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Dishonored: Knife of Dunwall: What Happens to Scary Monsters?

May 17th, 2013 No comments

Long time readers will know that I’m not much of a fan of DLC as those little extra tid bits of gameplay are rarely worth the price of admission, usually only adding small amount of extra game time and little more to the overall story. Still there are some that capture my attention like the Missing Link DLC for Deus Ex and the Knife of Dunwall DLC for Dishonored is another. This can wholly be attributed to the single image they used to market it, showing a view from a rooftop showing the main character of Dishonored in the pivotal opening scene. Since that whole side of the plot remains something of a mystery to you during the main game the possibility of playing the other side was just too good to resist and I snapped it up on release.

But there’s a reason why I’m only getting around to reviewing it today.

Dishonored Knife of Dunwall DLC Screenshot Wallpaper Title Screen

The events of Knife of Dunwall take place alongside those of Dishonored, telling the story of Daud the master assassin who is responsible for killing the Queen and stealing her daughter away. The DLC starts just after that pivotal scene where it’s revealed that Daud is one of the Outsider’s chosen, just like Corvo, except that his powers differ slightly from that of protagonist from the main game. The Outsider also reveals that Daud’s life will soon come to a close but before that will happen he is given a clue, a single word “Delilah”.

Now I’ll be completely honest here, when I first saw the screenshot that announced the Knife of Dunwall DLC I figured that it would centre around the events that lead up to the Queen’s death, letting you plan out your route and ultimately deal the final deadly blow. Instead you’re dumped in right after those events, with the introduction being one of a myriad of comic book panel styled cut scenes that depicts your role in Dishonored’s key moment. I will admit that this disappointed me greatly as whilst it’s cool to see part of the story that you didn’t really have an insight into I really wanted to play that particular scene from the other side, as I’m sure anyone who played Dishonored would.

Dishonored Knife of Dunwall DLC Screenshot Wallpaper Favours

Like most DLCs Knife of Dunwall doesn’t deviate too much from its parent game, keeping the vast majority of key mechanics whilst introducing some new powers and reworking other elements to fit Daud’s story. All of the core abilities are still there, like blink and most of the mechanical arsenal you had, but there’s also the addition of new skills and weapons that can change the gameplay significantly. Again you can make the choice of playing it as a guns blazing ruthless killer or a hide in the shadows humanist who doesn’t kill anyone. If I’m honest Knife of Dunwall seemed to urge you to be more of a killer than anything else, but that could just be due to my frustration with some of the other elements.

Since there’s no hometown for Daud like there is for Corvo in Dishonored you’re instead presented with an upgrades screen before every mission. This means you’re essentially picking your play style before you start which is probably a good thing considering how short the DLC is and forcing you to do the same level of work in order to get the same upgrades as you had in Dishonored would just be tedious. You also have the option of purchasing favours which will make certain sections of the missions easier or provide you with upgrades. They’re usually worth it too, save for one in the last mission that didn’t seem to help at all.

Dishonored Knife of Dunwall DLC Screenshot Wallpaper Story Screen

Knife of Dunwall plays somewhat similarly to Dishonored with the core mission structure and numerous possible paths to get to it being par for the course. As I mentioned before, and somewhat similarly to Dishonored itself, whilst you can do the entire thing without killing anyone (apart from a few at key points) Knife of Dunwall seems to try its darndest to get you to use lethal force most of the time. There are many sections where you’ll be confronted with a couple enemies that don’t move and you’ll be forced to either sleep dart both of them (something which you can only do a limited number of times) or go rambo and just mow them all down. Whilst I tried my best to be sneaky I got fed up with it after a while and just started going to town on everyone and I have to admit it was pretty fun.

The additional insight you gain into Daud’s motives and origins is nice however the plot is a little lackluster, possibly due to the heavy amount of foreshadowing that the Outsider gives you. It’s certainly not terrible and the voice acting is above games of similar calibre which helps it tremendously as even the best plot can be ruined by flat delivery. It’s quite possible that my impression is heavily tainted by my expectations of what the Knife of Dunwall would and wouldn’t include however.

Dishonored Knife of Dunwall DLC Screenshot Wallpaper It Starts

For a DLC Knife of Dunwall provides a decent extension to Dishonored, providing multiple hours of gameplay that’s different enough from the core game so that you don’t feel like you’re retreading the same ground again. Whilst I may have fallen prey to the hype machine of my own head I still can’t refute that it’s a solid addition to Dishonored, expanding on the idea and giving some insight into the main plot. It probably wasn’t worth the price I paid for it and whilst $10 is semi reasonable I’d probably recommend holding off until its on sale unless you’re desperate for more Dishonored action.

Rating: 7.0/10

Dishonored: Knife of Dunwall is available on PC, PlayStation 3 and Xbox360 right now for $9.99 or an equivalent amount of points. Total game time was approximately 3 hours.

Crysis 3: All That Remains is Prophet.

March 5th, 2013 No comments

As long time readers will know I’m a big fan of Crytek’s flagship series Crysis as it’s one of the few no-holds-barred PC games when it comes to ratcheting up the graphics to insane levels. It harks back to the golden era of PC gaming where every new title attempted to do exactly that, pushing the boundaries of the hardware so hard that yearly upgrade cycles were not only desirable, they were almost required. The consolization of PC games took a heavy bat to this idea and strangely enough even Crysis 2 fell prey to it somewhat with my rather mediocre PC at the time being able to run it perfectly (and admittedly it was still quite good for its time). When Crytek announced that Crysis 3 would be a returning to its roots with insane levels of graphics I was incredibly excited and I’m glad to say that they didn’t disappoint.

Crysis 3 Screenshot Walpaper Title Screen

Crysis 3 takes place 24 years after the incidents in Crysis 2. Prophet, in reality the amalgam of Alcatraz and the remaining memories of the original Prophet that the NanoSuit stored, has been in stasis for the past 2 decades since CELL captured captured him. You’re broken out of your prison by Psycho, one of your former suit buddies who’s been stripped of his NanoSuit. You find out that CELL has been using some Ceph technology to generate unlimited amounts of energy and has used that to enslave most of the world in crippling amounts of debt. Psycho, saved by people in the resistance, needs your help in order to take them down. As you start to dig into CELL’s activities however the real plan becomes apparent and it becomes clear that only you are able to stop them.

The technology under the hood of Crysis 3 is the same as Crysis 2 so you can imagine I was a little sceptical as to how much of an improvement they could make in the 2 years since their last release. Figuring that my still semi-new upgrade would be up to the task I cranked everything up to its highest, leaving only the anti-aliasing at a tame 2x. What resulted afterwards can only be described as slide show, a very pretty one but it ran so slow that many of the models glitched out and it was essentially unplayable. Dialling back the settings to their recommended levels turned that slideshow into a much more playable game and what a game it is.

Crysis 3 Screenshot Walpaper Psycho

Every screenshot you’ll see in this review was taken in game with most of the settings at 1~2 notches below the maximum possible. The level of detail is simply amazing with all models being of the level I’ve come to expect from most game’s cutscenes rather than their in game representations. Crysis 3 makes use of the entire DirectX 11 feature set and does regular things like motion blur, specular highlights and bump mapping better than any other game I’ve played recently. Whilst the framerate wasn’t the greatest in large outdoor areas it was absolutely butter in small to medium sized zones and it was so good that I almost feel like upgrading my PC again just to how Crysis 3 would fair if had room to stretch its legs.

Suffice to say that Crytek has really returned to form with Crysis 3′s graphics.

For those who’ve played Crysis 2 the game play will be very familiar to you with the NanoSuit design staying basically the same as it did in the previous game. You have 3 modes available to you: regular, armoured and cloaked which you can switch between at will. Armoured mode drains energy when you get hit by various things and cloaked mode slowly drains away energy whilst your standing still and even more when you move around. These two active modes are essentially the two ways of completing any obstacle that you might face in Crysis 3: either by stealth or by raw fire power.

Crysis 3 Screenshot Walpaper Vehicle Section

Whilst there might be a choice available to you it does seem like Crysis 3 would prefer you to go with one over the other. Right at the beginning you’re given what amounts to the biggest change between Crysis 2 and 3′s combat: the compound bow. Essentially it functions like a backup weapon as it doesn’t count towards one of your 2 regular weapons but like them its customizable with different ammo types and scopes. The key difference between the bow and other weapons however is the fact that upon using it you will still stay cloaked, allowing you to take out enemies with ease and drastically increasing the amount of time you can remained cloaked. Couple this with the fact that the primary type of arrows you can use (impact) can be picked up after you use them you essentially a weapon that’s got unlimited ammunition, kills in one hit and allows you to stealth around everywhere without getting caught. Running and gunning seems rather moronic by comparison.

