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Thursday, October 14, 2010

Medal of Honor Campaign Review

There are a number of things that Danger Close studios did right with the most recent installment of the Medal of Honor franchise.  This is the first foray into the world of modern military action for fans of the MOH titles, albeit a controversial one.  Medal of Honor follows the actions of the United States Special Forces operatives as they fight Al Quaeda in the mountains of Afghanistan.  Though the scope of the war is limited to only a few days of conflict, the developers succeeded in creating an immersive environment depicting the gritty "hit and miss" nature of the war on terror.  Some have criticised the story telling style chosen for this title given the lack of overall character development and depth that other recent titles have provided, but I felt the wide angle approach on this ongoing conflict was more appropriate.  Furthermore, over the top theatrics and villains weren't really needed to enhance the mood of this game.  The war on terror is something that most Americans don't need any help relating to, and it was easy to feel the frustration and urgency that the game's characters were experiencing.  In the end, it was obvious that MOH is a spectacular vehicle for showing that the war in the Middle East is not one measured by complete victories, but one that is fought by inches rather than miles. 

Like so many titles in MOH's genre, the story was somewhat short with an average play time of 5 to 6 hours depending on skill.  It is obvious that the campaign was more or less a supplement to the multi player experience that most developers are eager to sell.  EA games doesn't hide the fact that they are trying to chip away at the hold that their rival Activision Studios has taken in today's first person shooter market.  Regardless, the completed campaign didn't leave me wanting.  The brevity of the campaign mode was justified by the variety of game play included throughout it's span.  However, there were some game play elements that I felt detracted from the game's overall credibility.  The action style of MOH is not entirely original in today's FPS market, and there were some stylistic points that seemed "borrowed" directly from the competition.  One scene that has Tier 1 operatives breaching a Taliban hut employs a slow motion aim and shoot mechanic that was used heavily in Infinity Ward's Call of Duty: Modern Warfare 2.  If one were to take an extremely critical view of this title, it would be difficult to find any part of this game that was innovative in comparison with what other titles have done.  With these shortcomings aside, MOH still provides an entertaining, if not groundbreaking, experience that any hardcore FPS campaign fan should enjoy.

The control mechanics of this title were also borrowed almost directly from the title's competition though this is something that Call of Duty fans will appreciate.  There were two innovations that the title provided including a "peek and cover" command and a "slide to cover" mechanic that did little for the overall control scheme.  In honesty, the title would have been much the same without them.  MOH also uses a ammunition stocking system that allows you to reload your supplies from your squad mates.  Though this was a nice feature, it seemed that the developers placed too high a value on retaining spec ops weapons rather than taking your opponent's inferior weapons.  Once you strip an AK from a fallen foe, you can no longer be resupplied by your squad mates, and you sacrifice the accuracy that spec ops weapons provide.  Plus, ranged weapons are in short supply on the battlefield making it all the more important to hold on to the load out you receive at the beginning of each stage. 

MOH's campaign mode is also plagued by some technical issues that can be somewhat frustrating.  The title's frame rate sometimes takes a terminal decline during some of the more intense battle sequences causing the action to stutter horribly.  This issue was fairly uncommon however, since most of the game's battles are fought in smaller enclosed spaces.  Later stages involving the Army Rangers seemed to tax the game's Unreal Engine 3 more than others.  There were also some way point errors throughout the course of the title which made it impossible to move to the next objective.  It seemed that during some sequences, the engine failed to load the next section of the game and made it impossible to move forward.  The result is that it is necessary to reload the last checkpoint and to try again.  At one point it was necessary to repeat this process three times before the game performed correctly.  At times it also difficult to know where the next objective point was to move the story forward.  During one sequence the way point marker did not generate and I was left to face a never ending wave of AI opponents before reloading the last checkpoint.  Even with these issues, the game was never unplayable, but it seemed that the title could have used a bit more polish before it was released.

Given the current gaming climate, Medal of Honor is one title that succeeds in creating an enjoyable experience that FPS fans should enjoy even if it doesn't serve to advance any of the genre's current game play conventions.  Its true that MOH's campaign is not a revolutionary experience when it is compared with other titles, but many of the more subtle story telling elements used can serve as a guiding point for future titles.  Rather than weaving an epic yarn like the Halos of the world or creating a blockbuster movie simulation like Modern Warfare 2, Medal of Honor creates a believable world to explore and a story that gives service to our country's service men and women.  If the campaign were to be judged against the competing titles of 2010, MOH might not stand out.  Multiplayer will be the ultimate deciding factor in how successful the title might be, but that is for a different review.  All in all, MOH provides an entertaining single player experience that should not be discounted in the current FPS gaming market.  If I were to rate this game's campaign on a scale of 1 to 10, I would confidently say that it deserves an 8 (very good, but not great).

