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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)

Tuesday, May 24, 2011

Heavy Rain Review (Titles I Missed)

Heavy Rain is one of those titles that comes out and truly turns the gaming industry on its ear.  With video games becoming more and more like movies in regard to the level of quality scripting and the high quality of today's consoles visual capabilities, the cinematic look and feel of Heavy Rain stands out as a major achievement in the gaming world.  Sure, several titles have taken the "cinematic" approach in the past, but none have been pulled off with the same level of polish and "awe" factor that Heavy Rain does while still providing a game play element that hooks players into the experience in a way that allows a credible immersion experience.  


Story/Presentation/Game Play


Not many games can claim to lump all of these elements into one category, but that is what Heavy Rain is all about.  There is no game without the story, and the story cannot progress without the choices of the player and so on and so forth.  The story itself is one that is better left without a synopsis due to the high focus on player input.  Any recap could lead to spoilers or a reveal that doesn't come up in another player's experience due to the game's branching story arc.  Suffice it to say that Heavy Rain is truly an interactive drama rather than a game and it has multiple endings.  Nearly every action that a player takes throughout the experience can change the way that the game's events unfold.  Some changes might be radical, and others benign.  Regardless, each player's experience might be just a little bit different depending on how well or poorly they input commands throughout.  


The presentation style takes its cues from the Noir films of old, but the multiple vantage points presented withing the game makes it feel more like a Stephen King novel.  Each character has a unique story to tell, but each of them also contributes to the unfolding of the story as a whole. Every detail of the game has been composed in a way that makes it as believable as any high end Hollywood production, but the best part is that this is a movie that doesn't end in a few hours.  The quality of rendering used to create the world of Heavy Rain doesn't falter throughout the entire game and transitions between exploration, and action sequences are pulled off smoothly.  The only stops to be found in the game are during character switches where a close up of the character's face is displayed while the next scene loads. 

Controls

Most of the complaints surrounding this title will likely talk about the control scheme used during navigation and action sequences.  For most of the game players will be exploring their surroundings, performing some menial tasks, and searching for clues.  The controls are basic enough, but are mostly far removed from what players may be used to.  Walking around, for example, requires holding down the R2 trigger and the left control stick rather than just the stick itself.  Some of these control choices are puzzling, but they become natural as more time is put into the game. 

Action sequences are a very different story.  Each action scene is choreographed to make the action more lifelike.  The control aspect for these scenes is laid out in a series of "Quick Time" responses that the player must input with the use of the action buttons or by following a swipe pattern with the control stick.  Failing to input the correct command could alter the outcome of any given action sequence. 

Closing Comments

Heavy Rain is a game tailored for gamers who enjoy visually thrilling and intellectually challenging experiences, and for this reason the title might be lost on the more fast paced action crowd.  It's true that Heavy Rain takes the more methodical and at times plodding approach to story telling, but gamers who dismiss this title too quickly would be missing out on an interesting experience.  With the game's multiple endings, players are motivated to relive and remake choices during the game to activate alternate outcomes.  Furthermore, once the story is completed, every chapter of Heavy Rain is replayable in whatever order players choose.  Games like Heavy Rain don't often come to consoles, but it is definitely a game worth renting if gamers have a passing interest in such endeavors.  Interactive dramas might not be for everyone, but Heavy Rain doesn't dissapoint. 


Overall Score: 9 out of 10 (Very Good)




Tuesday, May 10, 2011

Editorial: My Reviewing Hiatus

It has been a slow month so far here at TNR, what with the Playstation Network hacking and all.  That combined with a apathetic attitude from Gamefly surrounding the subject of timely game delivery past the first 3 months of a member's subscription has put a damper on game review activity for the time being.  TNR doesn't have any counted members or followers at this point, but an increase in page views through April has proved that the reviews listed here have not gone unnoticed.  Nevertheless, it is the goal of TNR to push through adversity and to keep turning out reviews.  Several posts are in the works, including a belated Crysis 2 campaign and multiplayer review, and a few editorial posts regarding the gaming industry.  Even though things have slowed, nothing should be considered in a standstill at this point.  If you are reading this, expect more current posts to follow in the near future.  TNR, unlike Sony, will not promise one thing and then deliver it far past the expected date.  So, dear reader, if you are out there take heart in the fact that more posts will come. 

