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Wednesday, December 21, 2011

Battlefield 3: Squad Deathmatch Tips

  





Hardcore fans of the Battlefield franchise react to the deathmatch multiplayer modes available in Battlefield 3 in a variety of different ways.  Conquest purists immediately write death match off as being a mode developed specifically to placate Call of Duty fans with gameplay that features higher kill counts and less objective based strategy.  Others regard it with some neutrality and deem other game types like BF3's rush mode as a death match variant with objective based qualities.  However, with a game that is as hardwired for team mechanics as BF3, deathmatch can be as tactically rewarding as some of the more popular game types.  Its true that either team or squad deathmatch rounds can feel cheap or unforgiving, but the following is a list of tips for being a better deathmatch squad.

1. Coordinate your perks: Once you have leveled up enough to start unlocking squad perks or specialized attributes, make sure that you are coordinating with other members of your squad regarding what attributes will be equipped throughout the round.  With a full squad of four players, it should be fairly easy to make sure that each member has 4 active attributes that other squads may not possess.  One team mate could equip squad suppression for the team, and your entire squad would have the ability to lay down covering fire to disorient your enemies on the field.  A team supported by the squad explosives perk will be able to better destroy enemy cover and rack up collateral kills if enemies bunch together.  Find the magical combination of squad attributes that best suits your play style, and have your team equip perks that will gain you the upper hand on the battlefield.

2. Fill out your squad roles:  This rule applies to every game mode without question, yet you will still find entire squads who play as the same class type on every map.  Squads like these are easy prey for any truly coordinated squad.  Make sure that each member of your squad has some proficiency with a class that compliments your own.  If you play as a recon sniper, have a support class guy with you who can lay down suppressing fire and resupply your ammunition.  If you like to run and gun as support, make sure that one of your squad mates is an assault class medic who can revive you or throw out health packs when your HP gets low. 

You may not need one of every class type on the field at once, but it is important to adjust your tactics as the round plays out.  If enemies appear to be bunching up behind walls, spawn an engineer to take that cover out.  If another squad is hanging back as snipers, suppress those fools with support gunners then counter snipe or use mortar fire.  Just make sure your entire squad is on the same page at all times.  One person on the team should have the situational awareness to coach your team to victory.

3. Grab the light armor quickly, but use it wisely:  Simply hoarding the LAV in death match games is not enough to guarantee victory, and you will most likely end up as a pile of burning rubble if you don't know how to effectively utilize this vehicle.  Don't drive the LAV through the center of the war zone if things become heated.  This, more often than not, will lead to instant death for you or any passengers you have aboard, and it will rack up instant multi-kill points for the other guys.  Instead, use the LAV to take out cover positions around the perimeter of the map's "hot zone" while at least two of your squad mates make use of the distraction you create to sweep through standing structures looking for stragglers. 

Spawn points are randomized and can lead to unfair deaths, so an armored rolling spawn point can be vital to the survival of an effective squad.  Also, make sure that at least one passenger is an engineer who can buff out the artillery dents from time to time if things get dire.  Retreat whenever necessary, but first and foremost, defend your team mates and they will return the favor.  Also, if the tank is about to blow up, make sure EVERYONE knows it before you abandon ship.  Collateral kills can quickly tip the scales against your squad.

4. Spread out, but stay together:  Squads may only have four members, but squad death match is unique in that you can communicate with your ENTIRE team at any given time.  If you need to flank an enemy position, send two of your mates around the enemy position while you lay down cover fire.  An entire squad rushing across an enemy emplacement makes for easy targets.  In squad death match, the only friendlies are those on your squad.  Use the chaos of the three other squads fighting each other to your advantage and wipe out the stragglers. 

Some situations will call for a show of brute force with all four of your squad members coordinating on one point.  Other times it will be more effective to split into two "kill teams" to roam around the map more effectively.  Don't spread the squad too far across the map so you can still call out targets for the other half of your squad.  If two of your squad mates can hold down a fixed position in a centralized area, send the other two off to flank enemies trying to root them out.  Thinning out your group can be a double edge sword in some cases, but effectively gauging the flow of battle across the map will provide the cues needed to make the right decisions.

