Coming back to Destiny has always felt like slipping back into an old pair of shoes. Every time I’d go through the same process: be overwhelmed with the changes, find my footings through the campaign and then grind my way to the requisite light level before running the raid until I got bored. I must admit that whilst I did come around to playing a FPS on a console part of me always wanted it to come to PC as I just knew it would be a killer experience. With Destiny 2 I got my wish and whilst I’ve had to spend the last month or so carefully avoiding everything to do with its release on consoles I’m glad to say it has been well worth the wait.
Earth has come under attack by the Red Legion, a band of Cabal warriors who have never known defeat. Led by their Dominus Ghaul they caged the traveller and robbed all guardians of their light. You are left powerless, the gifts that the light granted to you seemingly gone forever. Soon after you are cast back down to Earth however you are flooded with visions that draw you to a shard of the Traveller that it flung away from itself during the collapse. The area surrounding it though has been heavily corrupted and no one who has entered the region has ever returned. This is where your quest begins to restore the light and defeat the unbeatable Red Legion.
On first look the graphics of Destiny 2 felt like they’d gone backwards from what I remembered of the original Destiny and its expansions. However after tweaking a few settings and spending a good deal of time in-game it became obvious that there have been a vast number of improvements made both to the underlying engine and the artwork the game uses. Of course I’m no longer introducing artefacts by running the game through a capture card although I had largely eliminated those when I moved to an Elgato HD60 Pro a year or so ago. The big bonus is the fact that I can now run the game at a buttery smooth 144FPS, something which I can still manage on my near 3 year old rig. Interestingly I know this game is pushing the limits of my system not because of stuttering but because my PC gets noticeably warm (since I usually rest my feet on the sides of it) during play. There have been some issues of course although the last couple patches have fixed most of the more glaring ones that popped up as part of the PC release.
By and large Destiny 2 remains faithful to the original in how it plays however there’s a lot of changes made for the sake of balance and quality of life (both for the developers and the players). The weapon classes have been reworked with primaries now being locked to kinetic damage, secondaries (now “energy”) all have an element type but also share the same weapon classes as primaries. Lastly some weapons (shotguns, fusion rifles and sniper rifles) have been moved to the heavy (now “power”) slot. Classes are mostly the same with a few tweaked and some replaced outright. You’ll still do the usual level thing until you hit the max at 20 at which time you’ll begin the same kind of light grind that we’ve been familiar with for the past couple expansions. Progression is now lightening fast up to a point after which you’ll be relying on weekly milestones, exotics and rewards from being in a clan to make any meaningful progress. At its core however it’s still very much the same game as it has been for almost 3 years and that is not a bad thing.
Whilst combat hasn’t changed much it is made that much better by being on PC. Of course I’m extremely, unabashedly biased in this regard but the fact that it was a great shooter on console was always going to mean it’d be a great one on PC. It did take me a fair while to get over my controller muscle memory, reaching for triggers that no longer exist, but it wasn’t long before I felt just as home on the PC as I ever did on console. The changes to the weapon system mean that your choice of heavy is much more meaningful than it used to be although, if I’m honest, the weapons that have moved into that slot now see much less use because they’re just not as good as the alternatives. Perhaps that will change as I find myself more gear but since I’m already at 281 light I don’t think that will change much. Unfortunately some of the lag issues are still present due to Destiny’s “complicated” P2P network architecture but they’re at least not as bad as they were at the original’s launch.
Levelling up is as much of a breeze as it ever was, happening organically as you progress through the campaign’s main missions. There were only a couple times that I had to drop out of it in order to get a level or two before being able to tackle the next one. This, coupled with not needing to go back to orbit after every single mission, means the pacing of Destiny 2’s campaign feels a lot more consistent with a lot less down time. Whilst the time to max out your level is about the same overall (8 hours or so) it does feel like a lot less thanks to the streamlining. They also do a pretty good job of re-introducing everything which is great for new players although it will be somewhat confusing to long time players (doesn’t my ghost know what the taken are?). Whilst the story is probably about on par with the original its overall execution does feel a lot stronger.
