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Showing posts with label fps. Show all posts
Showing posts with label fps. Show all posts

Saturday, November 05, 2011

Game Play: Battlefield 3


Let's put this review into two distinct parts.

Singleplayer
The offline campaign of Battlefield 3 is stunningly beautiful in parts and quite honestly one of the best written single player first person shooters in recent history.  The story actually manages to make sense for almost the entirety of the game, unlike the plot line of Modern Warfare 2 which I could only describe as a wtfest.


Sadly, the graphics and decent writing get absolutely kicked in the balls by some completely rookie mistakes in level and game design.  Invisible walls inhabit the otherwise immersive world in a surprising number of places.  My favorite was after having held down the fort (metaphorically) for some time, myself and my fellow soldier finally made our way to an Osprey for escape.  Hooray!

Except that my fellow soldier could run into the Osprey, whereas I was blocked by a force field of doom while getting shot at by enemy forces.  That was until he started yelling at me to get on the ramp...

Worse, however, is the number of times your squad will be positioned in a spot which seems utterly reasonable ... and yet is actually a complete death trap.  Try to position yourself in the same manner as your squad and you will get cut to ribbons.

These flaws aren't minor and they aren't rare.  They trip up the game nearly constantly.  If Battlefield 3 was a single player game - I would recommend giving it a pass.

Thankfully...

Multiplayer
I am absolutely enamored by BF3's multiplayer.  Despite several warnings that the Quick Find may be malfunctioning - I have never had a problem jumping into a game.  I think mute may be the default, because the battlefield is devoid of singing, guitar playing, racist, swearing and threatening sounds of other online shooters.  The squad mechanics are simple and unobtrusive.  The servers do not seem to be dominated by clans making teams one sided.

That last bit is, I think, very interesting.  From what I can tell, BF3 seems to try to balance teams in between maps.  I haven't gotten into many situations where a blowout appears to continually occur on a server.  This is a massive relief.  I haven't had a chance to dig into Uncharted 3 yet, but one of my huge complaints with the online play of Uncharted 2 was that their "buddy" system meant that veteran players could essentially mop up levels if they were friends and enough of them were online at the same time.

The vehicle mechanics seem well tuned.  There's the occasional moment of having to run across long distances - but seems far more rare than BF2.  The firepower of vehicles also seems well balanced versus available counter-measures.

I'll undoubtably get into Modern Warfare 3 over the holidays - but for the moment Battlefield 3 is definitely my goto game for online play.  Uncharted 3 may well occupy for some time next week, but if Battlefield 3 was multiplayer only - I'd still highly recommend it.

Wednesday, March 30, 2011

Game Play: Crysis 2


After having second, and possibly even third, thoughts on Dragon Age II - I thought it best to keep trying Crysis 2 for a while before writing about. Truth be told though, it is just simply one of the better shooters I've played.

It's a bit sad, actually, that the release of this game has been mostly centered around whether the PS3 version has the same resolution as the 360 version. My understanding is that it doesn't ... but I really could care less. It's breathtakingly beautiful. Yeah, OK, there's the occasional LOD model jump, or perhaps the infrequent frame rate drop ... but you'll be too busy going ZOMG to notice for the most part.

What's interesting about Crysis 2's graphics is that they're a different kind of beauty from say, Killzone 3. Killzone 3 was an extremely pretty game, but you knew there were sheets of pre-rendered graphics making that happen. That's not a knock against such graphics, I loved Killzone 3 - but Crysis 2 (while yes, I'm sure has some pre-rendering tricks of its own) manages to make an extremely immersive world because of the detail on everything around you.

But really, do you need me to tell you it's pretty? I can confirm PS3 users shouldn't shy away from it. However, outside of the graphics - it is a very tightly designed game. The gunfights are dynamic and fun. The story is inventive and interesting for the genre. The interface isn't terribly intrusive. The AI is very good.

I'm probably only half way through the game at most, and my negative comments on it are short and nitpicky. The voice acting could have been kicked up a notch, especially Gould's. It's not that it's bad, it's just that Gould's voice is pretty constant and so you pick up on artificial nuances about it. The combat is a little repetitive, though this is usually remedied by a changes in the scenario which will force you to shift strategies ... so you can't always sneak/snipe/brute force your way through the game.

Also, and probably my biggest pain - the waypoint HUD is sometimes confusing. There's a random point somewhere, but how to get to it may be a bit of puzzle. When it happens, it's really annoying - but it doesn't happen often.

