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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.

BioShock Infinite: Your Fate Was Already Sealed 100 Times Over.

April 5th, 2013 2 comments

There are few games that have managed to reinvent themselves as successfully as the BioShock series has. Whilst the first and the second did not differ too much in terms of setting they did play as wildly different games and they both managed to explore different parts of the same universe. The Rapture universe was pretty much tapped out however (barring a prequel) and so it was with a sense of intrigue that I waited to see what Irrational had planned for their magical steam punk world. BioShock Infinite is the next installment in the BioShock franchise and the first one to be set outside of Rapture, but that’s not the only difference this game brings with it.

Bioshock Infinite Screenshot Wallpaper Title Screen

Set about 48 years prior to the original BioShock Infinite puts you in the shoes of Booker Dewitt, a private security agent who works for the Pinkerton National Detective Agency. You are charged with a simple mission, retrieve a girl and your large gambling debt will be wiped clean. It’s not going to be that simple of course as she’s being held captive in a city called Columbia, a city that resides in the clouds and is ruled by a man whom everyone calls The Prophet. Thus a simple snatch and grab soon turns into much more than that as you unravel the events that led up to you being here, and why your opponents seem to know so much about you.

BioShock Infinite has the same art deco feel as its predecessors and there’s been a notable step up in the graphics. Whilst Rapture is quintessential BioShock I can’t say that I missed it much when playing through Columbia as the wide open environments just felt a whole bunch better. Sure there wasn’t a lot more detail, with the world rapidly fading into the blue sky, but there was something refreshing about being out in the open. Combined with the excellent foley and music work the environment of BioShock Infinite is top notch and is something I’ve come to expect from Irrational’s games.

Bioshock Infinite Screenshot Wallpaper Comstock Statue

The way BioShock Infinite plays will feel instantly familiar to anyone who’s played the previous instalments. Lovers of the original’s much more RPG like elements will be disappointed to know that the simplification has continued with many of the more complicated ideas being distilled down to their basics. The necessary elements of a BioShock game are still there, plasmids are called vigors and you use salt instead of eve, but on a scale from Mass Effect 1 to Call of Duty we’re definitely starting to lean towards the latter side in terms of overall game complexity.

Probably the biggest change to BioShock’s combat, at least in terms of its overall impact to the game, was the addition of a rechargeable shield. Now it’s not like this was just slapped on top of the previous combat system, no its implementation seems to come at the cost of being able to carry consumables. The reasons behind this seem to be two fold: the primary one being to facilitate the overall simplification in aid of making the game more fluid. At the same time though it also encourages you to search around as you’ll often find yourself low on health, salts or both. However the infusion system, which allows you to upgrade your health/sheild/salts capacity, would seem to heavily favour you going for shields before anything else, well at least if you were playing BioShock the way I was at least.

Bioshock Infinite Screenshot Wallpaper Do You See Us Coming Prophet

Many of the vigors will seem familiar, notably ones like Shock Jockey and Devil’s Kiss, but they’ve all got a unique twist to them that sets them apart from their predecessors. I’m not exactly sure why but the alternate use mode for most of them, activated by charging up the power, is usually to create a trap version of said vigor. This can be useful if that’s your play style but for someone like me they were mostly useless unless I was facing down one of Columbia’s larger enemies. The traps might come in handy if you’re playing on 1999 mode difficulty but after a certain point I rarely found myself needing them due to the plasmid/gear combination I found that made me feel completely broken.

My vigor of choice was Charge which allowed me to get up close and personal with enemies who were usually quite a distance away from me. It wasn’t particularly great initially however once you’ve upgraded it not only do you get bonus damage on your target your shields are instantly recharged and you’re made invulnerable for a couple seconds. Combine this with some gear that gives you a 30% chance to possess things and a 400 damage fire nova when struck and you have a recipe for someone who’s essentially invulnerable in battle with most of the enemies tearing each other apart, if they’re not on fire already. Once I had that combo down there wasn’t really enough enemies in Columbia to stop me, unless they weren’t grouped together.

Bioshock Infinite Screenshot Wallpaper Songbird

Gone is the two tiered currency system where Adam was used for plasmids and cash for everything else, now all you’ll deal in is cash. Again this seems to be done in aid of simplifying the whole game although this means that gear prioritizing cash rewards, like the Extra Extra! hat that gives you cash from voxophones, is by far the smartest choice early on. This does feel a bit limiting to begin with as taking away those sources of revenue, in favour of other gear upgrades, feels like you’re cutting yourself off from a potential killer build.

This is in stark contrast to BioShock 2 where you were basically able to try out any build you wanted in the space of a single playthrough. In BioShock Infinite there’s no way that you’ll be able to get the cash required to upgrade all the vigors and all the guns in a single play through (I say this as someone who found the vast majority of voxophones and much of the hidden coin stashes and finished with 2 maxed weapons and vigors. I could have afforded 1 more of each though). This is possibly done to encourage additional playthroughs as previous BioShocks could be done as one shot deals, should you make the right choices. I don’t necessarily hold this against BioShock Infinite though as it forces you to make choices about how you’re going to play rather than just pick and choosing whatever you need for the particular situation.

Bioshock Infinite Screenshot Wallpaper Elizabeth's Mother

Minor-ish plot spoilers follow.

One very notable thing that’s absent from BioShock Infinite is the franchise’s moral choice system. Now it’s not like you’re completely absent choice, there are many occasions where you’re presented with similar binary choices that affect the game in some way, but the whole idea of crafting a good/bad/mixed character is gone. I believe this is mostly due to how the story is constructed, what with the whole pre-determined fate idea woven throughout the game’s narrative, but it did remove a significant amount of the agency in Booker’s character which was one of the stronger points of BioShock franchise previously.

This is not to say that the story suffers because of this, far from it. Whilst it will be easy to pick holes in the “tear” idea that’s central to Elizabeth’s character and the overall plot it does function well as a plot device. This, combined with Ken Levine’s brilliant writing and the various voice actor’s great performances, make BioShock’s story engaging, thrilling and, whilst ultimately tragic, beautifully executed. The only criticism I’d level at it was it became somewhat predictable past a certain point but the overall concept was still solid.

Spoilers over.