The gear grind is mostly the same as it was in previous expansions however now there’s a much heavier focus on the weekly activities. Whilst you can certainly keep levelling up your light without them it’s a much longer process, reliant on exotic drops more than anything else. Gone are the days when gear would randomly roll a light level around your current one, instead (past a certain point) they’ll always roll at a predefined level. The RNG comes from whether or not they include a legendary mod which bumps their light up by 5 levels. Once you have a weapon or piece of armour in a slot with one of those you’ll then be infusing it repeatedly until you reach light level 280. After then you can craft your own legendary mods and so all gear drops basically become on par. The only gear that will drop above your light level comes from the weekly events, the raid and the exotic quests (of which there are 4 I believe). This means you’re likely to hit a plateau each week before being able to progress. Still you should be able to get raid ready in a week and be able to blast past that easily in the second.
The renewed focus on Clans, with all the benefits that come from being in one and actively participating with it, was an interesting choice by Bungie. Certainly it ran against the way I used to play the game, preferring to just do everything on my own and hitting up DestinyLFG whenever I came up short. Joining a clan with an old friend of mine has been a pretty rewarding experience and I do look forward to doing more with them as time goes on. The clan interface could be a little better however, starting one requiring you to go onto Bungie’s website, something which the in-game client doesn’t tell you about. Once you’re past that point however it’s all pretty easy and, to be fair, you’ll likely be doing most of your co-ordination in Discord anyway.
As I mentioned before the story feels like it’s very much on the same level as it has always been, scraping just the top of the greater world’s lore. The grimoire is gone and there’s a bigger focus on putting much of what was in there actually in the game. A lot of the stuff is then hidden in the side missions, something which even I haven’t really gone through yet. That being said for those that I have played they’re a lot more upfront with bits of information, especially if you take the time to follow your ghost to scan things of interest. The great voice acting by the big name cast continues in Destiny 2 and the host of new characters brings a lot of life and levity that was missing previously. That being said it’s still not a game I’d say you’d play just for the story but it’s none the less an enjoyable one.
Destiny 2 takes the legacy that the previous game and its DLCs and rebuilds it for a new era. As a long time player of Destiny on the PlayStation 4 I can say unequivocally that it’s best experienced on PC as the platform gives the game all the things it needs to really shine. Bungie have done a great job of making the game approachable for new players whilst also ensuring it’s still got the things that the fans were looking for in the next instalment in this IP. Whilst I’ve yet to fully experience everything the game has to offer (which is saying something given the fact that I’m 26 hours deep at this point) it feels like the Destiny I’ve come to know and love with a few tweaks here and there to make everyone’s life just a little easier. I look forward to dumping many, many more hours into the game and its successive DLCs.
Destiny 2 is available on PC, PlayStation 4 and XboxOne right now for $89.95. Game was played on the pc with 26 hours of total play time.
Back when it was originally released Destiny wasn’t the game that many were expecting Bungie to release. It’s managed to see much success despite that however, attracting some 30 million players, a number that’s grown steadily over its 2 year lifetime. As a long time player myself it’s easy to see why as Bungie has been fervently dedicated to its player base since day 1, working hard to improve the experience and retain its fiercely loyal player base. Rise of Iron, which rumour has it will be the last expansion before Destiny 2 is released next year, brings us more of what made the previous expansion great but I’m not sure it’ll be enough to keep players coming back for another 12+ months.
Rise of Iron explores the history behind the Iron Lords, a group of guardians who formed shortly after the collapse to do battle with guardians who decided to subjugate humanity rather than defend it. After they brought down those early warlords they sought to rebuild civilisation and did so using any tools they could find. Once such tool was SIVA, a self-replication technology developed during the golden age. Despite Rasputin’s attempt to disuade them otherwise (including orbital bombardments on their armies) the Iron Lords almost unleashed a plague upon themselves. It was only through the sacrifice of all the remaining Iron Lords, save for Saladin and Efrideet, that they were able to seal it away. However the Fallen have found their way into the SIVA bunker and are using it to rebuild their machine gods, posing a dangerous threat to humanity once again.
As you’d expect from a console-based expansion Rise of Iron doesn’t bring with it any graphical improvements, looking just the same as it did on launch day. The UI elements have been given an overhaul once again, making things just a touch more usable and intuitive. The majority of the new content is in the Plaugelands which, being right next to the Cosmodrome, means it’ll feel familiar to any year 1 guardians making their return. The aesthetic is very much of the “future technology plague” vibe with vibrant reds and pitch blacks dominating the colour palette. This is a welcome change to the Taken King’s muted colour palette, something which tended to wear you down after spending so many hours trapped inside the dreadnought. All in all it’s still a very pretty game but it is starting to show its age, especially when compared to some of the latest PC titles.