5. Losing the LAV doesn't mean the round is lost:  Even if a rival squad claims the LAV early in the round, it doesn't mean that the match is lost.  Count on the fact that the LAV will be just as preoccupied with other squads on the map as they are with you.  Also, don't forget to use the chaos the enemy LAV creates on the battlefield to your advantage.  In squad death match, the LAV is bound to send other rival squads scurrying from  cover to cover as it roams around the map.  This is a great opportunity to stand your ground and pick off targets as they are flushed out of their hiding spots.  

Always remember that death match is about getting the most kills.  If the other squads are preoccupied with trying to take out the LAV, they aren't thinking about you and your squad sneaking up behind them to stick a knife in their wind pipes.  Another thing that most people don't realize is that even though AT mines may be visible on the map after the patch, they can still serve as barricades for roaming LAVs.  Throw a few mines on the ground in an LAV's path, and they will have to stop to take them out, or they will have to go around them.  This leaves them impeded enough to send a couple of engineers, or C4 toting support commandos after them.  Use every tool at your disposal at all times.

7. Silence is golden:  Every fan of BF3 has his or her own taste in weaponry, and every weapon handles a little differently.  However, the fact remains that every weapon will reveal your location on the mini map if fired without a suppressor.  The red triangle that pops up doesn't last as long as the ones that pop up when you are spotted by enemies, but they appear nontheless.  If you aren't fond of using suppressors, be sure to use trigger discipline and be aware of any nearby access routes leading to your position.  The best tactic here is to take down your target(s) and fall back to an area where it is difficult for enemies to sneak up on you. 

Weapons with a high rate of fire negate the damage reducing qualities of suppressors to a certain degree, but you will still need to compensate for the high volume of amuntion needed to keep your kill count running between deaths.  Equip the extra ammo perk or keep an ammo carrying support person nearby at all times.  Also, assault rifles and light machine guns will take almost twice as many rounds to down a target at mid to long range with the suppressor equipped, so firing in short bursts is favorable. 

Carbines and personal defense weapons (PDWs) are devastating at close range whether suppressed or not and they make excellent close quarters alternates to shotguns which cannot be suppressed in BF3.  The lesson here is to either shoot and move, or shoot a lot with a suppressor. Find balance with one or the other, and enemies will crumble before you.

8: Play through to the end:  All too often, players quit out of matches when the tide changes against their favor.  There have been many instances when I thought my squad was down and out in a match and we ended up going on a run that brought us back into the lead.  Some times it just takes some mid round adjustments to turn things around.  Try switching classes, or adopt a more conservative play style if aggression is raising your death toll.  Alternate weapon attachments and switch from CQC to ranged engagements to avoid becoming fodder for a dominant squad's blood lust.  Just don't quit, otherwise you will never learn anything from your mistakes. 

9: Play with people you know:  This is another tip that applys to any BF3 game mode, but having people you know on your squad is always important.  Play with people that you know are capable and that will support you on the battlefield.  If you play with someone who knows your play style, he or she will be less likely to step on your toes in the heat of battle.  Conversely, they may be more inclined to tell you that you're being a dumbass if you mess up, but always take this with a grain of salt.  Coordinate play times with people you know, and you will have a better idea of what to expect when the bullets start to fly.  As we all know, if you can't predict what your team mates are going to do then you won't have any control of the matches outcome before the round even begins. 


10: Have fun:  This one might seem like a little bit of a cop out, but it is all too often that I drop into a random game where one of my squad mates is raging over the mic about how bad everyone else on the team is playing.  At the end of the day, Battlefield is a game, and games are meant to be fun.  Help players who have limited experience with BF3's somewhat complicated game mechanics, and they will grow into a more proficient player with time.  Furthermore, keep excessive team trash talk to a minimum.  Obviously, nobody on the team is intentionally trying to lose.  They may be trying to explore different weapon variations, or they may be new to the game in general.  In short, if you aren't trying to offer solutions, you are the problem.  


