Friday, June 10, 2011
Armchair E3 2011: Sony
Sony deserves, I think, credit for at least being the company with enough muscle to trail Nintendo as the #2 handheld gaming platform. That might sound like a back handed complement, but the path leading up to the Gameboy, DS and 3DS is littered with technology which really couldn't even be considered a runner-up.
Having the Vita their big push now seems a bit like a product plan set in place years ago that nobody forgot to cancel. It's not the Vita is bad - in fact it looks like might actually be the most awesome handheld gaming device ever created by man. Someone has clearly been taking notes on the flaws of the PSP, PSP Go, etc. But even Nintendo is having a hard time keeping handheld gaming in their mighty grasp, with the 3DS falling behind the DS in sales and having little sign of picking up anytime soon. The cheaper DS still clobbered the 3DS last month (though the 3DS cremated the PSP, so...).
If this was last year, I could understand Nintendo and Sony's not having an appropriate response to the onslaught of smartphones and tablets coming out earlier this year. What's odd is that the Sony Experia, with PlayStation certification and a little title called Minecraft, seems a more intelligent response to the current mobile scene than the Vita.
However, all hope for the Vita is I think not lost. The PSP might not have the same size demographic as the DS, but Sony's mobile gamers are quite loyal and since the Vita is well designed ... Sony might be able to hit sales goals if they've been made rational and not overly optimistic. And Sony seems to have potentially outflanked Nintendo, whether it was intentional or not.
And it could be crippling to Nintendo.
I'll have more on the Wii U later, but let's assume Sony pushes harder for the kind of continous client, tight integration that the Vita has with the Ruin demo for the PS3. PSP tethering with the PS3 is already in the bag, and one has to wonder how hard it would be for Sony to replicate some of the Wii U's thunder. It would take what ... some fancy custom VNC software to play my Vita games on my HDTV with my PS3 as an intermediary? OK, so it would have to be some pretty fancy VNC ... but if Sony could steal some of Nintendo's features and position them as value adds for the Vita? That would be a serious win for Sony and potentially a serious blow to Nintendo.
Sony gets high points for showing off new games with new ideas as well. Microsoft's Kinect push is solid, but doesn't show much new innovation for the game. Sony demo'd several games I'm really looking forward to trying out, and much of it feels fresh and new.
But letting Microsoft walk away with a Minecraft exclusive? With Kinect? After all that ballywho about it being on the Experia? That's just embarrassing.
Posted by
Josh
at
7:27 AM
5
comments
Share on Facebook
Labels: console, e3, microsoft, nintendo, sony
Wednesday, June 08, 2011
Armchair E3 2011: Microsoft
Not only is this totally armchair E3 in that I've never been to an E3, but I'm not even a 360 user. And hence some might think that I would easily find fault with Microsoft's offering...
But that's really not the case. In fact, I think Microsoft might have the smartest strategy this year. Microsoft managed to sell more units of Kinect than, well most anyone has sold anything and their E3 keynote seems to appropriately position to match that success. The worst thing Microsoft could do is to ride off into the sunset assuming that was the end of the story while planning on the Xbox 360++/720/Full Circle Squared.
Microsoft is, instead, riding on the safe bet that their are several Kinect users out there waiting for new games. There might not be anything particularly bullish going on here, especially since it seems that the non-Kinect announcements include such complete non-surprises as a more Call of Duty (shock!), more Gears of War (no way!) and more Halo (wow! really?).
Short version: if you're a 360 user, and especially a Kinect user, expect more of the same with some additional bells and whistles. There's no need to knock this strategy in general, it worked well for Nintendo for years (another Zelda?? OMG!) and I think Kinect users should be happy that the big M is throwing support behind the product instead of simply cashing the checks.
Monday, May 16, 2011
Game Review: Brink
The "evolution" most oft described for Brink is the supposed blending of single and multiplayer modes. Let's be specific and honest about this - there aren't really single player modes in Brink. Well, there are - but nothing in the same vein as what most FPS players are used to playing ... and not what's advertised. There are four challenge modes which seem to be mostly designed for one player, and actually serve as a decent tutorial for the game ... except that it isn't advertised as such and hence some players may be prone to playing after they've stumbled through parts of the game.
What Brink has done in lieu of a single player mode is to line up a series of objective based maps in a pretty convincing stand-in for a story-based campaign mode. Both teams have their own version of the maps, and playing completely through both sides actually has a decent narrative. It just lacks all the dialogue and in-game cinematics that most players associate with a single player mode. Which means that the maps are designed to be played by teams - not the shooting gallery setup of most offline campaigns.