Thursday, May 5, 2011

Gran Turismo 5 Review/Commentary (Titles I Missed)





Gran Turismo is one of those franchises that gamers either get, or they don't.  Perhaps it is the emphasis on a true racing "simulation" experience, or perhaps it is the fact that the game has so much depth that it fails to capture a player's short attention span.  However, automobile enthusiasts have been singing the praises of Gran Turismo for years in regard to the level of painstaking recreation of showcase vehicles and the extensive library of autos that each title provides.  Gran Turismo 5 is no exception to this rule with an exhaustive vehicle catalogue, and a renewed dedication to being one of the most realistic (see difficult) racing sims available. 

It is obvious that GT5 tries for variety in all things racing.  GT5 runs the gamut from freestyle racing events to Nascar, Formula 1, rally races and more and it does so with an exceptional amount of dedication to respecting the mechanics of each racing technique.  In this regard, GT5 delivers what hardcore fans of the series crave in terms of involvement.  However, as a casual gamer approaches this title, much of this nuance is lost.  Sony's exclusive title is perhaps the least accessible racing title on the Playstation 3 console, or on any console for that matter.  That is not to say that the game is bad or too difficult to attempt, but it is definitely geared for more seasoned fans of the series in general. 

GT5 makes players throw out the notion that it is a game at all, but rather a glimpse into the more complicated world of racing in general.  There are some areas that have been smoothed out to make upgrading easier, but the driving mechanics of the title really force some critical thinking from players.  There are ways to exploit upgrades or to out muscle AI opponents, but in the end, a player's success is measured by the level of commitment that he or she has put into mastering what would seem like simple controls and a complicated vehicle selection process.  Every vehicle in this title carries a very true to life set of racing credentials and a unique physics subset that makes it handle in a realistic fashion.  By this standard, racing a 1969 model year American muscle car feels light years different from driving a '69 Euro sports car, and rightly so.  In this regard, GT5 forces a level of careful dedication that casual players won't appreciate.

In many ways, GT5 may disappoint a majority of players who pick it up, but Polyphony studios has done something with this title that could help to save the video game industry as a whole if more developers followed the same standard of devotion.  By making a game that stratifies itself from other general public titles, Polyphony is discouraging gamers from making such wanton decisions about purchasing their title if they don't want to make such a complicated commitment.  If games within the shooter genre were developed in a way that forced players to make such involved decisions, it would likely alienate much of the horde-like following that has grown surrounding it.  However, it would also insure that a higher quality of clientele would build around the genre.  With all of the issues currently plaguing the gaming industry from hacking to game mechanic exploitation, players are ultimately more satisfied with a product that weeds out less favorable and exploitative abusers.  

Gran Turismo 5 is a high quality product in every regard, but it is also a title that aspires to something higher than video game status.  As a result, it leaves the interests of some gaming fans by the roadside, but this isn't a negative criticism by any means.  Instead, the standards by which GTA5 was crafted should set a lofty example for the rest of the gaming industry which has grown somewhat stale by comparison.  As other titles become more focused on driving up profits and driving down difficulty, those of the same ilk as GTA 5 will save the spirit of diversity that video games used to strive for. 

  

Monday, April 25, 2011

Vanquish Review: Titles I Missed

Almost cool......almost.

Vanquish is one of those titles that inspires a lot of nostalgic moments for gamers who have watched this industry grow into what it has become today.  From the time that the title screen loads, flashbacks of games like Zone of the Enders, and other great titles can be felt.  The moments of insane action and one dimensional dialogue are reminiscent of an era of gaming gone by, but does a title like this have a place in a world where gamers are more and more critical of how a title advances the industry as a whole?  Maybe not. 

Presentation/Visuals

Vanquish is sort of a mixed bag when it comes to its stylistic qualities.  As a player, you are given an over the shoulder third person view of sorts as the game's action plays out.  Graphically, the model rendering of the main characters and of the enemies looks fantastic, but at the same time conventional.  Mechanical characters look like 3D modeled anime drawings for the most part, and human combatants have muscles that would put Gears of War characters to shame.  In a sci-fi shooter like this, particle and explosion effects are paramount to the combat simulation, and Vanquish doesn't disappoint in this regard. 

Cinematic sequences were long at times in this game to the point that it felt like being hammered over the head by cheesy dialogue and and overblown storyline.  Playing through a 3D anime was cool at times, but it would have been better to let the action speak for itself and spare the directorial effort.  Luckily, most of the cinematics are skippable, and there is always a mute button for the in game dialogue.