Most of the aforementioned advice may seem like common sense to some players, but common sense is essential for success in Battlefield games.  No matter what game mode may be your favorite, each type offers something different for different players.  If conquest or rush become stale, don't be too quick to dismiss death match as a viable alternative.  See you on the battlefield!

Monday, October 17, 2011

Battlefield 3: Console Expectations




The holiday season release of Battlefield 3 is just over a week away, and many gamers already have very mixed opinions of what this title holds in store.  Moreover, console gamers have expressed their reservations about a title that was essentially built from the ground up as a PC game first with ported console versions taking some cuts in somewhat vital areas.  Most of the BF3's content will remain intact on console versions, but gamers can't help but feel like they are missing out on something special by not having access to the glorified PC version of the title. With these things in mind, let's examine some factors that may have shaped what ideas fans of the franchise have about the console version of this game.

Battlefield 3 Multiplayer Beta

There is no way to discuss this game without mentioning what impact the Beta had on gamers' views of what the final version of BF3 will be like.  Few things can stratify a person's expectations for a game's final product than a Beta release.  Furthermore, when said Beta is presented within such a short time before the release of the aforementioned game the forums are bound to buzz.  A majority of gamers that purchase FPS titles like BF3 do so with the intent to play the multiplayer component exclusively.  The singleplayer campaign is somewhat of an afterthought.  Therefore, a multiplayer Beta is the ultimate presentation piece that sets up what consumers can expect from the basic layout of a multiplayer game. 

Even though game developer DICE disclaimed that the Beta was run on months old code, and that the final game would perform much better graphically and technically, the numerous map glitches and delay issues many players experienced were enough to turn them off of the game completely.  Several discussions regarding the Beta's performance centered around the fact that releasing a product as seemingly flawed as this early build version so close to the final launch date signified that the developer would never have time to correct errors or patch glitches in the final version before release time on October 25th. 

Such concerns are bound to turn up, but is possible that the final build will be accompanied by a patch update that coincides with the title's launch.  Some glitches are bound to sneak through with the official launch, but with game systems being connected to publisher servers so intimately through the multiplayer system, this title is bound to evolve somewhat for the foreseeable future through numerous minor updates.  Hence, release versions are no more final than the evolution of the gaming industry itself.

On the upside, the Beta gave players a glimpse at BF3's robust and intricate leveling and upgrading system.  Though many elements are similar to the leveling systems employed by previous Battlefield titles, there is an even more prevalent emphasis on weapon mastery in BF3.  Each weapon performs very differently within each character class type.  However, players who have spent more time unlocking more weapons within a class won't necessarily have an advantage over players who have chosen to grind it out with earlier unlockable weapons.  Ultimately, a player's success is determined by what accessories he or she equips based on his or her play style.  Another aspect of this system displayed in the Beta revealed that unlocked weapons can be employed across the entire range of classes regardless of faction thereby adding another level of customization that surpasses any found in any previous Battlefield game.  Bad Company 2 explored this concept by allowing select weapons to be equipped by every class, but the new system more effectively blurs the lines that distinguish one class from another while still retaining those strengths that make each role unique.

Introducing the Battlelog

My initial response to the concept of the Battlelog was a mixed one.  What EA and DICE seem to be doing here is giving more access to players who want to track their stats without being forced to access in game statistic menus or filtering through EA's Battlefield homepage stats menus. The Battlelog is, in essence, not unlike a player's Facebook profile page for all things Battlefield 3.  Players can view their recent achievements as well as those of their online friends.  There was also a server invite component that I was unable to explore fully, so I will leave that for a future review of the released game. 

Multi-Platform Support

Forums have been buzzing with debates between PC gamers and console gamers regarding which version of the game is really worth the purchase.  DICE literally explained that BF3 would be a PC game first and a console game second when the title was originally announced.  As such, there will be obvious presentation differences between versions of the game.  There will be omissions on consoles such as a fractional downsize of players per match (24 vs. 64 on PC), and larger maps will be scaled down to conserve memory and to accommodate the smaller lobby sizes.  Even with these obvious, and somewhat disheartening changes, would anyone really call console versions of BF3 unworthy of purchase?  The biggest limitation to the PC version of this game is that the system specifications required to run the title are likely to alienate casual PC gamers or those without the resources to upgrade their systems with expensive hardware. 