Bioshock Infinite Screenshot Wallpaper All Those Doors

BioShock Infinite is another great instalment in the BioShock franchise, aptly demonstrating that Irrational is capable of delivering a fresh game experience when it would be all too easy to just crank out another Rapture. Whilst the game may have undergone a lot of simplification from its predecessors I don’t feel that it suffered because of it. Indeed BioShock Infinite feels a lot more fluid, the story flows better and rarely would I find my immersion broken by something in game. For both fans of the series and newcomers alike BioShock Infinite provides a gaming experience that’s hard to find a direct comparison to, one that’s incredibly enjoyable.

Rating: 9.25 /10

BioShock Infinite is available on PC, Xbox360 and PlayStation 3 right now for $69.99, $78 and $78 respectively. Game was played on the PC on Hard difficulty with 10 hours play time and 48% of the achievements unlocked.

Tomb Raider: Lara’s Brutal Beginning.

March 15th, 2013 No comments

I’m sure I’m not alone in saying that I have something of a soft spot for the Tomb Raider series. It was all the way back in 1996 when I first encountered it, my hand-me-down computer barely able to run it due to the intense 3D graphics that weren’t exactly common at the time. Combine that with the platforming and lets be honest here, even though Lara was low poly she was in fact female, you had a game that served to capture my attention for far longer than any other game managed to do. However after the next couple iterations in the series I found myself attracted to other interests, and the rest of the Tomb Raider series was left unplayed. The reboot piqued my interest however as whilst Lara was an interesting character in her own right her origin story was never quite fleshed out, at least not my satisfaction.

Tomb Raider 2013 Screenshot Wallpaper Title Screen

Tomb Raider begins dramatically with you aboard the ship Endurance which is headed towards a small island off the coast of Japan in search of the old Japanese kingdom Yamatai. Before long though your ship is ravaged by a severe storm, cutting the ship in half and stranding everyone on the nearby island. This would be bad enough but the island is inhabited by a group of mercenary/cultists who capture you and your friend. Thus your transformational journey begins and it’s not long before the naive archaeology graduate turns into the Lara Croft we’re all so familiar with.

Coming off the graphics high that is Crysis 3 had me a little disappointed with the graphics in Tomb Raider, at least initially. I had turned everything up to its maximum which made it look pretty decent by comparison although it seems my graphics card is starting to show its age as it struggled to render most scenes, especially the more open world ones. However comparing it directly to Crysis 3 isn’t exactly fair as Tomb Raider isn’t designed to be a graphical marvel and in its own right it’s actually quite spectacular. Judging by the number of screenshots I snapped during my initial play through I’d have to rate it above most games that have come out recently and put down the initial disappointment to my disproportionate expectations.

Tomb Raider 2013 Screenshot Wallpaper Base Exterior

Compared to the Tomb Raiders of yore the modern day reboot is a cornucopia of different game mechanics. The core is still your bog standard 3D platformer with many sections involving you running, jumping and climbing over everything to get to the next objective. Combined with that however is your Gears of War style cover based 3rd person shooter as well as a crafting system and large environments that hide all sorts of treasure should you be willing to look for it. For those of you who’ve played any of the Uncharted series you’ll be familiar with the majority of the game play right off the bat as they both play similarly, albeit with their own twists on certain ideas.

Whilst there’s a certain level of satisfaction to be had when you get a platforming section just right the first time around I have to say that it usually isn’t my favourite part of games like this. This probably comes from the early days of 3D platforming where you needed razor-like precision in order to make most jumps which was arguably where the challenge came from in most of those early games. Thankfully however Tomb Raider is a little more forgiving in that department as whilst none of the jumps are particularly hard should they be at some weird angle that’d only be achievable after 20 attempts your leaps of faith will actually be corrected ever so slightly should you make it in the correct direction. If you bollocks it up completely there will be no saving you but this little feature certainly made my platforming experience a lot better than it has been in the past.

Tomb Raider 2013 Screenshot Wallpaper Shits Gettin Real

The cover based shooting is also, for the most part, fluid and satisfying, providing you with ample challenge no matter what your weapon of choice might be. Like most shooter based games I tend to prefer one shot kill weapons (as I tend to panic when in spray and pray mode) and thus favoured the bow for the majority of the game. This was a viable strategy for about 60% of the game until they started wearing face masks which meant one shot kills were no longer possible, even with a fully upgraded bow. If I’m honest that kind of pissed me off as I took pride in being able to hit headshots while under heavy fire and the removal of that mechanic seemed like a really cheap way to ratchet up the difficulty. Of course it didn’t really do that since I just switched to the rifle, but it did make me wonder why I’d bothered upgrading the bow all the way when its intended purpose no longer existed.

Crafting works by gathering salvage from crates and enemies which you can then use at camp to upgrade your weapons. Not all of the upgrades are available to you instantly however and in order to unlock them you have to find additional weapon pieces that are scattered randomly throughout the environment. If you’re a min-maxer like me you’ll often find yourself with a huge excess of salvage as there’s no real point to upgrading every weapon but you’ll still have enough to keep all bar 1 of them at maximum without too much trouble. The same can be said for the skill point upgrades as past a certain point the additional skills will likely not fit into your style of play but you’ll be force to spend them in order to unlock the next tier of skills.

Tomb Raider 2013 Screenshot Wallpaper Survival Instincts

The experience/level system is a mixed bag where some upgrades are almost essential, others improve parts of the game that were tedious and the rest are simply not useful in the slightest. The cartography upgrade for instance, which identifies relics, books and caches through walls, takes out a lot of the pain of finding things which are almost not worth seeking out otherwise. The animal tracking upgrade however is rather pointless as you spend a fair chunk of the game no where near any animals. Indeed it seems that whilst you can sort of play the game in your own way your talent selection won’t be significantly different from anyone else’s, due to the next tier being locked until you spend the required number of skill points. It’s not exactly a terrible thing but it does make me feel like I’m wasting points on things I’ll never really use which just doesn’t sit well with the min-maxer in me.

I’m not one for exploration in most games, it feels like a cheap way to make the game go for longer, however Tomb Raider made it a lot easier with use of the survival instincts mechanic which highlighted areas of interest. They also made the optional tombs short and succinct, with the rewards for doing them being well worth your time. It was a really refreshing experience and unlike many other exploration type games I didn’t finish this one feeling like I had ignored the vast majority of the game because I didn’t want to play the cat and mouse game with the designers. I hope other games take note of this as it really was one of the stand out features of Tomb Raider.