The core game mechanics are unchanged, save for the few tweaks that have been made in the numerous patches since the previous expansions release. You’ll still be running around, shooting things and ducking for cover to regenerate your health. The light level progression remains the same however the routes to maxing yourself out are more varied, making the grind a little more palatable. There’s a few little quality of life improvements which make things a little easier like the infusion system now giving you all of the light level of a piece of gear rather than a fraction, saving on the grind considerably. Other than that Rise of Iron will feel very familiar to long time players and, honestly, I don’t think there’s much wrong with that.
Rise of Iron’s campaign is probably half as long as the Taken King’s was which, if I’m honest, was a bit disappointing. I had managed to convince my friend who originally got me into Destiny to come back for this expansion and we managed to knock the whole thing out in a single afternoon. Sure I’ve definitely got my money’s worth given the amount of time I’ve spent on it since completing it but I felt the Taken King expansion was around the right length. That and the fact that it tied much more tightly into the overall narrative and raid whilst Rise of Iron has it as a kind of aside. It wouldn’t surprise me if some of the story has been held back for use in content releases over the coming months to keep everyone coming back.
I have to admit that I felt the light grind was a little harder this time around than when compared to previous expansions. This is possibly because I couldn’t cheat my way to a higher light level with exotics like I did previously. However after talking to my brother he put me onto a few methods to get me the light levels I needed. Sure it was still a grind but at the very least I was seeing gradual progress. Combine that with a few raid runs, completing the incredibly complex Outbreak Prime quest and a few exotic engrams and I’m back to feeling like the guardian I was in expansions past. Of course I’m still very far away from the cap (now at 400 thanks to the recent patch) but at the very least I don’t feel like a guardian running around covered in tissue paper armour with a BB gun.
This expansion’s raid is probably the easiest I’ve ever played through although I think that has more to do with the maturity of the community and game more than anything else. Previous raids were plagued with cheese strategies, mechanics that would break at a hint of lag or mechanics that many people just failed to understand. This particular raid seems to be free of any such things, focusing instead on team work, co-ordination and communication. Sure the raids I’ve been in have still had their share of problems but they’ve all been recoverable, unlike the numerous hours I spent in Vault of Glass.
I also managed to find time to play through the recent Iron Banner which was a much more streamlined experience. Rather than having to get emblems, class items and boosts to make sure you’re getting all the rep you can it’s all done automatically now. It took me a couple afternoons playing to get to max rank which also netted me a few good boosts to my light level. Indeed it seems the theme of Destiny’s latest expansion is streamlining, something that all mature MMORPGs have been taking on board of late. For an old hat like myself it’s a welcome change, allowing me to spend the little time I have left on games and still make meaningful progression.
As always the Destiny told during your play through is only scraping the surface of game’s lore with all the good bits being held behind grimoire cards. For certain games I don’t mind this however I do understand how many would see Destiny’s story as shallow and unfinished. To be sure there are many things Bungie could do to improve it, and honestly should have done by now, like making the grimoire cards readable in game or simply fleshing out more things in cut-scenes or in-game dialogue. Still it’s enjoyable to see more of the world revealed to us, even if that’s through walls of text you can only read on Bungie’s website.
Destiny: Rise of Iron is another helping of what long time fans of the series wanted: more missions, another raid and a bevy of new loot to lust after. The base game which kept me playing for so long remains the same, Bungie intent on not fixing what isn’t broken. The various aspects that have been streamlined are welcome additions, making playing the game of Destiny just that much easier. The campaign could have been longer and more tightly integrated into the overall narrative of this expansion. The storytelling in the game could use some love as well; something that, done right, would elevate Destiny well beyond its current station. Overall Rise of Iron is an evolution of the franchise and time will tell if there’s enough meat in it to keep players coming back until the next expansion, or Destiny 2, drops.
Destiny: Rise of Iron is available on PlayStation 4 and Xbox One right now for $44.95 on both consoles. Game was played on the PlayStation 4 with around 40 hours of total play time reaching light level 373.
Destiny was the first game to break my staunch opposition to playing first person shooters on consoles. Being a long time member of the PC master race meant that it took me quite a while to get used to the way consoles do things and had it not been for Destiny’s MMORPG stylings I might not have stuck it through. However I’m glad I did as the numerous hours I’ve spent in Destiny since then were ones I very much enjoyed. The time between me capping out at level 32 and the release of the House of Wolves expansion though was long enough for me to fall back to DOTA 2 and I missed much of that release. The Taken King however promised to completely upend the way Destiny did things and proved to be the perfect time for me to reignite my addiction to Bungie’s flagship IP.