It is true that current generation consoles use years old hardware that hamper developers' ability to push the envelope on increasingly explorative game innovations, but consoles are the low cost solution that bridged the gap between the PC elite and the casual gaming community in the first place.  Despite the hindrances to console versions of Battlefield 3, the title still deserves exploration.  While it is true that the opportunity to play a 32 v 32 round of Conquest or Rush on larger multiplayer maps is enticing, I for one am not willing to spend the money on a system that will require constant upgrades to continue playing heavily anticipated titles.

Final Thoughts

DICE has continued to push the envelope in terms of creating games that are innovative, and that cater to a special demographic of players who value dedication to realism and precision.  In regard to whether or not Battlefield 3 will be able to dethrone the current king of most copies sold, Call of Duty, the verdict remains unclear.  However, to say that BF3 is competing with itself between consoles and its PC version is an unfair assessment.  DICE has a way of making choices for console players that may seem cheap to the consumer on the surface, but ultimately improve the multiplayer experience in the long run. 

My own experience with the series since I was introduced to the Bad Company series has been excellent.  The BF3 multiplayer Beta was also very enjoyable once I was able to look past the random glitches that occasionally hampered my matches, and I maintain my opinion that gamers will either love BF3 or be disenchanted by it.  Ultimately, BF3 is Battlefield, and Call of Duty is Call of Duty.  CoD may sell more copies at the end of the day, but I believe that Battlefield loyals will always come back to the franchise for years after its release.  Battlefield may not be the new king of sales this year, but it will definitely provide an alternative to the frenetic pacing of games like Call of Duty for those who prefer a more tactical approach. 

Wednesday, June 29, 2011

TNR's Favorite Titles (Part 3)

Today's post will explore my favorite picks for first person shooting games or FPS on the Playstation 3 console.  This is yet another category where the games I chose were released across all consoles, but I have simply not found any exclusive PS3 titles that could dethrone the cross console titles.  There was also some debate over which title was my overall favorite, so the below commentary will focus on the two games that I enjoyed most and why I ultimately chose one over the other as my favorite for the PS3.

TNR's Pick for My Favorite FPS: PS3 Version

The decision was tough but ultimately my favorite two FPS titles for the PS3 are Call of Duty: Modern Warfare 2, and Battlefield: Bad Company 2.  Though both titles have dominated the majority of my online multiplayer experience, Bad Company takes the prize for my favorite FPS to date on the PS3.  Every gamer has his or her own style of game play, and I do not claim to be a skilled player compared to most of the people I have run across in the community.  However, I find BC2 to be the most balanced environment for gamers to hone their skills in the multiplayer environment.  With Battlefield's ranking and weapon reward system, players are required to think strategically about which class they will employ during any given match.  Skilled players are still bound to score above others from match to match, but due to the pacing, weapon balance, and the size of the maps less skilled players can play through every match feeling mostly rewarded for their contributions. 

Perhaps the most significant factor that puts BC2 on the top of the pile is the fact that DICE shows their love for loyal fans of the series by releasing free content.  In the past year, BC2 has seen a FREE map pack release, and the release of an easily affordable multiplayer expansion in Bad Company 2: Vietnam.  That along with the fact that DICE lowers the cost of their other downloadable content within a reasonable amount of time after release shows that some developers still recognize that a certain amount of fan service is due to make players feel appreciated. 

While the COD franchise is clearly the most successful series in the FPS genre, there are a number of things keeping them in the number 2 position of my list.  The first is the matchmaking system, or a general lack of one.  I understand that developers can only do so much to moniter the gamer experience through host based servers, but sitting down to play a few rounds of Modern Warfare 2 or Black Ops can often be a controller smashing experience.  All too often, it seems that teams are dominated by one or two individuals whose skill level obviously eclipses those of the other team members.  It would be far more rewarding to see matches that pit players of equal skill against each other. 