My positive comments are many. The core mechanics are tight. The combat is fun. The story is interesting. The music is haunting. The environment feels vast and interactive. In truth, this is great shooter bordering on being one of the best ever. The only thing keeping it back is that while it gets high marks for doing many things right, there's not a lot here which feels like pushing the envelope. Even the online modes feel a little Call of Duty like (not that a dozen other shooters don't make the same design choices there).

Definitely recommended.

Sunday, January 02, 2011

Game Play: GoldenEye 007 (Wii)

The original GoldenEye on the Nintendo 64 was such a high watermark that it still pales over console shooters today. The game's level design, pacing, weapon selection and multiplayer modes still impact designs today, but perhaps most importantly was the game's ability to tell a story despite the constraints of the cartridge based format. Gamers who played the game will still remember scenes where they dropped in on guards, protected Natalya from swarms of soldiers, and stormed after Trevelyan ... a far cry from the "find the red key" norm from shooters of the day.

Eurocom was responsible for The World Is Not Enough also on the the N64, one of the few games not done by Rare or ex-Rare developers which clearly had learned from the earlier game. So if any company other than Rare could take the original classic and update it for the Wii, it would probably have been them.

GoldenEye on the Wii follows the same basic skeleton of the original game while adding in-game cinematics, more expansive and detailed levels, more modern weapon selections and online multiplayer. The port is carefully done, with an emphasis on the elements from the original and maintaining new versions of scenes fans will remember while making sure the game doesn't feel out of date for the Call of Duty crowd as well. The result is possibly one of the best shooters on the platforms which can take advantage of modern design while making sure fans of the original can keep their nostalgia safe and secure. It is quite probably the best the Wii gamers could have asked to have.

The online mode is decent by most standards, but top notch for a Wii game ... the platform still struggles for a definitive online experience. I'm not sure I'm a fan of it having experience levels considering how much fun the original was to play with proximity mines and other gadgets out of the box, but again the online manages to capture much of the same pacing and fun of the original. Technically my only complaint with it is that the spawning logic on some of the game modes seems off ... hard to build up a solid defense when you're getting placed far away from your goal. Still, the only real problem is that aren't enough people playing it.

I hate to say it, but I would love to see a Sony Move version of the same game with updated graphics and PSN support. Games like GoldenEye and Red Steel 2 shows that good games are still quite worth playing on the Wii, but the console still shows a serious technical divide when you compare it to the other platforms.

Highly recommend however.

Tuesday, August 24, 2010

For Sunday: Brink Gameplay Video

This looks fairly cool, I haven't really played much online shootery since MAG (which I may dive back into with the beta). Anything with a Quake Wars pedigree is worth checking out in my book.

Friday, February 26, 2010

First Person Evolution

I've been playing first person shooters since ... well, there have been first person shooters. Possibly even before, depending on how you define the concept versus the coined genre (I once coded a 3D maze program that was in the back of a computer magazine).

OK, I'm old. Let's move on.

Doom inspired more than a few clones, and Quake practically created the concept of similar games being called a Whatever killer. Quake killer, Half-Life killer, Halo killer (this trend in the media may have died with Haze ... or at least it should have). During this generation, most of the feature changes were similar across titles: level design and weapon design. Duke at least gave us a funny character, which was a step up from the generic marine.

Eventually we got better controls, better AI, a horde of graphical improvements so technical that you'd need a degree in Carmackology to grasp, and well, more improvements to level and weapon design. Valve gave us scripted sequences, and various developers have tacked on new multiplayer modes. Eventually, someone added vehicles.

But for a moment - let's look at what is the same. In Borderlands, I shoot barrels to explode around enemies. I did that in Doom. The zombies in Doom dropped ammo when they were killed ... as did the necromorphs of Dead Space. Bioshock 2 is a landscape devoid of life but full of crates. The E2M2 level of Doom was a crate maze.

Before the crate maze? Lots of barrels. Let's dwell for a moment on the fact that Halo was revolutionary simply because you could only carry two guns. Crazy! And yet it helped give the game immersion, slimmer control requirements and added mechanics about weapon balance. And sure, there have been peaks and valleys of innovation. Deus Ex was earth-shatteringly brilliant, giving us a branching narrative, RPG-like stats and inventory control and a richly interactive world.

And then we had Deus Ex II.