This is only amplified by the upgrade system which allows you to beef up aspects of the NanoSuit to fit your play style. Whilst its entirely possible to make yourself nigh on indestructible the upgrades for stealth users simply magnifying the already over powered combo of cloak plus bow. Indeed for quite a while I was running around with just the stealth upgrades and multitudes of points available to me. I ended up spending them just before a particular boss fight that required me to go toe to toe with it but I actually found that using stealth was a viable option once I had worked out the fight a little more. This may be due to the difficulty level I was playing on however and I’m sure at easier levels run and gunning would be more viable.

Crysis 3 Screenshot Walpaper Dam Buster

Crysis 3, whilst still technically being an on-rails shooter, does retain the non-linear variations for each section that help to keep it from being yet another corridor shooter. When you’re moving between sections there’s definitely only one path that you can progress through however in those sections there’s usually additional objectives that you can go for which will assist you in getting to the primary objective. For instance there’s one section where two giant walkers are blocking your path. Now on the ground nearby there’s a ton of RPGs scattered about so with a little bit of legwork you could probably take them down. However there’s also a nearby mortar team that’s in need of assistance and should you help them out they’ll let you tag targets which they can then take out for you.

The vehicle sections feel tacked on, almost as if they’re only there to serve as an introduction into what will be available in multi-player. Whilst I applaud their use of larger-than-life maps they only seem to be there to facilitate the inclusion of the speedy Half Life 2-esque dune buggy. I will admit that the optional tank section was pretty fun but it was cut brutally short, right before a time where it would have been a hell of a lot of fun to blast a whole bunch of Ceph out of the skies. This was followed shortly after by an on-rails vehicle section putting you as the gunner which was frankly suicidal as all the Ceph aircraft targeted you instantly and your mounted gun was highly ineffective against them. I’d prefer that these sections stayed in and were revamped rather than them being removed however but they really do feel out of place with the rest of Crysis 3.

Crysis 3 Screenshot Walpaper Tank Section

There’s also few bugs and glitches to speak of although it pains me to say that at least one of the issues that plagued Crysis 2 are still present in 3. Some guns, for example, will simply not be able to be picked up which can be pretty devastating should you not be able to swap a weapon out for a particular section. The graphics glitches appear to only happen if you’re stressing your hardware too much and disappear the second you revert them to more sane settings. The vehicles are mostly fine except for one part when my tank slowly started turning itself over and then eventually capsized for no apparent reason. Getting out of the vehicle seemed to let it right itself however but the behaviour was still very odd.

I was all ready to pan the story as for the first couple hours there’s really no tension, character development or anything that made me feel for the characters. This all changes later on as the voice acting seems to improve a lot, especially towards the end when certain reveals ramp up the tension between the characters. It’s not an emotional roller coaster like other, more story focused games but it was unexpectedly good for an on rails shooter. They also thankfully avoided the extremely obvious “INCOMING SEQUEL” stuff which plagued Crysis 2, but the current story wraps up well with enough leeway that a sequel is possible without it being obnoxious.

Crysis 3 Screenshot Walpaper Cave

Crysis 3 is simply stunning; a visual masterpiece coupled with highly refined game play that we’ve come to expect from the people at Crytek. There’s no doubt that the graphics are what makes this game so impressive as Crysis 3 is probably the only game that demonstrates the full capability of DirectX 11 on the PC platform today. It’d all be for naught however if the rest of the game didn’t stand on its own however and I’m glad that it does otherwise it’d just be another tech demo ala ID’s Rage. I thoroughly enjoyed my time with Crysis 3 and I’d encourage anyone who’s still a dedicated PC gamer to spend some time with it, if only to see how capable your rig really is.

Rating: 9.5/10

Crysis 3 is available on PC, Xbox360 and PlayStation 3 right now for $69.99, $98 and $98 respectively. Game was played entirely on the PC on the second hardest difficultly with a total of 7 hours played.

Mark of the Ninja: For The Good of the Clan.

November 30th, 2012 No comments

The simplicity of 2D platformer games must be really liberating for developers, especially small time independent ones. I say this because it seems that I’ve played a lot of games this year that fit into that genre and the amount of innovative game ideas that I’ve seen has really surprised me. These were the titles I grew up on and they were, for the most part, usually a small variation on the original Duke Nukem idea. One thing I didn’t expect was the introduction of stealth based game play something which has traditionally been contained to 3D games. Mark of the Ninja blends stealth along with puzzle solving and platforming to form a pretty unique game experience, one that doesn’t really have anything that I can directly compare it to.

Unlike most ninja games which take place in feudal Japan Mark of the Ninja is set during present day. You, an unnamed ninja, were receiving your first tattoo which would grant you special powers when you passed out. A short while later a fellow ninja, named Ora, wakes you up as the ninja stronghold is under attack by a security agency headed by a man named Karajan. After rescuing your fellow ninjas as well as your master, Azai, you’re then sent on a mission of vengeance against Karajan for the atrocities that he committed against your clan.

Mark of the Ninja has a style to it that’s reminiscent of all those flash animations of yesteryear but there’s a level of refinement about it that many of those lacked. The cut scenes for example feel like they came straight out of a professional animation house and wouldn’t be out of place in any cartoon you’d see on a Saturday morning. There’s also incredible amounts of detail everywhere from the interactive area which is littered with all sorts of things to the backgrounds which are done exceptionally well. This blends exceptionally well with the music and foley which provides a very detailed soundscape to compliment the impressive art work.

Mark of the Ninja is primarily a stealth game and its implementation in the 2D, platformer world is quite an interesting one. For starters unlike most 2D games Mark of the Ninja includes a line of sight mechanic which forms a big part of any stealth game. This means that you’ll spend the vast majority of your time walking between shadows, dodging guards where you can, so you can either sneak up behind guards and dispatch them quickly or just move on leaving them none-the-wiser. If it so pleases you though you can go toe to toe with every guard you meet however and there are some sections which will be far easier (and quicker) should you choose to do that.

Initially you start off with only a few tools at your disposal, namely your sword and bamboo darts that can be used to take out lights and other fixtures. As the game progresses you unlock additional abilities and equipment that allow for a much wider range of actions, enabling you do things like terrify your enemies by laying spike traps or dangling corpses from the room for all to see. All these options will mean that your play through is almost guaranteed to not be the same as anyone else’s as there just so many ways to go about doing the same thing.

Indeed that seems to be the whole point of Mark of the Ninja. Whilst it is primarily a 2D stealth platformer it also has many elements of a puzzler/exploration game as there are many rewards to be found by simply taking the least obvious path. I can’t tell you how many times I found artefacts/scrolls by going in the wrong direction or moving blocks in random ways. If you’re persistent enough too the most laborious of challenges can usually be circumvented by finding a path that leads around it or simply puts you behind the guards that were blocking your path. Mark of the Ninja then is a game that rewards the player for being curious but thankfully forgoes punishing you severely if you don’t.

The upgrade system bears mentioning as how many upgrades you can afford depends directly on: how many challenges you complete, your overall score and how many of the hidden scrolls you uncover. For each of these there are a potential 3 tokens up for grabs giving you a total of nine for each level. These can then be spent on various upgrades that either give you new abilities/equipment or upgrades to the ones you currently have. Depending on what you get this can completely change the way you play the game, especially if you combine these upgrades with one of the costumes which will grant you several benefits (usually at the cost of one particular trait).

This is usually the point where I mention any bugs or glitches that detracted from my game play experience but I’m pleased to report that there doesn’t seem to be any. Sure there were times when my character acted in a way I didn’t expect but its hard for me to blame the game for that as I get the feeling it was more me fat fingering the keys rather than the game engine wigging out on me. I did have some rather awkward checkpoint moments where it’d place me into locations that I hadn’t yet explored when reloading (which was actually great sometimes) putting me in rather precarious situations but it was nothing I couldn’t handle.

