Tuesday, July 19, 2011

Review: BRINK (PS3/XBOX 360)


What do you get when you try to cross MAG or Team Fortress 2 gameplay with the look and feel of Borderlands and a futuristic Mad Max?  Bethesda Softworks (Fallout 3, Elder Scrolls IV: Oblivion) and Splash Damage (Enemy Territory: QUAKE Wars) hope its the next big franchise to hit consoles.  The impressive art direction in the advertising campaign originally drew me to this game, but does it translate to tengaging gameplay?  Now that it has dropped in price almost universally, is it something you should pick up now?  Is it even worthy of it's all CAPS moniker?

The premise in BRINK is not anything we really haven't seen before, but it centers around a man-made, eco-friendly, floating city, designated The Ark, that is on the brink (get it) of Civil War.  Since the oceans of the world have begun to rise to unsafe levels, The Ark has become a sort of haven for people affiliated with its original inhabitants, as well as other displaced people looking for a better life, who have to live on the outskirts.  It's basically a bunch of Haves versus Have Nots.  One group wants to break free of the overpopulation and desecrating conditions for the outcasts on The Ark (called The Resistance) and leave the floating city to see what the world is like beyond its walls, while the other group wants to keep the refugees in control and living in continued squalor, while they continue to benefit in The Ark (called The Security).


Upon starting the game, you have to first select and customize a character.  While the customization options are ample, they aren't exactly endless.  The character design is similar to Gears of War, with overexaggerated features and bulging muscles.  There are four different classes of characters: Soldier, Engineer, Medic, and Operative.  Obviously each has their own strengths and weaknesses and in this game you will be switching classes a lot during each level or mission, to complete objectives.

To move around, BRINK also uses whats been classified as SMART (Smooth Movement Across Random Terrain).  In this, a button can be assigned to to quickly traverse across different environmental obstacles.  Think of it as parkour influenced climbing, jumping, and sliding, reminiscent of Mirror's Edge.  The diagram below shows the various ways something like this could be accomplished.  Unfortunately, much of the time, I kind of forgot about SMART and did the regular old climbing and jumping, except for the occasional slide.


I've spent quite a bit of time with this game, beating both campaigns (a total of 16 missions, but they are long missions, which turns out to be a blessing and a curse), and utilizing both solo play, as well as completing levels online with human counterparts.  I get that the online component was designed to be a major selling point for BRINK, but the online community is pretty stagnant at the moment.  When starting a level online, I would say that only about 25% of the time did I have another human joining me.

Gameplay
This game is quite frenetic when you first jump in.  There is a lot of action going on around you and quite a bit of chatter from your teammates (which I liked initially, but then grew to hate).  Initially, only one or two classes will have an objective that are pretty basic (hack this, defend this, escort this person, etc.), but the objectives increase (both primary and secondary), as you progress through the game.  Just find a (or take over an opponent controlled one) command post, and you can switch classes.  There is an objective wheel that is easily accessed at any time, that highlights the objectives and classes needed, so it's not too confusing.  Select an objective and it'll point you in the right direction to complete it.


That's not to say that BRINK isn't fun because at times it really is.  Shooting people and is almost always fun... for a while.  Having the missions broken up by each side seemed like a really interesting idea, but they basically turn out to be the same levels, but just opposite objectives of each other.  If the Resistance was trying to destroy something, when you play the mission as the Security, you're trying to defend the same thing you were previously asked to destroy.  This doesn't flesh out the story as much as I would have hoped for, and really didn't make me pick a side I was rooting for, as if they had added totally different levels for each side.

There is a major problem with your teammates AI in the game.  They are basically worthless (but every now and then surprise you with a well-placed turret), and you constantly feel like you are the only one that is able to do anything.  For instance if you have to repair something and are playing solo, without human teammates, it seems like you are the only one of the class you selected that can get anything done.  You have usually around 10 minutes to complete the objective, but it usually takes all 10 minutes because your teammates don't help at all.  When they do decide to help, it's like a mad rush in the final minute or two.  The opponents know where to congregate to protect what's needed, but it seems as if your team gets bored rather easily and leaves their mark.

