Showing posts with label articles. Show all posts
Showing posts with label articles. Show all posts

Saturday, May 2, 2015

Dark Souls II Review

Victory through death



Dark Souls II Review Screenshot
HIGH The tiny details, like how my character slouches when tired and out of breath after a harrowing fight

LOW Trying for the umpteenth time to lead an NPC to a boss fight, only to watch her charge off and kill a monster halfway across the zone.

WTF 50 hours played online, and not a single invader trying to kill me?
Six years after Demon's Souls and three years after Dark Souls, From Software has finally returned with Dark Souls II.
This third game in the series promised that players would die again and again in a land larger than Dark Souls' Lordran, while being more accessible to newcomers and offering enhanced replay value. While the fanbase worried itself over the game being "dumbed down" for a less-hardcore audience, make no mistake—Dark Souls II remains a difficult game, and like its predecessors, is one that rewards patience, perseverance, and skill.
Set an unknown period of time after the last campaign, Dark Souls II puts players in the boots of an Undead human who's been cursed with a ‘Darksign' and doomed to wander while they gradually wither away. Rumors of a cure lure the player to the distant land of Drangleic. This was once a shining kingdom, but now lies ravaged by age, giants, and an influx of other Undead. After (literally!) falling into this decrepit Shangri-La, the player is set loose upon a truly epic journey.
The basics of Dark Souls II remain the same as they were in the last two iterations.  ‘Souls' are game's currency gathered by slaying foes, and they're used to level up and purchase goods from various merchants and blacksmiths. Bonfires still serve as checkpoints throughout the levels. Resting at them gives access to the fast travel system, repairs all equipped armor and weapons, and respawns all nearby enemies.
The third-person combat is swift and lethal, with enemies (or the player!) dying in a few swipes of a sword, or one well-timed spell. Blocking with shields or dodging away requires careful attention to the stamina bar, and a careless player without stamina is a player wide open to any number of counterattacks.
The environments are impressive, and built to inspire fear and awe. The entire game exudes a sense of ineluctable decay and futile despair that can be fought against, but never defeated.
Yawning chasms and sheer cliffs make footing treacherous and invite unexpected falls. Monsters lurk around blind corners, ready to take the overeager by violent surprise. At one point I found myself deep within the bowels of the earth, navigating shoddily-constructed wooden walkways with my sword out and my torch lit,  surrounded by nothing but darkness, silence, and bloodstains. The crushing isolation was so overwhelming that I cheered aloud when I spotted a glimpse of light cast by something other than my torch. At other times, I found myself pausing to marvel at towering ruins, wondering what had happened to the once-mighty civilizations that had constructed such beautiful buildings and left them to rot and crumble.
However, putting the bleakness of the setting aside, Dark Souls II is by far the most accessible of the three Souls games. For example, the bonfires are now more frequent. Also, the game keeps track of repeated deaths in the same area, and will gradually begin to remove enemies after a number of respawns, allowing for faster progress back to the point of death.  A retooling of the equipment system coupled with the ability to respec stats allows for greater versatility in character builds and fighting styles, giving players the ability to try new tactics against bosses that may have stymied them in the earlier, stricter games.
This new quality is one of the best things about Dark Souls II—for every obstacle presented, From has provided players the tools to deal with it as they see fit, and by doing so, has made it possible for anyone determined enough to finish the game. For every difficult boss met or enemy-infested location traversed, online or off, the player is able to decide when and how much help to seek in order to overcome obstacles. Of course, anyone coming to a Souls game can expect to die constantly. That hasn't changed. But the payoff for such perseverance? Intense fights, stunning vistas, intriguing lore, countless secrets to unravel, and a New Game+ that changes the fight mechanics of bosses, and grants the player new items unobtainable in the first playthrough.
While the changes made to Dark Souls II are absolutely for the better, I was concerned about the way this sequel would handle my favorite part—the multiplayer system.
Allowing other players to summon me to fight invaders or defeat bosses was one of the most enjoyable parts of Demon's Souls, but the shift from dedicated servers to a peer-to-peer system caused me endless frustration in Dark Souls. This not only caused frequent failures to connect with other players, but also resulted in such lag-induced wonders like being backstabbed by an opponent directly in front of me.  It got so bad that after my thirty-ninth "Summoning Failed" message in a row, I actually quit Dark Souls in disgust, and didn't return to it for almost a year.
Happily, Dark Souls II returns to the dedicated server system with much better results.  Connecting with others online is now easy and reliable, and some well-needed tweaks to combat (like a stamina-draining bash attack and a rolling attack to close long distances) means that fights no longer automatically devolve into who can backstab whom first, although that's still an option. Players are now also able to chat, although series fans may not be interested in that. I did not enable it in my settings, and I didn't encounter anyone who did.
While the newfound accessibility and polish in Dark Souls II is greatly appreciated, it still has a few faults. For example, sound de-sync issues were common during my time with the game, with effects being audible almost a full second after the action that produced them, besides other issues like icons not loading when I opened my inventory, unusually long load times (15-20 seconds when fast traveling), and a long pause when using a particular bonfire as the menu loads. From what I've researched, these irritants seem to appear most commonly on the retail PS3 version of the game, and From has started releasing patches that have corrected (or aim to correct) several of these issues. Digital PS3 copies and Xbox 360 copies installed to hard drives do not appear to have the same problems.
FromSoft also seems to have developed a love of "brawl" bosses, where the player is dumped into a large mass of lesser enemies, and winning the fight is as simple as unleashing one's area of attack spell or weapon. There's nothing deeply strategic about these slugfests, and victory felt less like an achievement, and more like a checkmark.  
My last issue is one of personal preference, but given my love of multiplayer, one I feel should be mentioned. Not once in the fifty hours I played online was my game invaded by another player, outside of two specific PvP zones, and for much of the time, I forgot that I even couldbe invaded. Whether this lack of PVP aggression was because people weren't in my level range (the game manages these to prevent lopsided matchups) or due to some other reason was maddeningly unclear. By New Game+ this issue seemed to resolve itself and invasions became frequent, but for a PVP lover like myself, it was disappointing to get through the campaign without being challenged by others.
The problems I've noted here are relatively small ones, though, and in most respects, Dark Souls II is a shining example of what a sequel should be—It's a work which builds upon the foundation set by its forebears and creates something that's superior in almost every respect. As a title that miraculously manages to be accessible to newcomers, challenging to veterans, rewarding to explorers, detail-rich for the lore-lovers, and able to be completed by the dedicated, Dark Souls II is an intriguing, well-designed title that should not be missed.
Welcome to Drangleic. Prepare to die... Again. Rating: 9 out of 10
Disclosures: This game was obtained via retail and reviewed on the Playstation 3. Approximately 50 hours of play were devoted to the game, and the game was completedonce. Approximately 15 hours were spent engaging in multiplayer specific activities (invasions, co-op, etc).
Parents: According to the ESRB, this game contains Blood and Gore, Mild Language, Partial Nudity, and Violence. This is a game about a zombie fighting other zombies of various levels of decay, as well as some pretty creepy giant monsters. Also there are some scantily dressed women. And some scantily dressed men.
Deaf & Hard of Hearing Players: Subtitles are available for all spoken dialogue, and all enemies visually telegraph attacks. However, be aware that many hazards and enemies out of sight are often detected by sound cues which do not have visual representation onscreen.  As such, players with hearing impairments will be caught off-guard frequently, and sometimes be at a disadvantage when exploring dark corridors or places with a limited field of vision.