Control/Gameplay

Vanquish plays like many 3rd person shooters, and the control scheme isn't too different from what you would find in those titles.  There is a blind fire and precision shooting function for most situations, and players have the ability to change weapons to suit the situation at hand.  Also, weapons can be recovered on the field or current weapons can be upgraded to improve their stats.  This mechanic felt like a throwback to old school 2D scrolling shooters where different weapons could be leveled up on the field, but if a gun runs dry or is switched for another of the same type, its back to 1st base.  The weapons themselves seem pretty balanced, but run and gun is almost always the method of choice for dealing with enemies given the amount of action going on at any given moment. 

Some functions seemed to be useful in combat, but others were a bit too theatrical such as the grenade throw animation which has the main character jumping to lob grenades or EMPs.  The animation itself is a bit long and takes away some credibility from a power suit wearing cyborg who can lift large objects. 

Final Impressions

Vanquish is one of those titles that promises a lot, and then leaves experienced gamers underwhelmed in a way that has nothing to do with the game's difficulty or its combination of game play elements.  This title is not sub-par in any one category, but at the same time it fails to deliver anything new to the shooter sub-genre.  At the end of the day, playing Vanquish feels like playing so many dated titles of a time gone by, and that is where it loses its value in today's video game market.  As gamers demand constant innovative releases, games like Vanquish that clearly pay homage to older games will continue to lose importance. 


Overall Score: 5/10 (Playable)

Monday, April 11, 2011

Mirror's Edge Review (Titles I Missed)

File:Mirror's Edge.jpg

Mirror's Edge (ME hereafter) was released for all consoles in November of 2008, so this one is going back a while yet again.  ME was produced by DICE studios in conjunction with EA, and the title is a bit of a departure from the usual fare released by DICE.  By combining the first person perspective with a decidedly platformer like questing style, DICE created something that is special, but woefully misunderstood with it's stylistic title.


Story/Visuals


ME's story mode is played entirely in first person perspective and the platforming nature of the game makes for some interesting visual experiences.  As the main character, Faith, you are a "runner" in a futuristic city where freedom of expression and good will have been decidedly outlawed to provide a measure of controlled peace to the populous.  Runners are basically glorified messengers who carry information between the resistance and their "plants" in the oppressive government.  As a result, they are constantly pursued and persecuted by law enforcement throughout the city.  Faith is apparently one of the more seasoned runners in this story who uses free running or "parkour" to run across the rooftops.  


The story line is delivered through in game dialogue and 2D cutscenes that look vaguely like the Esurance commercials of the past, but unfortunately the plot is fairly weak.  The voice acting isn't bad, but the way that some of the characters become involved with the story felt very thrown together.  Nonetheless, the vehicle for delivering a reason behind the game play was sufficient enough to make the action meaningful, so that was the most important thing.  


As far as the visuals go, ME is quite impressive.  The city landscape is cast in bland shades of white to signify the enforcement of conformity that the new government has imposed, and objects of color are meant to stick out for players to take notice.  There were also some neat visual effects used during free running sequences to simulate the feeling of speed and danger as Faith leaps and slides around objects.  It was also very cool to be able to look down and see Faith's lower body as you would in real life which is something that many first person titles ignore.  The HUD in this game pretty much just consists of a simple dot in the middle of the screen which is used to aim your movements.  Health is regenerative, so players only see feedback when Faith is injured.  This added to the level of immersion felt when playing through the campaign.


Controls/Gameplay/Replay Value

The jump button is mapped to the R1 button (PS3 version) for convenience, and some FPS fans might be thrown for a bit with the change.  However, the placement makes sense once the placement of the other commands is taken into account.  No sprint button is required as holding the left stick down completely causes Faith to gain momentum.  Other commands are mapped on the controller in ways that make handling the game precise without too much frustration.  Most mistakes can be attributed to player error and miscalculation as opposed to poor button placement. 

Faith is also capable of hand to hand combat and wielding weapons taken from opponent characters, but fisticuffs felt a little awkward at times given the first person perspective.  At times it was just a matter of miscalculating depth when trying to strike opponents, but the mechanic was far from broken.  As for gun play, the act is mostly discouraged in favor of evading or disarming enemies, so it is to be expected that accuracy is not something ME strives for with weapons.  ME is an action game first, and a shooter second or maybe even third. 