Which leads me to my next problem with the game.  If you die, or I should say when you die, because your opponent's ammo tends to be much more powerful than your own, you have to respawn


There are a few "what if" missions tacked on at the end, but they seem as more of an afterthought, than a critical part of the story, and are some of the shorter missions of the whole game.  I recommend playing through some of the Challenge levels early on, as by completing them, you earn some upgrades for your weapons.  There are 3 different types of challenges: fulfilling objectives, moving around with SMART to certain areas in a time limit, and defending, each with three levels of progressively harder levels.

Graphics
There are two distinct setting for the missions in BRINK.  One is the futuristic Ark, which kind of reminded me of something out of Mass Effect.  Lot's of plexiglass, neon, etc.  Once the action moved away from The Ark, to Container City, I became re-interested in the game again.  It's a totally different kind of look that really made me push through to finish my first half of the Campaign.  There are lots of little crevices and creative shortcuts to find.

I didn't really experience any lag, when playing online, but only really connected with one other person at a time when playing the campaign.  The multiplayer was solid and much more fun than playing with bots, but by the time I tried multiplayer, I was kind of burned out by the game.  Sometimes when enemies died, parts of their body would be underground, or if they were standing on something and killed, seemed to be floating in mid-air.



Sound
Throughout the game you have a Commander basically talking in your ear the whole time.  He gets very frustrated when things aren't going the planned way.  Considering that you feel like you are a one man show on many of the levels, it get very annoying quickly.

I did find the chatter between teammates amusing.  When you give supplies to another teammate, they always respond with some form of thanks.  Additionally, when you have some supplies and they are needed by someone nearby, they will let you know.

Replay Value
There is a planned DLC coming soon (free for the first two weeks), which may increase the number of people playing online.  Currently, there are 8 maps available for multiplayer skirmishes.  I fear, however, that most players originally interested in the game have either moved on to something else or sold/traded in their copy.

Once the campaigns are completed, there is not much incentive to return to those missions.  Especially the ones where your teammates seem clueless.  There are some audio logs to collect, which supposedly add more to the story (or unlock a trophy/achievement when all are collected) but I didn't have an interest to find more.

There is a cap at level 20.  When I finished both campaigns, I was at level 16, so I played multiplayer and replayed missions to reach the cap.  There are bonuses for completing missions online (which I didn't know until about halfway through the game)


Honestly, I really wanted to like BRINK.  Blending solo, co-op, and multiplayer into one somewhat seamless experience seemed innovative and intriguing.  However, in the end, it wasn't done well enough to grab my interest for extended periods.  Each mission is quite long, and if you don't succeed, feels arduous instead of energizing at the challenge, that you have to relive 15-20 minutes all over again.

Rating
6.5

I spent over 15 hours with BRINK, completing both campaigns, including what-if  missions.  I also completed all three 1-star challenges, two 2-star challenges, and one 3-star challenge.  BRINK is currently available for $34.99 from Amazon and $39.99 from Gamestop.

Sunday, July 17, 2011

*Backlog Buster* Review: God of War: Chains of Olympus (PSP)


Kratos returns, but this time, in a prequel to his adventures which first were released on the PS2 and later re-released as part of the HD God of War Collection on the PS3, and the acclaimed God of War III.  Sony added Ready at Dawn Studios (Daxter) to help, which after playing for a while, seems like the right decision.  Originally released in 2008, this game still looks and plays great today.  Being that I have owned a PS2 and PS3 since launch, and never played a God of War title (shame, shame), and this was chronologically the first adventure, it seemed like the proper place to begin.  Does it live up to it's console predecessors?  Can a portable version of classic series make the grade?


The game opens on the shores of Attica, and Kratos is serving the Gods of Olympus, by defending the city from the attacking Persians.  Armed with his trusty Blades of Chaos attached to his arms, Kratos is thrust immediately into action, battling a combination of men, ships, and a huge basilisk.  While the battle is no easy feat, after the Persians are defeated, Kratos' adventure really begins.

