Friday, July 30, 2010

Battlefield Bad Company 2: Review

I must confess my personal affection for first person shooters.  I picked up Battlefield Bad Company 2 to find out if the hype was worth it.  I had heard enough comparisons and snickers about Modern Warfare 2 that I wanted to see if it was a badder, better experience. 

In some ways, I was dissappointed, but found some elements of the game to be pleasing and innovative.  But, alas, there were no breakthroughs that were transforming.  Overall, it is an above-average game that is tapping the wave of Modern Warfare dissidents.  I believe it is a good game on its own.  I tried not to compare it, but it is difficult not to.  The games are so similar, it is laughable that Battlefield is so brazen in thier competition.  It is a shame they haven't actually provided a better game.

The single-player game was a short playthrough on the highest difficulty setting.  Only a couple of places required multiple tries to complete a level. The good:  the ability to use weapons stockpiles at strategic points to customize loadouts.  The bad:  as with ANY first person shooter, the AI was subpar.  I could sit back behind cover and plink away to my heart's content and the AI would not be aggressive.  It was poorly done.  Also, on the good side, I have to say that for the most part, I liked that areas didn't constantly generate new enemies just because I hadn't moved forward to a pre-determined trigger point. 

I will write a longer article about that last point in an upcoming blog, but suffice to say, that in the single-player campaign, one other significant aspect that stands out is that BF Bad Company 2 has a lot of vehicles.  You can drive a tank, a predator drone, ride in a helicopter, a quad bike, a Jeep and a Humvee.  I don't know, call me silly, but I didn't get much more from those experiences than I did firing away with my LMG. The drone was, well , a drone.  It wasn't packed with much danger, it seemed...remote, distant.  The tank was uninspiring.  On the highest difficulty, I didn't feel there was much of a challenge.  And as soon as you got into a vehicle, you knew you were in for a completely linear experience.  This is not a free-roam type game.  It is just as linear of a story as Modern Warfare (or Warfail, as the BF: Bad Company fans call it).  It is not as open as, say, Flashpoint: Dragon Rising. 

Weapons in the game feel stale.  There wasn't enough differentiation to make changing your loadout any fun. Even changing to adapt to situations wasn't always necessary.  I found myself using the same weapons from one save point to the next.  One thing that I did like was that if I wanted to have a sniper rifle and an assault rifle in my loadout I could do it without having to pick one up off of an enemy.  That sort of customization would be convenient in other first person shooters.  Another innovation that I found refreshing was the collectible system.  It was fun to try find the collectibles (not so much the M-Com Sites).  I found most, but it was difficult to differentiate between the same weapon with different attachments while you were fighting your way through the bad guys.  I suppose another playthrough on a lower setting would help me gather them all.

Multi-player was totally different.  I know that by nature the multiplayer game is supposed to feel different.  I just couldn't rectify the weapons choices of the different classes.  I hate limitations even for the sake of playing roles in a squad make-up.  It then becomes formulaic.  I understand that game balance is important.  That is why you can't carry an ACR AND a UMP 45 in Modern Warfare 2.  But, the different roles weren't the only problem I had with multiplayer.  Let me count the ways:
  1. Too much lag
  2. Not enough game types
  3. Most of the squad-based game types seemed too slow and plodding
  4. Grainy textures and lifeless vegetation
  5. Destructible cover was just annoying, not really strategic
  6. The more experienced players had decided advantage
  7. Level up was too difficult in lower levels
  8. Lack of gamers at times, couldn't find large enough rooms
I could go on, but some of these beefs can be linked as much to the players in the rooms as the game itself.  But, the graininess, the poorly drawn vegetation, and the dependence of your loadout on the role you have chosen can definitely be put directly in the court of DICE, the makers of Battlefield: Bad Company 2.  Sometimes, I felt like I was playing a modern version of FarCry 2.