It's not a bad design. Setup a narrative through team based maps, and then let players decide if they want to play against mostly bots, players on their side or players on both sides. As noted by many reviews, the flaw isn't the concept - the flaw is the AI. If you play offline, or mostly with bots, you must be prepared to push forward on all the main objectives and you simply can't always rely on your team to support you. I actually don't think the AI is as terrible as some of the reviews imply, it's simply that relying on AI for this kind of thing is the reason most games don't design single player campaigns like this. It's why I can't entirely buy into this "new breed of shooters" PR campaign. It's a different trick, but the same breed trying the trick out.
Then there is Smooth Movement Across Random Terrain, AKA SMART. SMART is designed to add parkor style movement to a shooter, and it does in general work pretty well. The truth is, though, that it mostly just solves the fact that ladders kinda suck in online shooters. It makes the maps feel more natural, my only real complaint is that many previews and reviews describe it as "point and press a button" to move to a point in the map, and while sprinting alone will accomplish some of that, don't expect all the platform jumping style frustrations to go away. In other words, it's neat - but it's not a game changer.
What's left is a competent, though occasionally flawed, objective based online team shooter with player class. There's more of a mix and match feel to building out your player's avatar, from the various options for appearance, to unlocking certain powerups, to selecting a specific body type (which gives "heavy" and "light" options to all the classes ... you can be slow and defensive or fast with lest health). There's not nearly the varied gameplay of say, Team Fortress 2, it actually feels more inline with the customizations that are available for Call of Duty.
That's not to say the classes themselves aren't important. In fact, they're key to success on a map because specific objectives can only be handled by specific classes. This will force you to change classes in the middle of gameplay to give your team with more options to succeed at the objective. This is particularly important for some of the time based objectives like hacking - your team is far more likely to succeed with multiple Operatives working together. Some reviews have knocked the game for forcing players to jump to classes they may not have leveled up as much, but temporarily jumping classes to help the team push through a section is pretty common for this style of shooter, even if it isn't the class you're best at - and since none of the powerups feel overpowered, I haven't really find this a big deal.
The classes are a mixed bag. The engineer feels a little overpowered, able to buff damage, build turrets and plant mines. In fact, the engineer is a bit more of a damage dealer than the soldier - which feels more like a support role to blow up objectives and hand off ammo. That the core gameplay on all the classes feels extremely similar, giving it that more Call of Duty feel, is both a curse and a blessing. There's less exploration in playing the classes, but it is also friendlier to new players and makes it easy to jump from class to class during the game.
If Brink has its flaws its that the technology doesn't completely fill in the gaps introduced with the concept. Mashing offline, coop and versus modes into the same map is a great concept, but the AI, having no squad command mechanic, and the lack of a lobby system - kicks the game in the knees a bit. There's some moments of real frustration - like trying to win an offline match with stupid AI support, or realizing that the challenges don't seem to offer their unlocks online.
And on an odd note - the graphics are a muddled result. Great design, and the customization screens offer awesome model detail, but in play - the actual detail and texturing has a tendency to dip in quality randomly (this was on a PS3, for reference - but I've heard tale it is true across platform).
That aside, the core gameplay is pretty strong. Some of the complaints I've read - that the maps host choke points, that most of the strategy comes down to getting a larger concentration of players in the right place, the repetition of play .... they're really somewhat true of this genre and subgenre in general. In some ways, I think Brink is a victim of a marketing push on features which aren't really the game's strength. Brink should be commended for some of the small things that it does really, really well. It's effectively solved grenade spamming with a simple cooldown mechanic. To be in disguise, Operatives need to scan a dead enemy - which keeps spies from constantly flooding objective points. They've resisted importing uberattacks, which nearly every shooter seems to feel the need to lift from Call of Duty. The interface design is pretty top notch, especially the customization and menu screens - but even the HUD is minimalist while informing the player. While there isn't a lobby system - there is something to be said for the "visibility" concept of starting a match exactly the same for offline, coop and versus that makes it easy to jump into the action.
At the end of the day, it's a good game - but probably only appealing to FPS gamers not completely addicted to the Call of Duty model. My biggest wish right now is that there were more players consistently online, as I think an all out human match is how Brink was really designed to shine, all marketing aside.