Tomb Raider 2013 Screenshot Wallpaper Glitch

Tomb Raider is not without its bugs and glitches, one of which is demonstrated above. As you can see on the left hand side there are walls there preventing you from getting in, however turning slightly makes them disappear, along with several other items in the room. This is in addition to other bugs like events not triggering which then leaves you stranded or results in you dying, ledges that look climbable but aren’t and the targeting reticle lying about having an enemy in your sights. These are all things that can be worked around and none of them stopped me from finishing the game but they did mar an otherwise highly polished experience.

Of course this whole reboot was done to tell Lara’s origin story of how she transformed herself into the grizzled Tomb Raider we know and love. In some respects Tomb Raider showcases this brilliantly with Lara struggling to come to terms with a brutal world that she survives in. At other times however it devolves into a PG rated torture porn where Lara is beaten, injured and brutalized in every conceivable way. It starts off being shocking but quickly wears thin as the writers attempt to hammer home the idea that she’s a naive girl that’s being rapidly transformed. It’s a passable story overall, even if the mysticism was a little overwrought, but hopefully future instalments will forgo the torture in favour of something a little more meaty.

Tomb Raider 2013 Screenshot Wallpaper Introspective End

Reboots are always a tricky thing to get right as you’re taking a well established universe and essentially redefining it in an attempt to reinvigorate (and hopefully extend) the fan base. For something as long running as Tomb Raider this is no small risk but thankfully I feel that Crystal Dynamics has done a great job, producing a game that wouldn’t be out of place even if the franchise didn’t have such a long history. It’s by no means a perfect game, plagued with a so-so story and bugs by the handful, but it certainly does the IP justice whilst giving them a firm platform from which they can build on.

Rating: 8.25/10

Tomb Raider is available on PC, Xbox360 and PlayStation 3 right now for $69.99, $78 and $78 respectively. Game was played on the PC with 9.6 hours played, 74% completion and 32% of the achievements unlocked.

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.

Consoles Aren’t Going Away and Mobiles Won’t Take Over.

January 15th, 2013 No comments

You wouldn’t have to be a reader for long to know that my preferred gaming platform is the PC but I’m pretty sure it comes as no surprise that I have all of the current generation consoles (apart from the WiiU, but I do have a Wii). I grew up with both platforms and arguably I was more of a console gamer when I was younger but as time went on I found that PC gaming just sat better with me. What I’m getting at here is that whilst I might be a PC gamer I’m certainly not one to call for the demise of the consoles and indeed believe that the platform will be around for quite a long time to come.

Current Gen Consoles Playstation 3 Xbox360 Wii

Others don’t share that view, in particular Ben Cousins who wrote this article on Kotaku outlining the reasons why consoles are going away:

Many people (me included) have been saying publicly that they think the ‘console’—dedicated hardware designed primarily for gaming—is on its way out.

I used to keep a list of famous developers and executives who shared my view, but it got too big to maintain!

Anyway, here’s just two whom you might care about: David Jaffe and Hideo Kojima.

He then goes on to list 5 data points and 2 assumptions that back up his claim and on the surface they appear plausible. Indeed many of the supporting points are based at least partially on ideas that everyone involved in the games industry knew about but I feel the conclusions drawn from them are a little over-reaching, enough so that his idea that consoles are going away is at the least premature and at the worst grossly misinformed.

Take for example the first data point about consoles being sold at a loss. This is no revelation as console makers have been doing this for decades prior and have still managed to turn a profitable business from them. Indeed while Nintendo might be breaking its usual rule of not selling consoles at a loss it doesn’t take much for them to become profitable with the sale of a single title enough to push it over the line. In fact if you look at the past 5 years things look pretty good for the major consoles, especially for Microsoft and Nintendo. I believe Cousins is being slightly unfair by going back further than that because those years were right at the beginning of the current generation console’s life and that’s arguably the point at which the greatest losses will be incurred.

 

I’m also not sure how 40% of the sales occurring after the price drops supports his idea that these people are somehow the mainstream gamers. Taken literally that means that the majority, I.E. >50% of current gen console owners, bought their console before these price drops/product revisions occurred. I’d also argue that a portion of those new sales were also current owners upgrading older consoles as in the case of the Xbox the original was something of a jet engine when used and the subsequent iterations vastly improved that experience. I’ve heard similar tales from PS3 Slim owners as well so I don’t feel the “mainstream gamer” argument holds up with console sale figures alone.

It’s not a secret that mobile devices are pervasive but it’s also quite known what they’re capable of and what their primary use is. Indeed console makers are aware of this and have been working to expand their console experience onto the mobile platform. Microsoft has long been working towards achieving their Three Screens idea which would see the experience between Xbox360, Windows Phone 8 and Windows 8 unified together enabling developers to provide the same experience regardless of the platform. We’re still a long way from achieving that and whilst smartphones do a good job of getting close to the console experience they’re still not in the same league, something which console owners are acutely aware of.

The rest is speculation based off those points which I won’t bother digging into but suffice to say I don’t get the feeling that consoles are going to go anywhere in a hurry and I’m willing to say that there’ll definitely be several more generations to come. The mobile market might be growing but I believe it’s an additive market, one that’s bringing more gamers in not one that’s cannibalizing gamers away. There’s also the fact that consoles are increasingly becoming the media centre of the house, something that smartphones are going to have a hard time replacing. Still we’re both deep in speculation territory here so the only way to settle this will be to wait it out and hope that both our opinion pieces are still online in a decades time.

The Walking Dead: I’m Sorry Clementine.

January 10th, 2013 No comments

Much to the chagrin of many of my friends I haven’t really got into the whole Walking Dead craze that seemed to sweep the Internet over the past couple years, mostly because my wife went ahead and started watching them without me. Couple that with the fact that I’m a terrible reader (I only seem to find time for it on long haul flights) I have also given the comics on which the whole craze is based a miss. I tell you this because The Walking Dead game seemed to attract just as much fandom as the IP’s other incarnations but that was most certainly not the reason I decided to play it. Instead I had heard that Telltale Games had done well with this particular franchise and since their treatment of Sam & Max was pretty decent I figured the hype was probably well earned.