SOURCE :http://www.gamecritics.com/kristin-renee-taylor/dark-souls-2-review

Bloodborne Review

Where did all the magic go?



Bloodborne
HIGH: Cainhurst Castle

LOW: The Unseen Village

WTF: Well, Rom sure was easy. I guess I'll walk up to this wailing woman and.....OH MY GOD WHAT IS HAPPENING?
"Isn't that game supposed to be super hard?" is the first question I usually get when talking about any of the Souls games with a non-Souls player. The series has a well-earned reputation for challenge, but the difficulty has never been what defines them for me.
Unlike traditional ‘hard' games that test reaction speed and timing, Souls is more about situational awareness, preparation, and learning from one's mistakes. While quick reflexes are important, they have never been the core of the experience. I deeply enjoyed all three Soulsgames, and these titles have engrossed me over the past year to the tune of several hundred hours. After getting used to the systems involved, they became a gaming journey like no other.
Why am I giving this preface on Souls? I think it's important to show that I'm no slouch when it comes to FromSoft games, and I want to use that knowledge to properly convey the weight of my feelings towards Bloodborne, which might otherwise be interpreted as a lack of understanding of this developer's work.
Bloodborne...is just too hard.
As a fourth ‘spiritual' entry in FromSoft's series (although it's technically an all-new IP)Bloodborne takes us to the city of Yharnam, where the residents are rumored to use blood in magic healing rituals. Of course the city is a ruined hellscape, so the player must deal with all manner of creatures and traps while on the quest to find a cure for their disease.
Bloodborne is a very well-made game. The atmosphere in Yharnam is grisly and creepy, and perfectly sets up a strong Lovecraft theme -- and I mean that in every sense of the term, not just ‘Cthlulhu shows up at some point.' Along with the aesthetics, From's mastery of level design is on full display here, with clever pathing and shortcut placement. In this sense,Bloodborne feels very much like a superb 3D Castlevania.
However, Bloodborne's combat asks much more of the player than previous FromSoft games. This shift was clearly a calculated design choice, but it was tough for me to appreciate the differences after becoming so aggravated from dying to the same cheap shots over and over.
Previous Souls games have taught the player to be cautious above all else. Learning when to defend, attack, dodge, and when to run are skills one must learn to survive. That's changed with Bloodborne, as defensive tactics are almost nonexistent. With no worthwhile shields available, protecting oneself is limited to dodging and parrying. 
This change means that Souls vets will essentially have to learn the rules of play all over again, this time without training wheels. It's an interesting evolution of the Souls formula, as it rewards a much faster and more aggressive style of combat. Supporting this is a mechanic to regenerate HP, restoring lost health to the player if she returns damage immediately after receiving it. It's clear that the focus is now on offense more than it ever was before.
Bloodborne
Unfortunately, this focus on aggression comes with a few drawbacks, the most obvious being that other playstyles viable in previous games are obsolete, or simply don't exist here. One of the best things about Souls is that the player could tailor their character build to their own personal preference - be a shield-carrying tank, a nimble dagger-user, a long-range spellcaster, and more. Any of these were options that gave the player choice. In Bloodborne, the focus on speed and reflexes means there's only one style that works. Sure, there are different weapons with different movesets that can be changed depending on the situation, but they all boil down to the same close-in melee playstyle, which is disappointing given the variety that players could previously count on.  
The lack of defensive options especially hurts when it comes to bosses. Their patterns and animations can be hard to read, meaning that it's easy to be caught off-guard and quickly killed, especially with the persistent problems I had with the camera. Too often my view of the action was obscured by scenery or when the camera would get hung up on geometry in smaller areas. It would also get tangled up with some of the larger bosses as well -- a common cause of many defeats.
Bizarrely, Bloodborne reverses recent series improvements by making the player rely on consumable healing items. Blood Vials dropped by enemies or purchased from the shop are the only common healing item available, and if the supply is exhausted when the player's low on cash, the only choice is to go back into a previous area and farm enemies that drop them. I'm not sure what the experience of replaying old areas multiple times was supposed to add, but it's disappointing that the auto-replenishing Estus system from Dark Souls was removed.
Another serious concern is that the online experience in Bloodborne is abysmal, and seems like yet another step backwards for the dev. I attempted summoning help several times in tough spots and never successfully connected with another player. Not only does this mean I was left unable to use the in-game assist system, I also spent the valuable resource needed without actually getting the help. On the opposite side, I was invaded only once over the course of the entire game, but the experience was incredibly laggy and not the heart-stopper such an event should be. The ‘specter' system which shows how other players died didn't work for the majority of the time, either.
Certain aspects of Bloodborne like the level design, audio design, and art direction show that in most regards, it's an exceptionally well-made game. Every change feels like a conscious effort to create something that stands apart from the developer's previous work, and such an attempt is commendable. However, Bloodborne bumps up the overall difficulty while taking away the options that made Souls approachable to all players. In its current state, it feels like it caters too much to the twitch experts, and doesn't bend for the rest of us. A challenge that feels like a learning experience is welcome, but Bloodborne too often felt like it was kicking me in the balls and leaving me helpless to do anything about it. Rating: 7.0 out of 10.
Disclosures: This game was obtained via retail and reviewed on the PS4. Approximately 70 hours of play was devoted to single-player modes (completed 1 times) and 1 hour of playin multiplayer modes. The entire game was played with online enabled.
Parents: According to the ESRB, this game contains blood (duh!), gore, and violence. The game is called Bloodborne. There is a lot of blood and gore. Although there are no sexual situations and no questionable language, there are definitely no kids allowed.
Deaf & Hard of Hearing: I find the Souls games in general to be very audio-reliant, andBloodborne probably moreso than any of them. Sound is a crucial factor in determining when enemies are near, and I can see players with hearing issues having a lot of trouble without it. In terms of dialogue, all speech is accompanied with subtitles.

