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Review: Prototype 2

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Traditionally when the mainstream media picks a game to focus on over video game violence, they usually choose the likes of Grand Theft Auto or Call of Duty. The most popular titles are put on the chopping block, whether they deserve the harsh criticism or not. For the most part, the criticism is not warranted. When I think of a game to focus on in this scenario, a game like Prototype 2 comes to the forefront. With its brutal violence, constant use of abrasive language, and largely hidden sexual nature, Prototype 2 is not a game for everyone. Whether you feel these characteristics are necessary for artistic expression will unfortunately be a huge judge of whether you enjoy your experience with this game.

From the get-go, Prototype 2 makes it clear that this is an adult game. The opening cut scene establishes a harsh reality in New York Zero, the game’s devastating take on The Big Apple. With infection spreading and a father on a tour duty, helpless to protect his family, the game sets a scene that it never really follows through on. Once our serviceman and main character James Heller discovers his family has been murdered by the “Mercer Virus” and unexpectedly infected by Alex Mercer himself, Heller storms into a world of destruction, killing anything and everything that stand in the way of finishing off the game’s villain. It is through this tour of destruction that the game takes a disturbing turn.

Instead of following through on this emotional opening and offering a compelling story of revenge, Prototype 2 instead becomes a cesspool of vulgarity and failed jokes. Sure, there is a ton of revenge, but it is all linked together by awful bits of story. Heller’s foul mouth is never silenced and the chauvinistic military tough-guys that litter the game spout colourful comments that will make even the most hardened veteran cringe. This relentless storm stands out more than it should for a game of this caliber.  Hearing an NPC soldier say something along the lines of “Hey, those infected women are pretty hot if you put a bag over their heads” made my stomach turn. Why would a game with so much potential stoop so low dialog-wise? Its at this point that it becomes clear the game is more interested in creating a distorted sense of “grit” than telling a worthwhile story.

To be fair, the cut scenes are rather well done and do add quite a bit to the game. Certain characters and their adventures along side Heller — such as Father Guerra — also show a glimmer of story telling ability from the developers. It’s unfortunate though that this is all overshadowed by a pile of immature responses and awful one-liners. Overall, the less-than stellar story of the game can be chalked-up to James Heller being a misguided character. Going from caring military father to deranged, vulgarity-spewing maniac was just a bad decision. The game could have been much grittier if Heller’s actions held more weight from him being an average father forced to avenge his family using newly developed, super-human powers. Instead, they simply pushed the character over the edge and created an average, unstable video game “tough guy”.

Fortunately, Prototype 2 is able to pick itself back up with its outstanding gameplay. There is no denying that Radical Entertainment knows how to make an open world game that is both expansive and enjoyable. Jumping, sprinting, and gliding across NYZ as James Heller is always a great experience. Exploration is complimented with a limited amount of collectibles that give the player something extra to do without bogging the gameplay down with hundreds of rudimentary pickups. At times all the jumping is stopped by a slight glitch or two, but none were game-breaking in my experience. A few jumps here or there will usually get you out of any glitchy situation.

Combat in the game is another stand-out. Fast and fluid is the name of this game. Mowing down enemies with Heller’s various abilities and power ups is undeniably fun. You would have to be a bitter stuck-up to not get at least the slightest bit of entertainment from viciously obliterating the troops, scientists, and pedestrians that populate NYZ. This violence is where the game shines and should have been the developer’s focus for creating a grimy scenario, instead of the heavy doses of intense language and questionable quotes. After slicing, dicing, smashing, and consuming thousands of NPCs, I have only one complaint: things can get very hectic. For the most part, these hectic scenarios are what make the game. However, there is nothing more frustrating in the game than trying to focus your attack on one enemy and having your target change without warning due to a crowding of enemies. If another Prototype game is in the works, Radical will have to either limit the amount of enemies, or, in my opinion, the much better solution of improving the aim focus system.

At the core of Prototype 2 is the game’s missions. Although there is an entire city — with three zones — to explore, the game is nothing without its missions. Unfortunately the majority of these missions are not so hot. Most missions offer something compelling through promotion of a new ability or something totally unique, which is awesome. What’s not so awesome is that the game relies far too heavily on its consumption system. With every NPC, the player has the option of having Heller consume them and take their memories, abilities, weapons, and appearance. This is a great way to create a few mission situations. However, the game uses it for just about every mission scenario. At some point in nearly every mission Heller is tasked with finding a particular NPC type, consuming one, and entering some form of building or laboratory. What’s interesting at first quickly becomes tiresome through overuse. The game has a lot of interesting ideas floating through the missions, but the constant use of consumption severely overshadows what’s great with what’s bad.

Graphically, the game is superb. The city of NYZ really comes alive as Heller trashes it. The amount of enemies on the screen and heavy action with no frame rate slowdown is amazing. There are a few graphical hitches here and there, specifically with Heller falling through environments. But for the most part the game stays strong in the graphical department. It won’t blow you away with its visuals, but the game does a fine job of creating a believable city then destroying it, all with a steady frame rate.

Another strong point for the game is its use of audio. Although Heller’s language will make you cringe most of the time, his voice acting is quite well done, as with all the NPCs in the game. While exploring there are times background music will pop-in, but none of it is ever distracting. It’s nice when it comes in and often leaves you wondering why it doesn’t come in more often. Solid audio all around.

Once all of the missions have been completed, the game does offer some replay value. It will take a while to fully upgrade Heller and his abilities. Various events and sidemissions spread across the game will also help keep players entertained. Those looking for additional replay value will find plenty more in the game’s RADNET service, which comes free with new purchases of the game. Although there are a healthy serving of sidemissions and additional content, I feel that it is lacking a bit for an open world game. But to be fair, the game is already a little cluttered as-is. Those looking to spend just as long after the credits role collecting various items and maxing out Heller may be a little disappointed. But for the average player, Prototype 2 offers the right amount of replay value.

It is unfortunate that a game like Prototype 2 is overshadowed by a misguided main character, lackluster story, and repetitious missions. With fantastic, action-packed gameplay, outstanding visuals, and solid audio, the game could have been amazing. Instead, the game will likely wallow in mediocrity, all capitalized by its preventable downfalls. Radical has many lessons to learn from this game. Those looking for a great open-world title may want to look elsewhere. Those a little more daring should definitely give this title a chance. It definitely is far from great, but there are some solid concepts for the developers to build on and enough entertaining content to keep most gamers going through the game’s six hour story and possibly even beyond.

Pros:

  • Fantastic, action-packed gameplay
  • Interesting mission concepts and objectives
  • Outstanding visuals
  • Solid audio

Cons:

  • Misguided main character who opens the door to abrasive violence and vulgarity
  • Lacklustre story
  • Repetitious mission scenarios

Score: 7/10

Review: Devil May Cry HD Collection

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With Ninja Theory’s controversial DMC reboot lurking on the horizon, it makes perfect sense for Capcom to bring as many new eyes to the franchise by packaging all the old adventures of Dante together at a discount price. The Devil May Cry HD Collection includes the first three games in the series, although their chronology is not at all consistent with their release dates. The actual order in which events take place goes thus: 3, 1, then 2. Coincidentally, that is also in the order of descending quality. You can always play them in the order they were made, but that’s quite a long wait for the payoff.

The first Devil May Cry is a landmark of action gaming. Originally planned as a Resident Evil title, the dark atmosphere and fixed camera angles are a relic of a simpler time, but the personality it exudes is still first-rate. The game also includes Trish, a character perhaps best known these days for her appearance in Ultimate Marvel vs. Capcom 3. It’s also hard to not to smile at some of the iconic moments of the original title, like the scene in which Dante gets his first new sword, or the ludicrous ending. At its best, the first game is a fascinating history lesson, giving modern gamers a glimpse into a time when “stylish action” was an a new, exciting concept and it was still acceptable to send the player on a back-tracking fetch quest for a key.