The story of Mark of the Ninja is also quite well done, especially considering it forgoes the usual ninja setting and instead brings the whole ninja idea into modern day. Whilst I didn’t really feel the levels of emotions like I did for things like To The Moon it certainly didn’t suffer from issues like poor voice acting, irrational characters or glaring plot holes like plagued other titles I’ve played recently. I will admit that I’m yet to finish it (I believe I’m on the second last mission) so I’m not sure about the ultimate conclusion but from what I’ve heard from my other friends they weren’t disappointed with it, so it has that going for it at least.

Mark of the Ninja effortlessly combines all the best aspects of 2D platformers with stealth game play to form a game that makes you feel like the ultimate ninja whilst still providing an incredibly satisfying challenge. The graphics are superbly done, the sound track excellent and above all the core game play is immensely satisfying. I could go on but really for a game that’s asking price is so low compared to its quality I’d rather just recommend you go out and play it since it’s really worth a play through.

Rating: 9.0/10

Mark of the Ninja is available on PC and Xbox360 right now for $14.99 and an equivalent amount of Xbox points. Game was played on the PC with around 6 hours of total game time and 43% of the achievements unlocked.

 

Dishonored: Trust No One.

October 19th, 2012 No comments

There are few games where I feel confident in saying that the stealth aspect was done well. For recent titles it has often felt like something tacked on at the end after everything else had been done; a mini-game that serves to break up the monotony. It’s a real shame as many of the games that I played during my formative gaming years like Deus Ex, Thief and the like, had stealth sections that were superbly done. It seemed as if the game developers who were behind those titles just simply up and vanished, leaving behind those with only a modicum of understand of how to make stealth games enjoyable. Dishonored isn’t one of these titles and it makes me incredibly happy to put it in the same category as those seminal stealth titles.

Dishonored takes place in the Neo-Victorian steampunk world of Dunwall, a city that’s been ravaged by a plague of unknown origins turning many of the city’s districts into wastelands infest with rats and those on the brink of a gruesome death. You, as Korvo Attano, serve as the high empress’ body guard who was sent on a mission to get aid for the suffering town. However upon return the empress is murdered in front of you and her daughter taken away, leaving just you to take the fall for that horrendous deed. Dishonored then follows your story after your fall from grace as you fight to recover the empress’ daughter and clear your name.

To be completely honest I have to say that I was somewhat disappointed with the graphics of Dishonored. Whilst I had abstained from watching any gameplay videos so as to not taint my first impressions of it from the announcement videos I remember watching my expectations were built up around the idea that it would be a pretty modern looking title. This is not to say that they’re terrible graphics, far from it as you’ll see in many of the screenshots that follows, there were a few things that were so jarring that my immersion was broken completely. Talking to the NPCs comes to mind, although that could be from the camera locking to their face Oblivion style and having them death stare you down whilst you talk to them.

As I alluded to in the opening paragraph Dishonored is one of the games that does stealth right. Realistically there’s actually 2 completely different games to be played here (maybe 3, even): the first is your typical hide in the shadows and make your way to the objective and the second is a RPG/FPS hybrid where you can run and gun your way through it (the third type would be a varying mix between the two). Both of these play styles are completely viable too and in fact it would seem that you’d actually have a much easier time playing as the run and gun style rather than taking the stealthier route. That being said I found the stealth to be far more rewarding than hacking my way through everyone, but at no time did I feel forced into taking one option over the other.

Stealthing around is quite fun as whilst you’re not given a completely open world to explore like in Thief the sections you’re let loose in are quite detailed with multiple pathways to goals and endless places to explore for additional treasure. The magical abilities you can unlock as well (by searching out runes scattered across the levels) can enable you to do some really amazing things like taking possession of rats and then using them to get into places that would be otherwise inaccessible. It’s also quite thrilling to be hiding just inches away from enemies, watching their movements, moving in to strike and then later hear their allies remarking about where they might have gone.

Going toe-to-toe with every enemy you meet is surprisingly viable, something I didn’t really expect from a game that marketed itself primarily as a stealth based action game. The primary means of dealing out damage is a good old fashioned sword that comes hand in hand with the awkwardness that always plagues FPS games that try to include them. However you’re also given a great selection of other weapons to use such as a gun, crossbow, grenades and things that are essentially proximity mines that fling shrapnel everywhere. Considering the ridiculously plentiful ammunition that’s available everywhere you could very well play this entire game without having to bother with stealth at all and one of the achievements, Mostly Flesh and Steel (complete the game without any additional supernatural powers), seems to encourage this. There is the fact though that the more people you kill the more devastated the city becomes (and the darker the ending will be) so playing run and gun will have some consequences, but it does give Dishonored a decent amount of replayability.

There’s a 2 sided upgrade system that functions as Dishonored’s levelling system and up until a point it works quite well. The primarily upgrade system are runes which allow you to unlock and upgrade supernatural powers. Most of them are incredibly useful and primarily geared towards the players who prefer stealth over brawn. The second upgrade system is the mechanical one enabling you to improve all your non-magical powers as well as doing things like reducing the amount of noise your steps make. In the early game these upgrades can be the difference between finishing a mission and struggling with it endlessly but past a point there’s not much return on investment in tracking more runes or gold down.

For instance  since I was playing as a stealth character nearly all the mechanical upgrades were pointless to me and since they use gold instead of runes I ended up having a pretty big surplus for most of the game. This is not because I tracked down all the gold I could find, far from it, its just that once you know what play style you’re going you can min/max your upgrades to make you perfectly fit for such objectives. For me this happened about half way through but a determined player could craft the ideal character after the first 3 missions or so. Sure I still invested in upgrades after that but they didn’t make a huge difference in how the game played for me and I could have just as easily left the runes and gold unspent.

Which brings me to another point. When I was first doing research on Dishonored (mostly looking for average play times) I found an article that said a direct run through would clock in at about 12~14 hours but also that players looking to explore would probably double that as there’d be a lot to find. Whilst the play time is incredibly inaccurate there is some truth to the exploration aspect as you can find many unique encounters if you’re willing to run, blink and jump all over the place. However most of the time the reward isn’t particularly worth it, usually being potions or ammo, and after a while I just stopped seeking them out as I was always maxed out on nearly everything and the only thing I couldn’t find I could buy in unlimited supply anyway. I’m sure there are many people who will get heaps of enjoyment out of seeking all these things out but for me it just didn’t feel worth it after about halfway through Dishonored.

The story of Dishonored is better than most games of similar calibre even if it’s something of a rehash of the typical falsely accused man who’s out to clear his name and make everything right. You at least have some form of agency in that your choice of actions influences both the world around you and how certain characters react to you which is what puts it above other games in the same genre. That being said I didn’t really feel anything for the characters or have a deep emotional involvement in the plot and I think that’s because of one simple thing: the terrible voice acting.

Nearly all of the lines delivered are flat, read in an almost emotionless monotone. It’s rather confusing as the written passages and notes scattered everywhere are quite good, so the writing itself isn’t bad, just the delivery. This is made worse by the canned questions and responses that are obviously heuristically lined up (“Shall we meet for whiskey and cigars tonight?” “Indeed, I believe it is so.”) but never seem to work quite right. There are some stand outs like Lady Boyle’s playful banter and the final soliloquy by the captain but apart from that everyone else could just as easily be a text to speech generator given their delivery. I’m not asking for L.A. Noire levels of emotional craziness but a little more emotion in the lines might’ve made me a bit more involved in the story than I was.

I was asked my opinion of the game several times over the course of playing it and it was interesting to see how it changed over the course of my play through. Initially I was disappointed, I had gotten swept up in the hype again and the initial impressions didn’t match up to my expectations. However as the game went on I found myself enjoying it more and really got into the stealth aspect of Dishonored. It’s probably not game of the year material as many of the major review sites would have you believe but it is an incredibly strong title and in a world where new IP is the hardest thing to market it’s really refreshing to see something like this come to market. For those of us who yearned for the return of the Thief era stealth games Dishonored pays excellent homage to them and is well worth the price of admission.

Rating: 8.75/10

Dishonored is available on PC, Xbox360 and PS3 right now for $79.99, $78 and $78 respectively. Game was played entirely on the PC on the second hardest difficulty with around 8 hours played and 40% of the achievements unlocked giving the Low Chaos ending.

Transformers: Fall of Cybertron: Until All Are One.