Summon The Apgrod Review

This could be Heaven, but it's most likely Hell.



Summon the Apgrod
HIGH: Unique music.

LOW: Basic gameplay.

WTF: I watched a ghost puke up ghosts.
As a former bartender, returning to the craft in a game that lets me relive the magic of flipping bottles intrigued me—except this time, I'd be a ghost mixologist at the most popular club in the afterlife.
To be frank, I didn't know what to expect when I started playing Summon The Apgrod. I mean, I knew I would be a ghost and at some point I would either summon or stop something called "The Apgrod." Beyond that, I had no clue. However, after I "finished" the game a few times, I realized I wasn't sure if I ever did either.
I certainly enjoy a minimalistic approach, yet the game gives precious little to work with. As previously stated, I played a ghostly bartender who serves ghosts at a nightclub until the game ends. I was never entirely sure when the game was complete, but there were clear signs that I did everything needed to reach the goal along the way—but what is that goal? Revealing it would be a spoiler, which I won't do here.
Regardless, I served my spirits to those that filled the club, but many playthroughs yielded the same results with little variation. It didn't matter if I was a superstar specter or pathetic phantom behind the bar, the conclusion was more or less the same, leaving me to question what I was doing with my afterlife.
Continuing my confusion was the absence of any instruction on how to play or what to do once I started my shift. Starting off in first person with no prompts explaining what to do is disorienting. The controls and concept weren't difficult to figure out after fumbling around for a few minutes, but no sense of purpose ever coalesced. I was constantly wondering, "Am I doing this right?"
On my quest for answers, I equipped the three bottles of liquor I was given and mixed every combination possible, but Apgrod was never clear if I was mixing the drinks correctly. Sometimes my customers puked up tiny ghosts (really!) while other times they had a heart appear above their heads. Either way, they continued to thirst for more.
I even went as far as continuously giving some ghosts the wrong drinks, only to receive a neutral response. Eventually a show starts on the club's stage, and I found that no matter how I well or how poorly I poured, I would find myself at this same point sooner or later.
Simple concepts can be gold when the gameplay is engaging. However; Summon The Apgroddidn't engage me in any way other than to have me perpetually wondering what was going on. Unfortunately, there's just not a lot to pouring drinks and the experience became monotonous by the time I finally figured out what was happening. There definitely is a bigger picture in Apgrod, yet the lack of sense and direction means that these spirits do not make it to the promised land. Rating: 4 out of 10.
Disclosures: This game was obtained via Silversting and reviewed on PC Approximately 1 hour of play was devoted to the single-player mode, and there are no multiplayer modes.
Parents: Game not rated by ESRB. It contains mild alcohol use and is appropriate for children 10 +
Deaf & Hard of Hearing Gamers: There are no audio cues necessary to play or complete the game.

State of Decay: Lifeline Review

Taking the Fight to 'Em



State of Decay Lifeline Review Screenshot
HIGH Watching an airstrike wipe out dozens of zombies in an orgy of carnage.

LOW Having no idea where my molotov is going to land after I've thrown it.

