Monday, June 10, 2013

Remember Me Review

Video Review


Intro

Developed by a newly formed studio Dontnod Entertainment, Remember Me is a refreshing new IP that flourishes through creativity.  The core theme deals with memories and how these memories shape who and what we become.  Certain memories can haunt us for the rest of our lives, but what if they didn’t have to?  Remember Me toys with the idea of being able to enter another person’s mind in order to steal or fabricate their existing memories.

So Pretty...
Story

You play as Nilin a likeable and believable female protagonist.  Wiped of her memory Nilin must piece together who she was and is on her mission to destroy Memorize an organization gone awry responsible for the dystopian type world. Aided and rescued by a mysterious voice by the name of Edge who guides her.  Early on Nilin discovers she is a memory hunter, wielding a high tech glove she has the ability to steal along with remix people’s memories to her every whim.  Which plays a pivotal role in the gameplay and is implemented very well.  The actual plot itself is a pretty solid one that remains interesting throughout, although most of the secondary characters aren't utilized properly and instead seem to only exist to forward the story and produce some poorly written yet stupidly funny dialogue.  There are some decent yet predictable twists that revitalize the game going into its finale.  Overall I enjoyed the story quite a bit, but it doesn't live up to the astounding world in which it takes place.

Push ups?

Graphics

Based in a future cyber punk themed world, environments in Remember me feel immersive.  Character models are lacking a bit seeming a little rough around the edges, but in no way feel out of place.  I think it may be that they just look a little cartoony.  The breathtaking environment visuals make up for any of these rough spots.  The world of Remember me really comes to life which causes the player to quickly become sucked in.

Structure

Remember Me is set up to be story-driven and because of this is linear based.  I’ve heard quite a few complaints particularly from critics complaining about how this game isn’t open-world.  Why people now-a-days want every game to be absolutely open is beyond me.  Personally I don’t think this game would’ve been nearly as good if they would’ve attempted an open-world structure.  Of course then again I do prefer linear to open anyways although if it would’ve been open I’d review it based on the type of game it is not the type of game I want it to be which doesn’t seem to be the case with a lot of critics.

You can make it
All that being said Remember me is split up into separate chapters that don’t offer a lot in terms of exploration.  Aside from some hidden collectibles there is really only one route to take.  It should be mentioned that the campaign is the only mode featured in the game.  For some this may be a deal breaker, but in the games defense the campaign is a lengthy one taking me at least 10 hours to complete.  Not to mention in my opinion the replay value is quite high not because any incentive is given to players who start back up aside from higher difficulties. Simply because the game is just downright intriguing and fun to play.

Gameplay

Everything about remember me strives in being original. The gameplay is no exception, boasting an intuitive, addicting combat system.  Which I absolutely love although not without its flaws.  Being a new IP this is not overly surprising.  This gives the developers plenty of room to expand on the combat should this game get a sequel.

At first glance the combat appears to be overly complex.  In reality though it’s actually fairly simple.  Throughout the course of the game the player is granted different combo strings.  These combat strings are predetermined the simplest string being X-X-X what makes  these strings unique is that the player is able to customize each button press in the string with a different effect.  So, the player could make the First Button press in the combo regain health, the second increase power, and the third decrease the cool down for the different special attacks.  Also it’s worth noting that the further the button press is in the string the greater the effect will be.  Special attacks are quite effective and are tailored to be effective against certain enemies and ineffective against others.  Knowing under what circumstances to use these special attacks can turn the tides of battle in the players favor.

Combo System
Alright, so activating these combo strings is fairly simple seeing as the timing between each button press is universal between each separate string.  On top of being able to attack the player’s only means of defense is dodging.

I mentioned the combat has some flaws, I’m not sure flaws is actually the best word to use because it all works well, but there’s plenty of things that need improved.  As it stands now the combat system is an excellent base from which the developers could expand upon if given opportunity

Do it I dare you
First off throughout the entirety of the game the player is only given a few different combo strings to customize.  I think they should have made more to add some diversity.  That way the player isn’t always inputting the same buttons constantly.  Better yet they should make it so the player can make up their own button combinations, and as the game progresses allow players to be able to purchase extra inputs for the combo.  So, at the beginning the player can execute a 3 hit combo, but by the end make it so they could perform a 15 hit combo or something of the sort.