Friday, August 13, 2010

Red Dead Redemption (PS3 Version)

In my usual style, I recently purchased this title months after its release, so I don't claim to have the most current review of this game.  Also, I have not played all of the way through the game, so this review will not be all that in depth.  However, Red Dead Redemption or RDR was compelling enough to tear me away from playing my marathon sessions of Battlefield Bad: Bad Company 2, so that already says something about the gameplay.  So, I will start from there. 

Story/Campaign

Having only scratched the surface of the title with little over 30% of the campaign segment completed, I am already in love with this game.  I have always been a fan of the Rockstar studios titles, and I have played through Grand Theft Auto 4 numerous times, but this title is satisfying in so many other ways.  Good western/cowboy titles are hard to come by in the world of videogames, and this one just seems to have it nailed.  What do we expect from a good western?  A protagonist that is stuck somewhere between being a villain and a hero?  A beautiful, but evocative backdrop with compelling scenery?  Multi-faceted plot points with convincing antagonists?  Well, RDR just nails all of these so far.  Less than half of the way through the game, I know little about the main character or his motivations, but I can't tear myself away from the game.  I know that Red Dead Revolver was a sort of "prequel" to this title, but I never played it, and I read some pretty nasty reviews of that game.  Such is not the case with this RDR. 

Following the release of GTA IV, it is obvious that this game takes some of its cues from older Rockstar releases.  As usual, the dialogue is excellent even though it sometimes serves only to perpetuate some of the stereotypical western character archetypes that are found in the game's world.  However, the voice acting is well done, and all of the characters that I have seen so far are believable and they serve to enhance the story rather than hamper it. 

Gameplay

The gameplay elements in RDR have been borrowed from other Rockstar titles, and the game retains the same free roaming, pick your mission format that we have all come to know and love, but there is so much to explore that you could go on completing side quests for hours without moving the story forward or you can simply wrangle horses or shoot varmints for fun (and it is quite fun).  There is nothing all that over the top about this game, and the way your character is controlled and how he interacts with the environment are nothing new to gaming, but who says that a game has to revolutionize how games are played to be good?  Instead, this title tweaks some gameplay elements from past titles, and emulates others in a blend of action that is extremely satisfying.  In so many ways, this title is a lot like GTA4, but so different simultaneously. 

The free roaming nature of this title is really what seals the deal with this game though.  Since the world you are exploring is so different from the modern environment of other Rockstar titles, it is so much easier to become lost in the simulation of the old and dying west and to love every minute of it.  The game sort of takes on the RPG element of being able to choose how heroic or villainous you want to be as well, and both directions have their own benefits.  It ultimately pays more to be wicked, but being heroic gives you more immunity from the law. 

Overall First Impressions

I think this is an excellent title for both the XBOX 360 and the PS3.  The world of RDR is immersing and compelling while remaining true to the fun loving nature of Rockstar Studios titles.  I am one of those people who nervously watches the game completion percentage and hopes that the campaign will never end.  I have yet to play any of the multiplayer modes yet, but the mechanics of the game work well without making it too easy to make it through too quickly.  All in all, it is an awesome game worthy of purchase for any gamer. 

Sunday, April 4, 2010

God of War III Novice Review

For my second review, I'm changing things up a bit and reviewing the popular action platformer God of War III. It seems as though I am always a little bit behind the times on these title releases, but then again I'm not trying to be the first one to review the game. I purchased God of War III (GOW3) on 3/30/10, and I finally laid the fury of Kratos to rest last night (4/4/10). I have played all 3 installments of the series, but I think I only finished the second and third installments which is something. So, with this in mind, let's get into the meat of the review. Kratos, our leading man, has been hacking and slashing his way through the chronicles of Greek mythology since his debut in 2005 with the original God of War installment. His exploits are well known as one of the bloodiest and most brutal characters in recent videogame history, but how do his adventures stack up against the innovative gameplay tactics of other next generation console heroes? Let's look at the elements.



Story

GOW3 picks up immediately where GOW2 left off with Kratos leading the titans toward the peak of Mount Olympus to bring an end to the reign of the Olympian pantheon. As the franchise has established, Kratos is out to satisfy his vengeance against the deceitful Greek gods. That pretty much sums up this character's motivations. Kratos has always been a pretty one-sided character, and his legend is one that is based purely on brutality. Throughout the game it seems a bit difficult to feel any sort of positive emotion for this antihero. There are some scenes during the last part of the game that seem to attempt to create some redemptive qualities about the character, but it is clear that Kratos is basically a brute.