On the other hand, the game is frustratingly dated in a number of ways, some of which I wasn’t expecting. Yes, the camera is far from ideal. Yes, the puzzles are tedious. Yes, this is the graphically weakest of the collection. All of these are expected. But what I wasn’t prepared for–or, what I just didn’t remember–is just how rudimentary the core action is. The controls are relatively stiff and awkward, the upgrade system is simplistic, and Dante’s arsenal is surprisingly limited. Perhaps we’re spoiled now, but it is clear that the game has changed quite a bit since Hideki Kamiya raised the bar for action.

Devil May Cry 2 takes one step forward, but then turns around and hurls itself off a cliff. The game boasts somewhat smoother and more refined controls, but sacrifices nearly everything else that made the original game special. The wisecracking protagonist is now a dark, brooding parody of his former glory. The claustrophobic, atmospheric castle is replaced a string of bland, arbitrarily confined spaces like city streets and office buildings. The highest points of the last game–the boss fights–are now complete jokes, involving blasé challenges like demon-possessed tanks and helicopters. Perhaps most embarrassingly, the combat usually just boils down to boring wars of attrition with lobotimzed A.I.

The game is bad, make no mistake. But I don’t think it’s quite as insulting as it seemed upon its initial release. Time has allowed for some perspective to seep in, and it is clear now that there are some positive changes that were made in the sequel. The camera is much less of an issue than it was in the first game. The decreased emphasis on puzzles also plays to the game’s strengths, as it further distanced itself from its origins as a Resident Evil title. The option to play as deuteragonist Lucia is a pretty nice touch, adding some replayability to the proceedings if you stomach it.

Devil May Cry 3 is the crown jewel of the collection though. With a more developed storylines, the best roster of characters in the series, the most intricate and rewarding combat, and the return of the charm that defined the first adventure, Dante’s Awakening is easily the best entry in the franchise. God of War may have topped it with sheer scale, and Bayonetta may have a deeper combo system, but for besides those games there isn’t much that has outshone DMC3 in the realms of stylish third-person action. The version of the game included with the HD Collection is even the Collector’s Edition, so you can play as through the game as antagonist Vergil. Really, it’s hard to find fault with the third offering.

Obviously, as an HD Collection, the main draw of this bundle is likely the improved visuals. As you can see from the screens, there is a noticeable improvement to the visual fidelity of the games, mostly in the edges of character models. Gone are the jaggies and blurring that marred the earlier titles, while the HD resolution allows for more details than previously possible. That’s about it though. There are no new cutscenes, only minor content bonuses (such as trophies/achievements), and the bugs that shipped with them back on the PS2 are still there. Also, expect occasional frame-rate drops and a freeze or two before you get through the collection; porting is never perfect.

It feels blindly self-evident to recommend this to people who have been interested in Devil May Cry, but never got a chance to play it, but that’s clearly the only market for it. If you’ve already played these games, there isn’t anything new for you here, besides maybe post-traumatic stress disorder triggered by the second game. Dante’s Awakening is still classic, but you can get it for less than half of this price point right now. This collection represents an important part of gaming history and an interesting mixed bag from an iconic franchise, but it’s also old and frustrating in a lot of ways. Pick it up if you’ve been wondering what all the fuss is about, but don’t say I didn’t warn you.

 

Pros:

  • Great series overview
  • Devil May Cry 3 is still amazing

Cons:

  • Devil May Cry 2
  • Some archaic design choices will frustrate modern gamers
  • Minor bugs

Score: 7/10

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This game was purchased for review and played to completion in about 24 hours. The title was played on Xbox 360, but is also available for PS3. Points weren’t taken off for DMC2′s failures, as the score represents the overall value on offer at the MSRP.

Review: Resident Evil: Operation Raccoon City

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It’s no secret that Capcom wants Resident Evil to be Call of Duty. So, while some took the announcement of the squad-based third-person shooter Resident Evil: Operation Raccoon City as a return to the Outbreak experiment, many others saw hiring SOCOM developers Slant Six as an obvious step in the process of turning the once reigning horror franchise into a military shooter. Once people got a look at the four-player cooperative campaign though, Left 4 Dead became the obvious reference point. It turns out that RE:ORC borrows liberally from all of these things, but it’s also its own strange beast.

The premise is an alternate timeline, non-canonical take on Resident Evil 2‘s iconic Raccoon City outbreak, with the main campaign following the exploits of the Umbrella Security Service that has been sent in to cover up the evil corporation’s biological research. Of course, things go wrong, and a zombie outbreak erupts. It’s up to you and your ragtag team to destroy incriminating evidence, kill invading U.S. Spec Ops soldiers, and to avoid joining the ranks of the undead yourself. The big draw for fans is clearly the privilege of experiencing the series’ high point from the viewpoint of the bad guys, with cameos from everyone from Leon to Nemesis.

In practice, the game plays a lot like a third-person Left 4 Dead, albeit it with the more tactical approach you’d expect from Slant Six. Specifically, the playable characters each represent a certain class, i.e. “Medic” or “Sniper,” and you need to coordinate your abilities to survive. In fact, it wouldn’t be too much of a stretch to say the game more or less utilizes Team Fortress 2‘s class framework, simply just giving  names to “Heavy” and “Scout.” The Valve comparisons don’t stop there though, as an enemy type is introduced that looks like an Alien facehugger, but quickly shows itself to be more like Half-Life‘s headcrab, latching onto scientists and causing them to attack you.

As long as you aren’t bothered by all of the similarities to other properties, there is fun to be had with Operation Raccoon City. The story takes you from the labs of Dr. Birkin through the streets of one of horror’s most beloved towns, stopping to at least nod at most plot points from Resident Evil 2 and 3. The campaign is pretty short, at just about 6 hours across seven missions, but downloadable content coming in the near future promises to add another storyline from the Spec Ops perspective. Ultimately, the single-player is interesting, but unremarkable in the current TPS climate… as long as you play online.

As previously stated, the game is squad-based, which means that any of the four slots not filled by an online player will be controlled by a bot. There is no other way to say this: teammate A.I. is laughably atrocious. Your squad-mates will do everything in their power to halt your progress through the game, including (but not limited to), standing impassably in doorways, relentlessly blocking your line of fire, refusing to heal you and themselves, and getting stuck in the environment, thus forcing you to go ahead alone in a game balanced for cooperation. Do not buy this game if you do not have the ability to play online.

In its defense, Operation Raccoon City does have quite a bit of value for those that put time into its multiplayer components. You gain experience and unlock new weapons and abilities for your characters, which you can then take online in a variety of modes. The modes are pretty self-explanatory, including Team Attack, Survival, and Deathmatch, but “Heroes Mode” is particularly interesting, allowing you to take control of the protagonists from Resident Evil history like Chris Redfield and Jill Valentine. The DLC “Nemesis Mode” is exclusive to the Xbox 360, and combines deathmatch with the ability to control the titular hulking monster.

The great thing about the multiplayer is that it allows the unique features of the game to really shine. For example, being shot will make your character bleed, attracting zombies to your position. This makes wounding foes just as important as killing them, as you can use the impartial zombies as a tool against the opposing team. Furthermore, zombies can infect players, turning them into zombies if they aren’t treated with an item unique to one class and occasional drops. This adds an element to the title that sets it apart from Left 4 Dead and other online shooters.

Unfortunately, there are a few wrinkles that temper the positives. Even without the dead-weight computer allies, there are a number of glaring technical issues with the game that aren’t going away any time soon. First and foremost is the embarrassing amount of bugs that need to patched as soon as possible. As of the time of this writing, there are 16 pages of reported bugs in Capcom-Unity’s official thread, which is apparently meant to act as a majority of the game’s testing. The fact is that Capcom released an unfinished game, and is now using early adopters as testers.

You can always go to the above link to read the entire litany of issues, but for completion’s sake I will go over the ones I personally encountered in my time with the game. The most common was glitched animations, as characters skipped frames and occasionally teleported into position. Similarly, there were multiple occasions in which character models clipped through the environment, or just plain got stuck in a wall. Event flag activation is also strangely spotty, with doors that sometimes don’t open, events that don’t trigger, and elevators that refuse to leave. I also encountered occasional lag when online, but, as always, that could just as easily be beyond anyone’s control.