September 10th, 2012 No comments

As a child that grew up in the late 80s/early 90s it should come as no surprise that I have a bit of a thing for the transformers franchise. I spent countless hours watching nearly all forms of the animated series and my parents would loathe to tell you just how much of their money I spent on the action figures. I can tell you now that whilst I didn’t mind the first of the recent movie adaptations I wasn’t as impressed with the instalments, only seeing them after they were released on DVD. You can then understand why I was somewhat tentative about the release of games within the Transformers franchise as whilst they’re not based directly on the movie they were almost certainly done in order to capitalize on their existence. Still there were many good reviews floating around and even my highly sceptical gamer friends were saying positive things about them so they couldn’t be half bad.

Transformers: Fall of Cybertron takes place long before the movies and starts with you, playing as Bumblebee, aboard the Autobot’s ark departing Cybertron after the last war ravaged the planet causing it to shut down. Fall of Cybertron then takes place through a series of flashbacks to the week leading up until the events at the start, showing the final battles upon Cybertron. You’ll play as both Autbots and Decepticons, giving you a feel for both side’s motivations. Eventually you’ll come full circle back to where the game originally started you at for a final epic battle between the two leaders of the Transformer armies.

Fall of Cybertron is a visually intensive game that has scenes ranging from wide open battlefields that seem to stretch on forever to claustrophobic corridors that you’ll barely be able to navigate around. The graphics aren’t exactly cutting edge, most likely due to this game being primarily designed for consoles, but it does quite well within those limitations. This is usually achieved through things like motion blur and extensive use of dynamic lighting, something which is extremely costly to do on a console but easily worked in for a PC port. Fall of Cybertron’s visual style is also a testament to the idea that bright colours help keep a game visually interesting for extended periods of time as I didn’t once feel like I was trudging through a repetitive environment.

Right off the bat I got the feeling that Fall of Cybertron was very similar play style to another action/shooter game, namely Warhammer 40K: Space Marine. They feel quite similar in the way they play as they’re both action oriented shooters that are broken up by sections with distinctive game play. That line though is somewhat blurry in Fall of Cybertron as once you’ve been given the ability to transform you’re pretty much free to do it whenever you want to which makes the delineation of sections somewhat moot. It can also be the different between breezing through a certain section and struggling with it for a long time as some areas are much easier in vehicle form despite them having been designed for robot form.

That being said though the combat of both forms is really enjoyable. Initially it’s pretty much just full time run and gun as you can just blast your way through everything with caring too much about strategy. As the game goes on however that kind of strategy starts to falter and you’ll find yourself having to plan your moves carefully lest you get torn apart by the hordes of other transformers waiting in the wings. Since you’re never playing the same transformer for longer than a chapter you’ll also have an unique ability each time that you’ll have to make use of which helps to keep Fall of Cybertron from feeling too repetitive.

It bears mentioning however that there really is a huge difference in the difficulty levels in Transformers: Fall of Cybertron. Now as I’m something of a power gamer I chose to go for the hardest difficulty right off the bat and for quite a while I found the challenge to be right up my alley. However there came one section (the first time when Optimus Prime sees Starscream butchering his fellow Autobots) where there really was no strategy that could get me past there. From what I could gather this was because the ramp up in difficulty level was, in essence, giving the enemies more damage and a faster reload. When confronted with 2 shotgun troopers in a confined space this meant I couldn’t take more than a single hit before keeling over and I had to reduce to the difficulty setting to pass. With this in mind I don’t feel like there’s anything to be gained from playing the game on its hardest difficulty setting as there’s not much more enjoyment to be gleaned from upping it.

Fall of Cybertron also includes an upgrade system that allows you to improve yourself and the myriad of weapons you’ll come across whilst venturing through Cybertron. Most of them are pretty bog standard things: improved reload time, upgraded damage and better accurary but once you’ve unlocked all the upgrades the last one is usually something quite unique to the weapon in question. The Riot Cannon, for example, has a last upgrade that makes every last shot in the clip do 500% damage which can be incredibly devastating if used at the right time. I’ll have to admit though that I barely touched the consumables and the other upgrades as I didn’t really feel like I needed them and I certainly didn’t struggle to complete Fall of Cybertron without them.

There’s also a couple of stealth sections where you’ll have to sneak around and avoid detection in order to move on. If I’m honest I’d have to say that these sections were my least favourite aspect of Fall of Cybertron as whilst the cloak mechanic is done well the sections built off it are less so. For instance the stealth detecting transformers will switch into a heavy armoured mode upon detecting you meaning you’ve really only got a short window to do damage to them. It would take about 3 or 4 attack cycles for me to be able to bring one down and there are sections where there are upwards of 5 or more. Sure I can understand that I probably wasn’t meant to engage them at that point but when alerting 1 alerts all of them within the area you really don’t have a lot of choice at some points.

The stealth sections also seem to run somewhat counter to the rest of the game which was very much run and gun. So every time I had to try and stealth past something, usually spending minutes waiting for them all to move out of the way so I had a clean run through, felt like hours compared to the intense action in other parts. This could be remedied by giving the stealthers some form of one shot kill to use against those detector things as then you’d have a viable strategy to take them all out. Still since these stealth sections were in the minority I won’t fault Fall of Cybertron too much for this, although there are some things I feel I have to comment on.

Fall of Cybertron has a few very noticeable glitches, at least in the PC version that I played. The screenshot above is from one of my less than favourite stealth sections where I managed to get outside the level box and ended up driving around on top of the level before falling endlessly and restarting from a checkpoint. I got there by aggroing the stealth detector bots then hiding in one of the tunnels which was quite small. Their attacks can bounce you up a little bit and it seems that in doing so this turns clip off briefly which pushed me through the level. Try as I might to get back in there was no way to do it apart from reloading which was rather frustrating.

Enemies also appear to suffer from clipping issues as well as I had several of the Jumper bots get stuck on ledges or partially in walls after they’d try to attack me. For those times I didn’t have to reload (although the one stuck in the wall with his back almost fully covered by said wall was close) but it did signal to me that there were some systematic issues at play here that could do with fixing. I don’t believe they’d be a hard fix either but since they’re not game breaking I don’t expect that we’ll see a fix to them any time soon.

The story of Fall of Cybertron is also pretty true to the Transformer’s canon and as a long time fan of the franchise this makes me quite happy. There’s not a lot of substance to it of course, thanks to its origins as a kids show and being a primarily action focused game, but all the key characters are there ensuring that fans of the Transformers will likely get to meet and/or play their favourites. Whether they’ll continue to develop the Transformers game franchise from this point on though will be interesting as I’ve heard hints that they be going off canon for the next instalment and I’m not sure how well that would work out.

Transforms: Fall of Cybertron is probably the best Transformers game I’ve played and I think that’s due to it being untied to a movie and was allowed to explore the canon in its own way. The game play, for the most part, was really enjoyable and the minor glitches and so-so stealth sections were long forgotten by the end. The praise heaped on these Transformers titles is well deserved as they’re pretty well polished experiences that are well versed in the Transformer’s universe making it an awesome experience for the fans.

Rating: 8.75/10

Transformers: Fall of Cybertron is available on PC, PS3 and Xbox360 for $49.99, $78 and $78 respectively. Game was played entirely on the PC with 7.2 hours of total playtime and 36% of the achievements unlocked.

Warp: Fun, If a Little Flawed.

May 14th, 2012 2 comments

When I started out with this idea of doing 1 review a week it was mostly because I always seemed to find myself with a backlog of big name titles to play through. There aren’t however enough titles like that to sustain that kind of pace throughout the year and for the first 3 months of this year most of the titles I was reviewing were actually things released last year that I hadn’t got around to playing. Consequently I’ve found myself playing a lot of games that I wouldn’t have otherwise given a second thought to and Warp, the action-puzzle-stealth hybrid from Trapdoor, is one of those titles that I wouldn’t have considered playing.

Warp has you playing as an oddly shaped alien who’s named Zero (something I don’t think was made clear in the game, I certainly can’t remember anyone saying his name) waking up in an undersea laboratory. You’re surrounded by scientists who begin to perform surgery on you to remove a disk shaped object from you which turns out to be your internal power source. After a short obstacle course, which serves as the tutorial for the basics of the game, you are then reunited with your power supply and regain your ability to teleport short distances. Warp flows on from there, following Zero’s quest to escape the confines of the laboratory.