The Walking Dead Screenshot Wallpaper Title Screen

The Walking Dead takes place in modern day America with you playing as Lee Everett, a university professor who’s been recently convicted of killing his wife’s lover and is on his way to jail. On the way however the police car you’re in hits an unidentified person sending the car tumbling over the embankment and leaving you trapped in the car. After looking around it’s clear that something is amiss with the officer who was driving you rising from the dead and attempting to attack you. Things only seem to get worse from here on out as you struggle to survive and protect the few people you manage to team up with.

Whilst I haven’t played many Telltale games (although I’ve watched someone play through most of the Sam & Max series) I still got the feeling that their titles had a distinctive style and The Walking Dead certainly fits in with that idea. Due to the extreme cross platform nature of The Walking Dead the graphics aren’t particularly great but the heavy use of comic-book stylization (I’ve seen people say its cel-shaded but I’m not entirely sure about that) means that it still works well. The animations and sound effects are somewhat rudimentary but this is made up in spades by the voice acting which I’ll touch on more later.

The Walking Dead Screenshot Wallpaper Little Dairy Farm of Horrors

Whilst The Walking Dead is more like an interactive movie with game elements the core game mechanics are those of an adventure game coupled with a few modern innovations like quick time events to drive some of the more action oriented sections. If you’ve played other titles in the same genre like Heavy Rain then this style will be very familiar to you where the game play elements are there to serve as a break from the usually quite intense story sections. Of course decisions you make during these sections can also have an impact on how the story unfolds, something which The Walking Dead informs you of at the start of every episode.

Even for a modern adventure game the puzzles that are thrown at you are rather simplistic usually consisting of you tracking down a particular item or following the bouncing ball in order to progress to the next area. Some of the puzzles are also completely optional, as far as I could tell, as there were a couple times when I’d do things that didn’t seem to have any impact past the scene in question. For a game that is heavily focused on the story rather than the game play I can’t really fault it for this as hard puzzles usually only serve to break immersion and frustrate the player but if you were expecting The Longest Journey level brain ticklers than you’ll be disappointed.

The Walking Dead Screenshot Wallpaper Duck Thinks Youre Incredibly Awesome

What I was thankful for was the simplistic inventory system that shied away from having some form of combine or use one item with another item type mechanic that a lot of games like this have. Usually this just ends up in frustration as you try to find the right item combination in order to solve the problem, something that I’m not usually a fan of. Instead if you have an item that can interact with something in the world it’ll show up as an option taking a lot of the guesswork out of the equation. Sure figuring something out can be fun and The Walking Dead certainly has some satisfying challenges but playing inventory item roulette isn’t one of them.

The Walking Dead is, for the most part, bug and glitch free however I had several occasions when the game broke on me in one way or another. Typically this took the form of the keyboard or mouse simply not responding during an interactive section, rendering me unable to progress any further until I reloaded. This wasn’t usually a problem but sometimes it did mean losing a bit of progress, forcing me to replay through a section. By far the worst bug was when a particular cut scene somehow managed to double itself up with all the characters saying their lines twice over the top of each other and the animations attempting to do the same. Personally I’d put this down to the multi-platform release which means that the amount of time that Telltale could spend on QAing each platform was reduced significantly. In all honesty though I thought most of these bugs would be ironed out given the time since the initial release.

The Walking Dead Screenshot Wallpaper Lee and Clementine

Realistically though you wouldn’t be playing this game for the game mechanics, you’ll be playing it for the story. The Walking Dead tells you in no uncertain terms that the choices you make will affect the outcome of the game and that’s 100% true. Depending on the choices you make certain characters may or may not be alive, people might react to you differently or you might end up in a situation that you didn’t expect to find yourself in. At the end of each episode you’ll also be greeted with a statistic screen which shows how your choices lined up with the greater community and the results can be rather surprising at times.

What really got me initially were the small decisions that I’d make in the heat of the moment having drastic repercussions later on, sometimes right after doing so. Traditionally your choices in these kinds of games were almost irrelevant due to the complexity of creating multiple story arcs that have some level of coherency. The Walking Dead still has decisions like that at times during the game but it’s hard to know which one is which before you make it. I can’t tell you the number of times that I found myself wanting to go back and change something because the result wasn’t what I had expected but since there’s no quick save/load function (a deliberate omission) there’s really no way to do it unless you want to play the whole episode over again. Even then you might not be able to shape the story in the way you want.

The Walking Dead Screenshot Wallpaper Kenny Faces His Demons

I also want to give a lot of credit to the voice acting as it’s not easy to make something fully voice acted and have it come out as well as it has in The Walking Dead. Whilst there can be some strange fluctuations in tone should you choose different types of responses (Lee usually has passive, neutral and aggressive options) the sound bites themselves are well spoken and full of emotion which is probably one of the reasons I found it so easy to sympathize with the characters. There’s been quite a few games I’ve played recently that have been ruined by sub-par voice actors so The Walking Dead was a welcome change and one that I hope more game developers take note of.

The story was one of the great examples where I could hate everything that was happening but still felt a deep emotional connection to most of the characters. The relationship between Lee and Clem is a beautiful one and whilst I won’t spoil the ending anyone who’s been through it will tell you that it’s utterly heart breaking, to the point where I was just staring at the monitor, not wanting to accept what was happening. From what I can gather though this is what The Walking Dead franchise is all about and it does a damn good job of making you care for a lot of people before putting them through all sorts of hell, taking you along with them.

The Walking Dead is a great example of an episodic game done right as each of the sections stands well on its own but together they form something that is very much greater than the sum of its parts. The graphics are simple yet well executed, the voice acting superb and the story so engrossing that you’re likely to be thinking “what if” for a long time to come after you finish it. If you’re a fan of adventure games or The Walking Dead itself then there’s going to be a lot to love in this cinematic adventure game and I can recommend it enough.

Rating: 9.0/10

The Walking Dead is available on PC, PlayStation 3, Xbox360 and iOS right now for $24.99, $29.99, $29.99 and $14.99. Game was played on the PC with around 10 hours played and 100% of the achievements unlocked. 

Deadlight: Trapped In A World of Your Own Darkness.