Some of the apparently cut corners are visible in other areas as well. The game is never downright ugly, but there are a noticeable lack of details in many areas other than the main characters. The blood effects for defeated enemies are a strange case, as there is entirely too much of it when most foes drop, and it boils away in a strange animation that doesn’t have any canonical precedent. Melee animations are awkward and stiff as well, although some of the instant kill animations are cool. Ultimately, there are just a lot of areas–from the grenade effects to the voice acting–that just cry out for a bigger budget and more development time.

I think it’s clear by now that Resident Evil: Operation Raccoon City has a lot of problems. From the glitches to the content that is still in development, it’s easy to see that Slant Six just wasn’t done with the game when it was forced out the door. But for what  it’s worth, the retail product is fun when it works, and offers a lot for fans of the series willing to accept another non-horror entry in the decreasingly scary world Capcom has built. Given a best-case scenario, the developers will be able to iron out the worst of the bugs still infesting the game and deliver enough DLC to justify the price of entry to a mostly online experience.

Pros:

  • Fun with friends
  • Interesting alternate take on series lore

Cons:

  • Buggy
  • Brain-dead A.I.
  • Short campaign

Score: 6/10

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This game was purchased for review and played to completion in about 6 hours. Another 6 hours were spent with the multiplayer. The title was played on PS3, but is also available for Xbox 360. It will release on May 18th, 2012 for PC.

Review: Silent Hill HD Collection

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The Silent Hill series began in 1999, with the release of the eponymous first game for the PlayStation. This was followed by Silent Hill 2 and 3 for the PlayStation 2 in 2001 and 2003 respectively. These latter titles are widely considered to be the two best in the series, creating the strongest atmosphere, and, in the case of Silent Hill 2 in particular, telling the most engaging story. In 2004, Silent Hill 4: The Room marked the last title to be developed by Konami Computer Entertainment Tokyo. The title also made a number of deviations from the established Silent Hill style, not all of them beneficial. It was at this point that both critical and fan reaction to the series began to dip. With the release of the Silent Hill HD Collection, it seems as though Konami is looking to re-establish interest in the series by providing updated versions of the series’ strongest entries. While for the most part, the games hold up to their original standards, but that doesn’t mean the games are without their problems.

As far as story goes, neither game has seen any changes, and this is perhaps the most telling thing about this collection: the best parts of the games are those that did not need to be changed.

In Silent Hill 2, James Sunderland arrives in Silent Hill to search for his wife, Mary. Though she has been dead for three years as of the game’s opening, James has nonetheless received a letter in what he knows to be her handwriting, telling him that she has gone to Silent Hill to wait for him. It isn’t a direct sequel to the plot of the first Silent Hill. Aside from the town, Silent Hill and Silent Hill 2 have no plot elements in common, but it was nevertheless seen to be a very strong story at the time, and the years have not dulled it. James Sunderland really is an every-man, a characteristic all Silent Hill games seek to embed into their characters but were most successful here. In other games in the series, there is generally something stopping the protagonist from leaving the town. In Silent Hill 2, no such physical barricade exists. James simply refuses to leave until he’s found his wife. It make him out to be a rather tragic figure, love-struck, but not to the point where he becomes completely unrelatable.  The strength of his characterization clearly shows, as now, eleven years later, he’s still just as interesting as he was when the game released.

Silent Hill 3, conversely, continues the story set out in the first game. The protagonist is Heather, the adopted daughter of Harry Mason, who was the protagonist in the first Silent Hill game. When Harry is killed, Heather resolves to go to Silent Hill to avenge him by killing the woman who had him murdered. The characterization and story here are not as strong as they are in Silent Hill 2 – revenge as a motivation is not as immediately relatable as searching for a lost loved one. Heather doesn’t hold the same appeal as a protagonist that James does, and this is further exasperated by the return of the cult that was present in the first Silent Hill game. Given the nature of the town, the presented atmosphere, and the existence of the ‘light’ and ‘dark’ worlds, the attachment of a human element to the evil is not as engaging. The story of Silent Hill 3 still has some interesting elements, but they are not nearly on par with those of its predecessor.

As with every HD update that has been recently released, the most noticeable improvement made to the games is the upgrade in graphics. The textures have been improved to remove the jagged edges that are inherent in the age of the games, and the characters are much more detailed than they would be if you were to replay your old copies. It isn’t perfect, though. The age of Silent Hill 2 means there are some parts that just can’t be updated, and as a result, the game really shows its age. Silent Hill 3 fared much better, since the two years between the games’ original releases did a lot for visual upgrades. It definitely looks the cleaner of the two, and a lot of the atmospheric elements translated better than those of Silent Hill 2. Overall, while both games look nicer, Silent Hill 3 definitely made the transition to HD better.

Silent Hill 2 was also given some audio tweaks, as those who played the original will remember that the voice acting was extremely sub-par, even for the time. New voice-overs give an extra element of life to the game, but the sound effects from the original version are still in play. This leads to a couple of weird inconsistencies, the most notable of which is James’ breathing. It didn’t sound natural at the time, and alongside the newly recorded voices, it’s even more jarring. Silent Hill 3 was also given new voice-overs, but unlike Silent Hill 2, you don’t have the option of listening to the original voices. I also had a couple of problems with Silent Hill 3‘s audio. There’s an odd audio loop in places that definitely seems to be a backlash of reworking the game, and once or twice, the audio cut out completely. I haven’t found much report of this by other players, so it may have been an isolated incident, but it’s definitely worth keeping in mind.

Both games also have some performance issues. They are more noticeable in Silent Hill 3, which features more open, heavily monster-populated environments, but in both games, when there are a lot of enemies nearby, the frame-rate drops. It doesn’t render the game unplayable, and the performance certainly aren’t as bad as they were in the recently released Silent Hill: Downpour, but they are definitely present.

The two other glaring issues with the Silent Hill HD Collection are common problems within the series: poor combat and a bad camera. In both games, you have to use the R2 button (on the PlayStation 3) to ready your weapon, and then press X to swing or fire. It was always an awkward control method, and time hasn’t made it any better. This means that fleeing is generally a more viable option than fighting. In a way, it adds to the tense atmosphere created by the games, since you spend so much time running for your life, but it still doesn’t excuse anything. It’s also not helped by the use of the fixed camera. It’s generally positioned to give you the best (or in some cases most cinematic) view of the room you’re in, but it also means that you’ll often find that entering a room changes which way is forward, which will cause you to walk right back out of the room.

There’s something to be said about the fact that the best parts of these games is what remained unchanged: the story and atmosphere in both games is top-notch, and they’re better examples of the survival-horror genre than a lot of what has been released recently. The graphical upgrades mean the games are relevant again, but players will still be left facing the same problems the games had when they originally released. Overall though, these are excellent examples of the genre. Fans of the original games will definitely need to pick these up, and those who missed them the first time around should definitely give them a try.

Pros:

+ Excellent atmosphere

+ Well told stories, especially in Silent Hill 2

+ Improved voice acting for Silent Hill 2

 

Cons:

- Poor combat

- Unwieldy camera

- Minor performance dips in both games

Score: 8/10

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The Silent Hill HD Collection was purchased for the PlayStation 3. It is also available for the Xbox 360. Both games were played to completion in roughly 7 hours. Based on research, the minor performance issues exist on both consoles. The audio problems seem to affect only a small portion of players.

Review: Ninja Gaiden 3

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When most gamers think of Ninja Gaiden the first things to come to mind are gore and punishing difficulty. For fans in search of the former, you can rest easy. Ninja Gaiden 3 is as bloody as ever, although decapitation and limb loss are mysteriously absent. Players in search of the latter are in for a shock though. Despite a legacy of difficulty that stretches back nearly a quarter of a century, Team Ninja apparently decided to make the newest entry in the series a gentler, more accessible experience. The question lingers: at what cost?

