Tuesday, April 30, 2013

Dead Island: Riptide Review

"A bit too much deja vu"

Video Review



Intro

A year and a half ago, the original Dead Island released shortly after a phenomenal, yet mostly unrelated, trailer, that provided some false hype. The game sold very well. Why wouldn't it, considering it seems that lately zombies are the new vampires, if you catch my drift.  Critically, the game didn't fair quite as well; most complimented the concept, but ragged on the lackluster graphics and glitches.  Wasting no time on pumping out a sequel to follow the original's success, Dead Island: Riptide came to be.   The question is: How is it?  Well, let me put it this way: Riptide plays more like an expansion or DLC than it does a sequel, yet, sequel is what it's supposed to be.  It's funny though, because I'd never gotten as heavy a sense of deja vu until this game came along.

Free Fallin!

Graphics/Presentation/Story

The story picks up right where the last one left off, and newcomers to the series are brought up to speed on what has transpired by a very to-the-point cut-scene.  Our band of immune misfits once again must fight their way through a seemingly endless onslaught of undead in an attempt to overcome the zombie apocalypse.  Players can expect about the same from the story department in this newest entry.  By that, I mean the story is mostly unimagined and predictable, yet for some unknown reason, it's still somewhat interesting.  Cinematics appear outdated  and are poorly executed, which do not help the story come along.  Dialogue, once again, is very hit and miss, but really missing more than hitting.  I found myself watching all the actual cinematics, but when it came to talking to NPC's in-game I skimmed the dialogue or just outright skipped through it.  None of it was interesting enough to be granted my full attention.  The people in the game, to be straightforward, are really boring. One would think with a full-out zombie apocalypse going on outside they would be more fun to listen to.

Burning Ring of Fire

In-game graphics can pretty much be classified as identical to the first Dead Island, which, if you remember what I mentioned earlier, was criticized for having "poor" graphics.  Personally, I really don't mind how this game or the one that came before it looks. I'm rather fond of its cartoonish gorey charm.  Considering the scope of the game, I think they are more than acceptable.  Although, in opposition, I do think that, given this is supposed to be a sequel, the graphics should have gotten an overhaul.  The only changes I noticed were some very minor changes to the menu screens, some slight improvements on the blood effects, and I think the lighting looked a little better; but that last one might be a stretch.  Other than that, there's not much to say. Most of the objects from the first game were recycled and used in this entry.  The locations are different, although the majority of the game takes place in the jungle, which is very reminiscent of the first island locale from the original,  However, that's not necessarily a bad thing because everyone I've talked to preferred that location, opposed to the later areas featured in the game.

Gameplay/Structure

From the start, the player is given the option of either loading their high-level character obtained from the first installment. or choosing from the same 5 characters and starting fresh, which is what I did.  Allowing people to transfer over characters was perhaps one of the few smart moves done by the developers.  Everybody loves knowing that all their hard work and time put into a game wasn't for naught.  Anyway, if you start fresh your character is actually jump-started to level 15, and the overall cap is now level 70.

Texas Chainsaw Massacre anyone?
As soon as you are in control of whichever character you choose, the sense of deja vu I spoke of will begin to set in.  I'll start trying to name all the changes I noticed to the gameplay, which actually isn't as hard as it should be.  Kicking now seems to be less effective, the stamina bar appears to be a bit more generous, looting bodies is now instantaneous instead of having a split second delay as it did before, the map looks a tad better (sadly the mini-map is still as un-detailed as ever), there are defense inspired missions, a couple new zombie types are added, and boats can now be driven, along with cars.  Out of all these changes, I'd have to say the boat is the biggest addition. Plus if you charge 100 infected with your boat, you are granted a very generous 90 point achievement. Good luck trying to turn it though, hope you enjoy three-point turns.  One other change is that some animations have changed ever so slightly, although for some reason, most of the interactions required (activated by the "X" button) still lack any character animation whatsoever.  I do have to say that I encountered fewer issues with this game at its launch than its predecessor, so, I guess it is more polished. However, that doesn't prevent the occasional graphical hiccup.

Waterkill

The game is set up exactly how the previous game was, which isn't necessarily a bad thing, seeing as the formula worked wonders the first time around.  Combining action, zombies, and an open world with RPG elements will probably never get old.  Leveling up is as addicting and rewarding as needed.  More addicting is the collecting of rare, unique, and powerful weapons to enact gruesome acts upon one's foes.  Managing inventory and keeping track of weapons is necessary, yet for some reason, still kind of a hassle.  Not because doing it bothers me, but because I don't feel that comparing weapons, and finding which ones are ideal is as fluid or simple as it should be.  What is ideal, though, is the amount of weapons able to be assigned to your character and held in your inventory.  Something I still personally feel could be done away with is melee weapons becoming damaged and constantly needing to be repaired.  I mean, come on, nobody in their right mind actually enjoys having to repair their weapons after every mission.  Plus, if the developers need something for the players to spend their cash on, then they should just come up with a more in-depth weapon upgrade system.  I mean, they're already sort of on the right track with being able to build custom mods, but if they were to include something similar to the upgrade system introduced in Dead Space 3 and completely get rid of having to repair weapons, then they would be golden.  That would allow people to truly feel that the weapon is unique to them, which is what people want.  People want to be able to create something that other people don't have.