If you are looking for much more than a human food processor with a wicked tongue in Kratos, you will be most disappointed. The events in GOW 3 seem to follow the continuing storyline of the Ghost of Sparta very well, and there weren't any glaring deviations from the basic story telling formula. However, the narrator that we came to know during the first two games in this trilogy was absent after the first twenty minutes of the game. I can't say that I really missed her that much, and it seemed to add to the effect that you were playing through the "now" of Kratos' adventures. Several characters made an appearance in this game, in fact there were more characters in this installment than any I can recall in the other two games. Kratos also gets a chance to, ahem, "know" almost every character he comes across. This game really sets out to destroy almost all of the pantheon as we know it, and Kratos accomplishes this with deadly precision.

That being said, the scale of this game is enormous along with the enemies you will face. There wasn't a single environment that left me wanting. The story wrapped up in just over 6 hours in my first play through, and that DID leave me wanting just a bit. The ending is a bit abrupt, but take my word and watch through the credits. If the Internet buzz is accurate, this may be the last God of War title in the trilogy, but I don't think this will be the last we see of Kratos.

Presentation

GOW3 is an absolutely beautiful game by any standards. The amount of detail that has been put into this game really showcases the technology of the PS3 system. The game plays in crisp 1080p HD, and runs at a smooth 60 frames per second. I didn't notice a single moment in the game where there was any hitch in the frame rate or any lag in the action even when enemies filled the screen. I was really impressed with how metallic items were rendered in this game. When Kratos dons the Golden Fleece item, it really looks like you could reach into the game and touch the smooth armor. The lighting effects in this game really set the tone for Kratos' quest. There were environments that were cast in deep shadows that could only be penetrated by a special item that you acquire early in the game, but when this item is not lit, Kratos' weapons give off a deadly glow that illuminates only the character himself.

The real showcase in this title was the character modeling. The characters in this game were really gigantic, and I mean colossal for some. Kratos has always seemed large in these titles, but when he is scaling the titan Gaia, he looks no larger than a flea. The God of War series has always depicted a darker version of the mythological creatures and characters in Greek literature, and this installment is no exception. I think the God Hades in this game illustrates this perfectly. I don't think I would want to see him in a dark alley, or a lighted one for that matter.

My only complaints with this game's presentation involve the camera system. As in the other 2 installments of this trilogy, the player has no way to control the camera. As some of the game videos explain, the camera is controlled by the system to create drama, and to showcase the environments in a way that draw you into the story, but in some cases, it just doesn't work. There were times where the camera pulls out for a wide angle and Kratos keeps running out into the distance which looks great dramatically, but when you fall into a crevice and die because the camera angle didn't show the crevice existed, it quickly becomes frustrating. I didn't notice any situations where the camera interfered with the battle system in this game by not showing offscreen enemies, but some regular gameplay sequences were affected. Mostly this was noticed in the more remote shots where the camera distance seemed to flatten the environments out making it difficult to judge depth. These shortcomings weren't enough to ruin the entire experience, but there were cases where I died multiple times before figuring out how to better decipher the depth of the game. The brutality of this title was also ratcheted up quite a bit from the other titles due to the advancement in graphics technology. Most of the bloody action was commonplace in the video game market, but some of the Quick Time Cinematics displayed ultra carnage that would make a mortician cringe. Be forewarned, this title is for mature players only. Play after your little ones have gone to bed.

Control

There wasn't a whole lot of innovation in this title in regard to control. GOW3 pretty much stuck to the formula, and this isn't necessarily a bad thing. The tried and true button-mashing combo system remains, and the Quick Time event system keeps players on their toes for some cinematic brutality and battle ending chaos. Some new weapons were introduced in this game, and the developers incorporated the ability to switch weapons mid-combo which expands your options for destruction a bit more. However, I didn't feel there was enough innovation in this area to make this title stand out. Perhaps the Dualshock 3 controller could have been better used for some motion detection controls during puzzle solving sections. Some of the secondary items were interesting particularly the boots of Hermes that grant you short speed boosts and the ability to scale or run along some walls. However, the items were often under utilized in the environments. You could use secondary items in the environment well enough, but you don't get the feeling that you get from some other games that they could really open up new exploration options.