In COD games, rank is certainly no indication of skill, and I often find myself playing against dominating players based on the fact that I have reached the first prestige.  I personally have no interest in the status of prestige, but would rather be able to sit down to a round of Black Ops without fighting the desire to tear my apartment apart.  If COD's matchmaking systems took into account a player's recent success/failure rate (which is clearly recorded by the developers' servers already) and then adjusted lobby selection based on those inconsistencies.  Perhaps what I'm asking for is impossible or not cost effective, but developers like Bungie, and now 343 studios seem to have found the key to doing this with some level of success.  However, I digress.  Admittedly, I know nothing about the complicated nature of organizing and coding the matchmaking process, and perhaps what I am asking for is no lean feat.  Nevertheless, COD keeps my lazy cheeks in my seat despite the fact that matches are often painfully skewed. 

Ultimately, what determines a game's status, profit, longevity, etc. is a player's preference and/or spending habits.  Many of us will buy a game simply because it is popular regardless of the fact that it may do very little to advance the series in terms of innovation.  I personally am looking forward to the releases of both Battlefield 3 and Modern Warfare 3 this coming holiday season, and will most likely buy both because I can't stand waiting to see what improvements have been made.  Game junkies unite!

Monday, June 13, 2011

TNR's Favorite Titles (Part 2)

My last entry covered TNR's favorite action title for the Playstation 3 console, and I find it interesting that the XBox 360 is actually significantly lacking in exclusive action/adventure titles the likes of Uncharted 2.  For that matter, Microsoft's system carries a low number of non market place produced platformer titles.  This is not to say that there are no action titles available for the 360, rather there are not many developers signing on to do exclusive contracts with Microsoft to produce these titles like they have with Sony.  Perhaps this has something to do with the overall market dominance of the long living PS2 system, but the fact stands that the best action title I have played for the 360 was released on both platforms simultaneously.  That game is Assassin's Creed: Brothehood.

Favorite Action/Adventure Title (XBox 360): Assassin's Creed:Brotherhood

TNR's last game review covered this title in great detail, so I will avoid a lengthy description of the title itself here.  To put it simply, ACB is a title that shows how much a franchise can evolve and improve itself with each release.  Ubisoft clearly listens to its fans and makes adjustments to their titles that will improve fan loyalty while growing their new consumer base.  ACB is more than just fan service, however.  With ACB, Ubisoft created a title that brings more closure to the currently available Assassin's creed titles while leaving room for subsequent sequels to be released. 

While many critics of the series viewed Brotherhood as nothing more than an overpriced expansion pack for AC2, I thought it was an excellent stand alone title.  Not much had changed in the way of artistic style or game mechanics, but the final product showed a higher level of polish than its predecessor.  Also, several of the original installments mechanics (i.e. flag collection quests) had been reintroduced to give hardcore collectors some more substance to play with.  In many cases, it is likely the best course of action to play AC2 and AC:Brotherhood in rapid succession to fully appreciate the changes. 

The question remains why is AC:Brotherhood my favorite action title for the 360?  Well, it is true that this game was released on multiple consoles with no change whatsoever from version to version, but none of the other titles I have played on Microsoft's console provide the level of depth or replay value that this one does.  Wrap that together with a robust story line, compelling voice acting, and a competitive and original multiplayer offering and I'm officially sold.  Perhaps the second half of 2011 will provide some higher quality action offerings, but after looking at the summer release schedule, I'm somewhat dubious.  Of course with nothing more than a shoestring budget and a Gamefly subscription, I may have to pick and choose.

Saturday, June 11, 2011

TNR's Favorite Titles (Part 1)

TNR has been running for 15 months now, and with 21 posts under my belt I think it is finally time to reveal which titles have impacted my collective experience with the XBox 360 and Playstation 3 gaming consoles.  With rumors of new generations of consoles floating around the ether, it seems only fair to summarize TNR's experience with the current generation of consoles that have provided so many hours of gaming bliss.  Please keep in mind that this is the work of one man with a passion for gaming and is therefore simply a list of my personal favorites from different genres on the PS3 and XBox 360 consoles.  Today's Installment covers TNR's #1 favorite action titles from the PS3.

