemy, the ability to break down any matter into it's base components of the four elements, then use it to construct whatever the user wished. Naturally, this lead to widespread war and strife. The wise men of the time sealed away Alchemy by containing the essences of the four elements within the Elemental Lighthouses. As long as the seals remain, then only a fraction of each's power flows into the world. In the time of our story, there exist only a relatively few people who are especially in tune with the elements and can use this power. This lesser ability is known as Psynergy. (Unsurprisingly, all our characters just so happen to be Psynergy users, or Adepts as they are called.) When several other Adepts fool Golden Sun's protagonist Issac into stealing the keys to these lighthouses from inside the Sol Sactum, then take hostages, the chase is on to stop them from breaking the seals. Gathering new allies and powers as they go along, our heroes pursue the villains relentlessly, but they always seem to be one step ahead. After finally catching up with most of their adversaries for an epic showdown, we're left with a cliffhanger ending. Which picks up right where it left off in The Lost Age--only now you're playing as Felix, now the leader of the previously enemy party. You finally get to learn exactly what's going on, and why he's doing what he is. This method of storytelling actually turned out really well. It's a great way to convey the whole story from all sides. And still leave you wanting more. Each character has their own distinct personality, even many of the random townsfolk. In a bit of a twist, our two main characters Issac and Felix are mostly silent protagonists. Yeah, you read that right. Mostly Silent Protagonists. There are a few instances in each of their respective games where they speak a few words, and they both have a good bit of dialogue in each other's games. They just mostly refuse to talk for no good reason. Still, even having a selective mute for a leader doesn't hamper the story in any way. There's enough depth to keep me happy, and enough twists and turns to keep me guessing sometimes. Even if the gameplay didn't back up this great story, I'd play these. Fortunately for me, that's not the case. Gameplay: 10 Remember the part where our heroes are Adepts, capable of using the four elements? Well, that's not just for raining destruction down on your enemies. That's right, you'll be using these powers in and out of combat. The Psynergy Frost isn't just used for dropping hailstones on your opponents. It's also used to freeze water into traversable columns of ice. The Burst Psynergy can put a hole in a wall, or between your enemy's eyes. Now, not every ability can be used outside of combat, of course, but enough of them to keep things interesting. Often times you'll be returning to previous areas to get new items and Djinn (more on that in a bit) that were previously out of reach, but now you have the Psynergy you need. The dungeons, and indeed every town and village is full of puzzles for you to solve through Psynergy. These range from simply moving items around, to really complex stuff involving many different Psynergies in the later areas. The puzzles in Golden Sun are generally easier than those in TLA which adds to the feeling of progression as you get further and further in. And you'll never need to really worry that a lengthy puzzle will run you low on Psynergy Points for battle because not only do you regenerate them as you walk around, but the encounter rate in rooms with puzzles is drastically reduced where it's not eliminated completely. Djinn. Here's where it gets a little more complex. Djinn are physical manifestations of the elements. As you muck about across the world you'll find these little guys hanging around. Some will join you just by being found, others must be persuaded through force. But once you get them on your team, they'll add their power to yours in several different ways. Once a Djinn joins you, it will be Set to a character you choose. A Set Djinn boosts your character's base stats and can even change their Class, allowing you to use new Psynergies. But wait, there's more! Each Djinni also has its own unique ability, such as raising your party's attack or defense, attacking enemies, inflicting status effects, or healing one or more party members. Using these abilities in combat sends the Djinni into Standby mode. This has an up side and a down side. The down side is that that particular Djinni is no longer boosting your stats, and can temporarily downgrade your Class. The up side is that a Djinni in Standby mode is ready to be used for Summoning. There are numerous summons, many of which involve different types of Djinn and deal huge damage. Once a Summon has been used, the Djinn involved move to Recovery mode. Starting the turn after the summon, they'll move back to Set mode one per character per turn at a time where they go back to boosting your stats and waiting to be used again. Defeating enemies grants exp to level you up and useful items to..um..use. In addition to level, you also have a Class. However, unlike in similar games, you don't just decide to be whatever class you want. It's determined by your character's innate element, and what kind of how many Djinn you have. This can be as simple or complex as you want to make it. If you want to take Issac, who's innate element is Earth and just stick only earth elemental Djinn on him, that's fine. It's entirely possible to beat that game using 'pure' characters, and is in fact what I did my first playthrough. You are penalized in no way for doing this. But to give you an idea of the amount of diversity available to you, here is a link to a class guide on Gamefaqs. I'll give you a moment to put your eyes back in your head. Better now? Good, because I'm not through talking about combat. You pick your actions for everyone at the beginning of a