ME plays very well for a first person platformer, though there can be some head scratching moments especially when playing at higher difficulty levels.  Some free running sequences can be difficult enough to induce some minor hair pulling, but a little determination will go a long way on this one.  There are moments where a simple jump can be off by mere inches, but that small distance can mean the difference between success and death.  However, checkpoints are pretty forgiving in this game. 

Sadly, with all of the strengths ME builds upon, the stand alone campaign holds little replay value unless players wish to complete the story mode at higher difficulty levels for trophies or achievements.  ME does have an online multiplayer race mode, but the experience can quickly become frustrating as there are no do-overs to be found here and missteps are common. 

Final Impressions

DICE went somewhere very different with Mirror's Edge that other developers had never succeeded at.  Not only did ME offer a level of excitement that other titles cannot match, but it also manages to do so without over the top violence or shock factor.  While the story might be somewhat lacking, and the mechanics might be just a little too focused on precision for some gamers, this game is an excellent study in how first person titles could be approached.  Moving Faith through the city scape felt fluid and natural in a way that first person shooters never have, and it was easy to forget that most human beings can't run as fast or as well as in this game.  A chance to see this game evolve into a more polished sequel would be welcome as long as the mechanics aren't dumbed down to satisfy all the whiners out there.  ME was a short, but memorable experience, and as always other developers have quite a bit to learn from companies like DICE.

Overall Score: 8 out of 10 (Very Good)


COD is Ruining FPS? Really?

I'm here to eliminate originality within the FPS genre.......and to kill you.
This post is more or less a response to an article that I took issue with on IGN regarding how the COD series has "standardized" the first person shooter genre in ways that the editors feel have destroyed creativity in video games.  IGN contends that all modern combat based shooting games use in game mechanics and control schemes that resemble COD so much that they are no longer original, and that they are being passed off as nothing more than poorly executed clones of the successful franchise from Activision studios. 


While it is true that most games are very COD like, stating that the genre is ruined may be a bit of a stretch.  It is also true that every single popular FPS title that has been released after the premier of COD 4 Modern Warfare employs a very similar control scheme.  However, the reality is that while these games are similar, it is important to note that every different title brings something to the table that makes it unique.  Each different take on these popular game mechanics builds  the genre by offering a different take on how particular elements can be implemented.  To say that one game has created the ultimate standard and that all others are poor clones of that game is incredibly unfair. 

It is also important to note that the gaming industry as a whole could be blamed for a lack of game play innovation.  Platforming games all perform based on the basic principle of navigation and problem solving with a side of item collection.  Racing games focus on precision driving and modification to a certain extent based on the title.  So, how is it fair to say that all FPS titles have cloned COD's mechanics?  The COD series and Activision can be credited with being perhaps the most successful marketing and strategy teams in the FPS genre right now, but they certainly are not the end-all be-all of FPS.  Until there is some major innovation in how controls are processed in this industry (i.e. through motion control or real time 3D space manipulation) the control schemes that gamers are familiar with don't have much room to change.  In regard to how in game mechanics such as perks and real time reward systems are handled, it is clear that COD does not have this nailed down yet either. 

COD may be the most popular game out for any system, but it is also the most complained about game on the market.  Many other games provide more balanced game play, but COD is a quick fix for players of every skill level.  What it all boils down to is a consumer's inclination to how a game caters to his or her method of play, or even to how long that consumer keeps playing a title.  While many gamers play a title exclusively for extended periods of time, others will sell or trade their copies, and those stats are not tracked.  Whether or not games have copied COD's mechanics is not important.  What is important is that variety still exists, and many titles appeal to sensibilities that COD does not.  Keep gaming everyone, and try to stay more grounded IGN. 

 

Tuesday, April 5, 2011

Batman Arkham Asylum Review (Titles I Missed)

Don't mess with Bats.


I would like to preface this review by saying that I did not play all the way through this game for reasons that I will later disclose, so this is more or less a partial review of Batman: Arkham Asylum (BAA hereafter).  As such, this will be a mostly superficial outline of the game's features rather than a review of the entire storyline. 