Kratos happens to see the sun falling from the sky, and does what any self-respecting hero would do: investigates and signs on to retrieve it.  Following the bit of light he can see takes him to the city of Marathon, where it seems Morpheus (God of Dreams) has put the land under some dark spell.  Kratos must now, not only ward off dark beings, but must grab Helios' Sun Chariot to ride to the Underworld to end the madness and return the sun to it's proper place.


In the Underworld, the game really shines and the plot becomes more than just a fetch quest.  The subtle differences in the locales and enemies kept me plugging through when the game had gotten a bit repetitive above the surface.

Gameplay
The combat is action packed, with a variety of enemies, from small Harplings, to various medium sized Satyrs, to much bigger Death Knights.  That's not even including the bosses, who are quite cool, in their own right.  Kratos' Blades of Chaos really feel responsive and can do a couple of different attacks, based on the buttons pressed.  There is also a magical-type attack that Kratos uses, and all of his acquired weapons can be upgraded to more powerful versions.  The deaths of enemies are actually quite gratifying, whether with weapons or fists.



What would a God of War be without blood, and there is plenty to speak of here.  The game really earns its M rating (but probably more for a particular mini-game).  Some of the bigger enemies can be finished off with a Quick Time Event (QTE), which involves pressing the correct buttons within a certain time frame, while others can be grabbed and disposed of quickly.  I enjoyed the close-up fatality views (who doesn't love stabbing a cyclops in the eye) and thought they were well done,  but any that involved moving the analog nub in a certain direction, usually took a few tries to master correctly.  That was a big drawback for me.  I dreaded seeing the arrow, instead of a button to press, as I knew that it would most likely take me some time to do correctly, and the loss of precious health.


I also at first enjoyed the vagueness of some of the puzzles, as I tried to decipher them, but on a couple of occasions was completely stumped on what to do or where to go next.  Luckily, save points were strategically placed and if I did die exploring or mis-jumping, I didn't have to repeat much.  The prevalent use of "invisible walls" around cliff and in areas, usually led me to the right spot (but I still wish I could have thrown enemies off of cliffs).  Though, I sometimes tended to forget that Kratos could destroy pillars or walls to open up new areas.

The Underworld was my favorite section of the game, and especially thought that the representation of the Titans and Charon's boat was magnificent.  Additionally, the enemies not only become more difficult as the game progresses, but also a tad smarter.  If you do not time your jumps just right, the archers' aim follows you.  If you do not break shields, enemies use them wisely.  Random button mashing typically won't yield the results you're looking for.

The final battles were just what I'd hoped for.  The weapons I'd procured throughout the game were not useless, but necessary, and the Bosses were legendary, not just some overgrown guard or creature.  The plot also get a bit poignant at the end, which was a bit of a welcome surprise for me.

Graphics
Amazing for the PSP.  I almost went out and bought the PSP component AV cable, just to see this game bigger.  Both gameplay and cutscenes are engaging and you don't feel like you're combatting a bunch of pixels, there is quite a lot of detail for the tiny PSP screen.  Load times are virtually non-existent and the whole experience was very smooth and seamless.



Sound
Being that this is my first foray into God of War, I must say that Kratos' voice kind of bugged me.  I realize the guy is intense and extremely angry, but every word out of his mouth was way too dramatic for me.  I found it kind of cartoonish, instead of passionate.  The other character voices were much better and not so much over the top.  The background music blends well with each situation and adds to each scene instead of overpowering it.  

Replay Value
The game is somewhat short, I finished in just over 8 hours on Hero (Normal) mode, but surprisingly didn't feel too short.  I probably wouldn't go back and play the game in one of the harder modes, but there are different costumes to unlock, as well as some Challenges of Hades levels to unlock more Treasures.  I'm definitely ready to move onto the God of War collection on my PS3.



Rating
8.5

I completed God of War: Chains of Olympus on Hero (Normal) difficulty in just over 8 hours.  The game was purchased for $19.99.

Wednesday, July 6, 2011

Review: Outland (PSN/XBLA)


I typically don't purchase downloadable games during their first week of release, I must like to physically hold the game box or wait for the eventual sale, but something about Outland made me buy it on Day 1.  For some reason the character art reminded me of Cole, from Infamous.  Anyway, I added funds to my Playstation wallet and got started.