WTF No, be my guest and charge that juggernaut, Mr. Injured Accountant Armed With A Letter Opener.
Undead Labs is getting there, albeit slowly.
Lifeline is the second expansion to their open-world zombie survival title State of Decay. This add-on moves the action to an all-new, smaller map, and trades the original formula of rambling exploration and world-building for focused objectives and tight timelines.
Instead of random survivors, the player is now in control of a team of soldiers overwhelmed with cries for help from all around the city. With the threat of zombie sieges always looming, players are forced to make hard choices—extract mission-vital personnel, rescue stranded civilians, or gather the resources that make basic survival possible? The main struggle inLifeline isn't against zombies, but the clock.
Lifeline does a fantastic job of ramping up tension gradually. As the game begins players have access to loads of military hardware like airstrikes, drone recon, vehicles and weapon drops. The game gives players a taste of what it feels like to be in charge of an effective fighting force, and for the first hour or so, creates the illusion that it may actually be possible to finally beat the dead. Then things go horribly wrong and the soldiers find themselves cut off, scrambling against chaos, and scrounging for every possible advantage.
There's a solid story woven through the plot-centric missions. As they scour the city for doctors, scientists and related personnel, the player will get hints about the world's backstory, including tantalizing ideas about just what may have caused the zombpocalypse in the first place. No questions are definitively answered, but Lifeline seems to offer an assurance—especially in a series of sub-missions concerning zombie biology—that all of this is going somewhere, and that Undead Labs is interested in building something bigger than a generic survival narrative.
If the well-designed plot wasn't enough to recommend the game, the developers have fixed one of the biggest problems in the original title. Despite the enormous size of the map inState of Decay, players were constantly being told not to use cars, lest they attract the attention of the dead. Approximately no players heeded this advice, which led to a huge gameplay dissonance—if I'm driving a pickup truck everywhere, why can't I load extra supplies into it?
With Lifeline, Undead Labs has finally altered the game so that the mechanics reflect how people wanted to play, as opposed to how they intended people to play it. Duffels can now be loaded into cars, giving supply runs the potential to be five times as effective as they were in the past. This isn't just in Lifeline, either—State of Decay and the Breakdown DLC have also been patched, meaning that Lifeline has actually made going back and replaying the earlier versions a more attractive prospect.
Not all of the game's problems have been fixed, however. The framerate remains inexcusably choppy whenever there are more than a few zombies onscreen at once. Cars will still roll with the least provocation. Grenades remain completely impossible to aim, and it's now an even bigger problem since thrown flares are used to target airstrikes. The biggest issue, however, is that friendly NPCs still can't be given orders, and this DLC is all about rescuing them. I know they mean well, but when I have a group of three heavily-armed soldiers trying to deal with an infested house, what do a couple of researchers think they're going to accomplish by charging in with wrenches? A 'stay in the car until it's safe' button would go a long way towards making the game more playable.
Now in its third iteration, State of Decay is demonstrating a steady improvement that would be the envy of most titles. Each new add-on has made the game's world more interesting and added fascinating gameplay developments. There are still bugs and difficulties, but the developers have demonstrated a passion for both repairing their mistakes and coming up with innovative new twists on their survival horror concept. Lifeline is their best experiment yet, and I'm interested to see what they come up with next. Rating: 8.5 out of 10
Disclosures: This game was obtained via publisher and reviewed on the PC. Approximately12 hours of play was devoted to single-player modes (completed 1 time). There are no multiplayer modes.

State of Decay: Year One Survival Edition Review

Real World of the Dead



State of Decay
HIGH Watching zombies congregate around a beacon that's leading a missile right to them.

LOW Seeing my truck go flying because the physics engine decided the zombies I was plowing through were made of iron and anchored in concrete.

WTF To unlock a character, I have to make another character gravely ill and then execute them?
The original State of Decay on Xbox 360 and PC was a good game which improved notably with each new update. Its first add-on, Breakdown, ramped up the difficulty level and challenged players to survive the endless spread of the living dead. The final addition, Lifeline, radically changed the focus of play while keeping the systems of gathering resources and building bases as the backdrop for a desperate rescue mission.
State of Decay: Year One Survival Edition for the Xbox One faithfully presents all of these modes with just enough new content to keep this from feeling like a simple re-release, and gives players the total package for easy consumption.
Even though this is my third trip back to State of Decay's Trumbull Valley, I remain impressed by what an achievement the world is. So often games are built using railroad-playset versions of cities—they look real enough at first glance, but can be walked through in a matter of minutes. However, the work of Undead Labs never feels like an arbitrarily scaled-down facade.
As the land transforms gradually from a deep, thick forest to wide amber fields, and then to a small town area, every part of the world is authentic and logically-placed. Nearly every building is a fully-decorated location and not just an interesting backdrop, creating one of the most realistic-seeming video game locations ever.
Speaking of realism, State of Decay offers players the opportunity to roleplay survival after the zombpocalypse, and it accomplishes this better than any other game by letting players use their own common sense when trying to build a post-zombie society. Surviving is primarily a matter of securing resources, and those resources are found in completely logical locations. Need food? Loot someone's kitchen. Medicine's probably squirreled away in the bathroom, and construction supplies are commonly in the shed out back. Rather than forcing players to learn its own arbitrary logic, State of Decay's world is close enough to ours that real-world instincts are often just as valuable as the help windows that pop up.
While these qualities were present in the previous releases, the biggest new feature in Year One Survival Edition is the adorably-named 'Letters From CLEO'—a series of side-mission supply drops that appear every hour or two, offering resources and a couple of high-tech weapons each time. The loud beacon announcing the drops has the bad habit of attracting zombies from far and wide, which means a nasty fight is guaranteed.
These drops are a nice bonus, but as the only significantly new content in the game, I was a little disappointed to find that they don't offer as much storytelling as they could. For example, Lifeline does a good job at hinting at the condition of the outside world as well as the possible causes of the zombpocalypse, but those narrative threads aren't picked up or fleshed out in this new edition. Similarly, no-one has any idea who or what CLEO is, which means players can read these new supply drops as either an intriguing avenue to be explored in the next game, or a 'thank you' from developers happy that people have bought their game again. Obviously one of these options is more narratively intriguing than the other.
Regarding to the technical side of the game, I'm sad to see that it remains something of a mixed bag.
On the plus side, the move to Xbox One has improved the resolution, offering crisper zombies and gore splatters. The framerate's also massively better, and it's now possible to fight hordes of zombies without a single stutter. This step up doesn't extend to vehicles, however—the world still suffers from serious pop-in if cars or trucks are driven any faster than a decent running speed. It was no surprise that the 360 struggled to render Trumbull while traveling on wheels, but it's disappointing to see that the Xbox One hasn't fixed these problems, suggesting it's more an issue with the engine than the hardware it's being run on.
While most of the AI problems have been fixed, there's still the occasional bit of odd behavior to contend with. Sometimes zombies get stuck in walls, occasionally they run straight through closed doors, and in the game's most reliably frustrating bug, they have a terrible habit of not triggering during the base defenses in Lifeline mode. It's bad enough that I have to desperately hold my own against wave after wave of the ravening dead... being expected to leave my base and remind zombies to load so that I can kill them and end the mission is adding insult to injury.
Despite the fact that it still needs some polish, State of Decay remains the gold standard in the zombie survival genre. Putting all this content on the Xbox One is a laudable move, and I recommend it just as strongly now as I did when I was playing it on the 360 and PC. It is by no means a flawless experience, but I'm inclined to cut the developers a lot of slack based on how difficult it must have been to create a world as whole and detailed as this one is. Undead Labs understood that in order to create the truest-feeling zombie survival game, they had to make a world that was completely believable. They managed it, and the result remains a triumph. Rating: 8.5 out of 10
Disclosures: This game was obtained via publisher and reviewed on the Xbox One. Approximately 50 hours of play were devoted to single-player modes and the game was completed.
Parents: According to the ESRB, this game contains intense violence, blood and gore, drug reference, strong language. Please keep your children away from this game. There's drinking and swearing and Molotov cocktails and people being torn to pieces by the shambling dead. While there's no sex or drug use actually present in the game, the characters talk about those things enough that you should consider this thing serious about its M rating.
Deaf & Hard of Hearing: You should have no real trouble with the game. Everything is subtitled, and there's a handy minimap to let you know when aggressive zombies are headed your way. The only real trouble you'll get into is missing out of the distinctive cries of a couple of the super-zombies make once they've spotted you. But that's only a minor disadvantage, since they do show up on your mini-map soon after. All dialogue is subtitled.