November 16th, 2012 No comments

I think my angst around survival horror games stems from the many, many hours I lost to the genre back when I younger. There were many nights when my brother and I would sit down in front of the TV, fire up the PlayStation and proceed to play Resident Evil for hours on end. Those familiar with the game will know that much of the tension created in that game comes from the fixed camera angles and not-so-great controls leading to many reloads and undergarments in need of replacing. Long time readers will know that my recent forays into this genre haven’t been great with both of them failing to impress me. Deadlight looked like a fresh take on the survival horror genre and thus I was intrigued to see if the genre could redeem itself to me.

The year is 1986 and the world has been decimated by a virus that reanimates the dead into flesh craving zombies (or Shadows as they’re called in Deadlight). You play as Randall Wayne, one of the few survivors who’s been separated from his family and is searching to find them again. You’ve managed to team up with one of your friends, a police officer and a pair of sisters and were making your way to Safe Point, a rumoured safe zone set up by the military. The opening scenes show one of the sisters badly wounded by the Shadows and you are forced to do the right thing. The gun shot attracts a nearby hoard of shadows to you and in the commotion you get separated from the group. So begins your adventure to find them again and hopefully, your family.

Deadlight is quite visually impressive as when I first looked at some of the screenshots it looked like it had a kind of Trine feel to it with the 2.5D environments. If I’m honest they’re actually done a lot better than Trine as the environments are very detailed and even form part of the game play with things like Shadows lingering in the background shambling over to you. Also unlike most survival horror games which favour noire colouring or muted palettes Deadlight instead favours a more varied set of colours which helps greatly in not making it visually boring. Overall it’s done quite well, much better than what I expected when I first looking into playing Deadlight.

Deadlight is a platformer with the vast majority of the game play consisting of you getting from the left hand side of the screen to the right hand side. Of course it’s never quite that easy with many obstacles blocking your way requiring you to either take a specific path or wade your way through a trough of Shadows in order to make progress. Like many games of today Deadlight also makes heavy use of its physics engine to drive most of its puzzles with many of them requiring you to knock something down or move something in order to give yourself a leg up to the next ledge.

It’s usually at this point in the review of a platform where I’ll gripe about how the jump/grab mechanics are screwy in some particular way but for Deadlight I can’t really say that. Sure there were many moments when I pressed something and didn’t get the result I was expecting  but there’s no one point where I couldn’t figure out what I did wrong in order to cause my untimely demise. For a platformer this is a pretty big achievement as pretty much all of them suffer from some kind of issue that makes the platforming sections tedious but in the case of Deadlight all the frustration was born simply out of me fat fingering the keys rather than some glitch in the code.

There’s also combat in the game taking the form of you either swinging an axe at your foes (which is limited by the blue stamina bar in the top left hand corner) or the tried and true zombie killer favourite of a couple different guns, all of which are lethal if aimed at the head. The axe is also quite capable of dispatching enemies however you either have to spend what feels like an eternity wailing on them or knock them down first and then finish them off on the ground. The guns are far more effective however, like any good survival horror, the ammunition is in pretty limited supply (unless you know where to look, of course).

If I’m honest the combat was one of my least favourite parts of Deadlight mostly because of how tedious and unnecessary it felt. The axe is the perfect example of this as it’s not particularly effective when you need it to be (I.E. surrounded by Shadows) and it’s much, much easier to just keep running and knock them down than to even bother attempting to take them out. The guns are pretty much a last resort apart from a couple sections where you’re forced to use them so again their inclusion feels like it was done “just because” rather than some burning need to have it as a core component of the game.

The story is quite compelling at times however I felt that it was let down heavily by the often lacklustre voice acting that backed it up. In the beginning I thought it was quite good however as the story went on it was clear that many of the lines were delivered flat without any emotion behind them. This becomes even more obvious towards the end when there’s some very emotionally charged scenes which lose pretty much all their impact thanks to this which kind of soured me on the story towards the end.

It’s a real shame because objectively the story is pretty good, combining the usual survival horror flair with a psychological thriller that leads you to question the main character’s motives. It’s not the most original plot to be sure but it’s definitely above what I was expecting which is always nice. I felt the ending was unsatisfying, probably due to the way it was presented, however I might have been swayed otherwise had I had a deeper emotional connection with the characters.

Deadlight was a nice surprise considering that I choose it based around the fact that it was short (I’m attempting to work on a couple longer game reviews and I’m constantly running out of time) and needed something for this week. The game plays well with no bugs and the platforming, something that usually brings games down a peg or two, was great. It’s let down by the pointless combat and lack of story delivery with emotion behind the voice acting which is a shame as it’s otherwise a great game. This is probably the first survival horror game that I could recommend playing which has renewed my faith in the survival horror genre.

Rating: 7.5/10

Deadlight is available on Xbox360 and PC right now for 1200 points and $14.99 respectively. Game was played on the PC with 3.1 hours played and 68% of the achievements unlocked.

Durango, Orbis and What’s Influencing the Next Generation of Consoles.

April 3rd, 2012 No comments

The current generation of consoles is the longest lived of any generation of the past 2 decades. There are many reasons for this but primarily it came from the fact that the consoles of this generation, bar the Nintendo Wii, where light years ahead of their time at release. In a theoretical sense both the Xbox360 and the PlayStation 3 had 10 times the computing power of their PC contemporaries at release and they took several years to catch up. Of course now the amount of computing power available, especially that of graphics cards, far surpasses that which is available in console form and the gaming community is starting to look towards the next generation of consoles.

The last couple weeks have seen quite a lot of rumour and speculation going around as to what the next generation of consoles might bring us. Just last week some very detailed specifications on the PlayStation4, codenamed Orbis, were made public and the month before revealed that the new Xbox is codenamed Durango. As far as solid information goes however there’s been little to come by and neither Sony or Microsoft have been keen to comment on any of the speculation. Humour me then as I dive into some of the rumours and try to make sense of everything that’s flying around.