Pre-release press made it clear that this would be a different game. Developer diaries stressed plot, character, and multiplayer over the unforgiving violence that the franchise had staked its reputation on. So, it could be seen as a bold step if the game decided to go off in a more narratively complex direction, perhaps at the cost of gameplay refinement. Strangely, this isn’t what has happened. Instead, everything has taken a noticeable step backward. The simple, effective storytelling is gone, replaced with silly attempts at high stakes drama that come off as cartoonish. The basic gameplay has been drastically simplified, removing a lot of its depth and complexity. The only identifiable progress to be found is in the arena of multiplayer, and the neccesity of such a feature is highly questionable.

Let’s start with the plot. After spending the previous two games seeking revenge, thwarting kidnappings, and stopping the summoning of powerful, ancient demons, protagonist Ryu Hayabusa finds himself aiding the Japanese Self-Defense Force in their fight against terrorists. Eventually, our hero is confronted by the admittedly intriguing figure of the Regent of the Mask, who apparently causes Ryu’s Dragon Sword to fuse with his arm, transferring the pain and suffering he has caused into him. The Regent then demands that all of the world’s governments surrender to him, causing Ryu to spend the rest of the game trying to thwart this new enemy’s plans while dealing with his grotesque and painful arm.

While there are certainly glimmers of potential in the setup, the execution falls flat in almost every department. The idea of Ryu being forced to confront all of the violence he has enacted is pretty brilliant, but it never really pays off. Also, it’s pretty hard to make some sort of commentary on the evils of violence in a game that tasks you with murdering hundreds of people. Notice the word “people” in the last sentence. One of the many disappointing things about this entry is how most of the demons and supernatural foes from previous installments are gone, simply replaced by terrorists, soldiers, and generic ninjas. Enemy variety is crucial in an action game that throws so many opponents at you, and NG3 is just lacking. The biggest letdown is in the portrayal of the protagonist himself. Ryu was always an archetypal mysterious ninja, and while the attempts to add characterization are admirable, they just don’t succeed.

Of course, most fans couldn’t care less about the story or characters. Ninja Gaiden is about gameplay. However, as I’ve stated, the overriding design approach to this iteration appears to have been a focus on simplification and accessibility. Just listing the changes seems to speak for itself: there is no essence to collect, no store or currency, no Reverse Wind Technique, no decapitations, no limit to your arrows, and a severely limited arsenal of both magic and weapons. Streamlining is one thing, but it appears as though a large portion of the essential mechanics have been gutted.

What’s left is a button-mashing hack ‘n’ slash romp that isn’t really bad, but doesn’t live up to its pedigree. Really, the nicest thing you can say about Ninja Gaiden 3‘s gameplay is that it houses a few good boss fights, but that’s damning with faint praise when the majority of your time will be spent watching Ryu stab the same few character models. The operative word there is “watch,” since the title often appears to just play itself, either with overly long cutscenes, long animations, or unnecessary cutscenes.

“Unnecessary” is another one of these key  words as well. It can most appropriately be applied to the game’s multiplayer component, which is just as strange and out of place as  it sounds. It’s not bad, just as BioShock 2‘s multiplayer wasn’t bad per se, but it reeks of the same cloying “me too” mentality that gives off the impression that  the developer didn’t think the single-player could stand on its own. The actual implementation is decent; you customize a ninja and fight other people’s ninjas online, leveling up to unlock more powerful attacks and customization options. The fact that the people you’ll face online are (usually) smarter than the campaign’s enemy AI means that you might actually run up against some real challenge, but I doubt anyone will still be playing this mode in a couple months. There is a “co-op” feature as well, but it’s really more like a series of challenges that can be undertaken simultaneously with someone else.

Honestly, besides the fact that every game seems to need multiplayer to justify its price point these days, I  see the multiplayer as a platform for future micro-transactions and downloadable content. Team Ninja has already confirmed that the campaign will be getting some  of the weapons it sorely needs as DLC, so it stand to reason that they’ll try to monetize the online component as well. It will likely start with extra costumes, but I’m curious to see if a lot of the options and variety that appear to have been excised from the rest of the game appear as paid add-ons. And, of course, an online mode means that the game comes with an online pass, meaning buying the game used locks you out from half of it unless you pay the publisher $10.

Pessimism aside, it must be reiterated that the game is still mostly fun in a simple, Final Fight-esque way. Carving your way through legions of baddies can be cathartic, even without raising the genre bar like the reboot once did. Speaking of said game though, it is sad to note how far Gaiden has fallen as  a benchmark for console graphics. Once upon a time, Ryu had the flashiest visuals around, but now he barely stands out from the pack. The voice acting is as cheesy as always though, so if you enjoy camp and unintentional comedy, there is some enjoyment to be had past the meat and potatoes swordplay.

The fact is that  Tomonobu Itagaki is sorely missed. The people left behind the helm now are clearly aware of the things that make other action games successful–quick time events, dynamic heroes, new features–but they don’t seem to understand how to utilize and combine these disparate tools into a unified whole. There is hope for the Ninja Gaiden name yet, but they’re going to have to go back to square one and rediscover what made people latch onto the  franchise in the first place before it can overcome the mediocrity of this outing.

Pros:

  • Some cinematic moments
  • Serviceable hack ‘n’ slash action

Cons:

  • Multiplayer is unnecessary
  • Story and character fall flat
  • Lacks trademark difficulty

Score: 5/10

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This game was purchased for review and played to completion in about 7 hours. Another two hours were spent with the multiplayer. The title was played on Xbox 360, but is also available for PS3.

Review: Silent Hill: Downpour

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Silent Hill: Downpour is the eighth iteration of the venerable survival-horror franchise that began in the days of the original PlayStation. Since then, the development has passed to several different studios. Though the series’ origins are firmly Japanese, the last two developers, Climax Studios and Double Helix games, were British and American, respectively. While their entries into the series were respected critically, hardcore Silent Hill fans were left a little disappointed at the abandonment of the series’ eastern roots. The Czech-based developer of Silent Hill: Downpour, Vatra Games, has attempted to return the series to its roots, and although there are a few key stumbling points, fans who found themselves disappointed by the previous entries will undoubtedly find the title encouraging, if nothing else.

The Silent Hill series has wound its way through many protagonists, some genuinely interesting and relatable, others notably less so. This time around, inmate Murphy Pendleton is the man destined to enter America’s most haunted town. Pendleton is an inmate at Ryall State Corrections Facility, though what he was convicted for is not immediately evident. His arrival into Silent Hill is an unfortunate accident. During a prison transfer, the bus Pendleton is on crashes, and in his ensuing attempt to escape, he blunders blindly into Silent Hill. This moment is actually one of the weakest in an otherwise well-told story. During the first few hours, it’s hard to tell whether Murphy is actually a likable protagonist. Details about his past – even the key detail of why he was imprisoned – are held at arm’s length until several hours in. The game’s opening sequence, in which Murphy kills a fellow prisoner, seemingly in cold blood, casts further doubt upon his believability as a Silent Hill protagonist. The style of horror the series uses is centered around the player feeling connected to the protagonist, and a convicted felon, especially one as murderous as Murphy initially seems, is hard to relate to. Once you enter Silent Hill, however, and the town begins to taunt Murphy with his own past, necessitating the game’s reveal of key details about his life, the story of Silent Hill: Downpour really finds its legs, and you find yourself finally getting invested. It simply takes a little too long to reach that point.

The town of Silent Hill has seen a few changes this time around. When you finally reach the town proper, after about two hours of gameplay, you find that Vatra Games has given it more of an open-world feel. You’ll discover, though, that this is a pseudo-open-world more than anything else, as there are numerous blockades and fractures in the road that stop you from roaming freely. The result is that the town is split into a few different sections, each larger than what is practical. You’ll find yourself wandering back and forth in each of these areas attempting to find the entrance to the building you need to get into. Or how to access the next area. Or even just what you’re supposed to do next. This isn’t helped by the game’s objective system, which is extremely broad and not at all helpful. ‘Escape from Silent Hill,’ is your main objective, but the journal doesn’t provide any further direction than that. This is most notable when you first enter the town, without any real idea of what you’re supposed to do. Vague marks on your maps will draw you to areas of interest, but there’s no indication as to why you should be drawn there. This means that the truly interesting portions of the game are broken up by random wanderings in which the titular rains become more annoying than anything. They make getting from one area of the map to the another more cumbersome than it should be, since once the rains come, the monsters of Silent Hill appear more frequently and are much more difficult to kill.  When you finally get where you’re going, Silent Hill: Downpour has some extremely interesting moments. But the choice to make Silent Hill so large and provide so little direction means a lot of needless wandering as you try and figure out what you’re supposed to do next.