On first appearances Warp isn’t too much to look at, mostly due to its roots as a Xbox Arcade game. For the actual game play the graphics are fine with Warp making heavy use of lighting effects to cover up their less-than-stellar models but the cut scenes unfortunately didn’t appear to get any extra treatment to make them any better. Thus the artwork, graphics and sound work are all around the level I had come to expect from say around 5 years ago when I had friends tinkering with 3D models. Sure I can understand that there are limitations thanks to the target platform but when you don’t even bother to try and do rudimentary lip syncing for dialog scenes I get the feeling that a lot of this was done due to budgetary constraints rather than a lack of technical ability.

The core game play of Warp revolves around Zero’s ability to teleport short distances and also hide inside objects and people. At first it starts off with rudimentary things like finding non-obvious was to get around your environment but as the game progresses the challenges start to scale up dramatically. Zero also gains additional abilities as you complete levels augmenting himself with things like producing a controllable decoy (so you can get guards to kill each other), using said decoy to swap places with other objects and being able to launch objects a great distance. The combination of all these abilities makes for some rather interesting puzzles, some that are actually quite challenging to figure out.

Also thanks to the integration of a half decent physics engine there’s actually the opportunity for a lot of emergent game play which makes it a whole lot more interesting than your rudimentary puzzle game. Since every object can be moved and flung around quite easily there’s a lot of opportunity to break the intended solution by bringing objects along with you that the game doesn’t expect you to. There are also times when it goes horribly wrong like the travelator towards the end that you can change the direction of, try destroying both power supplies. The animation stops but you’ll still move if you stand on it. Still problems with the physics based game play are thankfully few, although Warp is far from free of issues.

Scattered throughout the game are challenges like the one above that push your use of certain skills to the limit in order to get extra “grubs” that are used to upgrade your abilities. These are usually timed affairs and in the words of someone I can’t remember “You know how to make something not fun in a game? Slap a timer on it.” and that’s exactly how all these challenges feel: not fun. I probably spent about a fifth of my in game time trying to get better than bronze on these challenges and I managed to get a few of them but at no time did I have fun doing it. It was kind of like Super Meat Boy all over again where the replay value is derived from it’s rather frustratingly hard difficulty. Not all of them were like this but the initial ones definitely were and it’s likely that it’s me being retarded, but there is another reason why I think its not.

The game is a very obvious port from Xbox360 to PC and that brings with it all the issues that are usually associated with them. For starters whilst the mouse is available in the initial start up screens it doesn’t work in the actual game for anything, not even the upgrade menus. Instead of redesigning the control paradigm around the mouse and the keyboard all the interface controls are simply remapped to the keyboard. This means that sometimes the game engine expects input in a certain way and doesn’t get it which can lead to all sorts of unintentional behavior. It’s not game breaking once you get used to it but it does smack of lazy porting just to grab another market.

The upgrade system is interesting at first glance, being able to augment your abilities in ways that change the game play significantly. As you can see above I chose to invest my grubs in certain keys skills, namely the ones that form the basis of the core game play (teleporting and moving faster). These definitely made the game somewhat easier as there were many times I could fudge my way through or get out of a situation that I wouldn’t have been able to do otherwise but looking over the other skills I couldn’t be sure why anyone would get them or how’d they make the game easier.

In fact I played the majority of the game sans these two skill upgrades mostly because I didn’t bother with the challenges nor religiously tracking down grubs in order to get said upgrades. This isn’t a problem with Warp per se, more the with the idea of combining a puzzle game with an upgrade system. For all the main challenges you’re going to have to give the player the required skills anyway and all the upgrades then can really only be making the player’s life easier. Deus Ex: Human Revolution did the upgrades that unlock other potential pathways/secrets bit quite well but they still had to accommodate for the possibility that the player didn’t choose a specific upgrade, at least for story critical sections. All of Warps sections appear to be story critical though, rendering the upgrade system kind of moot.

All that being said however I still found Warp extremely fun to play. I’m not sure how I’d describe it but the combination of puzzle solving, the over the top reactions from NPCs when they spotted you and the decidedly dark enjoyment you get from making people explode from the inside out made my time with Warp very enjoyable. This is in spite of the story that’s so thin on the ground that it might as well not even exist in the first place, something which indie games like this don’t usually forgo. Considering this game can be had for $20 as part of a 5 pack of games I think it’s incredibly great value for the time I spent with it and would recommend giving it a shot.

Rating: 8.0/10

Warp is available on PC, PS3 and Xbox360 right now for $9.99 or equivalent on all platforms. Game was played entirely on the PC with around 5 hours of total play time and about 2/3rds of the grubs found.

Batman Arkham City: The Bat is Back.

April 9th, 2012 No comments

Arkham Asylum was one of the sleeper hits of 2009. It definitely wasn’t your traditional AAA title combining elements of several different genres of games into one well thought out experience. I have to admit I was sceptical of it at first, games based off comic or movie IP are traditionally quite bad, but it pleasantly surprised me. I was then quite excited when I heard about the sequel Arkham City which apparently had been hinted at in Arkham Asylum. Unfortunately I was torn between getting the collector’s edition on console or playing it on the PC, a decision that took me far too long to make. In the end I decided to play it on PC again and I’m glad I did.

Arkham City starts out with you as Bruce Wayne who’s campaigning for Arkham City, in essence a prison camp, to be shut down. Things take a turn for the worse when Hugo Strange’s mercenaries show up and throw him into city where Strange reveals that he knows that Bruce is Batman and should he try to stop his “Protocol 10″ solution he will reveal that to the world. After a short altercation with the Penguin and some of his goons Bruce calls in a drop for his bat suit and begins his journey to stop Strange’s plan.

Both the visuals and the art direction of Arkham City are vastly improved from its predecessor. To Rocksteady’s credit they’ve done a pretty good job with the optimization too as even at the highest settings I was still able to run the game at high frame rates. Still there were occasions where it would slow down inexplicably as it wasn’t consistent with being inside/outside nor with heavy action. Still the graphics are great, the interactions between characters are no longer stilted affairs and the overall ambition for Arkham City is much greater than it was for Arkham Asylum and they’ve managed to achieve it well.

The core mechanics of Arkham City haven’t changed that much from Arkham Asylum but there have been some notable additions.  Due to the sheer scale of Arkham city the glide mechanic has been reworked considerably now enabling batman to, in essence, fly around the entire city almost unaided. This mechanic is made good use of as well by many of the quests and mini-games with things like flying to a certain point with limited time or giving you augmented reality challenges that unlock additional equipment and upgrades. Flying around like this was probably one of my favourite things to do in Arkham City considering you couldn’t do anything like this in its predecessor.

Combat has stayed relatively the same with most of the kinks that I complained about in Arkham Asylum being worked out. There are numerous additional gadgets available, different enemy types and new take down manoeuvres that serve to make the combat experience much more varied but at its heart its still very much the same as its predecessor. This isn’t a bad thing though as the combat in Arkham Asylum was done very well and the added variation in Arkham City keeps it faithful whilst making it stand on its own.

Whilst the combat is good it does tend to get a little samey as the game progresses but this is thankfully broken up well by the unique boss encounters. Each of them will make use of Batman’s array of gadgets in a particular way, forcing you of the regular hack ‘n’ slashy combat and into a real tactical challenge. Don’t get me wrong its’ a pretty awesome feeling when you pull of a 70+ hit combo on legions of foes but nothing got my adrenaline going as much as the boss fights did. None of them felt like a complete cock block either, something which can be hard if you’re trying to hit that fine line between satisfying challenge and impassable obstacle.

The Riddler puzzles were usually interesting but I didn’t really feel the compulsion to seek them out. Whilst its pretty easy to come across them as you’re flying around Arkham City I only ever really went after one if my health was low. Talking this over with my brother he said that the challenges felt somewhat dumbed down from the predecessor and this is probably why most people (outside those hunting for achievements) don’t really want to bother with them. I can’t for the life of me remember what the challenges were like back in Arkham Asylum but the vast majority of the puzzles in Arkham City did feel quite easy.

Just like Arkham Asylum Arkham City sets out an environment where almost the entire back catalogue of Batman super villains can make an appearance without having to having to have a back story to explain why they hell they’re there. It’s a kind of cheap way of getting them all together in the same area but it works well as it leads you to have many unique encounters based around those particular villain’s modus operandi. The screenshot above from the Mad Hatter encounter was a great example of this, putting you in a surreal world in which  you have to fight your way through to get back to reality. I liken it to the Scarecrow encounters of Arkham Asylum, unique encounters that break away from the main game in order to mix things up a bit.