Favorite Action/Adventure Game (PS3):  Uncharted 2: Among Theives

Why Uncharted 2?  The answer is simple, yet broad.  Uncharted 2 is a title that does an excellent job of blending storytelling with compelling game play while offering a level replay value that keeps players coming back to the title for multiple plays through the campaign.  The art is really in the way that Naughty Dog studios blends humor and action into their games.  In many ways, the original Uncharted and its sequel challenged the way that storytelling games would be presented on current-gen consoles.  Pre-rendered cut-scenes had already been replaced by game engine driven cinematics that could pump out equally stunning visuals graphically, but what Naughty Dog took things a step further by delivering in game nuance that made character interactions feel more organic.  Nathan Drake, the franchise protagonist, doesn't simply move through environments, he is a part of the environment.  Every obstacle and passageway makes his character model respond and move in a way that makes his presence there believeable.  If a passageway is narrow, Drake steps sideways to fit the gap.  If a ceiling is low, Drake crouches to accomodate.  All of these interactions are done without special command inputs from the player, but rather through a proximity control system that the game engine implements itself.  Furthermore, none of these adjustments interferes with the way the player accesses the game at any given time. 

Dialogue also has a lot to do with the believeability of the game.  Everything the characters in the Uncharted games say to each other is acted out in recording studios where the voice actors were interacting in real time with each other.  As a result, we get dialogue that feels natural and appropriate as opposed to canned and scripted.  The implementation of the dialogue in game also feels organic as a result of being placed naturally through physical game play.  Cut scenes don't steal all of the glory in this department.  Drake and friends quip back and forth as they climb ledges, fight foes, and explore an environments just as real people would, and although the humor is plentiful, it never feels over the top or irritating.

Overall, what makes Uncharted 2 my favorite PS3 action game is the fact that it takes all of the showcase elements mentioned earlier and combines them with puzzle solving, shooting, exploration and skill elements that all work solidly together.  That combined with a treasure hunting mechanic creates such a well rounded experience that I keep coming back to this title again and again.  The original Uncharted does all of these things well also, but it's sequel just seems to push the envelope in terms of polish a bit more.  I can't wait for Uncharted 3 so I can experience this series from beginning to end again. 

Thursday, June 2, 2011

Assassin's Creed: Brotherhood Review (Titles I Missed)



Assassin's Creed: Brotherhood (ACB hereafter), is a continuation of Assassin's Creed 2 plain and simple.  The events of ACB pick up directly where the previous title left them, but don't rush to write this one off as a mere expansion to AC2.  ACB adds a number of enhancements to the elements that worked well in AC2 and revives some missing elements from the original Assassin's Creed that culminate into what feels like the most well rounded Assassin's Creed title to date. 

Story/Gameplay/Presentation

Ezio is back to wreak havoc upon the world of the Templars in ACB, and this time he gets the chance to prove he is the master of his craft.  The game literally picks up after the ending scenes of AC2 after Ezio successfully freed the outlying territories of Templar rule.  Alas, all is not well in Italy.  The Borgia Templars seem to have a stronger hold on the governments of Renaissance Europe than the assassins had imagined, and it is Ezio's job to root them out one by one.  The collective action of ACB takes place in Rome this time around rather than moving from city to city to complete missions.  Florence is accessible through in game flashbacks (memories within memories......weird) but the main action is played out in the vast expanses of Rome. 

The city itself is gigantic by game standards, and the varied geography still provides the same challenges that previous titles employed without the necessity for loading screen between environments.  Large open fields, ancient ruins, and small outlying villiages provide ample exploration opportunities for players this time around.  In fact, the explorable area is so vast that ACB allows players to ride horses through towns and across the entire playable map rather than limiting their use to trans-city travel.  The economy system of ACB has received a bit of a tune up with this installment as well, and money is a bit harder to come by.  Missions, sidequests, and looting all provide income, but most compensation is earned by rennovating shops and by purchasing landmarks around Rome.  All Ezio's earnings can be withdrawn at any number of unlockable banks throughout the city for his own use which is an improvement over having to return to his villa each time a withdrawl is required..  The biggest change to how money is spent is perhaps in the shops themselves.  Certain items (weapons, doctors supplies, clothing) are only unlocked when collectable items are obtained to be redeemed at a given shop.  Earning money is no longer enough, and collectors are likely to be thrilled with this prospect. 