Part of the reason for this is that GOW3 is a very linear game that doesn't have a lot of backtracking opportunities. You revisit some environments, but many are either destroyed or blocked off so you cannot access them a second time. It would be nice to see a more Metroidesque experience where you could use newly acquired items to reach previously unreachable areas. These issues are small ones, but at the end of the game you may feel like saying "I wish I could have used the Hermes Dash move more often in the game". That being said, the control options that are available are carried out in smooth sync with Kratos' actions on screen. Each button press begins the appropriate action, and your success in the game directly depends on your ability to press buttons quickly and accurately during QTEs.


Final Impression

GOW3 was a tough game to put down, but it was ultimately just another chapter in the chronicle of Kratos. Despite the advancement in the game's visuals, and the awesome scale of Kratos' world there wasn't enough of an advancement in the nature of the title to say that it has changed the way that games will be developed in it's wake. There was really only one character in the game that I ended up liking and she wasn't around for very long. Through most of the game I felt like I even wanted to stop Kratos' path of destruction, but then what would be the point? In all reality, I feel like I expected more from a next-generation title than a prettier version of the same story and action. Of course, if the game had diverted too far from the original formula, it wouldn't have been GOW. With that said, I was pleased with the title, but not jumping off of my seat like I have with some title sequels (Jak and Daxter trilogy, Ninja Gaiden, etc.). Platforming titles are always plagued by boxed-in game play limitations, but GOW3 succeeded as a concluding chapter in the franchise. Would I call it epic or groundbreaking? No. Would I play another title featuring the angry and somewhat villainous antihero Kratos? Probably. This game holds some replay value, but will most likely collect a bit of dust before I play it again. I would give it an overall score of 7 out of 10. Good, but not great.

Tuesday, March 2, 2010

Call of Duty: Modern Warfare 2 Review

So, this is my virgin post, and I have chosen to review the Playstation 3 version of Call of Duty: Modern Warfare 2 hereafter referred to as MW2. I know that this game has been out on the market for several months, and that there are already innumerable reviews on this product, but this will be my own spin on this review. So, here is how it will work with game reviews. I will not be following a particular format as of yet, but you can expect my reviewing style to change a bit as I do more of these. For now, I will break this review into two sections: single player campaign and multiplayer experience.


Graphics

The presentation value on the graphics of this game were outstanding for both the campaign and for the multi-player experience. The game squeezes out an impressive HD experience that broadcasts in true 1080p that really pushes the envelope for any first person shooter titles that will follow. Everything has been crafted well in this game from the facial expressions of the characters, to the environments that you will traverse as you try to survive this dangerous and beautiful game. Blood spurts from wounded or dipatched enemies in a very realistic way that doesn't seem overdone or underplayed, and the character animations are fantastic and seem true to their real life counterparts thanks to the motion capture techniques used to create them.

Gun models were near perfect in this title and they seemed very true to their real life counterparts. The lighting effects were realistic, and nothing was hidden in fog or deep shadows (unless the level you were playing took you through fog or deep shadows). With that said, there should have been a greater degree of environmental destruction as you go through the game. All too often I kept thinking during the multi-player maps that a tactical air strike should have leveled some buildings or at least left the ground cratered or something. Sure, you can break some glass, or scatter paper with the concussive blast of your AR, but it just didn't convey a sense of how destructive war really is. Environments should evolve as you move through them. With those complaints aside, the game is dazzling on many levels, and it is hard to ignore the apparent craftsmanship that it took to make it so.

Sound

I was a bit disappointed in this category. The dialogue in this game features some strong language, and the multi-player community is notoriously potty-mouthed so beware. I was pleased with the way that the voice acting was played out, and every character was fleshed out well and they conveyed emotions effectively, but where were the chaotic sounds of warfare? Sure, there was gunfire, but it doesn't really sound all that realistic. Having fired some military weapons in real life, the experience is deafening. If you shoot a shotgun in an enclosed space, you could very well be hearing bells for the next few hours. It seemed to me that the sounds of the weapons played up the mechanics of the devices rather than the miniature explosions they created as a result. All too often it felt more like I was firing an automatic cap gun rather than an automatic machinegun. Perhaps it would have resounded more accurately through a full Dolby 5.1 sound system with the base turned up, but not all of us can accomplish such a feat with sensitive neighbors around and below us. Environmental sound effects were good, and close calls resulted in ricochets and the whine of a bullet traveling far too close to your dome, but they could have been better.