I’ll focus on Durango for the moment as I believe that it will play a critical part in Microsoft’s current platform unification crusade. Long time readers will know how much I’ve harped on about Microsoft’s Three Screens idea in the past and how Windows 8 is poised to make that a reality. What I haven’t mentioned up until now is that Microsoft didn’t appear to have a solution for the TV screen as the Xbox didn’t appear to be compatible with the WindowsRT framework that would underpin their platform unification. Rumours then began swirling that the next Xbox could be sporting a x86 compatible CPU, something which would make Metro apps possible. However SemiAccurate reports that it’s highly unlikely that the Durango CPU will be anything other than another PowerPC chip, effectively putting the kibosh on a Three Screens idea that involves the Xbox.

Now I don’t believe Microsoft is completely unaware of the foot hold they have in the living room when it comes to the Xbox so it follows that either Durango will have a x86/ARM architecture (the 2 currently confirmed WinRT compatible architectures) or WinRT will in fact work on the new Xbox. The latter is the interesting point to consider and there’s definitely some meat in that idea. Recall in the middle of last year that there was strong evidence to suggest that Windows 8 would be able to play Xbox360 games suggesting that there was some level of interoperability between the two platforms (and by virtue the Windows Phone 7 platform as well). Funnily enough if this is the case then it’s possible that Metro apps could run on the Wii U but I doubt we’ll ever see that happen.

Coincidentally Orbis, the PlayStation3 successor, is said to be sporting a x64 CPU in essence eliminating most of the differences between it and conventional PCs. Whilst the advantages to doing this are obvious (cross platform releases with only slight UI and controller modifications, for starters) the interesting point was that it almost guarantees that there will be no backwards compatibility for PlayStation3 games. Whilst the original PlayStation3s contained an actual PS2 inside them the vast majority of them simply emulated the PS2 in software, something that it was quite capable of doing thanks to the immense power under of the PlayStation3. Using a more traditional x64 CPU makes this kind of software emulation nigh on impossible and so backwards compatibility can only be achieved with either high end components or an actual Cell processor. As Ars Technica points out it’s very likely that the next generation of consoles will be more in line with current hardware than being the computational beasts of their predecessors, mostly because neither Microsoft or Sony wants to sell consoles at a loss again.

The aversion to this way of doing business, which both Microsoft and Sony did for all their past console releases, is an interesting one. Undoubtedly they’ve seen the success of Nintendo and Apple who never sell hardware at a loss and wish to emulate that success but I think it’s far more to do with the evolution of how a console gets used. Indeed on the Xbox360 more people use it for entertainment purposes than they do for gaming and there are similar numbers for the PlayStation3. Sony and Microsoft both recognise this and will want to capitalize on this with the  next generation. This also means that they can’t support their traditional business model of selling at a loss and making it up on the games since a lot of consoles won’t see that many games purchased for them. There are other ways to make up this revenue short fall, but that doesn’t necessarily mean they can keep using the console as a loss leader for their other products.

All this speculation also makes the idea of the SteamBox that much more interesting as it no longer seems like so much of an outlier when lumped in with the next generation of consoles. There’s also strong potential that should a console have a x86/x64 architecture that the Steam catalogue could come to the platform. Indeed the ground work has already been done with titles like Portal 2 offering a rudimentary level of Steam integration on the PlayStation3, so it’s not much of a stretch to think that it will make a reappearance on the next generation.

It will be interesting to see how these rumours develop over the next year or so as we get closer to the speculated announcement. Suffice to say that the next generation of consoles will be very different beasts to their predecessors with a much more heavy focus on traditional entertainment. Whether this is a positive thing for the gaming world at large will have to remain to be seen but there’s no mistaking that some radical change is on the horizon.

Mass Effect 3: A Dichotomy of Love and Hate.

March 28th, 2012 11 comments

Ah Mass Effect, a game that inspired so much fanboyism and geek lust within me that I’ve gladly parted with embarrassingly large sums of money in order to play it. My relationship with it started with an excited friend of mine breathlessly singing its praises before sending me a short video clip of it. The second the clip finished I knew this game had to be mine, no matter what the cost. This was the only reason why a Xbox360 graced my home in the first place and was so again when I upgraded to one of the new slim models to play through the final instalment. Today I will review the last chapter in Mass Effect trilogy; a review that’s been 5 years in the making.

Mass Effect 3 puts you right back into control of Commander Shepard of the Normandy. Returning back to the Alliance Navy after the events of Mass Effect 2 Shepard is placed under house arrest due to his work with Cerberus. His warnings of an impending Reaper attack have gone unnoticed and it’s not until a full Reaper invasion starts that they look back to him for help. Earth succumbs to the Reaper invasion rapidly but Shepard reluctantly escapes, only leaving so he can gather support to retake Earth back from the Reapers and hopefully drive them back for good.

First impressions of Mass Effect 3 were quite good. For Xbox360 players you’ll be pleasantly surprised at the graphics updates as there’s a noticeable improvement over Mass Effect 2. Whilst it’s not up to the same level as say Deus Ex: Humand Revolution or Skyrim they’re still quite impressive, especially if you’re playing the game on a massive TV like I was. PS3 owners won’t notice much of a difference however as Mass Effect 3 on the PS3 uses the same engine as 2 on that plaform. PC players will also be somewhat disappointed as the code for the Xbox360 version is basically the same and is unable to take advantage of any additional grunt your PC might have. It’s clear that Bioware’s target platform for this game was definitely the Xbox360 first above all others which is great for people like me, but I can understand the frustration levelled at Mass Effect 3 by gamers on other platforms.

The combat of Mass Effect 3 is just as exciting, fluid and challenging as it was back in Mass Effect 2. I was very tempted to try out yet another class as my switch from Soldier to Vanguard in Mass Effect 2 made the game that much more interesting but discussing it with my friends showed that the Vanguard was probably the most fun class out of the lot of them. With the new weapon/upgrade system the Vanguard could easily be made into an incredible weapon of destruction, one that didn’t actually need to carry any guns with him if you played your cards right.

So unlike its predecessors Mass Effect 3 gives you the choice of what weapons to equip, allowing you to carry around up to 5 different weapons. The downside is that the more weapons you carry the slower your powers will regenerate. So for weapons based classes like the Soldier you’ll probably still walk around armed with every single weapon you can carry but my Vanguard spent most of his time with only 2 weapons (later I carried 3 once I had the right upgrades), favouring the 200% buff to power recharges instead. This meant that past a certain point I was basically invulnerable as no enemy could wear down my shields before I could charge again, recharging them back to full.