On the positive side, I must say I did like the possibility for more teamwork.  The make-up of a squad could conceivably ramp up the fun value if done right.  But, I am faced with the prominence of the Assault class over the other classes and the absolute worthlessness of most snipers and Medics in the game.  It just didn't make any sense.  Another plus was the vehicles and aircraft.  I find it hard to believe that a critic of Modern Warfare killstreaks would find Conquest mode any fun at all, but flying drones, helis and tanks are a blast in that mode.  If only most players would use them with any sense of logic or strategy, the game modes might even be more fun.  But, alas, they do not.  And stationary AT guns and other battlefield gadgets trump these perks very quickly. 

At the end of the week, I logged over 60 hours of playing (12 hours in single-player and 48 playing every game mode) and only managed to make it to level 14 with a k/d ratio of .89.  Not too great, really.  But, I have to say that if it weren't for this review (and the Gamer Points!) I would have quit playing much earlier.  I was frustrated with the game and put it aside at times to play other games that I liked more.


RATINGS

Game Play (Single Player)           7 (out of 10)
Game Play (Multiplayer)              6
Sound                                         7
Graphics                                     5
Replayability                               6

TOTAL                                      6.5

Wednesday, July 28, 2010

Singularity Review

I have confessed before that I have an affinity for first person shooters.  I also have always enjoyed playing RPG's.  Therefore, I find that first person shooters that rely heavily on story and advancing a character through a plot to complete a quest are very rewarding to play.  Singularity falls into this category.  The developers did an admirable job of keeping the player keenly interested in what will happen next.  Nothing is super predictable, and twists and turns exist to continue to propel the hero on. 

Singularity sometimes feels like Borderlands with a better story and a more rewarding experience.  Sometimes, Singularity reflects elements of other sci-fi successes like Fallout 3 and Bio-Shock.  Then, some game play aspects feel like Portal.  Obviously, by comparing Singularity to these games, you probably see a positive review coming up.  That is only partially true.  Although many of the elements of the game are unique and marshall fuzzy feelings, there are other elements that allow the game to fall just a little.

First, the good.  The graphics are rich and detailed on 720p, the colors are subdued but the occasional plasma blue and bright red filters through to add depth and a feeling of futuristic science.  Effects are brilliant.  The levels and the abandoned research facility provide just the right balance between dilapidated and oppulent.  One can see that this was once a model of futuristic design.  The sound is excellent.  The gameplay is innovative and addictive.  Once you move an item to find a hidden cache or to bash a mutated human in the head, you won't want the fun to end. 

The game finds a great balance between using these special effects of the Time Manipulation Device and the more ordinary ordinance of a shotgun, an assualt rifle, a sniper rifle and a pistol.  Some levels require a new component of the TMD to be installed and a new game mechanic is opened up.  And, occasionally, you will find a new shiny weapon you can use for specific tasks. 

The developers obviously worked hard on the balance and it doesn't seem strained.  You are just powerful enough to take on whatever task is set out for you.  Well, that is only partially true.  Occasionally you will be faced with an opposition that will seem an unsurmountable task.  About midway through the game, right after you are introduced to a cool new tool of your TMD, you are dropped into a pit with "ticks" that have bubbles on thier backs.  They are fast, and if the bubbles burst near you, they do a lot of damage.  Often, this is too fast to heal properly and your only hope is to use your new TMD ability to get out of the jam.  Trust me, running really fast away from these beasts is the better part of valor. 

And then, you have the "Boss Battles."  The first one is predictable and after reading the suggestion the game gives you, it is easy to figure out the pattern.  But be careful, they throw a monkey wrench in the works when you might least expect it.  Just stay near the entrance for as long as you can during the first part, run around for the second act and shoot the blue stuff, then the third act requires that you do a combination of retreating to the overhang by the entrance and dodge the big guy and shoot him.  In between each "act" are some clever interludes.  Be prepared to shoot some bad guys and slow them down with your TMD.

Alright, the TMD.  The Time Manipulation Device can do a ton of things over time and can be upgraded just like the weapons.  It can age people and objects forwards or backwards, it can move objects, it can create bubbles of slowed time (sort of like a D & D "Time Stop" spell), it can slow some bad guys down, some it will age until they are dust, it can "push" them away and more. 