So recommend, though with reservations. Read up on this one first, or find a way to take it for a dry run. It's a great change from many of the console shooters out there - but not really a great game.
However, since it has sold well - I'm fairly optimistic for a sequel.
Sunday, March 20, 2011
Final Thoughts on Dragon Age II
Then I got through the last chapters of the game. Free of spoilers, all I can say is that the story completely falls apart and the mechanics issues of the past come roaring back.
Spoilers ahead.
I didn't buy Anders. Not one bit
While I think the characters and plot of DA2 are still more two dimensional than Mass Effect 2, it was shaping up to be an interesting tale. I knew Anders was up to something, and it probably wasn't going to be the most peaceful thing in the world but ... blowing up the Chantry? What? It makes no sense, and only served to re-ignite open violence across the city. One could argue that the final ending might justify his actions, but Anders went from being a troubled mage trying to save lives to a cliche terrorist in about a heartbeat - with only a set of new shiny black robes as an explanation.
As soon as that moment hits, the plot stops making sense. It's way too black and white. Anders' actions are clearly out of bounds, but instead of anyone reacting to Anders - they just go off on a tear in whatever extreme they might have possibly been pointing at.
Speaking of - screw you Fenris
The worst of the lot, I think, is Fenris. I really wanted to like this character, but every time he managed to have a complex moment, it was punctuated with "all mages are evil." I had made every effort throughout the game to befriend and help the guy, but he uses Anders as an excuse to essentially swear an oath to kill me. The mages act as an odd reflection of racism in the game, and by the end Fenris proves himself to be the equivalent of a Neo-Nazi jackass who would stab a friend if he found out they were dating a black girl. At the end of the day, nothing matters to Fenris except who is or isn't a mage.
Blood mages, blood mages, everywhere there are blood mages
Course hating Fenris and even Meredith becomes problematic towards the end since apparently you are actually the only potential mage in the entire game not inclined to become a complete asshole (assuming you played one, otherwise there are none). Let's recap from my game: Merrill stubbornly seeks demonic advice, which ends up with us being party to slaughtering her whole tribe. After, let's see - her keeper decided to get possessed by a demon. We had to tranquil one kid because he might have become a powerful scourge on the world. In trying to help a group of apostate mages in the game, most of them try to kill me with blood magic - and the rest turn to blood magic to betray me later. Orsino, who should be making it his life goal to prove how mages aren't all evil, turns to blood magic and becomes an abomination ... resulting only in trying to kill his most trusted allies. And after Orsino's death, I keep running into not just circle mages using blood magic - but freaking templars.
The problem with wanting to hate Fenris and Meredith is that the game constantly tries to prove them right.
Those were some darn spammy boss fights.
Wanting to save the lovely Isabella, I got into a challenge with the Arishok. At first I wasn't sure how I could win with just myself. Then I realized I could run, zap, run, zap. Run. Zap. Run. Zap. Wash, rinse, repeat, oh ... about a thousand times. The guy never stood a chance statistically, provided I didn't die of boredom first.
Most of the boss fights ended up this way. There was no trick to beating Orsino or Meredith, just determined button mashing. And somehow, this seemed far less true of the standard battles I played out in the game.
And sadly, I ran into one battle I don't think was possible to win. Right after Anders goes all Al-Qaeda on you, you run into a series of fights with templars and blood mages. The last of these pits you against something like fifteen shades, a pride demon, a desire demon and the blood mage. By this time I had lost Fenris and Anders, which means I couldn't have two warriors and I was the only mage with healing. Every time, the shades just did way too much damage to the party, and there was no way my revival cooldown could keep things up to get past the two greater demons.
And whether this was winnable or not - the point is that it was off the scales more difficult than every other battle that followed. Including the end boss fights, which were cake walks. There's no way that is defendable as a well balanced game.
So in the end
Yeah, this obviously turned into a far more negative post than I had originally intended. In truth, I still liked the game overall - just very disappointed by the end. I compare it to Mass Effect 2, and it seems like a copycat from some company other than Bioware. I'm now a little concerned for Mass Effect 3, to be honest. It's not that Dragon Age II is a bad game, it's a good game. It just is far removed from a great game.