Six of you went down into that pit, looking to end the dark grip that Crota held on our Moon. His death rung out across the galaxy, sending ripples through the darkness. His father, Oryx, felt his son slip from this plane and immediately swore vengeance upon you and the light. Oryx has appeared in our system aboard a mighty dreadnought, capable of decimating entire armies with a single attack. Slayer of Crota it is now up to you to face Oryx as he and his Taken are swarming over the entire solar system and threaten to snuff out the light once and for all. Are you strong enough to face this challenge guardian?
Graphically Destiny hasn’t change much, retaining the same level of impressive graphics that aptly demonstrate the capabilities of current generation console hardware. There has been a significant overhaul to the UI elements however with the vast majority of them looking sharper and feeling a lot more responsive. It might sound like a minor detail but it’s a big leap up in some regards, especially with the new quest/mission and bounty interface. It’s the kind of stuff you’d expect to see in expansions like this and I doubt we’ll see any major graphical changes until Destiny 2.0.
The core game is mostly unchanged, consisting of the same cover based shooter game play with the RPG elements sprinkled on top. Every class has been granted a new subclass meaning that each of them now has one that covers each of the elements (fire, void and arc). The levelling and progression system has been significantly overhauled, providing a much smoother experience to levelling your character up both in level and gear terms. Many of the ancillary activities, like the Nightfall and Exotic Bounties, have also been reworked to favour continuous progression rather than constant praying to RNGJesus. Additionally there’s been many quality of life improvements which have made doing lots of things in Destiny a lot easier, much to the relief of long term players like myself. This is all in concert with a campaign that’s about half as long again as the original, making The Taken King well worth its current asking price.
The new subclasses might sound like a small addition but they’ve given new life to a lot of aspects of Destiny. Each new class essentially filled a hole that was lacking in the other two, allowing each class to be far more versatile than they were previously. The only issue I have with them so far is that the new subclasses feel a lot better at more things than their predecessors do which means pretty much everyone is solely using those classes now. Sure the Defender Titan’s bubble is still the ultimate defensive super however it pales in comparison to the toolset that the Sunbreaker has at their disposal. This might just be my impression given my current playstyle (mostly solo) and may change when I finally attempt the raid this week.
The revamp of the levelling system is probably the most welcome change. Unlike before where your level was determined by the light your gear had the new maximum level is now 40, achievable through grinding XP like any other RPG. Then once you hit the maximum level you have your Light Level which is an average of your gear’s damage output and defensive capabilities. As it stands right now that’s pretty much the only thing that matters when you’re attempting an encounter and so the higher your light level the easier it will be. Whilst it’s not a huge change from the previous system it does mean that there’s quite a lot more variety in terms of what gear you’ll end up using. This also means that a lot more pieces of gear, even those lowly blues which we used to disassemble immediately, are now quite viable.
This comes hand in hand with a revamp of how you can obtain gear in the game. Whilst there are still guaranteed ways of obtaining gear through marks (now Legendary Marks which are slightly hard to come by) you’ll mostly be looking for engrams. The engram rate has been significantly increased and when you get them decrypted they’ll roll a random light level in a +/- range of your current light level. This means that, in order to progress, it’s best to equip your highest light level gear and decode engrams. Doing this I was able to get myself to light level 295 in a relatively short period of time, more than enough to attempt the raid. This, coupled with the new avenues to better gear, mean that progression is far smoother than it was before.
The revamped quest and bounties system has everything in it that guardians have been asking for from day one. There’s now a separate tab that has everything in it, allowing you to track objectives so you can quickly see your status without having to pop out into the menu. This has allowed Bungie to include multiple questlines that all run simultaneously, something which was just not possible before. Many of these quests will help you get solid boosts in your light level and, if you follow some of the longer ones, unlock some of the best gear in the game. By far the stand out piece, in my mind, is the heavy sword which (when fully levelled) makes PVE encounters a breeze and the crucible a punchbro’s dream.