As for the extras, the developers made sure to include as much stuff as possible for the completionist gamers.  There are recordings to listen to, notes to read, you can use the TMD to see "Chrono Messages," weapon upgrades to find in hidden places, "money," puzzles to solve, videos to watch and from time to time (pardon the pun), a random "time event" will occur as a flashback to what had transpired at the facility.  All of these elements allow Singularity to feel like a rich experience.  The story starts out fast paced and gets more interesting as you move through it.  A little over half way through, your goals will be come clearer and as more is revealed, it propels you to the culmination of the story.

Overall, this is a good review.  However, I want to point out that the "tick" challenge almost got me.  I retried this part over and over before making it through.  On top of that, before being dropped into that location, I was searching for the way to a hidden treasure chest that I had located, but had not made it to yet.  Scaling this encounter to make it a little less challenging (or making the time bubble effect last longer) would go a long way to making the game more enjoyable.  Don't get me wrong, I like a challenge, but I don't have the patience for encounters that seem impossible.

The voice acting was believable but not memorable.  The soundtrack was practically non-existent.  The weapons seemed half-hearted attempts.  The upgrades were nice, but the selection was poor.  They had me at the introduction, but almost lost me about half way through the game.  That is something that has to be considered.  I can compare it to Resident Evil 4 and how you felt "Dang, this is taking too long!"


In addition to these general complaints, the single most dissappointing thing about the game is the multiplayer.  I LOVE that you can play as either a soldier or a mutant.  That was super cool, but why only two game modes?  And, why no leveling system?  Those two missing ingredients alone would make the multiplayer experience a huge "FAIL."  It is saved only in that through what it does offer:  customizable spawns, multiple ways for team building, fast paced environments and cool powers. 

Despite the bad, the game rises above the mediocre.  It is still a worthwhile purchase.  I do not recommend renting it, as it has too many twists and the multiplayer, as broken as it is, still is more rewarding than, say, Battlefield Bad Company 2. 

THE FINAL WORD
RATINGS

Gameplay (single player):  8

Gameplay (multiplayer):    6.5

Graphics:                          9

Sound:                              9

Replayability:                    8

TOTAL:                           8.2

Friday, July 23, 2010

Alan Wake Review

The horror genre (books, movies, games) contains a wide array of talented genius.  From Stephen King to HP Lovecraft from VC Andrews to Halloween and Friday the 13th, horror has some winners and sadly, more often, some notable losers.  For every Twilight Zone or Vacancy, there exists a Killer Clowns From Outer Space or Wicker Man.  And, Alan Wake, a psychological horror video game, is definitely a winner.  However serious the game appears to be, it does its best to poke fun at both itself and the horror genre.  Tons of inside jokes, obvious parodies and a literary mise en abyme (French for:  story within a story) litter the game. 

From a strictly video game playing standpoint, Alan Wake is a masterpiece that falls short of its lofty expectations.  Gamers have been salivating over this release from Raven for almost as long as Sci-Fi fans have been waiting on Star Craft II.  With that said, the game is solid in every way.  In fact, it is possibly the best in its class.  It rises above (pardon the pun) the zombie-fodder games like Left for Dead or Resident Evil by consistently telling a story.  It is a story that is compelling and paced like a novel. 

The craft of interjecting interactive gameplay into a sophisticated and engaging story is not to be diminished.  If nothing else, Alan Wake shows just how blurred the lines between the mediums of movies, art and games have become.  The game marries the visual punch and allure of a great horror flick and the immersive, imaginative world of a novel with game play mechanics that are challenging and draw the gamer into the story even more. 

I won't bore you with details or play the spoiler, since it IS a story.  But, the basic storyline revolves around a famous horror writer (hence the mise en abyme) who takes a trip to a small town in the middle of nowhere.  His wife has planned the trip as a get-away so Alan can concentrate on his writing.  Evidently, he has had writer's block.  And so ensues the story I can no longer describe without giving too much away. 