Clearly I'm being intentionally myopic here. Dead Space may have had old school ammo drops and weapon control - but it also had a HUD-less design and really well done third/first person hybrid perspective. Bioshock 2 was not only carrying on traditional design concepts from Deus Ex and System Shock (two of the best shooters ever made), but introduced a highly original world concept and exceptional production design. These aren't things to scoff at, and I haven't even gotten to games like Thief or Mirror's Edge which challenge the very concept of "first person" and "shooter" being a strict relationship.

But this isn't about giving the love, it's about nudging an aging genre that a few pushes in a few directions won't suffice for the future. Borderlands and Bioshock 2 represent the outskirts of acceptablity to me now. I'd like to pose a few challenges to the genre.


Continue to mash with other genres
Some of the most notable examples in FPS gaming have relied on blending in action adventure (like branching narratives) and RPG elements (like upgradeable characters). Even MAG, which is in its heart a straight up military shooter, tracks skill points you can use to enhance your solider.

Great, but the genre could do more. id's upcoming Rage well bring in racing elements. There have been various attempts to bring RTS style action - but I actually think many of these have somewhat failed. The basic mechanics of the shooter have been done, and done, and done again. When I was modding Unreal, I had planned out a partial conversion which would have a static map with specific resources needing control, upgradeable characters (with a dynamic list of team members). It was actually supposed to be a mix of Unreal and X-Com. Like so many projects, I never finished it - only had a core pieces of working code. But that was for UT2004 - so I know the technology is there, it's just that nobody is designing it.

Drop the cliches
I was half-tempted to call these out individually, but let's lump them together: barrels, crates, unrealistic inventory drops, ghostly women whispering in your...

Actually, wait. I'm calling this one out for a moment. I think Halo started the trend, but I'm not entirely sure ... but I'm pretty certain not every game needs an attractive, spectral, female voice commanding the player. That most shooter games rely on messages being broadcasted directly to the player's ear is bad enough, but the majority of them being computerized/ghostly/holographic women brings it close to a bad Monty Python joke.

But continuing on: unrealistic inventory control, "find that key" style map control, monster closets, trap rooms, uberweapons ... need I go on? I'll give Bioshock 2 credit ... it riffs off many of these cliches so effortlessly they don't feel annoying, but not every shooter will be Bioshock 2. Games like GoldenEye and Halo made what were in actuality small mechanical changes to the core gameplay of the shooter, but in doing so have become classics in their own right.

Open worlds, sandbox gameplay
There needs to be a better distinction between the concept of open world design and sandbox gameplay - as shooters could do with a dose of both. Open world simply means a non-linear layout, where you aren't forced to wander in between point A and B to progress through the game. Sandbox gameplay means the player isn't required to do a specific task to progress, but can devise their own solution to the problem. Bioshock 2 dipped into the latter, allowing the player to setup their own style of defense for the Little Sisters (or not defend them at all). But again, this is a toe in the water. This was another subject myself and some fellow modders used to toy with. Once concept I never got down was "Unreal City", where all the games took place on the same map, and players would choose objectives from job boards ... including opposing objectives (so you might be tasked to kill player A, while I'm tasked with keeping them alive).

More Social Multiplayer
I frequently avoid online games because I find so many random people online to be total asshats. Whether it's the guy playing his guitar over his mic, or the one complaining endless about how unfair the game is, to griefers and PKers, to the racists and the children ... there's a good subsection of the online population I'd rather not associate with.

But hey, it's there and it might as well be tapped. Recently shooters have trended towards better and better coop play - which is excellent. Also, better squad mechanics are starting to arise, also excellent. But what about truly complicated social interactions? Deathmatch mechanics have pushed towards this at times - but why can't I have a nemesis? Or a sidekick? Roles in shooters are an all or nothing deal.

Another mod concept: One player, unknown to the rest of the server, was a killer. They had enhanced abilities. But, they could could easily be overwhelmed in numbers - so that one player would score for kills, but the rest would score more if they could keep a majority of the people alive before killing the killer. It was a little bit werewolf, little bit The Thing.

Now I know the issue - for more role related play, people need to know their roles. A classic gametype which has gone the way of the dodo is a VP mode where one player was an unarmed VP and the rest of the team had to ferry them forward. Which was an awesome gametype, unless the guy being VP was a moron or simply had never played before. Then it lasted about ten seconds.

Hey, I didn't say it would be easy - that's why it's a challenge. Considering we live in an age where most players don't even crack open

Or even off the game field: better player marketplaces, lobbies, hubs. Sony Home is a moving towards failed experiment area, but doesn't mean it isn't an interesting idea.