A Silent Hill game wouldn’t be a Silent Hill game if it didn’t feature clunky combat, and Downpour unfortunately excels all too well at this. Murphy can only carry two weapons – one melee and one holstered – with melee weapons degrading over time. In theory, this means that you’ll have to make do with what you can find on short notice. In practice, however, there are only a couple of melee weapons that are really worth carrying. Axes can break the boards off of boarded up doorways, and harpoons (which actually resemble overlong fire pokers) can hook onto ladders to pull them down into arm’s reach. This means that you’ll always want either one or the other in your hand. Weapons constantly spawn in the same locations, so as long as you’re outside, you get a pretty good feel for where the good weapons are.

Using these melee weapons for fighting is, as is the Silent Hill tradition, lacking. There’s no real visual feedback for smacking a Screamer with the broad side of your axe, so first and foremost, the combat is unsatisfying. Couple that with the lack of a lock-on function, and the fact Murphy will sometimes perform a 180 degree turn after you swing a weapon, and you find that fighting more than one enemy at a time is nearly impossible. On higher difficulties, even one enemy can be a task. They don’t always stagger when you hit them, and the breaks between their attacks are so short that you can’t employ a block-then-hit strategy, because while it stops damage, blocking doesn’t impede the monsters attacks in any other way. You often stagger when hit, though, so if you get struck while winding up for a swing, (which you will quite often), you’ll break off your attack, and probably take a few extra hits, too. Murphy’s clothes get bloody and he starts limping as he takes damage, which is a neat effect at first, but aside from that, there’s no indication of how much damage you’ve taken or how much more you can take before you die. To a certain degree, that’s understandable; it’s designed to create a feeling of tension in the combat, to really make it feel like you’re fighting for your life. But Downpour surpasses the realm of understandability and combat comes off feeling annoying and almost broken.

There are also a wealth of technical issues, the most egregious of which are frequent drops in the frame rate that sometimes devolve into an outright stutter, making the game hiccup as you walk up and down the streets of the town. The camera is also frequently a bother, especially when in combat, as it doesn’t seem to mesh well with the block mechanic. Problems like this are simply not acceptable in current generation gaming. Hardware is sufficiently powerful that frame rate issues are out and out laughable, and by now, third-person games have evolved to the point where problems with the camera are more than just a frustrating issue in the game, they’re an overt slap in the face.

When you’re not fighting or exploring, (or coping with some of the more overt technical flaws) though, Silent Hill: Downpour actually has some genuinely interesting moments. The thick fog covering the town and the darkness and dilapidation of the buildings you explore do a wonderful job of creating an authentic Silent Hill atmosphere. Some of the moments that take place in the series’ trademark ‘dark world’ can mess with your head, in addition to being appropriately creepy. There seems to be an abundance of cheap startles in some areas (wandering through a dark room only to have a pile of boxes clatter loudly to the ground, or wandering through a cavernous library only for a ceiling to collapse), but there are enough sufficiently creepy moments alongside them that it doesn’t feel like a cop-out. The soundtrack isn’t up to normal Silent Hill standards, which can be attributed to the loss of Akira Yamaoka, but composer Daniel Licht (of TV-series Dexter fame) does a fairly admirable job, considering the man he’s forced to follow. All the pieces are there, and when they click, they fit well, but there are just so many little things standing in the way.

When it embraces its origins, Silent Hill: Downpour hits the nail dead on the head, creating an engaging story, a creepy atmosphere, and throwing genuinely unsettling moments at the player, making it truly feel like a Silent Hill game. But in opening up the town of Silent Hill and not providing sufficient direction, a lot of time will be spent trying to figure out just where you’re supposed to go next, or how to get there. Couple that with the traditional problems of the Silent Hill franchise – poor camera and clunky combat – slightly worse than previous titles, and Downpour falls to the level of average. Long-time fans of the series will undoubtedly be pleased with some of the choices made by the developer, (monster designs have been toned back, the horror elements are more subtle than those found in Homecoming, and Murphy isn’t given a support character to wander around with), but the game’s problems simply make it hard to recommend this to anyone who isn’t already a fan of the series.

 

Pros:

+Genuinely creepy atmosphere

+Story is one of the series’ most interesting

+Considering the shoes he’s filling, Daniel Licht does an admirable job with the music.

Cons:

-Horrible combat

-Technical issues abound: frame rate issues most prominently

-Lack of direction leads to a lot of aimless wandering

Score: 6/10

Silent Hill: Downpour was purchased for the PlayStation 3 and completed in roughly 9 hours. The title is also available for the Xbox 360. According to other sources, the technical problems are NOT exclusive to the platform.

Review: Journey

Journey

“You wake alone and surrounded by miles of burning, sprawling desert, and soon discover the looming mountaintop which is your goal.” In a sense, that is all that Journey is. There is no plot, no characters, no combat, no customization. There are only a bare few gameplay mechanics. It’s just players wandering through the desert on a journey to a distant mountaintop. And yet, this may be the most  important game of this generation.

In a lot of ways, Journey is a metaphor for games themselves. You move forward because that is the direction in which  the end goal is programmed. Multiplayer is a fleeting attempt at human interaction, closed off from meaningful exchange by the constraints of the medium. The interplay of visuals and music is at the forefront, exposing the limited control you have in the game world. You’re just a traveler in a world built by those that came before you, wandering in search of meaning. Why climb the mountain? Because it’s there. Because that’s what you’re supposed to do.

There have been other minimalist games in recent memory that similarly questioned conventional thought about what makes a video game. Dear Esther, most notably, was a great success,  despite a lack of any real interactivity. But what makes Journey so special is that it really does let you play and have fun while it presents its meta-fictional parable. Your nameless, arm-less, avatar slides down sand dunes, jumps through the air, and chirps out an ambiguous tone to potential fellow wanderers. The sense of exploration and wonder is palpable; it’s no wonder the game is called Journey.

It’s difficult to nail down what exactly works in such an original title with the traditional game review format, but it’s impossible not to note the impressive aesthetic achievements thatgamecompany has made with a relatively small budget. The world is an absolutely gorgeous pastel work of art, with so much richness in its simplicity that make the details you find along the way all the more memorable. The way your gait leaves behind a furrow in the sand, the subtle shifting of the landscape in deference to the howling desert wind, and the warm color palette in what could have been such a sterile setting all combine to form one of gaming’s most cohesive visual offerings. It really feels like a living, breathing place.

The music is similarly impeccable. Austin Wintory’s score is orchestral, but not overbearing. It’s simple and elegant, like the gameplay and graphics, furthering the unified artistic vision. The ending theme includes some haunting vocal work as well, which I wasn’t expecting. If you’ve played flOw or Flower then you probably have a good idea of the kind of emotional instrumentation included here; Jenova Chen and company are at the forefront of a lot the innovate usage of music in gaming. I really don’t think I can do the soundtrack justice in print, so feel free to go here and listen to it yourself.

On the more mechanical side of things, it must be said that Journey‘s approach to multiplayer is surprisingly groundbreaking, though it only works because of the central conceit of the work. As long as you’re connected to the PSN, you will occasionally come across other players who are also wandering the desert, and you can work your way up the mountain together. What makes this so unique is that there is no way to contact them; the game doesn’t even tell you their name until after you have completed it. It’s a strangely poignant moment coming upon a stranger and wordlessly deciding to team up. You can chirp at one another, but what each player interprets the other’s song to mean will likely be as different as the people behind the controller. I wouldn’t go so far as to call it intentionally symbolic of the breakdown of communication between people in our technological society, but it’s pretty hard to ignore the heavy feeling of significance that these encounters can inspire.