Bum-rushing the game's main-plot will take roughly 9 hours, or at least that's how long it took me starting with a fresh character.  After doing so, I was right around level 40 I think.  The game notifies you right before its end that after activating the last mission you will no longer be able to explore the island.  Even if you do choose to end the game, you are able to start up a brand new campaign with your same character and inventory, so it's not a big deal. You'll just have to redo missions that have already been completed.

This is a game that a lot of people won't want to put down just because they finished the campaign.  No, they'll want to try to hit the max level cap, complete the extra side-quests, and find the many different collectibles.

Zombie Gropage

Like its predecessor, the game features drop-in/out co-op.  As expected, playing cooperatively with friends can be a blast, and from what I've noticed, it tends to make the game easier.  Solo play is equally enjoyable, so don't feel pressured into needing people to play with.  Actually, more than likely, someone will end up joining your game anyway, unless you disable that feature.  Three times during the main plot, someone joined me on my missions.

Conclusion

Dead Island: Riptide seems to be nothing more than an almost exact replication of the original, which causes it to not actually feel like a sequel.  If you can get past the obvious disappointment of not getting any real, yet much needed ,improvements, then you will once again get to experience some fun zombie slayage with your friends.  This game proves again that the unique RPG-esque formula with zombies can create an awesome experience for the player.  Being able to transfer your high level character over to this game was a well-made decision.  Graphics remain outdated and gameplay flaws remain.  Technically speaking, out of the two, I found this to be the better game.  Just tread carefully when making your decision to purchase this game.  Make certain that you are okay with experiencing a lot of deja vu.  If you loved the first game, and couldn't get enough of it, then you will likely still enjoy this game.  Actually, you may not even care that this is far from a "true sequel."

Headshot!

Pros

+ RPG elements
+ Gameplay formula equals awesome
+ Gorey fun
+ Cooperative
+ Rewarding/addicting

Cons

- Not a true sequel
- Deja vu
- Graphics weren't improved
- Cinematics still suck
- Story is still unimagined
- Dialogue is hit and miss
- Some quests are boring






Wednesday, April 24, 2013

Star Trek (2013) Review

"A mostly bland shooter set in the Star Trek Universe"

Video Review



Intro

I was at the rental store this week, and my choices for new releases wer either Star Trek or Dead Island: Riptide.  For some reason, after getting there, I was torn between the two.  Which was strange, because going in I had every intention of getting the new zombie-infested island game.  But, Star Trek was simply too alluring.  Not sure why-maybe I let the hype surrounding the upcoming movie cloud my better judgment.  Regardless of the reason I ended up getting Star Trek, I had hopes that it would be more than just another unimagined movie tie-in game.  Odds were against it, seeing as 99% of movie games could and usually should be classified as awful.  To my dismay, this one wasn't in the rare 1% category.   While still being better than a lot of movie games, Star Trek fails to be much more than another uninspired shooter.

Hold On!

Graphics/Presentation/Story

The concepts behind this game are about as creative as its title.  It's a third-person, co-operative, cover-based shooter that attempts to rival Gears of War 3 on how many times a team effort is required to open a door.  Just in case they didn't succeed, they had a back-up plan of trying to topple Mass Effect's record on elevator scenes.

Yay! another elevator scene
Star Trek is bold enough source material to work with, that one expects the different locales to look spectacular.  Instead of being blown away, I was usually dulled by the just OK presentation.  I will admit, though, on occasion I thought it looked pretty, but those thoughts never lasted very long.  Considering the awful transitions from gameplay to cut-scenes and the atrocious animations.  All right. Well, to be fair the animations themselves look fine, but for some reason they have a delayed reaction.  For example, when jumping towards a cliff that you're required to latch onto, the character will bounce into the cliff and start to fall. This would cause me to think I was gonna die, but then after a second the animation would magically start up and he would grab onto the cliff, despite the fact it looked like he teleported to do so.  Another strange, yet slightly amusing, decision was allowing the player to be able to literally run inside of and through their AI companion. I suppose this may have been done to prevent them from bumping into you or getting in your way, although, oddly enough, they didn't decide to do this with bullets.  If you shoot at him, he will block your shots instead of allowing you to shoot through him.  Cut-scenes look decent, except I can't help but want more from them, probably because their quality doesn't match the stellar voice-acting.  I say that because thankfully this game acquired the actual actors/actresses from the movie to voice their respective roles.  Not much point in doing so, though, when the characters on-screen don't do them justice.

See it sort of looks good
From the start, the player is given the option to choose between the careful and calculating Spock, or the brash and arrogant Captain Kirk.  There are only very minor differences between the two, so it doesn't really matter who you choose.  Since the two of them are constantly together throughout the course of the game, there is plenty of great dialogue between them, as expected.

