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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.