If you don’t run into anyone though, or the people you come across don’t seem particularly interested in sharing their journey with you, that’s fine too. Some people need to carry the burden of life alone, and the game is designed to be a perfectly complete experience when played solo. The loneliness can be an experience in and of itself. With no heads-up display, no stats to keep track of, and no dialogue at all, the feeling of wandering the desert alone can be such an immersive exercise that it can become genuinely emotionally draining. Personal accounts will likely vary, but it’s a much different dynamic than, say, Uncharted 3‘s similar scene, in which the game’s high budget and Hollywood production values still couldn’t capture the existential terror of being lost in the desert. A better comparison would be Gus Van Sant’s Gerry,  in which two friends wander silently through the desert for a majority of the run-time. The only difference is that being able to control the character makes Journey an infinitely more engrossing endeavor, instead of a tedious slog.

While it may seem as though I have nothing but praise for this title, it can’t be denied that there are many who will not get as much out of the purchase as others. The game is relatively short, even for a downloadable offering, clocking in at 2-3 hours, depending on how long you explore or simply look around. Replay-ability is limited, but there are things you likely won’t see on your first few playthroughs, and the multiplayer mechanic means there is always the potential to run into new people who can show you things you missed. I won’t spoil it, but careful searching may lead to the discovery that there is more to the desert than you may have first thought.

There is a certain canon of “great” artistic video games–Shadow of the Colossus, Braid, Portal. Journey is not only in the same class as these other works, but right up there in their ranks. There is so much pessimism in gaming and gamer culture in general, whether it’s about the corporate practices or the monotonous conformity of game design in general, that is not only important, but crucial that we celebrate releases like this. When a team can come together and make the bleak desolation of the desert into a beautiful commentary on humanity’s natural desire for progress and the spaces between strangers, we owe it to them to go on that journey. The mountaintop is waiting.

 

Pros:

  • Beautiful
  • Immersing
  • Thought-provoking

Cons:

  • Short
  • May be too simple for some

Score: 9/10

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This game was downloaded and played to completion in about 3 hours. Another play-through was also done to check replay-ability. The title is exclusive to the PSN.

Review: I Am Alive

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I Am Alive
has had a long, rocky road to its release. When announced at E3 2008, I Am Alive was slated for be a full retail game by developer Darkworks. The full CG trailer depicted a world where even a bottle of water was worth killing for. Shorty after the trailers release, I Am Alive struggled to survive. Development reigns were handed over to Ubisoft Shanghai who decided to finish the game as a downloadable title. I Am Alive does have a strong core concept with clever combat and stamina mechanics, but a poor story pulls players away from the bleak world around them.

The world is in ruins after a catastrophic “event” destroyed buildings and filled the air with deadly dust and debris. Our rugged protagonist Adam was not with his wife and daughter when the devastation occurred. After walking for almost a year, he finally reached the outer edge of the fictional metropolis Haventon and can begin the search for his family amongst the rubble.

I Am Alive boils down to a handful of fetch quests. Inexplicably, none of them have to do with finding your own wife and child. Shorty into the tale, Adam mistakenly assumes that a small lost child is his daughter Mary.  After delivering the girl to safety, one would think that Adam would begin his own quest to reunited with his family, but Adam is too nice of a guy. You learn that her mother is trapped in a nearby hotel and needs rescuing. With each successful quest performed for this family, Adam takes on another one. The idea that Adam would put a family he never met in front of his own is just preposterous.  While most can understand that mistaking another lost child for your own will tug on a few heartstrings, the idea that you walked for a year only to begin helping someone else completely pulls the player out of the experience.

Cars, skeletal remains, and armor have a glossy overlay that appears to have not been polished at all. These object have an unusual amount of smoothness to them. When walking through the streets, the thick dust clouds obstructs your vision beyond a few feet. The majority of the screen has a large haze over it to give the appearance of despair. At some points the haze highlights the urgency needed to find your family, but ultimately feels like a haphazard attempt to hide the limitations of the visual presentation. Climbing up to a higher vantage point does do a great job at revealing the devastation that the “event” caused the city.

Since the world as we know it has been decimated, supplies and weaponry are limited. Each bullet and food ration is a precious commodity. While wandering through destroyed buildings and deserted streets, Adam will find various food products, water bottles, bullets, pain killers, and first-aid kits. The amount of items laying around the city of Haventon will make you question why Adam’s beginning inventory was empty. After walking across the country for nearly a year, wouldn’t Adam have picked up at least a few items?

Bringing a knife (or machete) to a gun fight is never a good idea. Walking in on groups of enemies is common place in I Am Alive. Adam will automatically put his hands up to give the appearance of being unarmed.  Trying to walk away just encourages the group to open fire (though the onscreen prompts say otherwise). Knowing which enemies have knifes and which have guns will be vital to Adam’s survival. Even without bullets, Adam’s gun is especially useful. If you have only knife wielding enemies, you can pull your unloaded gun to intimidate your would-be attackers. This leaves them vulnerable to being kicked off ledges or into fires, pistol-whipped, or stabbed with your machete. This “bluff” mechanic is easily the highlight of the package. The showdowns are always tense, but the formula rarely changes. After the first few confrontations, you tend to go through the paces rather than finding new tactics. Towards the later section, the game ups-the-ante with armored thugs that can only be hurt through weak points (hint: shoot them in the head).

No man can climb up the side of a skyscraper or traverse down into a cavern without losing grip or getting too tired to continue. I Am Alive instituted a stamina meter mechanic that helps ground the title in reality. The stamina meter depletes during all strenuous activities. If the meter depletes entirely, Adam will lose his hold and will drop to the ground below. Finding a ledge to rest on is the easy way to refill your meter, however that’s not always an option. Throughout your travels, Adam will pick up several piton’s that he can affix to the structure to provide a safe way to regain his breath. Additionally, he can consume an item from his inventory, mid-climb, to regain his health.

Escaping the hazardous dust by scaling large structures are a major part of the adventure. With the city in ruins, the environment is ripe with grip-points and ledges. As Adam hangs vicariously over certain death, you will pray that he can hang on and make it safely to his destination. The controls handle his moves admirably with little miscues. Short jumps and longs jumps are available to get across large areas, but at the expense of a large chunk of your stamina. Miscalculating the jump can lead to a very long fall.

Missteps and death are all too prevalent in I Am Alive. For this reason, the title has been equipped with “retries”. Throughout the campaign, various checkpoints will save your progress. If you make an ill-advised jump or a wrong combat decision, Adam will restart at the last checkpoint as long as you have an available retry. If you have used up all your retries, Adam will be bounced back to the previous save section. If you can’t make it past an obstacle or section with your available mulligan’s, you should lose some progress, right? The problem with the mechanic is that you don’t always know where the save points are. Sometimes you lose a few minutes of progress, while other may send you back a considerable amount of time. When the game lasts roughly six hours, even redoing 30 minutes is a chore. The uncertainty of the save points will have players become way more tentative when playing on the harder difficulty setting.

Throughout the story, Adam will cross paths with desperate survivors who will beg for help. Food and medical supplies are hard to come by and these people are too sick or hurt to go get it themselves. Adam must make the difficult choice to give up the precious commodities and help or keep on moving. Not knowing what’s ahead will have players thinking if it’s the right call to give up the items. However, the phrase “beggars can’t be choosers” does not apply to these survivors. They will request specific products from your limited inventory. If you don’t have the particular product, they don’t want to be saved. In one particular instance, a lady was locked down in the bottom of a subway station. She request 2 cans of food to help her survive. I did not have a single can of food, but I did have rat meat, 12 cans of soda, and a plethora of water. That was not good enough. After obtaining the items later in the game, I returned to her location to give her the items…she hung herself. Really? Why was my “other” food not good enough? Absurd moments like this take the intense survival experience out of the game. When desperate, you would take what you can get and be thankful for it.