Aaru's Awakening Review

Aaru's Awakening Review




Aaru's Awakening
HIGH Skillfully transporting Aaru through a bevy of obstacles.

LOW Dying dozens of times before realizing what's killing me.

WTF the game using the words immoral and immortal interchangeably
Difficult platformers have become a genre of their own. Since Super Meat Boy, the indie scene has been littered with these demanding two-dimensional offerings. It's not just about difficulty, though—players expect brutality, but it has to be fair. Unfortunately for developer Lumenox, Aaru's Awakening delivers on the rough stuff, but it gives nothing close to a fair shake.
In Aaru's Awakening, the player takes control of Aaru, a wingless bird-like demigod. The four rulers of this world—Dawn, Day, Dusk, and Night—are vying for control in their realm. The God of Dawn sends Aaru out to destroy the other rulers, but it's not long before this hulking creature starts to question his master's motives.
This game plays both as a puzzle adventure and skill-based platformer, and it sets itself apart with teleportation. Aaru can send his soul out of his body like a bullet, and with a second click, his physical form can transport to the new location. The game often has the player shooting Aaru from one place to the next, avoiding obstacles and racing ahead. Enemies are eliminated with teleportation as well—Aaru transports his soul into their bodies and does away with them.
This formula seems solid on paper, but Aaru's puzzle and skill elements are always at odds.
The jumping and teleporting create a very fast-paced platformer, but the levels are set up as death labyrinths. Spiked floors, bounding enemies, rolling boulders, and questionable shafts of light all kill Aaru within moments. The checkpoints are generous, but that doesn't change the fact that I often found myself dying twenty or thirty times before I realized what I should be doing. The obstacles never have a clear solution and the controls don't allow for easy adjustments. Often times, I found that I fumbled my way to a solution by accident.
In terms of presentation, Aaru's Awakening has a hand-drawn artstyle with vibrant animations and painted backgrounds. It's beautiful, but the art has a downside—it's often too difficult to tell what's harmless scenery and what's a deadly obstacle. I regularly died trying to reach ledges that were actually part of the background, and I usually got killed by the environment before I realized it was hazardous. Another issue is that the character designs don't feel like they belong in the same game. The animation and design of Aaru is excellent, but the google-eyed enemies stand out in a bad way, confusing the experience.
Further confusing things is that any intrigue created by the story is lost at the end of the end of each level when my time and death count are displayed. I honestly couldn't tell what kind of game I was playing—an adventure platformer or a time-attack game? It feels like the designers fail to deliver on both because I never had enough control of the game to master it, and the narration wasn't strong enough to give me the motivation to see it through.
Despite its flaws, I continue to go back to Aaru's Awakening. I wish I could finish it, but after dying more than a hundred times in some areas, the maddening difficulty overwhelms what I find appealing, and makes me wish the devs had scaled back on the brutal and shifted things just a bit more towards ‘fair'. Rating: 6 out of 10.
Disclosures: This game was obtained via publisher and reviewed on the Mac . Approximately 3 hours of play were devoted to the single-player mode, and the game was not completed. There are no multiplayer modes.
Parents: The game contains little violence. The main character eliminates its foes by transporting his soul into the enemy, but this process is more figurative than violent. There is no blood in the game.
Deaf & Hard of Hearing Gamers: There are very few audio cues in the game. Subtitles are provided with the narration, and the game can be completed without sound.