The Taken King expansion also gets massive kudos for fleshing out the lore of Destiny significantly. Part of this comes from the extended campaign missions that take you deep into the world of the Hive and the Taken but there’s also dozens of new bits of information scattered throughout the world (accessible through ghost scans). The Books of Sorrow provide a lot of background detail to all the races and their involvement with the Darkness as well as providing some insight into the events that led up to the Traveller’s current state. I’m still picking through it myself but it’s honestly great to see Bungie fleshing out this world as there’s so much potential here and I’d hate for it to go to waste. Additionally Nolan North replacing Peter Dinklage as the voice of your ghost is a welcome change, as is the addition of many more hours of voice acting from all the central characters.
Destiny: The Taken King is the expansion that all guardians had hoped for, bringing with it all the improvements that were sorely needed. It’s a testament to Bungie’s dedication to this IP as the amount of extra content they’ve released for Destiny in just one year is, honestly, staggering. The changes they made with this latest expansion have improved the experience dramatically, both for casual players and the hardcore alike. If you’d been staving off playing Destiny then now would definitely be a great time to give it a whirl as this is the game many are saying it should have been at launch. For long time guardians like myself it’s what was needed to bring me back to the fold and keep me playing for a long time to come.
Destiny: The Taken King is available on PlayStation3, PlayStation4, XboxOne and Xbox360 for $79, $79, $79 and $79 respectively. Game was played on the PlayStation4 with approximately 20 hours of play time, reaching light level 295.
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 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.
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.
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.
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 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.
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.
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.
It’s not often that you see games stay as platform exclusives, especially successful ones. Since many publishers look to maximise their profit on any set of intellectual property a cross platform release, usually across the big 3 (PC, PS3, Xbox360), is inevitable especially if the franchise is successful. The Uncharted series from Naughty Dog is something quite special as whilst it has enjoyed success similar to that of say Mass Effect it has remained a platform exclusive for every release . The third instalment in this series, Uncharted 3: Drake’s Deception, is no different and picks up sometime after the events that took place in Uncharted 2.
As in all Uncharted games you play as Nathan Drake, a rough and tumble treasure hunter with an eye for hunting down treasures hidden by one of his ancestors Sir Francis Drake. This time around Drake is investigating why it took his ancestor so long to sail across the east indies when he could have done it in a fraction of the time. This leads him on several quests to find the various items required to retrace Drake’s path and hopefully discover the treasure that remains hidden there. People from his past come back to haunt him in this adventure though and much of the back story between Drake and Sulley which hadn’t been explored up until now.
The Uncharted series has a reputation for being on the pretty side and Uncharted 3 is no exception. Whilst there doesn’t seem to be a vast improvement from that on previous titles there’s still some noticeable differences when you compare them side by side. It’s mostly in the small things like Drake’s face having a lot more detail to it. Since this is their 3rd release on the platform it follows that they’re probably pushing right up against the PS3’s limits, especially when the game ran as well as it did (I never noticed any slow down). Naughty Dog also get points for getting the lip syncing and motion capture spot on, something that too many games get horribly wrong.
Uncharted 3 retains the winning, Tomb Raider-esque game play style that has made it such a hit with its fans. Nearly every part of the game is filled with platforming sections, elaborate puzzle sequences, cover-based combat and a few quick time events thrown in there for good measure. Indeed at this point I’m willing to say that Uncharted is quite formulaic in its approach as the parallels you can draw between this latest instalment and its two predecessors is quite startling. This isn’t to say that there’s anything wrong with it, Uncharted is successful for a reason, but this means its in the same category as games like Call of Duty. For some that will be off putting and I can understand where they’re coming from.
Now I’m not sure whether this has anything to do with me getting better at the Uncharted games or not but this time around I rarely struggled with any of the platforming or puzzle sections. The platforming sections really are just an organic progression blocker as Drake has very obvious queues about whether or not he can make it to the next ledge or not. It also seems that the developers, whilst keeping in the old hint system to help you get past a section should you get stuck, have made the NPCs that accompany you far more chatty when it comes to solving problems. Again it could just be me picking up on it more but it really did seem like the game’s overall difficulty had been taken down a notch or two.
Combat in Uncharted 3 is fast paced and action packed but felt like it suffered due to the inherent inaccuracy of doing a shooter on a console system. Now this could just be because I prefer the mouse and keyboard (and I could just shut up and buy the right peripherals) but most games like this compensate for that by helping you out a little, usually by locking onto the target once you get your sight in right the first time. Still there are times when I’d do a section and lay waste to an entire horde of baddies without breaking a sweat but it was just as common for me to struggle with bad aiming and misplaced grenades (is there a way to cancel a grenade throw? I couldn’t figure it out).