I Am Alive always has you thinking about what it could have been. The final release is far from the tense CG trailer we saw back in 2008. You can’t help but feel the game ends before Adam’s story really begins. The intense decision-making situations are enjoyable and you want Adam to succeed on his quest, but his lack of initiative on finding his own family is perplexing. The unique intimidation combat mechanic and stamina management are worth checking out, if only to see what they could have become if further polished. I Am Alive is not a bad game, it just does not realize its full potential.

 

Pros:

  • Intimidation combat  mechanic is intriguing
  • Traversing a demolished city landscape is entertaining
  • Atmosphere shows a world in despair

Cons:

  • Game ends before the story really begins
  • Visuals feel incomplete (lack polish)
  • Desperate survivors are incredibly picky with requirement requests
  • A shell of what the original concept promised to be

 

SCORE: 6/10

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I Am Alive was purchased for the Xbox Live Arcade for 1200 Microsoft Points (MSP). The game was completed in roughly 5.5 hours. I Am Alive will also be available on PSN later this year.

Review: Mass Effect 3

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Mass Effect 3 has so much weight in expectations on its shoulders. Leading up to this point, the previous games have done their job in cultivating a rabid but harsh fan base. Everyone has their own opinion on what BioWare should be doing with their most iconic franchise and just like any other great piece of entertaining fiction, it simply will not please everyone. Like Mass Effect 2 to the original, it takes a different approach in design that will no doubt have fans in an uproar. Mass Effect 3 may come off as predictable to some, maybe even arbitrary in spots. – you will not find yourself in disbelief or surprise around any corner you take. Whether or not you view that as a negative or positive thing may tell you how much you’ll enjoy this third game. New players will likely find themselves scratching their heads over much of the story, contrary to what EA may say. Despite not doing a great job of pulling newcomers in, players who have completed the previous games will likely find Mass Effect 3 to be a rewarding experience.

There are some good lookin' environments, again.

The galaxy is at war and this time the heart of the war is located on Earth. The Reapers are invading, and in true, heroic form Shepard is forced to abandon his home world in order to pursue a greater solution. The way you go about this is by uniting the galaxy’s intelligent and capable life. Usually you’ll find yourself in the middle of ancient squabbles between species while doing so, unfortunately many of the ways that you’re allowed to handle these situations can be very short sighted; more like you’re throwing over-sized darts at a dartboard from 40 feet away than carefully placing your shots. The broad-strokes approach is understandable given the time-frame Shepard supposedly has to work in while his/her home world is being completely destroyed, but suspension of disbelief can fail if you over analyze some of the solutions all parties deem acceptable.

Largely, these types of things are what you’ll be doing in Mass Effect 3. Your goal is to build a team on a much larger scale this time, and you’ll encounter some old friends along the way. Mass Effect 3 being true to form, who you encounter and under what context is completely up to your choices in previous games. It’s in this continuity that the heart of Mass Effect remains intact and beating at a healthy rhythm. Sometimes these old friends will be able to join your efforts in uniting the galaxy, and sometimes they’ll have their own business to take care of. The love and care that these specific story threads receive is unmatched by most other writing in the game, and while that’s great news for those of us who adore observing these characters develop over the course of the last two games, it can leave a sour taste when the writing takes a disjointed turn in other important areas.

Flashlights! For whatever reason.

The uneven writing isn’t the only aspect of Mass Effect 3 that has the potential to leave a poor impression – side quests have seen better days. You acquire a good majority of side quests by simply eavesdropping on conversations while on the ever-changing Citadel. People will be having conversations with one another or even on their space cell phones and like an altruistic stalking lunatic, Shepard will then be able to go out and acquire or fix whatever the quest has for him/her.  The way the quests themselves are handled is as shallow as how they are acquired. At times you may already have whatever it is the person needs as you overhear them, but the game doesn’t have an inventory system. Keeping track of such things lies squarely upon your shoulders. If you don’t have the item or information in question, you’ll typically find it by doing the main quests in the story. Other times you’ll be scanning planets haphazardly while the galaxy is under siege.

That leads me to one of the main issues I have with this game. You may expect to feel a sense of urgency while the Reapers are ravaging the galaxy near and far.  This is not the case in most circumstances (one circumstance withholding). It left me disconnected with the story and the world, so much so that I ended up ignoring the urgency of the one single mission in the game that demands it. Unbeknownst to me, I received a less than favorable outcome for that blunder. Aside from this one instance the game never pressured me to be punctual.

Kaiden is better than space grand wizard Ashley.

There is no mining for minerals in Mass Effect 3, but you can still scan the galaxy and discover hidden resources. Some of these resources will be fuel, some will be credits and the others go directly into the war effort. You’ll find alliance warships and the like which go into your “war assets” bag. Each time you complete a quest, you’ll usually be given some sort of war asset to add to the rest. These assets exist strictly in icon form and will add to your Effective Military Strength progress bar, a new addition that will give you an idea of how successful you will be against the Reapers should you choose to engage them. I didn’t find this system particularly interesting. It’s almost as if someone pulled back the curtain on treadmill game design and put a nice big progress bar center stage.

The combat mechanics are more polished this time around, and objects used for cover are more organic. Weapon mods have made a return, allowing you to quickly slap them on before any mission for extra stats or capabilities. The squad system remains in-tact and friendly AI gets in the way less than earlier games, but it’s still not ideal. The guns finally feel right and have a satisfying pop to them. Leveling works the same way it always has, but this time you start at level 30 if you import a level 30 Mass Effect 2 save. There is a higher level cap in this game, however skipping ahead 30 levels made combat engagements too easy.

You got your Battlefield 3 in my… seriously?

Mass Effect 3 has multiplayer support in the form of a four player co-operative, horde-style mode. You’ll team up with other players and fight waves of enemies in a single locale. I enjoyed my time with the co-op and I think it’s decently executed. You’ll find much of what you’d expect out of a horde inspired mode, ammo caches are strewn about and there is plenty of cover to hide behind. The leveling system found in the single player carries over into the multiplayer which does add depth. There are also different races with their own ability templates to play as. The bronze, silver and gold challenge levels provide more difficulty but enemy spawn locations are static. The predictability of enemy spawns can make the multiplayer boring after a few rounds on each map, but the sheer difficulty that gold challenges provide drew me in. Surprisingly, single-player is also affected by your multiplayer success. As you complete each wave, you add to the “Galactic Readiness” multiplier found in the single-player campaign. This multiplier will take the war assets you’ve acquired and make them even stronger, allowing you to see the third ending of the game if you wish. You do not have to play the multiplayer at all to see this ending but doing so can make it easier on you if you do not wish to complete all of the optional tasks in the campaign.

The whole of Mass Effect 3 is good, fun and interesting to explore and see. The shortcomings and underdeveloped ideas will provide contrast against the well-polished and well-developed areas of the game, and this led me to disconnect with the game world at times. I played the PC version and had a relatively good experience with it although the textures and models look absolutely no different from that of which you’ll find in the console versions. Along with the lack of high-res textures is a lack of game pad support, and I did encounter some very weird bugs. During some key cut-scenes character models completely disappeared, character poses broke in hilarious ways mid-conversation and even had some dialogue cut out completely.

If you are invested in the Mass Effect universe, you’ll want to see how it all ends. If you’re new to Mass Effect, you may not want to start here as the most meaningful parts of the game are how certain parts of the story end, and Mass Effect 3 does not give you much history of the Mass Effect fiction. The dialogue found within is on point, but many plot threads are ignored during the final sequence of the game. Mass Effect 3 is a good game with an ending that left me unsatisfied.

Pros:

  • The story is always moving forward
  • Strong voice acting with some exceptions
  • Interesting use of multiplayer to affect single-player
  • Gun-play is at its best
  • Most of the new characters are interesting

 

Cons:

  • Scanning planets gets dull
  • Glitches and bugs can ruin some important moments
  • Some choices are meaningless in the big picture
  • Co-op could use a little more character
  • Some important plot threads are ignored during the ending
  • Most side quests are poorly done; lack of inventory can make them a chore
  • No loyalty mission equivalent
  • Certain efforts to humanize Shepard are hokey

Score: 8/10

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This game was purchased for PC on Origin for review. It took roughly 21 hours to complete Mass Effect 3 including all side quests. Mass Effect 3 is also available for the Xbox 360 and PS3.