There are many more enhancements to be noted, but perhaps the most significant is the introduction of the assassin recruitment mechanic.  As Ezio sets up shop in Rome, it is obvious that he needs to start rebuilding the Assassin's Guild, and he does so by recruiting those who have been persecuted by the Borgia Templars.  The process of recruiting assassin's is initially tedious, but after setting up a base of operations, the mechanic is extremely rewarding.  As players add more assassins to their stable, they become available to summon to Ezio's will.  Assassins can be deployed against guards or assassination targets at will during regular game play or during missions. Additionally, each recruit's skills can be improved by sending them on remote missions that take them temporarily out of action.  This function takes a bit of critical thinking at times as some missions will have a lower probability of success if an assassin's rank is low or if more than one assassin is needed.  Every assignment increases a recruit's experience and lethality.  If a mission is failed, it may lead to the death of recruits, and assassins can be killed in battle if not properly equipped as well. 

The tomb sections make a comeback in this installment as well with Ezio raiding underground chambers a la Lara Croft in search of keys to unlock ACB's ultimate suit of armor.  There are six of these sections, but there seemed to be less of an emphasis on puzzle solving this time around.  Instead, most sequences require free running accuracy or blending and stealth to be completed successfully.  The tombs in AC2 felt a little more challenging, but their inclusion in ACB was a welcome diversion from the main memory sequences of the game. 

Desmond's story takes a back seat this time around as well as players only need to leave the animus when they choose to.  Modern day Monteriggioni is available for exploration as Desmond and more collectables are available in the modern day.  However, it is clear that ACB is here to prvovide more closure for this chapter in Ezio's life.  Visually, the presentation of ACB has not evolved much from the previous title, but the scenery is still as breathtaking as ever.

Control

If there is anything that players have complained about in this series, it would be the combat controls.  There are still some quirks to the combat system in ACB, but a few nifty additions have smoothed things out substantially since AC2.  The addition of a "kick" function helps to break through tougher enemies' defenses for a quick execution follow up.  This is particularly valuable against the tougher "brutish" soldiers that weild spears and heavy weapons.  In AC2, the clumsy "disarm" ability was the only way to dispatch these combatants in some circumstances, but the addition of this new technique helps to alleviate some of the frustration of combat sequences.  Free running is still much the same with a few bugs here and there.  It would be nice to see a command that could speed some of the shimmying sequences up a bit, but this still works well.

Final Impressions

ACB delivers an experience that takes the best elements from its predecessors and incorporates them in a way that makes this game a more polished and satisfying product overall.  Though it felt more like a continuation of AC2, it still holds it's merit as an advancement in how Assassin's Creed games should be made in the future.  In no way did it feel like this game was pushed out to fill a gap between sequels, and in fact this title was more satisfying than the second intallment in many ways.  ACB felt like it was the game that AC2 should have been, and the official sequel should only improve upon the mechanics in place without detracting from the already impressive quality that was achieved here.  The only thing that could be found at fault with ACB is that it may try to do too much in one game.  However, taking out too many elements would have shortened the game significantly.  Nevertheless, ACB is an outstanding title that deserves recognition as a standalone game.


Game Score: 9 out of 10 (Excellent)

Friday, May 27, 2011

Spider-Man: Shattered Dimensions Review (Titles I Missed)





Countless superhero titles have flooded the markets with the recent resurgence in mainstream comic hero popularity, and a desperate few of them have been quality endeavors worth frothing over.  A quality Spider-Man title is even more difficult to come by given the fact that there are so many elements to get wrong.  Spider-Man: Shattered Dimensions puts a new-ish spin on the popular franchise, and gives Spidey fans a bit more to chew than the usual web-head basics.