Friday, May 1, 2015

Halo 3 Review

Halo 3 Review




Halo 3 Artwork - Click here for more
Is it fair to judge a game based on its advertising? I believe so. Although the dedicated gamer will tend to seek out information about upcoming titles through any media available to them, it's the advertising campaign that defines the mainstream's pre-purchasing experience with a game. Indeed, it often defines whether there will be a purchasing experience at all. With that in mind, and so much money flowing in and out of the videogame industry these days ("Bigger than Hollywood", they exclaim!) it's surprising that so few videogame advertisements break out of the same tired formula of A) Setup for comedy sketch, B) Ten seconds of game footage, C) Punchline of comedy sketch. Sure, Sony jumped out of the box with the launch of PS3, offering ads that likened playing the console to living in an insane asylum with an evil doll, but for the most part the Halo 3 campaign stands alone, both conceptually and in effectiveness.
Set roughly fifty years after the end of Halo 3, the ads are concerned with a large diorama depicting a particularly unpleasant battle between the humans and the Covenant. Shot in a sombre, respectful fashion, the ads attempt to add gravity and resonance, along with a sense of history to the proceedings, perhaps reminding viewers of similar dioramas they've seen at their local World War II museum. The ads promise an epic tale of tragedy, sacrifice, and heroism that Halo 3 really had no hope in hell of ever delivering. More troubling, however, is the fact that after playing the game, I can suggest with some certainty that they promised a game that Bungie didn't even bother trying to produce.
A first-person shooter (FPS) set in the far-flung future, Halo 3 picks up where the last game left off, hopefully satisfying fans who waited years to see the plot resolved. My memories ofHalo 2 are a little on the fuzzy side, but if I remember the ad campaign correctly, the battle depicted in that game didn't need a hero, it needed a savior. Well, it seems that cyborg space Jesus screwed up, because humanity is in pretty bad shape when the game opens, down to its last few spaceships, fighting against extinction in the heart of Africa.
And gosh, is there a lot of fighting. From the opening seconds battling aliens along a riverbed, right up until the tense chase over an ice spire that finishes the game, no more than 30 seconds goes by between battles. This is a blastfest in the simplest form imaginable—no stealth, minimal inventory management, and plenty of big guns. Everything encourages the player to wade head-first into combat, trusting their weaponry to handle the enemies and the recharging shield bar to keep them safe.
Halo 3 Screenshot
Those skirmishes are resolved in a single manner: by shooting, or, occasionally, bludgeoning aliens to death. For a game which features nothing but shooting, it's important that the shooting be entertaining, and at this Halo 3 succeeds beyond all expectations. That's partially because of the fantastic job the developers have done at balancing the weapons. Once again Bungie has found a way to give each of the game's nearly 20 weapons a specific character, ensuring that each one has a place and time where it's the most valuable thing imaginable. Even more than the weapons, though, credit for keeping the game's battles fun goes to Bungie's custom auto-aim. This feature (which can't be turned off) ensures that the player's crosshairs have just the slightest bit of help locking on and sticking to opponents. Not so much that control is ever perceptibly taken away, just enough to make the player feel like they're really great shots. I will admit to appreciating the help more often than not, but every now and then I was being condescended to considering the truly shocking number of headshots I was pulling off.
The one place where the game breaks away from this restrictive formula is in the vehicle-intensive levels. Whenever the Master Chief gets a hold of a jeep or tank the game transforms into a continuous, frenetic battle, with the player racing to dodge incoming projectiles while their gunner struggles to keep a gatling gun trained on an army of foes. Just like in Halo, I longed for the moments I got a hold of a vehicle—I only wish the partner AI had been a little better, so I would have had a chance to operate the Jeep's gun as well as drive. Avoiding enemy fire is a vital part of the driving sequences, and the computer's nasty habit of running into walls and stopping for no reason got me killed more than a few times. Luckily, thanks to the great controls and vehicle physics, driving is every bit as fun as shooting, and by the end of the game I found myself wishing that Bungie would just give up this whole Halo thing and make a car combat game.
Halo 3 also shines in its much-lauded multiplayer combat mode. There are a wealth of maps and game modes to play on, and the matchmaking system is great at fixing players up based on their skill level, ensuring that most players should be able to get right into the action without any trouble. The only niggling problem when using the matchmaking system is players have very little say in what type of game they'll be playing and if they choose to start a custom game, all the players have to be invited. This forces gamers to choose between losing control or becoming social. Regardless, the multiplayer game plays fantastically. Halo 3's uncomplicated running and gunning style fits the deathmatch concept perfectly. Almost as if the controls were designed with the multiplayer in mind, as opposed to the single.
The best way to describe Halo 3's gameplay is solid. It gets in and does its job exactly as it should, but it has absolutely nothing new to offer. A two-weapon carry limit and progressive health felt revolutionary six years ago, but now it's hard to find a game that they're not featured in. For some reason all the other advancements that have been made to the FPS genre over the past half-decade seem to have left Halo behind. I'm shocked to see a game in this day and age that doesn't offer any sort of a cover mechanic, or quick dodge moves. While my enemies bound lightly around the levels, diving to the side or spinning out of the way of grenades, my only evasive option is a big, floaty leap into the air—where I'm no more a difficult target than I was on the ground.
Halo 3 Screenshot
Speaking of the Master Chief's agile foes, Halo 3 has some of the most unbalanced AI I've seen in years. While Covenant troops of all shapes and sizes behave with a wonderful cunning, using cover and seeming to support each other in a semblance of tactical thinking, the human partner AI is woefully idiotic. I can't count the number of times I watched a tiny human rush up to a brute, ineffectually peppering it with small arms fire before being crushed by a single punch. At first it's an effective way of establishing what terrifying entities the foes are, but after a little while I just started wishing they'd learn to back up so they could be of some use to me.
Halo 3 also has the strange distinction of being the ugliest beautiful game I've ever seen. Nearly everything is rendered in beautiful detail, the explosions and particle effects are fantastic... it's a triumph of graphic engineering and a testament to what the 360 is capable of. My problem, though, is just how the ugly the actual things being rendered are. Back whenHalo was being made, I understand that the Master Chief had to be blocky, and all the Covenant vehicles had to be smooth and featureless, and all the graphical design problems were covered up with a layer of shine and glow. Now that the developers are working with exponentially more powerful technology, I don't understand why all those ugly designs have to remain. It's not like there's a failure of imagination or talent—the two new Brute vehicles are fantastic. Full moving parts, they seem to have been jerry-rigged together from scraps. They're fascinating to look at, fun to drive, and impressive to blow up. I only wish that the minds behind them had been unleashed a little more freely throughout the rest of the game.