Still though there were several fights that I found challenging to the point of frustration. Now I’m willing to blame this on the fact that I’m not a console gamer, the PC is my usual platform, and the many deaths I experienced early on where a combination of me not being able to aim properly and a bad talent build. However for most of the really difficult fights there was usually a heavy weapon hidden somewhere which I wouldn’t find until my 4th or 5th time attempting that particular combat scene which made the fight trivial. There are also some particular enemies that will 1 shot you from full health and shields with no way to get out of it (even with upgraded health that left me with 1 bar afterwards, I’d still die). It’s a real shame as apart from these 2 faux pas the combat is really quite enjoyable (thelatter making the last couple hours annoyingly torturous).

The talent tree system received a massive revamp since Mass Effect 2 and the improvements are quite nice. Whilst it still retains the base idea of adding points into a certain ability to make it better once you get past the first 3 stages you’re then presented with choices as to how to improve the ability. In doing so you’re able to craft your character along very specific lines, much more so than you were in the previous 2 games. With a little bit of looking around its very possible to create a character that is nigh on unstoppable, but it’s the improvements that Bioware made around the talent system that are most welcome.

The inclusion of a respec system in Mass Effect 3 is probably the most welcome addition. When you start off many of your talent points are allocated for you. Whilst this is a great way to introduce you to the character class it does mean that your character might not play the way you want it to. Thankfully the first respec is free and that will allow you to craft your character in the way you want. Additionally you’re able to choose 1 ability from your companions to include in your talent tree for a small sum. Yet again this allows you to augment away any of your character’s weaknesses or push them further into unstoppable territory.

The Galaxy Map remains basically unchanged from Mass Effect 2, keeping the same navigation elements whilst changing up the mini-game aspect of it significantly. Instead of going to every planet and scanning them for 5 minutes just to find the resources contained within there you instead scan around the current solar system, looking for little pockets of treasure. If one of the assets happens to be on a planet you then do the familiar scanning mini-game again but at least now it has a pointer to where it is, saving you countless pointless minutes scanning around. There’s also an indicator as to how many assets you’ve recovered so you don’t waste time looking for that one last thing.

You can’t scan around indefinitely though as scanning alerts the Reapers to your presence there. It’s supposed to make you scan smartly around, using the minimum number in order to recover all the assets. If you do alert the Reapers they’ll invade the system and try to hunt you down but they can’t really catch you unless you stay still for more than a couple seconds. Realistically you can just scan to your hearts content then exit/enter the system repeatedly to get the assets, which is what I ended up doing after alerting the Reapers for the 20th time.

WARNING: Mild plot spoilers follow. (There’s a second warning about the MASSIVE ones if you want to keep reading).

Of course where Mass Effect 3 really shines is the grand story that they’ve crafted over the past 5 years. Ever since the first Mass Effect there’s been a terrible sense of foreboding about the coming Reaper invasion and whilst there are some major plot holes (why did the Council ignore Shepards warnings after a GODDAMN REAPER ATTACKED THEM is beyond me) they’ve managed to keep the story moving through 3 games, even with the wild amount of control that the player has over the plot elements.

As always I decided to play Shepard as a Paragorn and whilst I’d agree with the way he acted about 90% of the time there were some definite moments when he’d go off the rails completely. This is mostly due to the paraphrasing that’s done in order to make the dialog wheel work, making it hard to accurately judge what he’s going say, but when the tough-as-nails by-the-book Shepard I spent the last 5 years crafting started acting out of character it really dumped me out of the game. Thankfully those moments were few and far between, but happened often enough to cause me frustration.

Now I don’t know if this was due to the choices that I had made in the previous games or not but the romantic relationships in Mass Effect 3 felt kind of…weird. In Mass Effect 1 I romanced Ashley who makes no appearance in 2 at all. In 2 I romanced Miranda and when I came face to face with both of them again I set my eyes on Ashley, her being Shepard’s first love. What got me however was the fact that Ashley seemed wholly unresponsive to my advances even though, as far as I was aware, there was no way of her knowing what I got up to during Mass Effect 2. Indeed she never confronted me on the fact, instead just giving me the cold shoulder. Miranda on the other hand was extremely responsive to the point where I basically fell into the romance scene which was a total cop out (when did Mass Effect become PG?). I mean I did feel something for Miranda but it felt kind of odd that Ashley would shut Shepard out like that, especially after the first few deep conversations.

It gets even more interesting as the token gay NPC, Steve Cortez (who’s done brilliantly by the way), ended up in a rather deep relationship with Shepard without me really trying. It could just be because it wasn’t possible to have that kind of relationship before Mass Effect 3, thus having to accelerate the emotional attachment, but it still made me think that Ashley’s behaviour was odd in comparison to everyone else. Not odd as in “Why doesn’t she like me”, more like there was something either unfinished or broken in the story line that I was playing through. I could’ve just stuffed up a critical dialogue option and not realised it, but I’m usually pretty good at noticing those kinds of things.

The rest of my relationships with the crew were just as good as the one with Cortez. Whilst towards the end there are many scenes that are pretty much “This is the last time you’ll get to see them here, better make the most of it” kinds of deals they do feel genuine. I personally found the scenes with Liara, Garrus and Legion to be especially touching, giving me the feeling of a true bond between comrades who had been through heaven and hell together.

WARNING: I’m going to spoil the ending here like crazy. YOU HAVE BEEN WARNED.

I’m not going to pretend that this review exists in a vacuum but I did my absolute best to avoid all the articles about Mass Effect 3′s ending prior to finishing the game for myself. All I knew before going into this is that there were people who weren’t happy with it and thanks to my information black out I figured it was just a minority. However after playing through to the ending myself, being able to get the good (read: Green) ending and choosing the Synthesis option I can unequivocally say that Bioware completely and utterly bollocks the ending up, and not just for the reasons that many others have cited already.

For starters whilst the story introduced the deus ex machina ending early on that doesn’t detract from the fact that it is a deus ex machina. Granted there are few ways that such an epic story could come to an ending without resorting to this kind of plot device but it’s obvious that the entire plot wasn’t created back when Mass Effect was originally created. Indeed accounts from Bioware employees corroborate this meaning the true ending wasn’t created until just recently. This then feeds into the larger problem, the actual ending itself.