Secondly the dodge mechanic works fairly well, but unless you dodge over the enemy you’re currently attacking your combo is interrupted causing you to have to start it again.  Same thing happens if you start a combo on one enemy, but try and transition into attacking a new enemy halfway through the combo.  Instead of continuing the combo as it should instead it breaks the string.  In my opinion this interrupts combat flow which is kind of the basis of the whole system. 

That's one hell of a dodge
One thing the game is lacking and is in serious need of is some sort of a block or parry button that can be activated during your combo, and won’t disrupt it.  Dodging looks smooth and allows the combat to flow together seamlessly, but something else is needed in terms of defense.  I mainly say this because there are times where you’ll be fighting a lot of enemies at once causing you to become overwhelmed.  This is when the dodging/attacking method just isn’t enough.  Something more is needed, so the player doesn’t realize the combat is almost too limited for certain situations which can cause frustrations.  Along with all that I would occasionally encounter some minor camera and auto targeting issues.

On top of combat there is more to the gameplay.  Platforming takes up a good portion of it.  Platforming functions similarly to how it does in Tomb Raider games.  Nilin can scale walls, jump gaps, and whilst doing so a small orange icon hovers over the area you’re supposed to be going.  Which is quite nice, helps avoid the typical running around not knowing where to go.  There are also few minor puzzles/riddles towards the end of the game that add a bit of diversity.

Mid-air cat fight!
I mentioned earlier how Nilin could enter a person’s mind and either steal or remix their memories.  Remixing memories is definitely the most unique addition to the gameplay.  During one of these few and far between sequences the player watches the victims memory all the way through.  Afterwards they then are able to rewind, play, pause, fastforward back through the person’s mind all the while changing little things throughout the memory to produce different outcomes.  Until the outcome desired is reached.  The changes made aren’t drastic but when combined with others is able to produce the lethal ending desired.

Whoops did I do that?


Conclusion

Remember Me succeeds in becoming the unique sci fi epic it set out to become.  Through a decent story and an immersive world, most people will be sold on it.  Secondary characters are a bit under used and at times have some iffy dialogue.  Platforming is simple fun and works well.  The combat system is an excellent, unique base from which the developers have plenty of room to grow from.  Remixing memories is something I’ve never seen done in a game and is executed satisfactory.  This is one IP that desperately deserves a sequel.

Pro's

+ Immersive World
+ Decent Story
+ Unique Combat system
+ Excellent new IP
+ High Budget Quality

Con's

- Secondary Characters
- Iffy dialogue at times
- Combat needs expanded on
- Story doesn't live up to the awesome world it's based in




Friday, May 24, 2013

Resident Evil Revelations Review

"A much needed return to the roots"

Video Review



Intro

Originally released exclusively for the Nintendo 3DS Resident Evil Revelations has finally been ported over to consoles.  This game is stripped down to the bare minimum, likely because of the hardware it was first designed for.  Which isn't necessarily a bad thing, having to create a simplistic Resident evil game sort of brought the game's structure much closer to where it was in the 90's when it was at its prime, yet choosing to retain the newer combat style was probably for the best.  This game successfully brings Resident Evil closer to its survival horror roots while still having some action now and again.  So, for all the people who bashed RE6 to death should be pleased at this games approach.

Story

Revelations has a typical Resident Evil story.  Charming characters displaying their classic cheesy dialogue and one liners mixed into a somewhat interesting plot.  This time around you play primarily as the sexy leather clad Jill Valentine.  The only other main character who comes into play is Chris Redfield although some new characters are introduced as well.  The premise of the story is simple Jill and her partner Parker are sent aboard the SS Queen Zenobia to investigate the disappearance of Chris and his partner Jessica who were sent to investigate the reappearance of Veltro the main antagonist.  Confined to the tight, dark, dank spaces of the ship players will feel the survival horror vibe right away.  Players won't be alone on the ship either seeing as they will encounter plenty of enemies infected with the T-Abyss virus a new strand of the T-Virus used to infect marine life.  There are a decent amount of plot twists and betrayal towards the 6 hour campaigns finale to keep players intrigued.

Graphics

Reviewing this games graphics is a bit tricky considering it's simply a direct 3DS port.  On the 3DS this game looked spectacular, but now that it's been released on consoles the game is put in an entirely new league.  It's sort of the equivalent of putting a light weight fighter up against a heavy weight.  Revelations obviously being the light weight who I have to say puts up an awesome fight, but theres no denying the inevitable knock out.  Updated to a new HD look Revelations by no means looks bad.  Actually cinematics are gorgeous and character models are highly detailed.  The way Jills curvaceous body glistens in the light after treading through water is almost enough to allow me to overlook the uninspired environment visuals and bland textures.