Presentation/Visuals

The fact that many of the staple voice actors/actresses from the Batman animated series were used for the production of BAA was easily the most exciting part about this game going into the storyline.  The return of Mark Hamel as the Joker was an awesome touch, and not too many people can capture the maniacal, psychopathic nature of the Joker's personality as he can.  As a fan of the animated series, this was a great treat.  However, BAA's mood and content are not a part of the animated series' story arc, and players should be warned that the title is quite dark as the comic series is.  BAA does not shy away from death and torture, though the violence presented is pretty free of gore.  


Graphically, BAA is a stunning mix of comic exaggeration and real life simulation.  Characters are as muscular as you would expect their comic book counterparts to be, and models were rendered to show off the still relevant capabilities of the Unreal Engine 3.  The only fault with the overall look of the game was with how some of the character animations looked.  With characters being as muscular as they were, some of the rag-doll physics were a bit lost in the bulk of the characters.  Batman moves with beautiful, fluid motions during combat, but some of his victims fall awkwardly when dispatched.  Many of the character skins become redundant after a while as well, particularly the jokers goons who all look like they took huge amounts of steroids.  Doesn't anyone hire skinny henchmen anymore?  Also, for this being a Batman game, I thought old Bats would look a little more skulky at times.  Of course there is an option to make Batman crouch for stealth mode, but the rest of his time is spent running or walking around like a high school athlete with perfect posture.  Isn't this man a trained ninja?  He should at least look like he is trying to stay hidden even when he isn't actively avoiding confrontations.  


Mechanics/Control/Gameplay


These categories are lumped together due to the fact that not all of Batman's abilities were unlocked during my play through of BAA's story line.  However, the basics of each were glossed over, and I wasn't disappointed with any one component in general.  The control scheme in BAA is pretty simple when compared with other titles in this genre.  There are basic exploration commands, stealth controls, and combat combinations.  None of these controls revolutionized any gameplay mechanics in any way, but they still made BAA very playable.  At no point did the control scheme detract from the fun factor of the game, nor did it interfere with the flow of the game.  As far as control in BAA, you either get it, or you should just give up.  


In true exploration fashion, Batman is stripped of all his gadgets from the beginning, and abilities must be unlocked as you progress.  Again, nothing new here.  The only fault that I found here was that none of the unlocks provided that "Wow, kickass!  Now I totally feel like I can take on the game!" feeling that some titles provide.  Sure, upgrade aid in progression and versatility in taking out baddies, but they didn't really give the whole geek out factor.  


A major detraction to this title was its reliance on the "detective mode" function which is basically like other scan modes that other titles employ.  Detective mode should be used to point out hidden clues for solving puzzles, but too often it was easier to just leave the thing on all of the time.  With the ability enabled, players always know when a goon is lurking around a room, or where a weak wall is waiting for a bit of the blasting foam.  Perhaps if this ability had been hampered by some sort of energy consumption mechanic where players had to collect points to provide a charge it would have been better.  Otherwise, it was just too easy to use it all of the time without penalty.  


Final Thoughts


I mentioned earlier that I didn't play this game all the way through, and this is true for several reasons that have nothing to do with the quality of the title overall.  I think that BAA is a well presented and accessible game with many strong qualities, but it simply failed to hold my attention for as long as was required to complete it.  Every facet of the game was adequately polished, and there appeared to be no glaring flaws to detract from the experience.  However, there are simply more appealing titles out there to be explored.  Perhaps the upcoming Batman: Arkham City will offer a more complete Batman immersion, but this game simply glossed over the potential of what a Batman title can really be.  Was BAA fun?  Yes.  Does it do service to the fans of Batman casual and hardcore alike?  Certainly.  However, when compared to titles that have done what BAA could have done with stealth and gameplay, and seeing that they have done them quite well, I didn't feel that BAA measured up to its own expectations.  


Final Score: 7.5 out of 10 Good, but not Great

Tuesday, March 29, 2011

Nintendo GameBoy 3DS Review

Trippy to say the least.

I didn't actually purchase this product, but I wanted to give an impromptu review of it for those of you who might be considering getting one.  I walked into my local Best Buy store in search of a decent cordless headset for my late night online gaming sessions and as I made my way through the aisles, this little gadget caught my eye.  After reading several descriptions surrounding the mechanics of the device, I wanted to see the 3D in action. 