Gameplay/Presentation

Shattered Dimensions puts a different spin on Spidey's exploits by giving players the ability to play as four iterations of their favorite wall crawler: the original "Amazing", Spider-Man Noir, Spider-Man 2099, and Ultimate Spider-Man.  Each version has his own unique play style, and some individual abilities, but the basics are the same.  Every Spidey can web swing and pull off acrobatic attacks, but not all Spideys are created equal.  Noir Spidey, for example, is not as strong as his counterparts, and his levels tend to be filled with more trigger happy villains willing to pump him full of bullets.  2099 Spidey's levels contain a series of free fall sequences that test a players reflexes in avoiding falling objects.  Ultimate and Amazing are more similar, but Amazing has more web based attacks in his repertoir whereas Ultimate uses the tendrils of the black symbiote suite to do most of his dirty work.  

The continuity of the game's story mode switches from stage to stage between the different Spider-Men.  The order in which levels are completed is somewhat left to the player, but only a couple of levels are unlocked after objectives are completed.  Fans of the franchise know that Spider-Man doesn't use weapons, so as specific objective challenges are completed, different abilities and web attacks are unlocked for purchase.  As the game progresses, each Spidey grows more formidable, as do their opponents.  Though the upgrade system adds a bit of a challenge to the usual button mashing festival that similar titles offer, it ultimately feels undewhelming when compared to the system that Batman: Arkham Asylum employs.  Hardcore gamers who focus on completing every challenge will likely pay close attention to each objective, but it is possible to best the game without paying any attention to them at all.  That is not to say that it is not necessary to upgrade abilities, but players will often be plesantly surprised to find that they have enough credits to unlock valuable upgrades without putting much focus on specific acheivements. 

Controls

Most critics of this title will point to the fact that there is absolutely no free-roaming opportunity to be found in this game to unleash all of Spider-Man's web swinging glory, and this is certainly true.  Each of the game's levels is built with a linear objective based design.  Basically its a, "you can do whatever you want and look awesome doing it.......as long as you stay inside this wide corridor" experience as opposed to the sandbox style world that other installments have offered.  In many ways, this focused players on the main action of the title, but it also limits the web swinging opportunities pretty severely.  Most of the action when fighting enemies will be controlled through button mashing melee attack combos, or through line zipping combo starters.  This is pretty standard fare for Spider-Man titles, but something a bit more technical would have been a welcome addition this go around. 

Shattered Dimensions does add a first-person fighting sequence to boss battles that allows players to control Spidey's punches and dodges for limited intervals.  Though this seems like an interesting addition, it more or less detracts from the experience rather than enhancing it.  The controls employed through the left and right control sticks are often clumsy, and the inputs during these segments were hit or miss for the most part.  Overall, the control scheme in this title does little to enhance what player's can look to expect from a Spider-Man title though it is also not obvious what enhancements could be made.  Rather, it would have been nice to see an environment that made better use of more unexplored Spidey abilities like creating large webs between buildings to trap flying enemies or some such mechanic.

Final Impressions

The fact that titles like Batman: Arkham Asylum have put such a fresh spin on what supehero titles could look like plague less momentus games like Shattered Dimensions.  It is becoming more apparent that it is no longer sufficient to relabel old game mechanics with slight changes and gimmicky story arcs in order to attract a new consumer base.  Shattered Dimensions does a good enough job of bringing life to several versions of everyone's favorite web crawler, but the title doesn't really deliver anything that makes it exciting to step into Spidey's tights.  Perhaps if the level of difficulty were raised in more or a puzzle solving challenge, or if the darkness of the story content were ratcheted up a few degrees Shattered Dimensions could have been a more relevant title.  However, it may be relegated to the pile of Activision Studio's dump-ware titles of the year.  Hardcore fans will gripe about story continuity, and newcomers will be bored with repetitive gameplay mechanics.  It is sad when these titles fail, but someone needs to put a bit more love into a good Spider-Man project for it to be truly successful.

Score: 5 out of 10 (Average)