The way in which you come across these kinds of unique encounters though is one of the more common complaints I’ve heard about Arkham City. Indeed Arkham Asylum was far more linear in its game play owing to its comparatively closed environment. Arkham City on the other hand is a true sandbox style game, pushing you to follow the main plot line whilst also throwing up dozens of side quests that can be done at your leisure. Truthfully this can get a little overwhelming at times as you can’t go too far without triggering one of these quests and after you’ve done a few of them you don’t feel the compulsion to seek them out as often. It is definitely is one of the weaker aspects of Arkham City.

The sections where you play as Catwoman are interesting although I must admin they weren’t my favourite part of Arkham City. The different Riddler trophies for example seem to be a cheap way to reuse the same assets, forcing you to go back to somewhere you’ve already explored in order to collect them. Since the differences between Catwoman and Batman is limited to the lack of gadgets, lack of detective mode and no glide ability it’s not different enough to make for a break from the core Batman play. I like that Rocksteady are experimenting with things like this, it shows they have confidence in their abilities to make AAA titles like Arkham City, but they’d need to work on differentiating the playable characters a bit more ion order for them to really shine.

Overall Arkham City improves greatly on its predecessor in technical terms with the graphics being improved, the glitches being ironed out and amping up the ambition of the game significantly. It’s not without its faults however owing to the transition to true sandbox style play and some compromises made to appeal to a wider audience. Still unlike many sequels Arkham City stands very well on its own as an unique game that draws well on its rich IP heritage. I wouldn’t hesitate to recommend this to both fans and new comers to the Arkham series.

Rating: 8.75/10

Batman: Arkham City is available on PC, Xbox360 and PlayStation 3 right now for $89.99, $78 and $78 respectively. Game was played on the PC on Normal difficulty with 11 hours of total play time and 33% of the achievements unlocked.

Deus Ex Human Revolution: Words Fail Me.

September 13th, 2011 No comments

Like many gamers of my age I’m a big fan of the Deus Ex series, but my experience with it is somewhat backwards to the norm. You see I missed the release of the original Deus Ex, due to me not being involved in the games community very much at the time, but instead my first experience with Deus Ex came from its sequel Invisible War. Now while the sequel was recieved well critically it didn’t fair so well with the rest of the community. Personally I loved it, giving it 2 solid play throughs tackling it a different way each time. I was so hooked by the story that I went ahead and played through the original, clocking up a good 50 hours on it and finally understood what everyone was talking about. I knew a third had been in the works for a while but I hadn’t heard much about it until the start of this year when I first heard about Human Revolution and I pre-ordered my copy as soon as I was able.

Deus Ex: Human Revolution is a prequel to the original game, set 25 years prior to it in the year 2027. You play as Adam Jensen, the head of the security for an augmentation company called Sarif Industries. The initial mission sets the scene as you’re walked slowly through the scientist’s labs, show casing all the technology they’ve been able to create in order to enhance the human race. Megan Reed, one of the lead scientists and former love interest, tells you about her latest discovery that could allow artificially controlled evolution. Not long after the building is attacked by an unknown group of assailants and with Jensen mortally wounded he is forced to be augmented extensively to save his life. The game then revolves around finding out who was responsible for the attacks and what their motives are.

The Deus Ex series has been known to push the limits of the technology of the time and Human Revolution is no exception. The entire game is just simply gorgeous with the colour palate that gives the whole world a kind of neon-noir feeling about it. It’s a very cyberpunk setting with technology infiltrating every corner of the world and yet still it feels like some post-apocalyptic world, especially when you take a detour off the beaten track and see that not everywhere is as rosy as it could be.

The initial impression I felt when playing Human Revolution is just how much it felt like the original Deus Ex. Invisible War was definitely not in the same league as either which I feel can be blamed wholly on its heavy ties to the consoles which it was designed for. The others have a certain feel about them, something in the way the game is played that triggered the same feelings for both of them. I’m probably not doing a great job of describing just what that feeling is, but I know a lot of others are experiencing the same thing.

One feeling that I can easily describe is the engrossing cinematic feeling that Human Revolution manages to capture. From the levels in game to the in game clips to the full motion videos everything has an extremely high quality production feel about it. Take for instance the city of Hengsha pictured below, this scene literally sent shivers down my spine at not just how amazing it looked but the sheer concept as well. My inner cyberpunk fan that had laid dormant all those years since finishing Neuromancer back in college was woken up, and boy was he delighted with what he saw.

The game play in Human Revolution is very fluid and nuanced enough that everyone’s initial play through will have some unique aspects to it. I played the majority of the game as a non-lethal stealth operative, favouring the old fashioned air duct escapades that the original Deus Ex was so famous for and taking down my enemies swiftly and silently. However there were several points I find myself bristling with weapons and ammunition so I would instead take the easy way out and blast my way through to the end. Both ways were equally challenging and rewarding when completed and I never once felt shoe horned into a certain way of playing.

Like its predecessors Human Revolution makes heavy use of dialogue between characters in order to move the plot forward. Whilst not all interactions are as deep as they are in say Mass Effect there are several key times when you’ll be deep in conversation with other characters which can alter the course of the game dramatically. In fact if I’m entirely honest the first couple hours of Human Revolution failed to grab me like its predecessors did, right up until the first conversation I had with one of my former colleagues at the police station. The level of emotion in that conversation hooked me immediately and I revelled in the fact that I could talk my way through a situation (for the record I never got the social aug).

The hacking mini-game is an interesting one and is definitely a step up from the old days of progress bar watching or other simple mini-games. Now whilst you will be able to complete the game without spending a single point in hacking (all the story blocking terminals are level 1) it would seem like a good chunk of the game would be unavailable to you. Also apart from the stealth hacking aug, the ability to control turrets/robots and levelling up the terminals you can hack all the other augs seem rather pointless in comparison. The number of attempts left seems rather pointless as well since any long time player will be quick saving like a madman and will simply reload if they can’t hack a specific terminal in the given number of tries. Still it was an interesting distraction, especially when you came up against the terminals littered with rewards.

Combat in Human Revolution is an interesting beast as with the seemingly endless number of options available to you each combat encounter can be tackled in numerous ways. For starters there’s the easy way out by simply finding the nearest vent and high tailing it out of there. Depending on what augs you have this will sometimes be your only option as some enemies are darned near impossible to go toe to toe with and their pathing never quite leads them to a place where you can silently take them down without being spotted by one of their friends.

There’s also a heavy distinction between lethal and non-lethal take downs which and Human Revolution is heavily biased (as in, double the XP) towards taking them down via non-lethal means. At the start this seems like a strange distinction to make since it’s just as easy to take them out either way but as the game progresses the skill required to take down someone non-lethally starts to increase quite dramatically, especially if you’re trying to stay undetected. Still there are times when taking down an enemy lethally is quite difficult and the less than half XP reward feels a little cheap. There might have been lethal kill bonuses and I just never saw them thanks to my “sniper in the trees” style of play however.

It seems that Eidos Montreal has a good sense of humour about them too with the game not always being completely serious. Hacking into computers leads to find little gems like people playing office pranks on each other, 419 scams and good old fashioned spam for various pharmaceuticals. The radio show that plays in the background in various locations is also quite a lark with my favourite line being “that would be like getting the pope to ride a float in the gay pride parade”. There are also some quintessential bits of geek humour in there like this monitor bridge in Frank Pritchard’s room (which begs the question, who still has CRTs in 2027?).

For the most part game play is smooth and bug free, but there are some notable exceptions to this case. I found myself at one point stuck at the other end of a very long hallway with a guard standing at the other end who was refusing to patrol anywhere. Try as I might to find another way around him I couldn’t find one and was thus either doomed to alert him (and possibly trigger an alarm) or find a more creative solution. Thinking I’d be able to skirt around this by some clever line of sighting I picked up a nearby container and walked it up to him. That didn’t work initially but I found that if I instead pushed the crate to him rather than picking it up he didn’t twig that this giant container was screeching its way over to him. In fact he only reacted when I pushed the container into him, but quickly reloading I was able to skirt around the side and promptly take him out.