Interface with more than a trigger
In many military shooters right now, there is the magic wrench/buffer/sparkle gun/hypo which magically repairs vehicles or people. While this mechanically fits easily with the rest of the game (especially the healing), it does make me want for more. id showed with Doom III that shooters can have richer interfaces (though that was more designed for mouse users, true...) - and yet for the most part we're left with just pointing and pulling the trigger.

Obviously single player could benefit the most out of this, and we've seen this in some instances with the Bioshock and Thief series, for example.

Another point is deeper interactions with the player and the player's inventory itself. Since Deus Ex, there has been a stripping down of this - simpler RPG elements with fewer options. In Deus Ex I could fiddle with my assault rifle until it was a semi-automatic sniper rifle. In Bioshock 2, I can tack a bigger barrel on another barrel, and that is about that.


OK, I think that's enough ranting for the moment. I gotta go find a cat playing a piano to rebalance the internets now.

Wednesday, February 24, 2010

New MAG Patch (v1.03)

Zipper is issuing a rather large patch to their online shooter MAG, here are some highlights:


  • Improved speed of weapon and gear swapping by approximately 500 milliseconds.

    I'm hoping this will be huzzah. I've been killed many times while juggling gear, annoyingly and especially switching to grenades.

  • Changed resuscitated player’s camera orientation to match the last camera direction used while incapacitated instead of the pre-harm camera.

    Nice. I've noticed this more recently, where I get revived and am facing an unexpected direction. Bad when the enemy is baring down on you.

  • Players no longer lose XP if a teammate is killed by an objective explosion caused by a charge they planted.

    Big, big freaking yay! Here. I doubt anyone was ever trying to grief that random guy running past a charge. I'm hoping (and have asked Zipper) this includes if you were a turret gunner, and someone gets killed when the turret explodes.

  • Respec Point requirements in Barracks have been changed from 3K, 5K, 10K, 17K, 26K, and 26K-Repeat to 1K, 2K, 3K, and 3K-Repeat.

    I'm not sure what they are now, but that almost sounds like a larger gap for respecs. If so: Boo. If not: - but it looks like cheaper respecs so ... yay! I still vote for a free respec off that bat, and the ability to more frequent respecs in general.



Now the really interesting stuff. They're rebalancing weapons. Check the link at the bottom for specifics - but short version is that you shouldn't be able to snipe with non-sniper rifles any more (remember when I said the LMG could do anything plus the tango, apparently not so much now), shotties and SMG are more fixed to medium range, from the hip recoil increased and the battle rifles and rockets launchers are made more effective.

Or short short version: weapons are going to behave more like one might originally expect. From the description, I give the whole range of updates a thumbs up ... and congrats to Zipper for doing it. But I wish them well in not having a subset of players who get really annoyed with the fact that they can't do everything with their LMG builds anymore. I kept a solid LMG build in hand myself, just because it is so versatile. Maybe the assault rifle will become the better middle ground now?

Full details over at the MAG Blog, and the patch is due out this Thursday.

Update: It's out, and it is good. Very solid balancing without feeling like nerfing. Weapons feel more "proper" now, the other tweaks make for a more solid experience. Thumbs up, Zipper.

Monday, February 22, 2010

Game Play: Bioshock 2

Personally, the Bioshock franchise is an odd measure of the change in my gaming habits. The first game was one of the last games I played on the PC, that my PC at the time could handle well and yet I still spent a lot of time trying to fiddle with the resolution on the damn thing to make sure I was getting the prettiest darn experience possible.

This game - I just popped it into the PlayStation 3 and moved on. Not only did getting the PC not occur to me, I don't even have a PC to play it on anymore. This isn't really meant to be yet another nudge at the PC market, just a footnote that whether the genre is dying or not, it's somewhat dead to me.

Anyway - the game itself. Bioshock 2 takes the player back to Rapture. If you haven't played the first one, you won't be totally lost ... but you will be missing out on a quite a bit of detail as the story of the second game builds heavily on the first. And once again, Bioshock 2 succeeds in storytelling to a point well past most shooter's benchmarks. There are very few non-interactive cut scenes, and far better character interaction than most games. This goes well past "hey, aren't you Gordon Freeman" to - "I just totally tried to kill you, what are you going to do about it?". While it's not exactly deep character development, it does allow players to literally go past the "glass wall", such as the ones Matt and I noted in our Dead Space conversation.