round and then you and the enemy perform them based on each character's speed. Defend to reduce damage, let loose with Psynergy or Djinn or Summons, use items, or just slice and bludgeon the enemy with physical attacks. Pretty standard RPG stuff, but with a few quirks. Firstly, if multiple characters are set to attack an enemy, but it dies, then the other turns are wasted and you automatically defend. At first I thought this would be a big problem, bit I soon found that whenever you go into a new area it won't take long to figure out how much damage an enemy can take and plan your attacks accordingly. (They've changed this in Dark Dawn. Now your attack just goes to the next enemy.) Second, holding down the A button hurries up every action allowing you to finish fights much more quickly. Lengthy summons can be partly skipped, much like in FFX. This goes a long way to keep combat from getting tedious. Lastly, The world is littered with special weapons, all of which have their own unique attacks commonly referred to as Unleashes, that add elemental or status effects, or just greatly boost damage. These randomly trigger at what seems to be about half the time. There are so many individual ones that you're not likely to get bored of seeing them before you find a suitable replacement. Just another way in which the games keep things interesting. Some final bits about the game. There's an arena mode that allows you to use your party to battle against a friend's. A nice touch. More importantly, if you played Golden Sun one to completion and saved the clear data, then you can transfer that data either through link or password to Lost Age. Now when you inevitably encounter the party from Golden Sun, it will be your party, complete with all levels, equipment, items, and Djinn you had when you finished. In fact, there's even a secret dungeon with that you're only allowed into if you've found all Djinn in both games. Naturally, it houses the strongest enemy in the game. But that's not the only such extra. Both games are full of secrets and sidequests ripe for exploration. Despite being on handheld, these are fully fleshed out games with 60-70 hours in between them. Overall Score: 9.5 There is just so much awesome packed into these games. They contain almost everything right with RPGs. If you're an RPG fan, then these games should be on your must have list.
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Post by CobaltMonkey on Aug 7, 2013 21:20:31 GMT -5
Heavy Rain
This one's been a while in coming, I know. The game's already out on its Greatest Hits version, so maybe this review won't be that helpful. Or maybe it will. What if, like me, you waited and were going to pick up this game for cheap? Well, then I would say to you, "Good call." My review agrees.
Presentation: 7 In the graphics department there's not too much to complain about. The biggest problem is the woodenness of the movements you control. For example, when watching an NPC walk across the room it looks fine. The mo-cap really works. Try the same thing with your currently controlled character, and you look like a puppet with termites. Same goes for the facial expressions. Don't get me wrong; the faces themselves look pretty great. But if you watch someone talk in a scene, it looks much better than if your character speaks as you stumble about with blankly staring eyes and a lack of expression. There are also numerous clipping issues in any scene involving a crowd. You can have people walk right through you. The persistent damage to the characters is nice though. If someone gets beat up in a fight, it changes the character model to reflect how badly, and it stays that way. Very nice touch. As for the sound, the biggest problem is from the early game's Ethan character. And when he yells for his kids he just sounds ridiculous. He gets better as he goes on, but at the start he sounds very hollow. Madison also gets this occasionally. Other than that, no real problems.
Story: 7 The game's greatest strength, but it's not without its own faults. I'll say very little of the actual story because it was good enough that I can recommend playing the game for it and wouldn't want to spoil anything. The structure of the story is very malleable. It changes depending on your choices and successes with (or rather against) the controls in many scenes. You'll get one of 18 combinations of endings based on that. Most of the time it flows pretty seamlessly. It's like watching a good movie. However, there are instances where it seems that the story counted on this or that to have happened when you didn't actually do it. Someone pulling a name out of the air when they never encountered them or even heard of them, for example. And in one case, a full on retcon of an event to be something other than what the player witnessed. Not just seeing it from a different view, but actually changing it. Very immersion breaking. Also taking away from the story--and again it's like a modern movie here--are the all too standard issue nudity (male and female) and an obligatory sex scene. These instances have no place in the story other than to be what they are; that is, ways to cater to the lowest common denominator or add "shock value". The problem, of course, is that to be there simply for the sake of shock value makes them pointless in terms of shock value. By contrast, the fact that your characters have numerous places in which they can be permanently killed adds real shock value if it happens. Having fakes alongside it really belittles the genuine article. There are also several missed opportunities and things left unexplained. I want to say more, but won't spoil it here. Might post in the Heavy Rain thread later for those who have finished the game and want to know what I'm talking about though.
For all that, when you reach the ending stretch, and all (well most) of the pieces fall into place it all really comes together.