Posted by
Josh
at
3:59 PM
0
comments
Share on Facebook
Labels: bioware, console, dragon age, ps3, RPG
Monday, December 20, 2010
Early Look: DC Universe Online Beta (PS3)
It shouldn't really be surprising to anyone that currently DC Universe Online is a buggy mess. For one thing, it is technically a beta ... but also a beta of an MMO from SOE, who doesn't exactly have a long track record of deploying stable products in their first iteration or so. Take Planetside, for instance, where I routinely spawned into walls.
So when I spawned into floor while playing DCU, I was hardly surprised. Course, this is now many years later and I would thought SOE would have had a few new tricks to keep this kind of thing from happening. Other common issues: sound will disappear, you'll occasionally be unable to jump into a new zone (including logging out), odd delays between doing damage and actually seeing the effect, graphics detail jump here and there (DCU uses the Unreal Engine - though it seems to vary between UT2004 and UE3 sometimes. I think the detail settings are TBD), random complete lockup, mission items may be missing, etc. etc.
If you squint really hard and ignore the bugs, what remains is a fairly by the numbers MMO experience. The character creation is quite decent, perhaps not quite as impressive as City of Heroes, but offers a gamut of physical options for your comic avatar. You can create a hero or villain, and select a specific mentor - all of which will guide the missions you get out of the gate. Power selection is fairly shallow, you select a power base (Fire, Sorcery, Ice, Nature, Technology, etc.), a weapon (from hand blasting to massive hammers), and a movement type (flight, acrobatics or super speed).
Much of the game feels like a fantasy MMORPG with a comic book theme and the action setting set to high. That might sound like a bad thing, but it's really not and offers a solid and familiar core to the gameplay. You do gather gear as you go along, but you can equip the gear without having to change that carefully selected appearance of your costumed crimefighter. You can swap out the appearance of your gear at any time without having to change what you actually have equipped, making it easy to toy around with the look and feel of your character. You select a gear palette when you create your character which all new gear conforms to - meaning that even that Amazonian helmet might suit your wardrobe.
If I ignore the complete lack of stability - my real complaint about DCU is that I've actually found it very hard to engage many things which warrant the MMO side of the equation. Sure, when I'm running around Metropolis there are umpteen other heroes fighting around me - but often that's a liability more than anything else as they're in competition for the same rats I need to kill for my "Kill Five Rats" mission. At least on the console, the interface for creating groups on the fly seems clunky at best and my time waiting outside zones for a party only ever resulted in one invite ... and then the zone itself was crashing.
DCU does have the ability to create quick groups for instanced quests, such as the "Alerts" - where Martian Manhunter will teleport you and a few other heroes to a specific location. While this could potentially create some greate Pick Up Game potential, I would generally teleport into a location unable to find half the party and on one Alert, kept getting trapped in a room with no doors (literally).
It's bizarre to me that I can load up Borderlands - also on the Unreal Engine, and grab a pick up game in minutes, and the experience is seamless ... and yet DCU is an actual MMO and I've spent 99.9999% of my time solo on it. As a solo RPG, it might be worth the price of admission without the monthly cost, if made to actually work, but I'm certainly not getting anything from the game I'd pay monthly for right now.
If they make the game stable, look a bit better, and fix the grouping - DCU might be a big draw for MMO fans on the console. You can see the potential in the game right now, but there is plenty of work to be done for sure.
Sunday, October 31, 2010
Fallout: New Vegas ... A Game So Buggy Good Luck Finishing It
This is a follow up to the post from Friday which noted that while Fallout: New Vegas is pretty fun, it's also full of bugs which are completely ridiculous for a console game in this day and age. I challenged anyone to find a buggier game in the history of the console.
I'm going to up the ante on that. I think Fallout: New Vegas may be the buggiest game ever released.
On any console.
Ever.
My evidence? I can't finish the game. I've tried previous saves, I've tried cleaning the disc, I've tried giving the PlayStation 3 a good old reboot, I've tried moving to other locations and then back - but I can't get into The Strip. The load screen appears, and then there is a black screen. And where do I need to go to finish the game? The Strip. Is there any other way to get there? No, Bethesda didn't have any of the locations in the The Strip as a named location. You can't even go directly there via fast travel, you have to go to a gate first and the walk in ... which is where every thing just fades to black.
And that's it. I've played this game for hours, I've gone on dozens of quests and in an effort to stop the game from crashing I decided to just sprint for the finish line and get to the end of the main storyline. But I'll never get that. This is how the game ends for me:
The load screen appears, and then there is a black screen.