The device is quite obviously the most sleek of any of the GameBoy iterations, and the overall size of the unit is a study in efficiency.  Both internal screens are small when compared to the Sony PSP for example, but the displays are vibrant and the bottom touch screen (which doesn't support 3D FYI) was responsive.  Nintendo opted to include an analog joystick to the new device which was a welcome inclusion for those who don't like having to use a thumb or stylus on the bottom screen while concentrating on the top display for more complicated functions. 

Though the system still uses cartridges, there is a port for a memory card for larger data saves.  The device also has two front facing cameras for taking 3D photos (possibly video) and one rear facing camera for self portraits.  The full package looks impressive, but let's get to the part that everyone wants to read about.  How does the 3D work?  Using 3D on a small screen is less like the 3D experience in the movie theater and more like looking at one of those computer generated seeing eye 3D puzzle pictures.  The depth of field appears to go into the device rather than popping out of the screen.  The game that was loaded into the device that I used was Pilotwings Resort which is a flying game, and the new sense of depth lent itself to the believability of flying through the game's stages. 

Nintendo allows users to control the "3Dness" of displayed images by way of a small slider on the bottom right hand side of the top display.  Toggling this slider adjusts the depth of the screen for those more sensitive to the technology being used for the consoles 3D effect.  The biggest drawback to the design employed by the system is that the display must be positioned in a very specific manner for the effect to work.  Tilting the screen just a few degrees in any direction nullifies the illusion completely.  Also, after 20 or so minutes of dialing in the depth to my liking, I developed some slight visual blurriness when not looking at the display.  Having used other types of 3D technology, this effect is not typical for me, but I found myself having some trouble focusing on 2D print for several minutes after looking away from the screen.  I must just be more sensitive than some people when it comes to this particular 3D method. 

Though Nintendo may have an edge on some competitors in terms of convenience and having created a 3D effect without the need for external accessories, I'm still not sold on the novelty of 3D in general in regard to current gen consoles and the effect that it has on games.  Of all the current gen advancements, I can't really say that I believe 3D will be the next big thing to catch on for all future titles as long as images are limited to flat screen presentations.  Perhaps once the technology becomes more immersive and not so headache/vertigo inducing the idea will take off.  Until then, it seems more like a novelty trick.  I really have no desire to purchase the 3DS, but some might enjoy it. 

Homefront: Multiplayer Review



I finally got the chance to dig into the multiplayer component of Homefront.  It has been a busy couple of weeks for me trying to play through Assassin's Creed 2 and Batman: Arkham Asylum in my spare time (these ain't no 5 hour campaigns!), but I finally managed to sit down to several stable rounds of multiplayer mayhem.  The games that I have played so far have been limited specifically to the non battle commander regulated ground control that plays much like Call of Duty's domination and even more like Battlefield Bad Company's conquest mode.  With that said, I will be focusing mostly on elements that are prevalent through all game modes.

Control/Visuals

The biggest relief about Homefront's multiplayer is that the control scheme seems tighter than in the single player campaign.  The on screen animations are still pretty rough for a current gen FPS title when compared to its immediate competition, but those issues are minor.  The texture rendering is still fairly grainy regardless of what resolution setting the game is played in, and this makes for some frustrating aiming issues sometimes.  As for character models, players are placed on either the U.S. Marines team, or on the Korean Private Army.  Each team has about 4 unique skins that are applied based on what armory class is selected before each spawn.  By now these skin types are becoming standard fare across the genre, but they serve their purpose in providing a little bit of variety.  The only apparent issue with the character skins was that the KPA  character uniforms are burgundy and beige, and they stick out of the scenery more than the American Marine uniforms.  Aside from being fairly dated, the visuals are passable.  The control scheme is also generic when it comes to FPS titles, but this isn't really a bad thing. 

Ranking System/Battle Points

Homefront employs a familiar ranking or leveling system that unlocks new weapons, accessories, abilities, and weapon loadouts.  For the most part, leveling goes fairly quickly and it was possible to unlock suitable kit loadouts within an hour of normal gameplay.  Just as with other similar titles, leveling is achieved through the collection of battlepoints and XP during regular matches.  In an effort to collect some of the profits that would be lost through used game sales, THQ requires that players input a profile exclusive "battle code" that comes with new copies of the game or that can be purchased through XBox live and Playstation Network.  Without the code, it is impossible to rank past level 5, and all weapons besides those available at the outset will remain locked.