Characters: 8 Aside from the aforementioned hollowness, these characters are pretty good. When he's spending time with his family or trying to save them, Ethan's affection and desperation really come through (except for with that silly yelling). Madison fills the role of dedicated journalist very well, but has the unfortunate drawback of being the sex object of the game. Still, when she's not making the day of the 14-year-old boys who managed to get this game due to lack of parental interest, she shows that she's intelligent and brave. Scott is perhaps the best character. This retired cop turned PI is dogged in his search for the evidence that could catch the Origami Killer and put an end to the murders. Smart and tough as nails despite his age, his story segments provide some of the more entertaining parts of the game. Jayden is very convincing with his flaws, and even manages to break out of his stereotype of 'criminal profiler'. He deals with his problems and does his best not to let them get in his way. Even the side characters manage to have some solid personality to them.
Gameplay: 3 Ouch. You read that right. "3". Most actions in the game are handled by virtue of a QTE. The first problem is that there are far too many pointless actions. In the tutorial/prologue it's understandable since you need to learn all the controls and what they do. But even as the game progresses you're still expected to do each and every little thing. QTE to open the cabinet. QTE to walk up the hill. QTE to do everything. It's boring and unneeded. The QTEs in the various action/fight scenes are better because there at least it feels like you're accomplishing something. Unfortunately, actually succeeding at them is also spotty sometimes due to the inclusion of motion controls. These just do not seem to work sometimes. During the times when you get to walk around you're fighting the camera and controls. Instead of simply letting you walk around with the stick, you're forced to use R2 to walk at all and the direction you're going changes with the camera. So you can be walking one direction, have the camera change (or change it yourself) and suddenly be going the opposite direction than you were. This can be infuriating during time sensitive events. Moreover, your characters all subscribe to the Fatal Frame school of movement. That means no matter the circumstances, while under the control of the player they are never, ever supposed to move faster than a brisk walk. Not to save their lives or anyone else's. An entertaining, but ultimately damaging feature is Jayden's use of the ARI, or augmented reality interface. It's a combination of glove and sunglasses that basically function like Batman's detective vision from the Arkham games. They let you see clues in a very limited area and analyze them instantly, or replace your surroundings to something more entertaining. Handy, yes, but it doesn't make any sense for this setting. Particularly when you return to a chapter he's in to find him sitting at his desk...on Mars or above a huge waterfall. It's pretty, no mistake, but pointlessly kills the suspension of disbelief which is vital for a game or even the movie this one's trying to be.
Replay value: Fair at best Despite there being so many ways the game can play out, you can't unsolve the mystery. Once you know, you know forever so there's no way to bring the same tension and fun to the table again.
Overall: 5 This is a great game...as long as you don't have to play it. I would gladly have watched this in a theater, or even still played it as a game if the controls were better. But as it is, I can only advise buying it on the cheap.
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Post by CobaltMonkey on Aug 7, 2013 21:21:45 GMT -5
inFamous
The Good: The controls worked well for me, but I do have a knack for adjusting quickly. Personal preference is invert. The variety of powers was good, but could use a little expanding. The good and evil powers were distinctly defined. For example, both trees get grenades, but Blue(good) grenades upgrade into an auto restraining version designed to spare enemies/civilians, whereas the Red(evil) grenades split and scatter all over with no regard for collateral damage. Bioleech specifically was quite evil. I actually felt bad using it. The ability to perform stunts, distinctive kills or maneuvers that is, to gain extra EXP was a nice addition. There were several ways to use the environment for combat, always a plus. I haven't played many sandbox games, but of the ones I have played this is the best.
The Bad: A little too short. Rental is probably a pretty good call. One reason I bought it was for the Uncharted 2 beta. (Which is fun so far and I'm certainly keeping an eye on it. One bit of pointless gameplay, the last 30 or so shards do nothing for you (aside from trophy awarding). Because Blast Shards that are given as a quest reward count for the upgrading of the energy bar, but aren't "hidden" shards, those last few are rendered pointless by the time you can get them. No unlockables. I'm crazy for them unlockables. Even the pointless ones. Definitely needed more Boss battles.
The Meh: The story was not thaaat bad. I mean, you know its a superhero game. You have to expect a certain amount of cheese going in. The variety in the enemies was adequate, but could've used some more Conduit class enemies instead of waves of trash enemies here and there. The Golem class conduit was my favorite enemy. The territory gaining side missions were good, and the game stopped just early enough to keep them from being repetitive. Unless you played good and evil paths back to back like a dummy. Like I did. Speaking of the paths, they do change the story to a degree, but embarking on the paths themselves is as simple as following the choices laid out by Cole's internal monologue. Or healing/killing a large number of civilians.
My Verdict: 3.7/5
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Post by CobaltMonkey on Aug 7, 2013 21:23:04 GMT -5
Mass Effect 2
I finished this game recently, and I think it's safe to say that I'm ready for more. And I mean that both ways. What was here was great, but despite sinking just over 40 hours into it, I can't help but feel like there should be more. Let's get to the breakdown.