Control

Using the PS3 controller was second nature in this production. I thought the default control scheme was well thought out, and efficient. Movements were well synchronized, and the sensitivity of your flight controls is tweakable so that you may find your own comfort zone. Force feedback with the PS3 controller was also well used, and I never felt that it was over or under utilized. The only complaint I have is with the sprint feature which is present in both the XBOX 360 and PS3 versions of the game. In order to sprint, you have to click down the left control stick, and you run for short distances. I felt that it would have been better suited having been placed on the less thumb-cramping shoulder buttons, but then you would have to ruin the effectiveness of the functions already assigned there. It is a minor inconvenience, and you soon learn to adapt.

Campaign

Ah yes, the controversial campaign. It has been a noticeable trend lately that the campaigns in first person shooting games have been growing shorter and shorter. This game is no exception to this trend with the completion time rounding out at approximately 6 hours on the hardest difficulty. However, I feel that the experience of the single-player campaign was enjoyable, and I played through it several times on different difficulty levels. There were some unbelievable points, but also some memorable scenes that I will come back to over and over again. The campaign might not have the highest replay value of any game I have played, but there is the multi-player component that will take care of that shortcoming.

Multi-Player

Ok, now here is the meat and potatoes of what this game is really all about. There are two multi-player portions to this game: Special Ops mode, and local or online multi-player mode. Special Ops mode presents challenging objective-based gameplay missions that you can take on alone or with a friend. As you progress through the missions, you are rewarded with stars that pay out based on the difficulty level you choose that unlock further challenges. I found this to be very enjoyable, and most rewarding when you play with a friend. The objectives reward teamwork tactics, and most of the levels you play through are taken directly from the campaign or from the Call of Duty 4 campaign. All in all, it took longer to complete all of the challenges at the highest difficulty in this mode than it did to complete the campaign. I didn't really find anything that this mode was lacking. The objectives were challenging if not fully innovative, and they held a relatively high amount of replay value.

The online or local multi-player mode probably holds the most addict friendly amount of replay value that this game has to offer. Players are rewarded for dispatching their foes with XP that allows them to rank up their characters and unlock cool new weapons, mods, and perks that change your player's lethal capabilities. There are several modes of online play available that include capture the flag, domination or territories challenges, team deathmatch, and free for all challenges. There is quite a bit of variety here, and several challenging maps to play with as you enter MW2's matchmaking system. There are just a few complaints that I have about the multi-player system. My first gripe is about the matchmaking system itself. Having just started my multi-player career, I was pitted instantly against players who have been obvious veterans of the system for many months. This made for a somewhat frustrating experience until I learned some of the tactics that my adversaries had come to know with far more experience than I had. Believe me, the campaign does not prepare you for the multi-player scene.

After several humiliating defeats that left me longing for a more "Haloesque" matchmaking scheme, I finally began killing more than I was killed. That was a turning point for me as I could finally enjoy playing the maps instead of spending most of my time watching my own demise through the game's killcam system. My second gripe is with the map selection system. There are many maps included with the game for the multi-player experience that are designed for different modes of play, but it often feels that the selection programming often only lets you play 2 or 3 maps per sitting on any regular basis. I played mercenary deathmatch for 3 weeks before discovering that there were 2 maps that I had not played before in this mode. When I finally did play on one, I was completely lost again, because I had no idea how the map was laid out. I have not played that map more than once, but it seems that I play the map "derailed" at least 4 or 5 times during a 2 hour session. There needs to be more randomization here, or perhaps an enhancement that makes sure you don't play the same maps more than twice during a regular rotation.

My final gripe is a common one that deals with the stability of the servers used for this game type. It seems an all to common event when you are playing that some part of the system cannot keep up with the heavy load the game generates during play, and you are sent back to the game lobby in the middle of the match. It would be far less annoying if you were allowed to keep any XP or rewards earned during the play of the crashed session, but you are not. There were also some lag issues that popped up intermittently during gameplay regardless of my connection quality that created some frustration, but such is to be expected. However, the rest of the experience was excellent, if not a tad too addictive. It is hard to resist playing just a little longer so that you may level up, or complete a weapons challenge even though you know you have more pressing matters to attend to (ahem, work).



Overall Impressions


MW2 is a force to be reckoned with in the gaming community despite the words of its harshest critics. Some complain that it is not real enough, or that it doesn't place enough emphasis on squad-based gameplay, and that may be true. However, MW2 is a very good first person game at its core. What it lacks in originality it makes up for in the way that it has honed the successful techniques of its predecessors. Of course there is always room for improvement, but let's see this game for what it is. The presentation of the title cannot be ignored, and the game has a lot of replay value that will keep fans coming back for more.