The quick time events also felt well placed for the most part, enabling Uncharted 3 to retain that movie level feeling whilst still letting you feel like you were in control of the action. There were a couple that dragged on for far too long however; long enough for my wife (who loves watching me play games like this) to leave the room and say “Call me back when this section is over”. It’s what my friends have come to call Epicness Fatigue when something is just so epic for so long that you get bored with it and just want it to be over. The game definitely didn’t need to be padded out at all, I mean its a relatively short game but still almost double the length of any recent FPS, so the few drawn out action sequences don’t do Uncharted 3 any favours.
The development of Drake and Sulley’s backstories was quite refreshing as it was something that was overlooked in the previous two releases. Up until this game I had just assumed that they were business partners of a few years and nothing much more than that. The story of Uncharted 3 reveals that they’ve been together for much longer than that which, if you retcon that back into the prequels to this, makes some of the decisions made by those characters seem very unusual. Still the backstory is tied in very well with the main plot so it works out anyway.
Overall the story is quite good, well above what you’d find in other games of similar calibre. Whilst I didn’t feel the same level of emotion as I have for other games I did genuinely care for the characters and hoped that certain events would unfold in the way that I wanted them. True to its Hollywood styling there’s an ending that’ll make everyone happy and thankfully doesn’t loudly declare that you should wait for the next one to come out. Undoubtedly there will be another, I believe Uncharted is to the PS3 as Xbox is to Halo, but a game always gets bonus points from me when they can wrap up the main story line like that.
Uncharted 3 might just be another instalment in a series that’s found its success formula and is sticking to it but that doesn’t detract from the fact that it’s just a damn fun game to play. Whilst none of the individual components stand out on their own as something revolutionary the seamless combination of all them comes together that makes something that’s greater than the sum of its parts. If you’re wondering why some people buy a PS3 over another console Uncharted 3 is definitely something I can point to as an example of what gaming on the platform can be like and indeed the Uncharted series is a great benchmark with which to compare other titles on the PS3.
Uncharted: Drake’s Deception is available on PS3 right now for $78. Game was played entirely on the medium difficulty setting with around 12 hours of game time and approximately 30% of the achievements unlocked.
There’s really only one thing that stops me from playing most of the Call of Duty series on the day of their release and that’s simply the price. Whilst the games will more than pay for themselves in terms of hours played vs hours worked to acquire them I’m still never happy shelling out $80+ for the game on Steam when it costs a whole lot less in another country. For Call of Duty: Black Ops then I simply waited long enough until it went on sale for half off before grabbing it which I was much happier to shell out, even if the overseas store also received it at half price. Still I had had enough people bugging me to get into this game ever since its release that I figured there had to be something good about it and strangely enough I’ve also been suckered into the multiplayer, something I usually avoid with these kinds of games.
Call of Duty: Black Ops takes place during the cold war with the vast majority of the missions being recounted in flash backs by the main character, Alex Mason. At the beginning you awake in an interrogation room, strapped into a chair and wired to an electric shock device. Your captures then start questioning you about the location of a numbers station and attempt to jog your memory by running you through past events and occasionally jolting you. If I’m honest I really don’t like having stories retold in flash backs as too often its used as an easy way to patch together a plot that’s made up of otherwise incongruent elements. It’s still serviceable however and if we’re honest with ourselves here no one is buying this game based solely on the plot of the single player campaign.
The cold war setting does make for some extremely interesting environments for the story to play out in. Whilst there’s no gratuitous space scenes like its predecessor there are an incredible amount of what I called “treat” scenes that just seemed to be in there to wow the player with eye candy and action hero style antics. The screenshot above is one of these such scenes where Mason is tasked with stopping the Soviet Union from launching Soyuz 1 and 2 with the mission culminating in shooting a prototype missile at the already launched craft. That’s not even the most ludicrous scene that plays out in Call of Duty: Black Ops but it was one of my most guilty pleasures in the game.
The Call of Duty series has done extremely well with creating a game experience where you feel both like the hero and part of something much greater all at the same time. Whilst I’m not adversed to being the lone hero in games I’ve found myself enjoying games that make you feel like a part of a bigger picture. The first game to get this feeling just right was Freelancer where in one of the later missions you join up with a large fleet as part of the final series of missions. Black Ops manages to recreate this feeling consistently with you almost never being alone and in many cases being surrounded by your fellow men, powering forward towards your goal.