Outland comes from Housemarque studios (Dead Nation, Super Stardust HD) and Ubisoft (Assassin's Creed, Prince of Persia) and is a unique 2D action platformer.  It borrows, but also gives nods to games like Castlevania, Metroid, and Super Mario Brothers, but still manages to seem fresh and innovative.

Our Hero is having some bad dreams and does the smart thing by visiting a Shaman, who begins telling of a Great Wheel and two sisters who lived ages ago.  They created the world, then strove to destroy it, but were imprisoned before their plans were complete.  Now, the sisters have escaped and the original hero who battled them has perished, and it seems like the Hero has some link to him via the nightmares.  Thus the quest begins with a trusty sword, to right the wrongs and save the world.

Gameplay
Outland starts off quite basic, as you are eased into your role as the Hero.  Typical moves such as jump, slash, and slide are introduced, and as you progress variations similar to wall jump and ground pound become available.  There are bombs you can hit to open areas or destroy enemies and spikes scattered throughout, and the requisite levitating platforms are also existent.

You begin the game as the Hero with a yellow energy (the third primary color, along with blue and red, representing dark and light, which become quite important later) and can be damaged by any color enemy, as well as a standard health meter.  Navigating the maze of each level is made easier with a map that can be called upon at any time.  Old-schoolers will definitely try to navigate without it.  On the map, a "spirit guide" shows you where you need to get to to progress further.  Sometimes that involves hitting a switch which opens a door that was previously locked, usually involving backtracking, or other times marks the passageway to another area.  There are a few save points strategically placed in each area, which make dying a lot less painful.  


Once the Hero gets the hang of his powers for a couple of levels, light and dark energies are introduced.  This marks the turning point and the basis for the whole game and amplifies what was just an average platformer.  With the press of a button, our Hero can change from light energy to dark energy at will, and it's this polarity feature that makes the game so ingenious.  To inflict damage, you need to be the opposite color of the enemy.  So, if you select red energy you can damage blue enemies but you can still take damage from both.  Another instance this crops up is with platforms.  You are only able to ride platforms mirroring the energy that you are using (the opposite appears transparent).  Many times you need to jump from one color platform to the next, which is a different color.  Switching energies mid-jump can be confusing at first, as you are almost pushing two buttons at once, but after a few attempts, feels more natural.


The moments where the game really wows, is when red and blue streams or dots litter the screen and your objective is on the other side.  The first time I encountered that screen I was mesmerized by the hypnotic patterns, but at the same time ready to shut off my console.  The developers seemed to be smart (or evil, depending on your point of view) enough to not allow just racing through.  It almost always leads to death.  Luckily, if you just watch the pattern for a bit, things generally become clearer and the solution opens up.  Executing it in a timely fashion, on the other hand...



The world of Outland is split up into 5 main areas: Jungle, Underworld, City, Sky, and Eternity.  There are subtle differences between the settings, but nothing major.  Each areas has five or six "levels" to it and culminate with a Boss battle.  The Bosses are really well done.  Difficult at first, but ultimately fair.  The Boss battles also get longer and more complex the deeper you delve into the game. They are all different and their entrances are intimidating and somewhat reminiscent, at least to me, of Shadow of the Colossus.  After defeating 4 Bosses, you need to battle the aforementioned sisters, and complete your quest.  There are some collectibles to collect, if you're into that completionist (or trophy/achievement) thing


Graphics
The screenshots and trailers really drew me into the game, so it's no surprise that the graphical style is frequently mentioned.  Think a mixture of Greek and Mayan mythology, with a fusion of TRON.  The creatures, while somewhat varied, were pretty average (except for the Bosses), but I thought that the human-looking foes were admirably done.  If you jumped over one or hid, they would momentarily look around for you, before resuming their patrol.  If you vanquished one, their "soul" would drift away from their body.  The Hero, with his loincloth flapping, also moves fluidly and responsively, which is a plus in this type of game.  Yes, there are creatures that very much resemble Metroids

Sound
Didn't really stand out for me at first, but it didn't have to.  I was so enthralled with the graphics that I wasn't looking for the next great symphony.  There are the appropriate tribal beats, but also some trance-like melodies, which do really put you in the proper dream state.