The whole idea of the Star Child, the devices to control/destroy the Reapers and the requirement of Shepard to sacrifice himself are things that don’t line up with the Mass Effect world or the characters within them. Shepard is not a tragic hero and indeed should you have been a tragic hero in Mass Effect 2 (where not enough of your team members survive) you in fact can not import that game into Mass Effect 3 as Bioware has deemed that ending non-canon. The idea then of Shepard making the ultimate sacrifice for the rest of the universe is completely out of character, as well as being completely non-sensical in terms of the Star Child’s solution. Indeed, whilst the Star Child is ostensibly of synthetic origins and thus can be assumed to be completely rational it acts in ridiculously irrational ways. I would go on but many people have dissected it better than I ever could and my sentiments echo theirs closely.

Now I wrestled with the ending for a couple days before talking to my friends about it but the conclusion I came to was always the same. I really do hate the ending of Mass Effect 3, not because it’s the ending or because its tragic (indeed I hated the ending of Red Dead Redemption, but it was good because I was grieving for the loss) but because it just doesn’t fit with the rest of the Mass Effect universe. Instead of the ending being driven heavily by your choices made throughout the game you’re instead treated to different coloured explosions with 1 of 3 endings based on your choice right at the end. For a universe that managed to incorporate so many of your choices into every aspect of the game this ending feels like it was done absent any thought for the rest of the universe and it really shows.

SPOILERS OVER

As a game Mass Effect 3 was almost everything I had come to expect from the series. The combat was fun and engaging with just enough challenge to make sure that I wasn’t powering through the game. The characters were (apart from one) believable and relatable and I felt a real connection with them. Right up until the final couple hours the plot and pacing of Mass Effect 3 was magnificent and it makes me very ashamed to say that the ending just simply didn’t stack up with the rest of the game, and the rest of the series for that matter. Still I thoroughly enjoyed my time with Mass Effect 3, even if the ending left a sour taste in my mouth.

Rating: 9.0/10

Mass Effect 3 is available on Xbox360, PlayStation 3 and PC right now for $78. $78 and $99 respectively. Game was played entirely on the Xbox360 on the Hard difficulty with around 24 hours of total play time and 80% of the achievements unlocked.

 

Limbo: Dark, Engaging, Atmospheric, Delightful.

January 30th, 2012 No comments

Growing up as a gamer my gaming intake consisted predominately of platformers. The reasoning behind this is simple, the hardware at the time wasn’t capable of doing much more, and thus most games developers went the platformer route in order to make the most of their chosen platform. As the power of PCs and consoles started to increase and things like real 3D were possible the platformer started to take a back seat to other genres that had, up until then, played second fiddle to the platformers. The genre has experienced something of a resurgence in recent times with the independent developers rebooting the platformer genre for modern times. Limbo is one such title, and one that I feel I should have played earlier.

Without any hint of explanation of who you are, what your motivations might be or even what the controls are you are placed in control of what appears to be a small boy. His only defining features being the glowing eyes that pierce through dark world that he exists in. You then being your journey to nowhere, navigating your way through numerous obstacles many of them designed with a single purpose in mind: killing you in the most gruesome ways possible. Indeed the dark world that this boy finds himself in seems to be some kind of semi-futuristic place that’s hell bent on ensuring that the kid never makes it to his final destination, wherever that might be.

For a game with such simple graphics and limited colour palette the atmosphere that Limbo generates is nothing short of staggering. There’s little music or sounds to speak of, leaving the only constant sound being the soft wind and your footsteps. It’s strangely engaging, not exactly something I expected but taking a step back I can see a similar style in games like Silent Hill. The elements that are included then are done so deliberately and elegantly, giving you the feeling that the game’s creators spent an incredible amount of time on the all the little things that make up the Limbo world.

Whether intentional or the game play of Limbo has a sense of dark comedy about it. Whilst you’ll try your best to make sure that the little bugger makes it through each section safely it is inevitable that you’ll end up killing him in some of the most hilarious ways possible without even thinking about it. For me the first time was simply cratering him when I misjudged the distance to the floor below, his limbs flying off in opposing directions and the little glowing orbs blinking out. As the game progresses the ways in which you can die become more and more ludicrous, to the point where you’ll meet your end at the hands of fantastical futuristic contraptions.

On the flip side though I can see people playing Limbo as something of a survival horror rather than the dark comedy that I played it as. There are some moments that, if played with the lights off and late at night, would definitely give you a bit of a scare. Granted its nothing like the original Resident Evil series, something which gave me nightmares for a week after playing  it through in one sitting, but the atmosphere alone is enough to set some people on edge. Maybe my view of Limbo as a dark comedy is just a coping mechanism I developed so as not to get attached to the little guy…

The core game play of Limbo is that of a classic platformer mashed up with modern day physics puzzles. Neither of these aspects are terribly complex with the platformer sections being relatively forgiving and the physics resembling all other games that utilize the Box2D physics engine. Still many of the challenges will having you engaging in a good helping of trial and error to see which solution works best. There are also many ancillary challenges available for those achievement junkies that will test your problem solving skills more rigorously should the core of the game not prove challenging enough.

Thinking back on my play through of the game it’s interesting to remember how the environments changed from the dark, foreboding forest at the beginning to some kind of futuristic factory belonging to a mad scientist. As far as a plot goes that’s about all you’ll be able to get out of Limbo (save for a couple moments in the game and at the end) and what it means is left as an exercise to the reader but looking at the title you can probably guess what the changing scenery is a commentary on.

Limbo is one of those games that just simply begs to be played at least once and all in one sitting. It’s a short game, something that can be easily knocked over in an afternoon, but for a game of this type that short length works well in its favour. Whilst there’s little plot to speak of the story telling that Limbo achieves without a single line of written or spoken dialogue is quite an achievement and is one of the reasons why it has received such critical acclaim. Limbo then is a game that I believe anyone who calls themselves a gamer should play, just because it’s such an unique experience. One that is unlikely to be repeated at any time in the near future.

Rating: 9.0/10

Limbo is available on PC, PS3 and Xbox360 right now for $9.99, $15 and 1200 Microsoft Points respectively. Game was played entirely on the PC with 3.3 hours played and 23% of the achievements unlocked.