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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