Presentation: 8 Bioware tells us that this PS3 version of the game is running with the same engine created for its upcoming successor. The effect is somewhat lost on me because I don't have an HD TV. So for me everything looks fine. Not great, but fine. Only real complaint is that the subtitles blend in with the backgrounds far too often and I can end up missing conversation, or not being able to read my dialog choices. The sound is really very nice. Everything is crisp and clear, and the voices are mostly very well done. Only a few lines are delivered in a cheesy fashion. The rest all come out quite nicely, the female version of our main character (often referred to as "FemShep") in particular. The music in the game is adequate, but nothing really stands out for me.
Story: 8 As a PS3 player, you're coming into the game missing a very large part of the story, and you can definitely tell. There are many points where certain events happened that I could see were significant, but I couldn't tell how. However, by the end of the game you're mostly up to speed, though I was personally left a little confused with too many unanswered questions. I get the feeling that some of these same questions were also unanswered in the last game. Building tension is fine, but don't drag it out too long or you risk loss of interest. Hopefully there will be some answers forthcoming in the next game.
The central story of the game is actually pretty short. Most of the game's story comes from the side missions which have you recruiting new party members, and subsequently doing another mission of about the same length to secure their loyalty, thus unlocking their best abilities and upping their chances for survival. Each of these smaller stories is a welcome bit of character development. But after the first few the formula becomes a bit stale. This is something I hope they can improve on in ME3. Just a matter of preference, I guess, but I'd rather be picking up party members as I pursue the main mission rather than have my mission be to get party members.
Gameplay: 7 I went into this game expecting something like the Star Wars: KotOR games, but ended up with something closer to the Uncharted series. This left me with mixed feelings. You see, in Uncharted you do a lot of cover based combat (that is, most of the time your objective is to get behind a wall or small obstruction, only peeking out for a moment to shoot when the enemy pauses), but it doesn't feel like it. There is tons of cover around, but it just seems like part of the scenery that happens to serve as cover. In this game you can always tell when you're about to enter combat because of the sudden appearance of waist high walls, whether or not there is any reason for them to be there. It really stands out and makes the game predictable. The only thing that really changes up the gunplay at all is the different types of bars you'll be depleting. Enemies can have Barriers, Shields, and Armor in addition to their health that must be depleted before you can begin damaging them. You and your party can have special powers to help with that, but most of the time it's faster just to burn through them. Ammo usually abounds, and when you need it enemies drop it.
Outside of combat things are a little better. You never know when you'll stumble on a sidequest. Conversations are handled nicely too. It's great that your character is not a silent protagonist with few lines of written text. Instead you select a short general idea from a wheel of options and then Shepard has the actual conversation aloud while elaborating on the selected idea. This way Shepard actually has character instead of being a boring blank slate.
ME2 also has an interesting new take on the morality meter mechanic. Instead of being either Good or Evil, you can be as much of both as you want. Selecting certain dialog options or doing mini-QTEs (pressing L2 or R2 when prompted during cutscenes) allows you to fill your Paragon and Renegade gauges separately. This lets you make choices later that tend more to extremes of those views. These choices can effect things later in the game, as well as in the sequel. How? Well, we don't know yet. But it should be interesting to see.
The low point of the entire game is the tedious mining mini-game. It's just boring, and, as I found out after completing the story, largely pointless. I ended up using perhaps a fifth of what all I mined. Sadly, by that time I had already mined every planet in the game dry. When ME3 rolls around, I should have enough raw materials to have built my own space armada. Let's see how the enemy handles 5,000 Normandys! Seriously though, if I don't get something out of that I'll never play again (until later).
The PS3 version comes with a few extras. If you buy the game new, you'll get a code to download a DLC pack priced at $15 USD for free. So, if you're interested in this title, then get it new while you can. You'll want the Operation Firewalker, Operation Overlord, Zaneed, Kasumi, and Shadow Broker DLCs. They add a much needed bit of diversity to the gameplay. Perhaps more importantly, you'll get an interactive comic that allows you to read along with the story of the first game and make the same major choices.
Characters: 9 I could go on about these guys and girls (and indeterminates) for a long while, but I'm going to keep it brief to avoid spoilers. I will say that these characters are very well developed and interesting. Fun to talk to and learn about. By the end of the game you'll be wanting to do your best to save them all. That's right, any and all of the main characters in this game can permanently die...including Shepard. How will they handle this in the sequel? No idea.
Replay value: Fairly high. This one's tricky. See, what you do here will have a big effect on things in the next title. (Massive, one might even say.) No matter what you do here, you don't know how it will carry over. That means you'll likely want to replay the game. Just not until you see how it all plays out in the sequel.
Overall Score: 8 out of 10 There's more to like here than not, but the parts that do need work really need it. Fortunately those are few. If they spice up the gunplay and make the environments more sensible, then I'm sure ME3 with have no trouble claiming a perfect 10 score.
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