All good horror novels and movies have likeable main characters and Alan certainly fits the bill.  He is self-aware, but often in a way that is humorous and affable.  And the other characters in the story are well-thought out and appropriate.  Of course, many fill roles within the story that are classic to the horror genre.  But for every odd-ball character with campy horror movie roots, there is a character that would fit in with reality.  And by exploring the entire town, a gamer can get the best experience.  The developers worked hard to merge the real with the wacky, the mundane and everyday with the creepy and supernatural.  And it works.

The soundtrack is absolutely one of the best in gaming.  The graphics are spot-on.  The gameplay only has an occasional hiccup.  The voice acting is above average.  The writing is superb.  Really, there isn't much that can be said negatively.  But some will.  As was referenced earlier, the expectations for this game were off the charts and so many of the conventions of the game seem a little behind the times.  And not everyone was ready for the total experience of the game, I suppose.  It really isn't a first person shooter, but it uses some of those conventions.  It really isn't a mystery.  But, we are asking mystery-type questions from the first chapter.  It has an unlockable mode, highly sought after among gamers, but the only objectives there are to find missing pages of a manuscript that you collect. 

The game might be better known for what it wasn't.  And that is sad.  Alan Wake may stand as one of the most highly anticipated video games in history that failed to meet expectations, but on the whole turned out to be one of the very best of its kind. 

THE BOTTOM LINE
RATINGS

Gameplay              8

Sound                   10

Graphics                9

Replayability          6 (Nightmare mode the only draw)

OVERALL            8.9

Wednesday, July 21, 2010

Splinter Cell: Conviction Review

The Splinter Cell series continues to re-invent itself while maintaining its stealthy roots, excellent voice acting and incredible story arc.  The game is enhanced by new mechanics for finding cover, a grittier Sam(if you can fathom that), a capable and fun multiplayer mode, an engaging co-op mode, multiple acheivements and some controversial new game mechanics.  The "mark and execute" mechanism was designed to balance the overall game and provide some strategic gameplay.  It allows the gamer to plan a difficult encounter differently and provides a level of replayability.  But, some gamers feel that it makes the game too easy. 

Overall, the gameplay dynamic is much more frenetic than previous titles because Sam is at the end of his patience and the darkness that has overwhelmed him through the death of his daughter and his decision to kill his friend, Lambert has risen to drive him to violent action.  Now, faced with the prospect to not only exact retribution against Sarah's killers but led to believe that Sarah is still alive, Sam is drawn into a conflict with the very agency for whom he had worked. 

This leads to a very engaging storyline with aggressive pacing, several twists and turns, mysteries to solve and villians to eliminate.  The story is contained within the narrative of Sam's old buddy, Victor Coste who is relating the events through an interrogation. 

But, as much as Conviction is like its predecessors, it is also markedly different. In some ways, Conviction will change the way stealth games will be designed in the future.  For one, the stealth is fast.  No more sneaking around for several minutes in the dark.  The AI is aggressive and smart.  Even though Sam can lead his assailants toward his last known position while skulking around, it is more likely an attempt to perform a flanking attack versus that opponent to strike him down. 

The visceral feel of every aspect of the game is satisfying.  An example of "Mark and Execute" that will leave players coming back for more is to mark three targets while dangling from a pipe, drop onto another opponent using "Death From Above" which changes the arrows above the three marked targets to red and then executing them out by pressing "Y" (on the Xbox 360).  Voila!  Four kills in a matter of seconds.  And executed marks are automatically taken out while utelizing a slow motion sequence.

The effect of all this--the voice acting, the fast-paced stealth, the game mechanics, the interactive cut scenes--is to make the game feel like an interactive movie.  You get to star in a big-budget action-adventure.  It is a unique twist on games becoming movie-like art rather than movies becoming lame games.

THE FINAL WORD
RATINGS

Game Play (Single Player) 9(out of 10)

Game Play (Multiplayer)   8

Game Play (Co-Op)         8
Sound                             10

Graphics                          9

Replayability                    7

TOTAL                           8.5