Replay Value
Teleport.  An online co-op mode is available, where 2 players can battle through a challenge room, but only one of the players is able to change the light/dark polarity.  Additionally, there are Arcade chapters, in which a whole world needs to be cleared (5-6 levels, plus the Boss) in a certain time limit.

Rating
8

Outland is available from PSN and XBLA for $9.99 or 800 MS points.  I played the PSN version for a little over 8 hours, not quite defeating the 4th Boss (The Winged Serpent).....yet.




Wednesday, June 29, 2011

*Backlog Buster* Assassin's Creed: Brotherhood (PS3/XBOX 360) Review


Ezio Auditore di Firenze is back for his second adventure, and the third Assassin's Creed game from Ubisoft.  While his mission was complete in his mind at the end of Assassin's Creed II, a few of his confidantes didn't think so.  The additon of a few new Borgia members, most notably Cesare, become the main villians.  I actually purchased this game first, before the first two games in the series, but waited a few months to try out the single player as I had never played an Assassin's Creed game before.  It always seemed so daunting and seemed like there were too many actions to perform and not enough buttons and the game too vast.  Once I got the hang of the multiplayer, I gave the single player a try.

After debating a while, even though I had heard you didn't need to play the previous iterations, I purchased and completed the first two games, aptly titled: Assassin's Creed and Assassin's Creed II.  I'm really glad I did, as it added more to the whole experience of Brotherhood through some inside jokes and older characters returning.  I would recommend at least playing ACII, before Brotherhood.

I was a big Altair fan from the beginning, so I was a bit disappointed when Ezio was introduced.  In fact, even after completing Assassin's Creed II (platinum trophy!) he still hadn't won me over.  So when I popped in my Brotherhood disc, I was expecting to be a little disappointed.  Needless to say, Ezio really won me over with this game (the Assasssin's Creed: Revelations E3 trailer helped a bit too).

Gameplay
After being dropped in a battle scene where you need to just press buttons, Brotherhood opens with you replaying the final moments from Assassin's Creed II, in which Ezio must escape with his Uncle Mario.  The game quickly returns to Monteriggioni, which had changed a bit, however, with a few simple memories to make sure you still remember how to control Ezio, the main game begins.  The quaint town is quickly under attack, so Ezio and friends need to escape.

After a brief interlude with Desmond, Lucy and the 2012 crew, the game, then turns its sights to Rome.  After AC II, with all of the different towns to visit, I was a bit surprised to see Brotherhood only featuring one city.  This is definitely the Liberty City version of Rome, which seems absolutely huge (makes Florence seem like Forli).  Within Rome, however, there are nicer parts, poorer parts, and even countryside settings, which reminded me of the original Assassin's Creed game, with the variations.

The missions are what you'd expect, however I loved the variety in Brotherhood.  It wasn't all about the killing.  Two words sum up why this game is the best in the series:  Full Synchronization.  Someone not as enamored with the AC series could still enjoy this game, but potential "couch assassin's" get so much more out of it.  Each mission could be completed how the user preferred and still progress through the story, but those who take their games seriously could opt to carry out the mission the way Ezio would, and achieve Memory Full Synchronization. This could mean do the mission in a certain time limit, use a particular weapon, don't be detected, don't use the roof, don't kill anyone, etc.  The first time I only achieved 50% synchronization on a memory sequence, I immediately paused and restarted the mission, sometimes multiple times (you know who you are "Hell on Wheels").


This game is loaded with optional side missions, as well.  There are still the Tomb Raideresque missions (this time called Follower's of Romulus Lairs - which are worth it for the bonus after they are all completed), the search for Subject 16's video, feathers to collect (only 10 this time), Borgia flags (101, but you can purchase maps), the usual contracts (Assassination, Courtesan, Thieves), Guild Challenges (Assassination, Courtesan, Thieves), and the capturing of Borgia Towers under command from a Borgia leader (Some fight, others run and hide, leaving you to wait until a guard shift change to challenge them again) . The addition of the crossbow, throwing multiple knives at a time, Leonardo missions (where you try out some of his inventions - Renaissance tanks!), and horseback riding as it should be, make things even more interesting and enjoyable.