There are also some combinations of mods/weapons and/or decisions in the game that can make certain encounters completely trivial or damned near impossible. This is not a bug per say, more an aspect of the Human Revolution’s openness. Just like hacking might make your life easier in some aspects the game developers had to put in an out for those who didn’t want to hack everything in sight, so technically the points spent in hacking are a waste from that point of view (negating the massive amount of XP that’s available doing it). There’s also many parts of the game that are only available to those with certain augs (jump height, breaking through walls, etc.) which isn’t a bad thing either, just that Human Revolution really demands multiple play throughs, even if you think you’ve done the majority of it already.

Like all Deus Ex stories the plot of Human Revolution is a deeply engrossing narrative that is the main driver for playing the game, rather than being an aside to the action. Whilst not all the voice actors are as good as the main plot characters are (all Hengsha natives that speak English are bordering on being racist stereotypes) the interactions between Jensen and everyone else feels genuine and there’s all his emotions come across extremely well. It’s extremely satisfying to be deep in conversation with some of the characters and you can see their expression change as you talk to them. Whilst its not on the level of L.A. Noire it’s still enough to know if you’re going down the right path, usually unlocking something valuable at the other end of the conversation.

The ending is a strange beast which Yahtzee Crowshaw summing it up perfectly. Don’t get me wrong the essence of Deus Ex is that you can have a real impact on the world with the choices that you make throughout the game. However, whilst there is a choice as to how Human Revolution wraps that is completely under your control, the choice seems rather arbitrary as the ending is just another version of the same thing. It’s entirely possible that a future sequel will use your choice in this game to influence events (or even possibly the upcoming Missing Link DLC) but that hasn’t been announced anywhere so the ending, whilst a decent way to wrap up the story of Human Revolution, is somewhat confusing in its execution.

However all these quibbles pale in comparison to the magnificence that is Deus Ex Human Revolution. It’s so awesome to see a community that was so burned by the sequel coming back to the sequel with a vengeance and I’m happy that I can count myself amongst them. Still even for people who haven’t played any of the other games in the Deus Ex series Human Revolution still has a lot to offer in the ways of a freeform FPS RPG with gorgeous graphics and a gripping storyline. I really can’t recommend this game enough.

Rating: 9.8/10

Deus Ex: Human Revolution is available on PC, PS3 and Xbox360 right now for $89.99, $98 and $98 respectively. Game was played on the PC with the difficulty set to “Give Me Deus Ex” (hardest) with around 22 hours of total game time and 67% of the total achievements unlocked.

Crysis 2: A Gorgeous Feast For The Eyes.

March 28th, 2011 No comments

Ah Crysis, one of the few games that basically dared anyone with a top of the line PC to try and run it max settings only to have it bring it down in a screaming mess. I remember the experiences fondly with many machines coming up against the Crysis beast only to fall when things were turned up to the nth degree. To it’s credit though it aged quite well, meaning that unlike other games like Far Cry 2 that chugged for seemingly no reason Crysis was really a generation ahead of itself. I only managed to get a full play through of it done after I upgraded in mid-2008 and I can remember it being quite a beautiful game even then. It’s been a long time between drinks for the Crysis series but last week, after over 3 years since its first release, Crysis 2 debuted to much fanfare and the lament of those who had not upgraded.

I was amongst those who had upgraded just after the original Crysis came out and haven’t done so since. Apart from upgrading the graphics card once my machine is still a Core 2 Duo E8400 with 4GB RAM and a Radeon HD4970 graphics card. You can then imagine my anxiety as I booted up the game for the first time and seeing the game choosing a somewhat less than optimal display resolution for my widescreen monitors. Still I figured I should at least give it a go at native resolution before turning it down again, figuring it would be fun to see my beast struggle under the load of the next generation of Crysis, something which I haven’t really seen in years.

You can then imagine my surprise when everything ran, for want of a better phrase, fucking brilliantly.

Whilst the first 15 minutes of the game aren’t much more than a glorified movie quite a lot of it is done in game. Whilst I was first taken a back by how smooth it was running I figured it was because of the limited scenery and effects, thinking that once I was out in the urban jungle of New York my PC would begin crying under the load. But still the whole way through the game from wide open scenes with explosions going off everywhere to the various underground passages I spelunked the game ran incredibly smooth with the only signs of the framerate dropping when my PC decided it really needed to do something on my games drive.

It’s at this point that I’d usually make some quip about how all games run well on old hardware since they’ve all been primarily designed for consoles first but looking at Crysis 2, even though it’s on all major platforms, I couldn’t really pick any areas that suffered because of this. The graphics are phenomenal, easily trouncing everything I’ve played through this year. This is even after they’ve included all the goodies like volumetric lighting, realistic fog and awesome effects like the cloaking transparency. Truly Crytek have outdone themselves with CryEngine 3 bringing great graphics to the masses.

After all that gushing about the graphics, I suppose I should say something about the game ;)

Crysis 2 is set entirely in New York City where the Ceph, an alien race that players of the original Crysis will be familiar with, have begun their invasion of earth. It appears to be a 2 pronged invasion with them releasing a virus that seems to be randomly striking down all of the burrow’s denizens as well as flooding the streets with their cyborg warriors. You play as Alcatraz a marine who’s being sent into New York to extract Dr. Gould, a scientist who may have information regarding the alien invasion. Unfortunately your submarine is taken out by a Ceph ship and you’re seemingly left to die until Prophet (again a familiar face for original Crysis players) rescues you and bestows his nanosuit upon you.

Game play has been refined and streamlined from the original Crysis. Instead of picking a particular mode for your suit (speed, strength, cloak, armor) most abilities will automatically engage when you do something that requires it (like sprinting or holding down the jump to do a super jump). You still have cloak and armor modes which have to be actively enabled but thankfully they’re mapped by default to E and Q respectively, making the transition quite easy. Additionally the suit can be upgraded through a very similar interface to the gun modification menu, requiring you to collect Nano Catalyst which drops from Ceph enemies when you defeat them. This allows you to change the way you play the game quite significantly, giving you the choice between your typical run and gun FPS to an entirely stealth game with only smatterings of toe-to-toe combat.

Indeed unlike many of the more recent cinematic shooters we’ve seen released over the past year or so Crysis 2 doesn’t have that feeling of being totally locked to the one path the game designer had in mind. Nearly every encounter can be completed through the use of stealth or just as easily by jumping into the thick of battle and blasting your way through the waves of enemies that come at you. This is also complemented by the range of weapons the game throws at you, leaving you the choice to take the most appropriate one for your particular play style. Of course there are some encounters where doing it in a particular way with a certain weapon will be an order of magnitude easier than the other choices but it’s still much better than have no choice at all, like we’ve become accustomed to with the recent influx of AAA FPS titles.

The game is unfortunately not without its faults however, as the screenshot above would allude to. Whilst this particular incident of tearing was isolated to a 30 minute section of game play (and no it was not overheating since it went away in the next scene) there were a couple other non-breaking issues that plagued my game time. Often I’d find a weapon I’d like to swap my current one for after seeing what’s coming up ahead only for the game to not register the gun’s existence, rendering me unable to pick it up. Reloading would usually fix this but since there’s no option to manually save your game this could sometimes send me quite far back in the game so most of the time I just went wanting. Additionally some of the scene geometry’s hit boxes would be bigger than they appeared on screen, getting my character stuck on invisible boxes. All these problems pale in comparison to the games biggest flaw: the multi-player.

Now I don’t do a whole lot of multi-player gaming unless it’s with friends but I really enjoyed the multi-player in Crysis and Crysis: Warhead so I figured I’d give it a go, thinking it would make good blog fodder. Hitting the multi-player link on the main screen I was prompted to enter in my game key again, strange since I was pretty sure I had to do that to play the game. Thankfully it came up with my pre-order bonuses so I figured it must’ve just needed it for the initial multi-player set up. After looking around the server list for a while I found one with some spots spare and clicked join, only to receive the error “Serial code currently in use”. Unphased I restarted Crysis 2 to attempt it again, only to be asked yet again for my serial key and receiving the exact same error upon attempting to join a server.