The game play itself is nothing revolutionary but Treyarch have done their best to make sure that all of Black Ops isn’t just one long cover based shooter. Whilst you will be spending the vast majority of your time ducking in and out of cover in order to take out an inordinate amount of resistance there are several sections where you’ll be doing something out of the ordinary. Such things range from flinging explosives from hand made catapults to guiding soldiers on the ground from the cockpit of a SR-71 Blackbird. For the most part they’re welcome breaks from the almost constant combat that takes place but some proved to be more progression blockers than anything, especially if you missed the cue to do something out of the ordinary.
One such event was a section of the Vietnam missions where you’re fighting your way down an embankment. The actual goal of this particular section was to kick barrels of napalm in order to clear out the section up ahead. However if you’re like me you would have thought that it was just another run and gun section so I instantly made a break for a machine gun nest so that I could cover the rest of my team mates. Doing so took me out of ear shot of my companion who was instructing me to kick the barrels and thus I spent about 30 mins wondering why the game would put in a section with practically unlimited enemies in it. I eventually came within earshot and figured it out, but it still felt like there should have been an on screen prompt for those like me who might have been a bit too keen to man the guns.
Unlike it’s predecessor though I didn’t feel the same level of immersion with Call of Duty: Black Ops. I think this can be put down to the way the story was presented as each section stood pretty well on its own so that the breaks between them with the interviews felt like good places to stop if I felt even the slightest bit bored with it. Couple that with the epicness fatigue (I.E. after everything being so epic for so long you just don’t feel it anymore) you’ll undoubtedly suffer and the single player mission in Black Ops is best enjoyed in shorter bursts of 1~2 hours. That being said you’ll more than likely be done with the entire game in 5 sittings in doing that, so it’s not the worst thing in the world.
Once the single player is over however many of Call of Duty: Black Ops’ players will spend many more hours in the multi-player, and rightly so. Realistically the single player of any Call of Duty game is the hook with which to draw people into multi as that’s where the player base spends the vast majority of its time. Coming into a multi-player game this late in it’s release was something I wasn’t looking forward to, thinking that I’d do a couple hours just for the review and then be done with it before I raged like I used to back in my Counter Strike days. Strangely enough though I found myself quite enjoying the multi-player experience, to the point of playing it for as long as I had played the single player.
If you’ve played any Call of Duty (or any multi-player FPS for that matter) the game modes that are available in Black Ops will be familiar to you. Indeed not much about it differs from previous Call of Duty games with the persistent levels and ability to customize your class being the main hooks that keep people coming back. I knew this getting into it, figuring that I’d be slaughtered for the couple hours I dared touch multi. However even with an uncustomized class I found myself being quite competitive and it didn’t take me long to get the required levels to unlock some decent kit and create my own class. By the end I felt I was nigh unstoppable with my character being almost grenade proof, able to take out enemies both near and far and even topping the servers a few times. I still find myself going back for a round or two every so often when I’ve got some time spare, and I think I will keep doing so for a while to come.
The question I keep asking myself is: was it worth missing out on this for so long just to save $40? Considering I had so many other games to play at the time I didn’t really miss playing Call of Duty: Black Ops but suffice to say those who were pestering me to play this game gave up long before I bought it and I haven’t seen one of them playing it since. Still despite that the game was very enjoyable and even managed to reverse my stance of not bothering with the multi-player in these kinds of games. In hindsight it would’ve been worth the cost of admission had I got it on day dot but I guess when principles and my wallet are both hit at the same time it’s enough to override my other impulses, no matter how strong they are.
Call of Duty: Black Ops might not break any new gaming ground or try very hard at being original but it’s still a blast to play, especially when you play it online. It’s not often that a game makes it into my bag of titles that I’ll come back to when I just want to blow an hour or two on something fun but I feel like Black Ops will be there for a while now, at least until the next one comes out. So if you’re a long time fan of the Call of Duty series or just FPSs in general you won’t go wrong with Black Ops and even if you’re not there’s still a good 8 hours of single player to be had, more than enough for gamers in today’s market.
Call of Duty: Black Ops is available right now on PC, Xbox360 and PlayStation 3 for $79, $68 and $68 respectively. Game was played on the second hardest difficulty setting with around 8 hours of total game time. Mutliplayer was played on multiple Australian servers with my most favored game mode being Team Deathmatch on Nuketown with around 6 hours of total play time and reaching level 18.