Review: Street Fighter X Tekken

SFxT

If I could sum up Street Fighter X Tekken in one word, it’d be “audacious.”  Everything from the concept, to the huge roster, to Capcom’s questionable business practices involving the game are all indicative of the impressive audacity of one of modern gaming’s most controversial companies. But was all the storm and stress surrounding this release warranted, or did Yoshinori Ono pull out another flawless victory? Let’s equip our gems and dive into the game to see for ourselves.

The whole concept of the Street Fighter/Tekken crossover is that both companies would each make a version of a game which reflects their series’ unique mechanics and aesthetic.  Since this is Capcom’s iteration, it makes sense that SFxT retains Street Fighter IV‘s beautiful watercolor art style, and the translation of Tekken characters into said style is almost entirely successful. However, the actual fighting engine is different from Capcom’s last few fighting games in a number of important ways  that need to be explored.

First of all, Namco’s characters have been given ways to deal with the many projectile attacks of the SF cast, including feints, low dashes, and projectiles of their own. This does even the playing field a bit, but it feels like the Tekken side is only playing catch-up to the other half of the roster. In fact, a good percentage of online matches I found were populated almost entirely by Street Fighter characters, usually Ryu, Ken, or Akuma. Yoshimitsu seems to be the only Tekken character that pops up with consistent frequency. Nevertheless, even getting 38 disparate characters (more if you get the PS3 version) anywhere near balanced is an impressive feat.

Secondly, the game is entirely tag-based. Unlike Marvel vs. Capcom 3 though, if one of your characters is K.O.’d you lose the whole round, so switching out fighters to regain health is a much more crucial strategy in this game, leading to a different overall feel. Combos are more reliant on tagging partners in mid-chain, so you’ll need to learn to master the timing for this mechanic, which is difficult at first. Tagging in costs super meter however, so you’ll need to be much more cognizant of it than in games which just use it for just dishing out damage. Ultimately, the result is that Street Fighter X Tekken feels like its own unique product, rather than Street Fighter with some Tekken characters thrown in.

Unfortunately, one of the pitfalls of reviewing a potentially competitive fighting game is that you have to take into account its appeal to both casual and tournament players. This is where some of the more controversial elements of this title come into play, so I will try to give some perspective as to how much these issues should affect the buying decisions of both parties. Of course, as the game makes the tournament rounds and/or Capcom releases patches, specific details may change, so please be aware that the following analysis is based on the “Day 1″ retail version of the game.

Starting from easily the most contentious point, SFxT introduces what is known as the “Gem System.” Simply put, the Gem System allows you to equip a limited amount of conditional upgrades to your combatants, granting them boosts like increased damage or auto-blocking. In theory, this allows players to customize their fighter, making, say, their Rolento a little different from their friend’s. In practice, it’s an unnecessary distraction. Fighting style, speed, and damage output already fluctuates quite a bit between characters, so the addition of these gems feels unneeded. It’s telling that you can’t turn off the system, because the designers knew that most players would have just chosen to forego it altogether, given the option. And, if I may nitpick, the bright, colorful flashing that accompanies gem activation in battle is annoying and mars the game’s otherwise gorgeous presentation.

As far as tournament applicability goes, it doesn’t appear that the fighting game community is embracing them. Some of the more popular competitive streaming tournaments are choosing not to equip them already, at least in part because of the increased preparation time in between rounds. In fact, it appears that Capcom may just patch in a “Tournament Mode” in the future that disables gems to allow for controversy-free tournament play. That’s to say nothing of the planned gem DLC, which has been widely disparaged as a “Pay to Win” option that will unbalance online play. Only time will tell how much future releases actually affect the game’s community though.

If there is an upside to the gems, it’s in their ability to ease new-comers in with assist gems like “Easy Input” and “Auto Throw Escape.” Another newbie-friendly feature is the ”Quick Combo,” which allows players to pull off more advanced maneuvers with a simplified input. Even this is overshadowed by controversy though, as Capcom may have plans to monetize this as well. This likely won’t affect higher-level players, so consider this aspect if you stand on principle against these sort of practices.

There are quite a few more specific details that can be examined, including launchers, juggles, cross rushes, super charges, cross cancels, switch cancels, cross assaults, cross arts, super arts, and more, but the niche individuals who would benefit from a more thorough analysis of these mechanics have likely been aware of them since well before retail release. Let it suffice to say that all of these individual components of the combat come together to create a satisfying, cohesive whole. With enough practice, Street Fighter X Tekken becomes a rewarding game to play, and with the aforementioned inherent differences between characters, there is quite a bit of strategy involved. On a technical level, this game is top tier.

This quality extends into pretty much every aspect of the game. MvC3‘s disappointing arcade mode ending comics have been replaced with actual video endings, the addition of “Scramble Mode” allows you and three friends to play simultaneously against one another in 2-on-2 matches, and the game’s tutorial is narrated by Dan Hibiki. While there isn’t a story mode, the feature set here is robust enough to offset this. Also, it must be noted that the stage designs are some of the most elaborate in fighting game history, featuring fully animated background events that span the length of a match. I’ve come to expect nothing less from the geniuses in the Street Fighter art department.

The only strange omission is the ability for Xbox 360 players to team up on one account and play online, which is a feature supported on PS3. Officially, Capcom says that this is because of online architecture differences between Microsoft and Sony, but it’s interesting to note that such differences didn’t stop Mortal Kombat from implementing the feature across both platforms. This isn’t a huge blemish on the title, but if the PS3-exclusive characters didn’t convince you, then perhaps this should be enough to push you towards Sony’s console.

Lastly, Street Fighter X Tekken’s online implementation is a step forward in some ways, and a step backward in others. The addition of a Replay Channel addresses a rather large complaint about the excision of Spectator Mode from MvC3 after its inclusion in Super Street Fighter IV. On the other hand, the netcode seems to be a step down from these other products, as lag and other such issues are more prevalent than acceptable on launch. Also, there is an occasional error that causes a delay between animation and sound effects, or even a complete loss of sound. It’s a shame too, because the game’s soundtrack and effects are just as top-notch as the art. Of course, barring a massive corporate fumble, these issues should be minimized or resolved within the coming months.

When assigning a grade to a product that is both so hyped and maligned it’s hard to know what should influence the score. Are Capcom’s business practices regarding a game detrimental to the software as a whole? Does “Pay to Win” DLC cheapen the retail purchase? In the end, I decided that as long as I have informed you about the possible ramifications of supporting misleading corporate PR and on-disc DLC, then you can decide for yourself whether or not you want to support these practices. As it is, be warned that the Xbox 360 version of SFxT does not have the same functionality as its PS3 counterpart, and although both contain the same characters in the program files, many of them are locked off until you pay for them later as downloadable content.

Despite all of the extraneous monetization and console-specific inequalities, Street Fighter X Tekken is a fun fighting game that has carved out its own identity. If you’re a fan of both franchises, you won’t want to pass up this spectacle. Personally, I would wait for the release of the PS Vita version of the game though, as it will launch at a $40 price point, with all characters included, while the the console and PC versions start off higher and will only get more expensive if you want every fighter possible. It’s unfortunate that such raw mathematics have to come into play in a review, but it’s an unfortunate part of the industry lately. Either way, the bar has been set for Namco, so hopefully they can learn from Capcom’s missteps and deliver an even more impressive version of one of this generation’s most exciting crossovers.

Pros:

  • Unique feel
  • Large cast
  • Amazing art and sound design

Cons:

  • Unnecessary ”Gem System”
  • DLC Shenanigans
  • Uneven online experience

Score: 7/10

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This game was rented for review and played for about 15 hours, including all modes. Some time was also spent playing the game prior to review at a Sony press conference and at E3. The title was reviewed on PS3, but is also available for Xbox 360. It will be be available for Microsoft Windows on May 11th, 2012 and for PS Vita sometime this Fall.