That Bethesda has released a game of this low quality is bad, but it's equally bad that the gaming media has decided to give them a pass. IGN rates this game an 8.5, or "great". Really? Let's recap.
The load screen appears, and then there is a black screen.
That is not a great game. I might be able to give it a good, but a game that can crash consistently after only running for thirty minutes or less with nor rhyme or reason is probably barely worthy of even being a good game, even if everything about the gameplay was stellar.
So Bethesda: don't count on me buying any DLC for this game. Hell, don't even count on the disc ever gracing my console again. And if any game from Bethesda ever has a review with the word bug in it again, I don't care if the rating is off the chart - it's not a purchase option for me. I'd be irate if this was a PC game, but on a console? This lack of quality control is simply idiotic.
Posted by
Josh
at
9:22 AM
2
comments
Share on Facebook
Labels: bethesda, console, fallout, fallout 3, fallout new vegas, gaming
Friday, October 29, 2010
Gameplay: Fallout New Vegas
I'll start with a confession: I've been playing the hell out of New Vegas. And I could rattle off all the reasons why that is so - except none of them would surprise you if you have already played Fallout 3 in the last two years. Bethesda has managed to sneak in a few new details, most of which add at least a few new concepts - most of which are pretty sound but don't really do anything to change the core gameplay from when Fallout and Elder Scrolls first got mashed together.
And there have been many, many reviews which have mentioned all of that, and how wonderfully the mechanics hold up over the last couple years. So lets' talk about something else.
Let's talk about just how often this damn game crashes, and how completely wrong that is for a console game in the year 2010. The level of instability that this game has is so far off the charts compared to every single other title I have ever played on the PlayStation 3 that I challenge any other blogger or gamer to argue the case that this is not the buggiest release in the history of the console, with the only other contender being Fallout 3 or the even buggier DLC for Fallout 3.
Let's talk frequency: Nightly. At least once a night that I've powered this game on, it has crashed. Let's talk severity: It completely locks up the console, requiring a manual reboot. Let's talk about predictability: There is none. You'll just be walking down the street, turn and look at something and ... bam. Instant lockup. I've had it happen at least once in between locations, causing nothing but a black screen to stare at me while I wondered if I should wait or go reboot the thing again.
The only saving grace is the frequency of the saves in the game: it does an autosave when you change locations or when you sleep. Course, the location autosave may not work correctly if the game crashes at the right moment, so unless you remember to save after every important action - you might be completely hosed anyway. I've lost hours of gameplay by not being absolutely draconian about saving after key points, a habit I've now fallen deeply into for the sake of my own sanity.
And it's not like the game itself is spotless. I walked right past a quest item because it was buried mostly in the ground ... not in "oh look, buried treasure" kind of way - but rather a "model was graphically blended with landscape" kind of way. While talking to a major game character, the conversation was stopped for cinematic animation ... which was blocked because the character for said animation was stuck on a chair. There are times when VATS goes completely on vacation. I'll be swarmed by evil poisonous creatures and tapping the shoulder button like a madman, and absolutely nothing happens.
So it's hard for me to be excited about things like factions, weapon mods, reloading benches or the nifty new companion wheel (though, it is kinda nifty) when I know every time I load the game, I'll end up rebooting my console. I said this about the Fallout 3 DLC, and I'll say it again: this is why I left PC gaming for a console. That Bethesda has had two years to work the kinks out of the engine and it's just as buggy as it ever was tells me one simple thing:
Bethesda needs to ditch this engine. While playing New Vegas, I was also playing the new Borderlands DLC and realized: it looks better, plays faster and never crashes. Yeah, I know it doesn't have the same dynamically loaded overworld that Fallout does, but these are things engines like Unreal and Id's latest have been working on. The Gamebryo engine has always been a burden on Bethesda games, it's never been able to deliver the same graphical quality of contemporary engine and apparently porting it to the consoles saddles the consoles with PC level bugs. It's ridiculous that in a two development timespan that Bethesda has released a product with this few updates, that looks exactly the same as the game before it, and is buggy as all hell.
Is the game fun? Yes. Does it offer hours and hours and hours of play? Yes. Do I recommend it? Yes. Well, if you liked Fallout 3.
Does that justify the level of instability in this game? No.
There, quite honestly, is no justification for the level of instability in this game.
Posted by
Josh
at
7:49 AM
0
comments
Share on Facebook
Labels: bethesda, console, fallout, gaming, new vegas, PC Gaming