Mechanically speaking, the game is nearly identical to the first game, which is good - we're talking about a shooter with a rich heritage here and it shows. My favorite addition is the more free-form moments where you need to defend a little sister. Some of the fights got very dynamic and fluid, which is getting more and more rare in the shooter world, as the "virtual shooting gallery" has become more common. There are scenes which are clearly staged, but much of the world of Rapture feels organic and connected, not a series of artificial scenes stitched together.

Finally, I think the ending is much, much improved over the original. Oh sure, there are logical inconsistencies you can drive a truck through - but at least it felt like a consistent, coherent narrative ... and not a end animation tacked on to be done with it. This time I was careful to save every little sister ... so I don't know if the "harvest one, and you get the bad ending" rule is still in effect.

I have not tried the multiplayer yet, I'll give it a go this week and report later. The total game play was probably about 20 or so hours ... you can finish it in a week or so without too much trouble. The summation is what one would expect - if any game similar to Bioshock (Bioshock itself, System Shock, Deus Ex, etc.) has ever entertainted you, Bioshock 2 will not dissapoint. All in all, well recommended.

I will have an upcoming post, though, about how the shooter genre needs to evolve. This is a footnote on the genre, not on Bioshock 2, but in the same way this game book ends my PC gaming experience, I think it also bookends - along with many other titles like Modern Warfare 2, my welcome mat for some tired and true FPS concepts.

But, that's for another time.

Thursday, January 21, 2010

First Play: Borderlands

"First play" is a bit misleading, I hopped onto Borderlands a bit ago after finally defeating and subsequently walking away from Dragon Age with mixed feelings and a serious need to shoot something.

And if you need to shoot something, look no farther than Borderlands. One of the game's strengths is the unabashed mashup of RPG and FPS elements - but the shooter mechanics sit front and center. Deus Ex fans will feel like they're playing something familiar and yet not all together similar when it comes to the overarching design of the game. Walk, shoot, collect stuff, and in this case - earn XP and upgrade your character. Borderlands keeps things simple ... you don't manipulate stats or skills, you have a simple tree of passive bonuses which fall under a main active ability which is dependent on the character class you pick. It's refreshingly straightforward and one of those odd moments where simplicity just works really, really well.

Graphically, Borderlands has a combination of the unique and cliche, basically a cel-shaded Mad Max world with hints of futuristic decor here and there. Cliche-wise, even Borderlands can't resist the "sexy female voice whispering orders in your ear" routine, though the mystery lady only pokes up every now and then to push the overall story forward. There's actually not much real dialogue in the game, save for some introductory passages, quips from various characters and your own witty retorts. Character interaction is limited mostly to mission boards - which isn't much. Did I mention the RPG elements are very lightweight? Very lightweight.

My general dislike of random online people has kept me from trying this online so far, which is probably a shame since that is where most reviews say is where the game shines. This reason was why the game was last on my post-holiday list - but so far, it's been a very solid experience. Solo play suffers from two things - monotony and occasionally being stuck far away from a store. Enemies respawn in areas with some regularity in the game so you'll have a "been there, done that" feeling to areas quite often. This plays right into the problem of sometimes being out in the boondocks and realizing that everything behind you is respawning as you play. Thankfully the game scales some enemies - but not all, so your progress doesn't feel like all grind, yet you'll find new challenges in places as you level up.

So far, I'd say the game comes down to - how much do you like shooting skags? Skags are the de facto mutant doglike enemy in the game, and you'll spend a lot of time fending off groups of them. I'm a FPS fan, so the solid core mechanics with the RPG twist works pretty well for me, but I like shooting skags quite a lot. For players who wanted a deeper RPG experience, though, you'll need to look elsewhere.

Without factoring online play in, I give the game a soft recommendation based on the above. Look for more in the future, especially as I try online later.

Thursday, September 04, 2008

I Declare The Following Cliche

Spent much of the last 24 hours playing video games with an old college roomie of mine. We realized that since playing Doom around the old fraternity house in the days of old that several concepts have moved into first person shooters which may now be wearing out their welcome:

Female Correspondents
Look, we all loved Cortana - but does that mean every shooter now needs an excuse to have some chick whisper instructions in my ear? We're playing Resistance and when the (already narrator) female character appears in the game, I declared "I bet she has a radio that we'll need.... yup, there it is..."

Crates
Enough said.

Transhumanism
From the undead soldiers of Doom to the Chimeran hybrids of yesteryear, with every Strogg and headcrabbed scientist in between - mutated humans have been done to death. Just stop with it already.