But, what would the game be without a Brotherhood of assassins?  For every Borgia Tower toppled, you can recruit one assassin (male or female, even).  These can then be trained (by being sent on missions in other places) and upgraded with better armor and weapons until they reach the ultimate ranking of assassin.  When the assassins are needed, they can be called upon to help you battle forces or dispose of foes without you being spotted or bothered.  They also have a power called arrow storm, which releases a flurry of arrows out of nowhere into multiple targets in your vicinity.  While the training of recruits was quite basic, as you had to pick proper missions to send them, resulting in experience points and subsequent leveling up, they certainly come in handy.


The story progresses nicely, with even a few surprises thrown in.  Ezio is one determined dude, but you do get to see a softer side of him as he matures, especially when it's not all about the assassinations.  Where it does seem to lag, is unfortunately in the 2012 sections.  The interactions between Desmond and Lucy seemed forced, while Shaun is even more irritating than before.  Plus, guiding Desmond around, seems to lack much of the fluidity that Ezio posesses.  At least those sections are few and far between.  Yes, I did achieve 100% Synchronization in all missions, including every side mission, and often liked just roaming around finding treasures, flags, etc, so that my 55 hours invested in the game, really felt like around half of that.

The fact that this game finally has multiplayer, has to be mentioned.  The fact that it is actually very good definitely deserves higher praise.  Multiplayer in Brotherhood is a totally different experience than I'm used to.  There are a variety of modes, some where you're on your own (Wanted), and some where you're part of a small team (Alliance, Manhunt).  Anyone looking for a run and stab kind of game should look elsewhere.  The mulitplayer modes do a great job of mirroring the single player experience, but kicked up a few notches.  It's all about blending in and sneaking around.  In Wanted, you're searching for your target, but are also being targeted by one or more of your opponents.  The more obscure your kill, the more points you'll get.  This is a game where you need to sit up and concentrate!

In Manhunt, for example, for one round, you and your teammates are the hunters, but in the next round become the hunted.  Any mode I've played definitely gets the blood pumping.  It does have to be noted that actually getting into a multiplayer game can be tortuous.  Sometimes it connects with the correct amount of users and the game starts right up, but more often than not, you are waiting 15-20 minutes before you get a full group of 6 or 8.  Extremely frustrating, to say the least.  It's tough going at the beginning being lower leveled, but once you get to level 29 (poison is now an option), I would think things pick up (I'm currently at level 25).

Graphics
The cities are quite detailed, but often a little repetitive.  If you don't mind that kind of thing (I didn't), you'll be fine.  I did like the differences in regions, from the buildings, to the clothes the people wore.  There is, however, quite a bit of pop-up when on a horse.  I didn't notice it so much at the beginning of the game, but later on when I was trying to avoid certain groups of troops, all of a sudden a guy would pop in on top of a building's roof.  I'm not really a huge graphics person and I was so immersed in the story, that it wasn't a game killer.


Sound
The city is vibrant with sound, ranging from people getting annoyed that you ran into them, to those mystified by your agile grace, and the return engagement of those annoying minstrels (which I just tackled this time around).  Also, the score does pick up, especially in tense moments, with the correct mood music.

Replay Value
There is A TON to do in this game, especially if you'd like FULL SYNCHRONIZATION on all missions, and the additional sidequests.  I'd say a quick run through might take around 15 hours, and going for everything around 30-40 hours (or my 55 hours).  Quite a lot, I think.  Ubisoft could have just put out a filler game for half of that.  The multiplayer adds infinite replay, in my opinion.  That is when you get connected.

RATING:
9.3

As enjoyable a game as I've come across, although I am an AC fanboy.  Definitely the best in the series to date.

I paid $37.99 for a new copy of Assassin's Creed Brotherhood and played for over 55 hours, not counting additional DLC missions.