The main difference with how Homefront plays from other FPS titles is with the in match reward system.  For every kill or objective completed, players are rewarded with battle points.  These points can be used to activate a number of extras that can level the playing field or tip the scales in one team's favor completely.  Points can be redeemed to purchase vehicles, extra armor, air support, UAV scans and so on.  The system is very similar to Medal of Honor's point system, but points rely less on how many consecutive kills players rack up between deaths, and more on how efficiently players earn kills or capture objectives.  For the most point, the point system is the component that sticks out most from other titles. 

Weapons/Perks

This section is most directly comparable to games in the COD franchise in that weapons have to be used to unlock accessories for them.  Red dot, holographic and ACOG scopes are only unlocked after a specific number of kills are made with each weapon for example.  How these weapons perform is influenced by the game's perk system.  Perks, however, are far more abundant than in other titles, and they are equipped in a much different way.  Each player has a certain number of what could be called "perk points" that depends on his or her rank.  When a perk is unlocked, it has a numerical value associated with it ranging from 1 to 3 perk points.  As a player gains ranks, more points become available making it possible to equip more active perks.  This is similar to the kill streak system in Modern Warfare 2 in that if a perk is removed, points become available again.  You aren't really spending points, but rather you are managing slot availability.  Though it might seem like this mechanic would give more seasoned players an unfair advantage, the system actually works very well due to the fact that, unlike other titles, the influence of the perks in Homefront doesn't make a huge impact.  Skilled players will always have the advantage against reckless or amateur gamers in Homefront.  None of the weapons or perks had a cheap feel to them and each weapon seemed balanced.  More powerful weapons were regulated by higher recoil, and weapons with higher firing rates had lower accuracy.   

Overall Impressions

Some reviews have called Homefront a cross between COD and Battlefield Bad Company 2, but the game truly plays more like a cross between Medal of Honor and Battlefield Bad Company 2 which are both DICE titles with similar mechanics.  Matches feel relatively balanced, and an emphasis on teamwork is clearly apparent in objective based game modes.  The game maps are large, but not as large as those found in Battlefield, yet they still offer plenty of room for vehicular and infantry combat.  Though there isn't much innovation to be found with this title, it succeeds in being a viable alternative for those who find that the Black Ops and Bad Company scenes have grown a bit stale.  In this regard, this title deserves at least an 7 out of 10 for overall gameplay and presentation.  If subsequent installments of the title should be released, concessions must be made on the subject of improved visuals, but Homefront makes for a suitable diversion for now.  Whether or not the game will hold up against the future release of heavy hitting titles like Battlefield 3 or the unnamed future installment of Call of Duty this coming Fall has yet to be seen.  However, this game is enjoyable and it should be played for what it is.  Homefront is an alternative, but its not really direct competition for bigger titles.  It would be nice to see some downloadable maps in the near future like DICE has offered as well.  During a 2 hour session, I played through 4 multiplayer maps repeatedly.  I'm not sure if there are more or not, but a little more variety would be nice.

Score: 7 out of 10 (Good, but not Great)

*UPDATE - It may be fair to say that although I rated this game a 7 out of 10, it has dominated my online multiplayer activity since I started playing and that is saying something.  So far, it has beaten other games such as Crysis 2, Call of Duty: Black Ops, and Battlefield Bad Company 2: Vietnam for my attention.  As a result, I would have to say that the playability factor really overrules any of the game's shortcomings.  Homefront is a very balanced game, and I have yet to experience any exploitive behavior from other players on the Xbox 360 version.  Vehicles still tend to bend the favor of matches from time to time, but most failures are a result of poor teamwork rather than unbalanced weapon rewards. 

Homefront, while flawed is a satisfying experience in many regards.  The different classes are weighted in a thought out way so that no loadout seems cheap.  There are still weapons that provide a slight advantage to unexperienced players, but a skilled veteran can dominate with any loadout.  Another great thing about this game is that while other players are busy playing Black Ops, the servers are relatively clear, and mid-match dumping is quite rare.  Most matches that load completely go off without a hitch, though some lag is to be expected.  However, lag here and lag in games like COD are very different things. 

With these things in mind, would like to note that although I won't change my rating of this title due to the fact that the weaknesses I mentioned earlier could have been remedied by a longer development schedule.  However, it is fair to note that Homefront is a worthy shooter that deserves respect in the multiplayer arena.  For those who don't like this game, thank you for the extra server space!