Gameplay

As I mentioned earlier since this game's development was focused on providing the best experience for the player on the 3DS, now playing it on consoles the simplicity of it is showcased.  Sort of reminds me of going back and playing Code Veronica or something now a days.  The experience is still as fun, but it's missing a lot of the extra features we are usually spoiled with.  In other words it feels like you're playing a handheld game on a console which you are.  It lacks the high budget feel which would make it that much more epic.  That all being said, it will only actually bother some people others will just bless it because its the only RE in a long time to actually feel like the good old days when RE was focused solely on survival horror.

Players control the character from an over the shoulder perspective as was first introduced in Resident Evil 4.  The game allows the player to shoot while moving similar to Resident Evil 6.  Camera control in the beginning feels a bit loose particularly when moving it up and down.  After an hour or so with the game I adjusted to the awkwardness.  I can only assume that it doesn't feel as precise as other entries once again because it wasn't originally designed for console usage.

Controlling Jill and being on the ship is when Revelations feels most like older RE games.  The game is much more puzzle oriented, and allows the player much more freedom which endorses exploration.  These instances act as fan service to those who love the older Resident Evil games where ammo was scarce, enemies were something to fear, and constant back tracking was key.

And for the it seems "hated" minority who prefer the series newer entries and action orientation will get a decent amount of linear shooting sequences on the off-levels where the player generally is not in control of Jill.

The only real new addition to the gameplay would be the genesis, a device which allows players the ability to scan for hidden hand prints which act as collectibles, along with scanning enemies to obtain data.  Which adds to an overall percentage which when maxed grants the player an item.

It becomes obvious early on that the game is indeed simple.  Which is showcased through the limited control scheme. Players can shoot, throw grenades, heal, use the genesis, interact with objects, and thats really about it aside from dodging which to me seemed a bit inconsistent and clunky.  Dodging is dictated solely by timing all you really have to do is move the joy stick right before an enemies attack would hit you.  At times it worked brilliantly aside from the awkward animation accompanied with the dodge.  Other times I couldn't seem to get it to work at all, amusingly I found myself doing some dodges completely on accident sometimes even from attacks I couldn't see coming.  Most sections to an episode only last 5-10 minutes which seems quite short, but I can only assume this is because once again the game was meant for the 3DS.

Aside from campaign mode which in itself offers plenty of replayability with an extra difficulty mode and a new game + feature, the only other mode is called Raid.  Which I can tell you now won't be everyone's cup of tea.  It's gonna be a love it or hate it kind of mode.  In Raid Mode your purpose is simple all you do is try and shoot your way through a level and attempt to get an S rank with bonuses consisting of not getting hit, killing every enemy etc..  What makes the concept a little more interesting is that as you play you earn money which can be used to purchase a variety of new gear, weapons, upgrades, and ammo refills.  Along with money XP is also gained which obviously allows you to level up with the cap appearing to be 50.  The reason leveling up is even necessary is because the different stages all have a recommended level notification to them.  Which basically tells you if you're not at least this level you will have a harder time beating this stage because the enemies are stronger than you and will consume a lot more ammo.  Each of the many different stages are either recycled areas from the campaign or at least inspired from it.  Players could easily rack up the hours just trying to S rank all the stages and hit the level cap.  I imagine a lot of people won't bother simply because of the sheer repetition of Raid.  Even just plugging a couple hours into it you'll start to see how it could get old pretty fast.  At the same time though it is in a way addicting. 

Conclusion

Resident Evil Revelations will likely please any hardcore fan because of its much needed return to the root of the franchise, that being survival horror.  Aside from character models and cinematics the graphics arent great and it becomes obvious the game is a port. Which is probably why revelations lacks the high budget quality.  Luckily the game plays a lot more like older resident evil games but keeps the control scheme of newer entries. 

Pro's

+ Gorgeous cinematics and highly detailed character models
+ Survival Horror
+ Plays Like older RE Games
+ Enough content to satisfy
+ Plenty of Replayability

Con's

- Simplified with limited controls
- iffy dodge mechanic
- Lacks the High Budget Quality
- Camera feels loose in the beginning