Then there's the bizarrely awful graphics that appear in the game's cut-scenes. Every time there's a shot of a spaceship flying somewhere, it's rendered as a good-looking 3D model flying in front of an inexplicably low-resolution 2D image of a landscape or planet. As if they ran out of time and just dropped the concept art in as a backdrop. Suddenly the game goes from beautifully-rendered real-time graphics to the 21st century equivalent of a detailed practical model dangling in front of a cheap, out of focus matte painting. I have no idea how something that looked this awful made it into the final game.
The only classic element that was overhauled for the better is the Flood. A twisted parasite that acts like a hybrid of John Carpenter's The Thing and Shodan from System Shock 2, the Flood infects other life forms and transforms them into vicious monstrosities that outright defy the law of conservation of matter. The Flood look amazing, hideous fleshy H.P. Lovecraft creatures that spray slime everywhere and attack in overwhelming numbers. While there's nothing new about the concept, they look better here then they ever have before, and prove that a visual update can add immeasurably to the experience.
Halo 3 Screenshot
Sadly, while the Flood's appearance has been improved, their presence in the game is just as awkward and unpleasant as ever. Even with a few new forms and the fantastic new look, they haven't gotten any smarter, and don't understand any tactic more complex than running straight at the player, attacking wildly. This can be scary in small doses, but it just winds up being tedious after a little while. I've never met anyone who actually liked the Flood portions of Halo 1 and 2, so the decision to include two lengthy Flood levels back to back in Halo 3 is something of a puzzler. Whatever momentum the game had going stops dead for over an hour of having slimy things running in a straight line, with the player stuck in hallways too narrow to just walk around them.
It's not just the Flood that get repetitive, though. The level design suffers from similar problems. There's an old joke about Halo's maps: Any hallway worth walking down is worth walking down three times. While the developers do their best to pepper old areas with new enemies, it's impossible to escape the fact that six separate levels in a nine level game feature significant amounts of backtracking. If going back over the same areas wasn't bad enough, the lack of an in-game map was just inexcusable. I can't count the number of times I got lost, and had to wait for the game to take pity on me and put a directional arrow on my HUD. It's the year 2007, and my phone can tell me exactly where on the Earth I am. Does Bungie really expect me to believe that there's nothing in that helmet of the Master Chief's that tells him where to go next?
Just as problematic as the backtracking is how rigidly formulaic the game's maps are. After the initial impressiveness of the graphics wears off, it's impossible to to not notice the game's obvious structure. Each level consists of a few large, open areas, linked by narrow hallways. As a rule, the hallways are devoid of life, and every large room holds somewhere between 12 and 16 enemies. To the game's credit, it does a pretty good job of making the large area gunfights memorable through the creative use of architecture and enemy placement, but it's difficult not to tire of the carbon-copy design fairly quickly. This problem is only compounded by the fact that nearly every weapon and enemy has made an appearance by the end of level two, leaving the rest of the game devoid of surprises. Sure, most of these weapons and monsters had already appeared up in Halo 2, so it's possible that Bungie didn't want to keep people waiting for things they'd already seen, but more care should have been taken in this game's pacing, and the lack of consideration shows.
There's one place where the pacing really works. In an early level the player gets a glimpse of a Scarabe, one of the Covenant's a giant walking tanks. The entire first half of the level is a build-up to the confrontation with the tank, which is impervious to weapons fire. While dodging its attacks, the player must attack its legs until they break temporarily, forcing down so that the Master Chief can climb about, sabotaging its engine, causing it to explode. If this sounds like an FPS version of Shadow of the Colossus, it's because that's exactly what it plays like, and it's every bit as unreservedly great as the comparison suggests. What Bungie accomplishes here is a truly exceptional, creating an epic encounter, putting me up against incredible odds, and then demanding that I overcome them. So each time I watched a Scarab explode in a blinding flash of blue light, I felt a sense of true achievement. It's just too bad that's the only time the game manages to create such a feeling.
Halo 3 Screenshot
That's right, Halo 3's biggest flaw is that at it never rises to the level of epic storytelling or gameplay that the premise suggests, even demands. Although I was told time and again there was a war for humanity's fate going on, I certainly never saw any evidence of it. Great stakes are discussed, but never established. I'm supposed to be horrified that the Flood overrun a city, or that most of Africa needs to be bombed to prevent their spread, but since no one actually seems to live there, why should I care? No reference to civilian casualties, or even civilian existence, is ever made, so there's no tragedy in the "glassing" of Africa, just the mild satisfaction that comes from having survived it. It's a little ridiculous seeing what should be the game's climactic encounter being waged on such a small scale. When I besieged the Prophet of Truth's final stronghold, the only resistance I found was six vehicles and eight soldiers, for a grand total of fourteen opposing troops. Between vehicles and Marines, I had ten on my side. This is supposed to be the deciding battle for the fate of the galaxy, and it involves less than 25 people?
This problematic lack of scope extends into the game's plot, which is one of the most simplistic stories I've ever seen referred to as being "deep." It attempts to add resonance by placing the central conflict in a religious context: The villain is called a "Prophet", the Elites, aliens who have abandoned the Covenant to team up with humans, are called "Heretics" by the other Covenant troops. Unfortunately, the story doesn't have any of the depth or grey areas that actual religious schisms manifest. In fact, the main conflict of the game is an entirely secular one. Beyond the simple question of whether the Master Chief can stop the Prophet of Truth from destroying the galaxy (spoiler alert: according to the ad campaign, he can), there's no depth or complexity to this conflict. What the Covenant wants is so outlandishly bad that it can't be seen as anything but madness, and the humans have a completely good solution available to them, which, if successful would result in the complete destruction of all their foes and a completely happy ending. There's no hard decisions to be made here, no possibility of being forced to accept the existence of, or even making an agreement with, the Flood. No, all the bad guys are clearly evil, and all of them can be easily defeated in one fell swoop.