Strangely enough I could join empty games no problem so I figured it might be something to do with the way I was trying to join games. I hit up the quick match and chose Instant Action (everyone for themselves) and managed to get 2 games in. Those brief moments were quite fun as the games were chaotic with people appearing and disappearing everywhere. Satisfied that I wasn’t doing something wrong I tried yet again to join a server only to be greeted with the same errors. My frustrations were compounded by the fact that there’s no auto-retry function to attempt to join a server that’s full, leaving me the option of trying to find one that’s partially full (which doesn’t seem to happen very often) or waiting in an empty room for people to join (which also doesn’t happen). I tried in vain for another 30 minutes to get in one more game before giving up entirely and tweeting my frustrations at the Crysis team.

Like nearly all AAA titles Crysis 2′s ending also screams “OMG THERE WILL BE A SEQUEL” so loudly at the end that you’d have to leave the room not to know about it. Sure they made it clear at the start that Crysis was a trilogy so 2 sequels were a given but this almost felt like Crytek saying “Hey guys, guess who’s going to be the next Call of Duty franchise?”. I’m a fan of solid FPS action as much as the next guy but leaving the ending deliberately open just gives me the shits, even if the current story was wrapped up well enough.

Despite these problems the core of the game is good, extending on the success that Crysis enjoyed whilst showing off the capabilities of the CryEngine 3 magnificently. I’ve had several on the fence friends see me playing through the game on Steam ask me if it was worth the purchase and I’ve told them, even if you negate the multi-player (which in all honesty where the true replay value of games like this lie), the game is still good value for money. Whilst I haven’t been at a LAN in over a year I can still see Crysis 2 being a LAN favorite for some time to come with the extensive variety of multiplayer modes available along with numerous smaller maps to cater for smaller groups. Whilst the game ran incredibly smooth on my current rig I’m still excited at the prospect of upgrading yet again just to see how capable the game is when everything is driven to its absolute max as it was unabashedly gorgeous on my now 3 year old rig.

Rating: 9.0/10 (I’m being kind an excluding the multi-player snafu since I don’t usually include multi, but if you want to know I’d rate it 8 with it in).

Crysis 2 is available right now on PC, Xbox360 and Playstation 3 right now for $69.99, $108 and $108 respectively. Game was played entirely on the PC version on Hard difficulty with around 10 hours of game time total. Multiplayer was attempted on the 28th of March 2011 with 2 Instant Action games played totaling about 30 minutes.

Uncharted 2: You Had Me At Marco.

January 25th, 2010 No comments

Back in the early days of the Playstation 3 there wasn’t that many good games to be had on the console. The only launch title that was any good was Resistance: Fall of Man and that was enough to tide most people over until some of the big titles started to hit the shelves. Uncharted: Drake’s Fortune came out in November almost 9 months later to a crowd of Playstation owners who were desperate for something new, exclusive and hopefully good. By all accounts Uncharted managed to fulfill these expectations completely and the wise cracking hero had his triumphant return announced a year later, and was on the shelves a year after that. In my first weekend off from various project work in well over a month I decided to sit down and play through the sequel from almost start to end (I caved when I bought it last year and played about 2 hours before putting the controller down) and thought I’d share my experiences with you.

The first thing that you’ll notice about Uncharted 2 is the absolutely stunning graphics that Naughty Dog has managed to cram into this game. From the jungle ruins to the mountains of Nepal all of the levels are carefully crafted to be visually stunning and not one of them fails to deliver on this aspect. I caught myself a few times just spinning the camera around just to look at everything and was always suprised to see those little details that you usually go wanting for in such games. You can see why this game was made exclusive for the PS3 as they needed the full 25GB of space on the blu ray disc in order to have such rich detailed environments.

The visual onslaught doesn’t stop there either. One of my gripes I had with Assassin’s Creed 2 (although I failed to mention it in the review) was that whilst the story was deep and thoroughly engaging many of the characters were stuck firmly in the uncanny valley. In Uncharted 2 however the motion capture technology coupled with the extremely well done character models made the characters that much more believable. Couple this with the amazing voice actors and exceptional camera work done for many scenes and you have a game that has an almost Hollywood feel to it. This is quite a feat for a game that isn’t part of my secret pleasure genre cinematic gaming.

Uncharted 2 is a strange mix of several different core game play mechanics. Initially it starts out as your not-so-typical 3rd person shooter, with Drake being able to carry 2 guns, some grenades and of course his fists. The variety of weapons isn’t huge but there’s enough for you to be able to handle any situation the game throws at you. The inclusion of special items such as riot shields, chain-guns and mounted weapons (ala the first Predator movie) also provide some fun with an almost comic relief quality to them. Whilst there aren’t any vehicle sections that you control in Uncharted 2 you’re not starved for vehicle hi-jinks, with many adrenaline fueled scenes to play through.

The next game play mechanic is that of a 3D platformer. Having just finished Assassin’s Creed 2 just a week before you’ll excuse me for making some direct comparisons between the two. With Drake the climbing is much less of a star than it was in Assassin’s Creed 2. Realistically it would be more appropriate to call the platformer sections of Uncharted 2 a mini-game as whilst there are many of them (and it has been integrated with the other mechanics seamlessly) all of them are quite linear with few opportunities for you to stray from the designer’s path. That’s not to say that some of them aren’t challenging, far from it. But if you’re used to being able to climb almost anywhere ala Assassin’s Creed 2 you’ll be sorely disappointed in Uncharted 2, as many of the surfaces that appear climbable simply aren’t. One advantage of this is there’s less chance for you to leap unknowingly off a cliff or into a deep abyss, although that can still happen from time to time. Overall the platformer aspect of Uncharted 2 is quite good and I won’t fault the game because of it, but that still doesn’t make the numerous falling deaths Drake suffered at my hand any less annoying ;)

The last is something that many games attempt to do and usually fail at: stealth combat. Whenever games have tried to give you the option of going stealth it usually ends up in a blithering mess. Games with it as a core mechanic such as the Theif series and Splinter Cell: Pandora Tomorrow usually do quite well but until Uncharted 2 I hadn’t had one that seemlessly integrated the stealth with its shooter aspect. They even give you “ninja bonuses” for taking out opponents in sneaky ways, something that lead me to try it whenever I could. Granted you’ll usually end up in a point where you can no longer do it by stealth and have to start spraying bullets, but that just seemed to be part of the fun.

There’s something to be said for a game that’s both visually gorgeous at the same time as having a plot to rival most blockbuster movies . Just like Modern Warfare 2 Uncharted 2 had a kind of hollywood action feel to it. In fact both of them share very similar lineage as both of them were new IP when they were released (MW2 had the edge here with brand name, but make no mistake MW1 was new IP for Infinity Ward) and both were leaps and bounds more successful than their prequels. Most of this can be put down to them building successfully on the groundwork laid by their predecessors, which is unfortunately the source of my biggest gripe with Uncharted 2.

It would seem that we as a gaming community have a very short memory in terms of prequels. For all the accolades that Uncharted 2 seems to pile up none of them seem to make the connection that the game is really not that much more different from Uncharted 1. The climbing mechanics are the same, the weapons are the same and whilst the levels are set in a different location they play almost exactly the same as they did in Uncharted 1 all those years ago. Sure the game is enjoyable and the plot is vastly different but when you had something like Assassin’s Creed 2 that managed to basically reinvent itself between releases you start to wonder why Naughty Dog didn’t attempt the same thing. Granted when you have a formula it’s hard to convince the investors to let you deviate from it but at its heart Uncharted 2 is the same game as Uncharted 1, which is why it is surprising to see this one so critically acclaimed whilst its predecessor’s reception was lukewarm by comparison.

To be honest though I don’t think I could’ve spent my first Saturday off any better than playing my way through Uncharted 2. I put off playing the first one for a long time until one of my long time friends (and fellow blogger, definitely worth a read) swapped me Uncharted for Assassin’s Creed. I’m glad I did as the first one was a refreshing change from the garbage I had been playing and Uncharted 2 is no exception. Whilst it may be almost the same game it was 2 years ago that doesn’t stop it from being extremely enjoyable and well worth a playthrough should you be a memeber of that not-so-exclusive club of Playstation 3 owners.

Rating: 9.0/10

Uncharted 2 is exclusively available for PS3 right now for AU$78. Game was played on the Playstation 3 with around 12 hours of gameplay total and a paltry 37% achievement completion. No multiplayer has yet been attempted but from all accounts it appears good. Review may be updated should I ever attempt it :)

http://en.wikipedia.org/wiki/Uncanny_valley