Compare this storytelling to one of gaming's actual high points, 1992's Star Control 2. The game's plot centered around a dogmatic disagreement within an extremely powerful alien race, the Ur-Quan. After millennia of enslavement by a terrible parasite, they managed to win their freedom. They decided that they would never again be victims—just how to accomplish this was the cause of some disagreement. One group, the Kzer-Ka, believed that the solution was to freeze the evolution of all other sentient races by destroying their ability to travel through space and containing their planets within protective spheres. The other group, called the Kor-Ah, thought that it was best to just play it safe and just destroy all other life in the galaxy. There's no good side in this conflict—both are evil, even though their actions and motivations are completely understandable. The player's role isn't to choose a side, but merely to prevent either of them from acquiring a weapon that would allow them total domination over the galaxy. To accomplish this task, the player is actually forced to team up with a Dynnari, the last remaining member of the race of slavers who caused all the problems in the first place—a character far more evil than either of the game's villains. It's a masterpiece of complex motivations and hard choices that makes Halo 3 look like a simplistic trifle in comparison.
Halo 3 Screenshot
The storytelling is crippled further by huge tonal problems in the presentation. Despite the gravity with which the story is presented, and the clear pretensions the game has of being a legitimate work of fiction, the story is hamstrung by the insane decision to place endless comedy quips throughout the game's combat. Every time I fought alongside human troops I was faced with an onslaught of anachronistic comments that serve no purpose but to destroy any sense of immersion the game might have otherwise created. I'm not saying I can categorically state what kind of language soldiers are going to be using in the 26th century, but I can pretty safely state that they're not going to refer to killing an enemy as "owning" them. Nor will they be referencing the film Full Metal Jacket, or turn of the century recruitment slogans. That's right, one of the marines refers to himself as an "Army of One". That reference is embarrassingly dated today, so what on earth are people doing using it in the far-flung future? More importantly, how can I be expected to take a game seriously when every time the characters open their mouths it descends into self-parody?
But all of these problems pale next to the ending of the game. If it seemed like the cliffhanger that ended Halo 2 was bad, it pales next to the wrap-up of Halo 3. I'm not going divulge the details here, but the ham-handedness in which it goes from trying to generate tension through unbelievably stupid writing to attempting to create tragedy out of a completely non-tragic situation is jaw-droppingly inept. A combination of bad writing and editing serve to just cripple whatever effect they were hoping to create.
There's some discussion in the entertainment industry as to whether the marketing budget should be included when discussing how much it costs to make a film. The fear is that with budgets growing every year, people are shocked enough by how expensive movies are to make—finding out that another nearly half that amount is spent informing the public about those same films would just seem excessive. Halo 3 is the first game to feature utterly inescapable advertising. The fact is that if a person came within ten feet of a radio, television, or flat surface during August and September 2007, they were aware of Halo 3. I have no doubt that the game's marketing budget was far higher than the cost of actually making the game. It's a pity, then, that Halo 3 just isn't deserving of the kind of attention it's already received. While certainly a technically adept game, it has little new to offer beyond the crisp, attractive presentation. It's not a failure by any stretch of the imagination, but it's a great example of a developer and a series refusing to grow and change with the times. There's almost nothing here that I didn't play five years ago in the first Halo, it's just a little more visually polished. It's a good game to be sure, but not a great one, and by no means is it the genre-defining experience that we were promised. Rating: 7.0 out of 10.
According to ESRB, this game contains: Blood and Gore, Mild Language, Violence
Parents, I know you're not going to take the M rating seriously—to quote The Simpsons,denying your children this game is like not letting them watch the moon landing. The gory, blood-soaked moon landing. Please, though, just promise me that you'll take a little time to play it with them so that you can explain the difference between fantasy and reality, and that they shouldn't go around shooting people in real life. Also, don't let them cackle when gunning down cowardly foes running away from them. That isn't one of the fifteen signs that someone is going to be a serial killer or anything, but it certainly doesn't bode well for their ethical development.
Halo fans, sure, you've played this all before, but if you liked it then, there's no reason you won't like it now, especially since it's 50 percent shinier than before.
Multiplayer gamers, your grail has arrived. The simple fact is that this is what most people are going to be playing for the next two years (at least), so if you want to deathmatch online at all, you have no excuse for not buying it. In addition to great gameplayHalo 3 offers an elaborate replay feature that allows you to recreate matches and film them at any angle or speed (other than rewind, for some reason), then upload the resultant videos and screenshots to the internet. Bungie obviously cares about building a community around Halo, and they're doing a great job of supporting it.
Co-op gamers are also in for a treat, as the game allows players to enjoy the entire campaign with up to three friends. The one drawback is that because the difficulty isn't scaled up for co-op mode, the game is very easy with four competent players, even on the Legendary difficulty setting.
Michael Wincott fans be warned - he does not appear in this game. Halo 2's Prophet of Truth has been replaced by Terrence Stamp, of General Zod fame. I don't know what the explanation for this change is, but it's very disappointing.
Deaf and Hard of Hearing gamers are going to have some problems. While the levels are simple enough in design that just walking forward will generally get players to their next objectives, there are all sorts of gameplay tips conveyed through in-game dialogue, none of which are subtitled. All of the cut-scenes have subtitles, so at least the story will be accessible, but deaf gamers won't hear anything Cortana or the Gravemind have to say, which will make the way the game stops dead to allow them to speak something of a bewildering experience. Sadly, gameplay is affected more than normal—the lack of a decent radar makes hearing all the more important in spotting enemies, and although arrows appear onscreen to tell the player where enemy fire is coming from, on the higher difficulty levels many Covenant weapons are one-shot kills, so the inability to hear the Fuel-Rod gun's distinctive report will likely prove fatal on a number of occasions.