The story takes place between the events of the 2009 Star Trek movie and the upcoming Star Trek Into Darkness film.  After having beaten the game, I can't really say that playing this game enhances the overall story.  In other words, when you watch the new movie I doubt your going to think that playing the game added to the experience.  To be honest, the story told in the game was kind of boring. Of course that was probably mostly because the cinematics weren't much fun to watch.  I didn't focus a lot on the game's audio when I was playing, but there were moments when it had some nice background music.  I'm not much of a Star Trek buff, seeing as I've only seen the 2009 Star Trek, but I'm assuming it was the classic music.

Gameplay/Longevity

Onto the category that makes or breaks a game, the gameplay.  Star Trek has all the right materials to be a great Third-Person Shooter, it's just that the quality of those materials are less than desired.  The developers were very smart about this game's pacing.  It's packed full of platforming, hacking mini-games, flying through space dodge sequences, interesting puzzles, timed events, collectibles; actually it seems like you don't even start shooting people until you're 45 minutes in.  Now, one would think that all that I just mentioned sounds pretty good, and some of it is, but none of it is fully realized.  Once again, I must refer back to quality, and the quality of this entire game is just really average.  It's got everything, except none of it is done well enough.  The dodge sequences, instead of being exciting, intense, and fun like they are in Dead Space, are pretty corny and almost boring.  It doesn't help that the game doesn't give you enough control over your character, and a few times I died without appearing to have hit anything.

Well you know what they say "two heads are better than one"

Shooting mechanics in this game are acceptable. Actually, I was quite fond of the animation the character has when simply running around popping off shots without aiming in with the Left-Trigger.  This game, like most third-person shooting games, insists on wanting you to take cover a lot.  Which would be fine if this game had a cover system that wasn't so lame.  I've seen worse cover systems, but this one had too many issues, and would occasionally screw up my shots.  Something I realized towards the end of my playthrough is if you want cover to be the most effective, just constantly blind-fire.  You will take very little damage, yet you're still fairly accurate.  I didn't realize how advantageous blind-firing was until I was a good 75% done, probably because it doesn't look like it should be, seeing as your character still pops his head up more than he should. Yet, for some reason, he will hardly take damage.  It's something to keep in mind if any of you decide to give this game a go.  Coincidentally, this game, like Army of Two, which I just got done playing, also has a cover-to-cover system.  I loved the one from Devil's Cartel because it was so simple and easy to use.  This one is a bit more of nuisance to activate, and the animation that follows is so lame it's actually kind of laughable.

Gameplay
The control scheme accompanying this game is not as thought-out as I would have liked.  It comes across as a bit clunky, and I'm sure that if further thought would have been put in, they could have come up with something a bit more smooth.  I did quite like how, at all times, I had a pistol-type weapon with infinite ammo, along with one main weapon which could be swapped out with tons of weapons on the map.  Actually, every weapon in this game has its own sort of charm, probably because they offer a nice variety and are unique.  Every weapon has a secondary shot which can be activated with a tap of the Right Bumper.  As expected, the Phaser alternate fire mode is stun, which is surprisingly effective.  Almost any enemy can be stunned and then executed with a press of the X button.  It's kind of weird seeing how enemies can take so many real bullets, yet can be incapacitated with a simple stun execution combo.  One of the animations for Spock is the Vulcan Pinch, which is highly amusing to watch.  Since you are able to stun enemies, there are areas in which stealth can be utilized.  While it is very helpful to attempt to adhere to these opportunities, I often found myself getting spotted and having to shoot my way out.

hmmmm... Skin Condition?
Campaign averages between 6-10 hours to complete a playthrough.  Mine was probably pushing the 10 hour mark since my partner AI companion has some serious issues actually staying alive.  I encountered this more towards the end of the game, when the gunfights got a little more frequent and intense.  He seemed to get into the habit of becoming even more stupid as the game progressed.  I mean, I noticed it in the beginning when he would get stuck up on object and not always do as he was told, but I never got frustrated with him until he started dying on me.  Really, I'd like to say the bad AI both friendly and enemy didn't bother me.  That would be a lie, though, because their stupidity often annoyed me. It might just be the worst AI I've seen this year thus far.

Cheater!

Conclusion

Star Trek (2013) has a lot going for it, so much so that I could have seen it breaking the trend that's associated with movie games, if only it would have been of a higher quality.  Sure, dialogue-wise the game is quality, what with the entire main cast lending their voices.  But, graphically the game fails to be anything more than average. This average-ness rubs off on its gameplay as well, turning it into another run-of-the-mill, cover-based third-person shooter.  It doesn't help anything that the AI is and should be called worthless.  If you're a Star Trek fan, I'm sorry to be the one to tell you that this is not a worthy Star Trek game.  On the bright side, though, it could have been a lot worse, and it does offer a bit of fun, especially since there are very few games based in the same universe.  Just do yourself a favor and wait until this game is more around the $20 price tag.  May the Star Trek franchise Live Long and Prosper even if this game Dies Young and Fails.


Pros

+ Movie voice actors/actresses
+ Impressive pacing (diversity)
+ Well-implemented hacking
+ A bit of fun
+ A Star Trek game

Cons

- Overwhelmingly average
- Terrible, terrible AI
-  Bad game-to-cutscene transitions
- Delayed animations
- Texture pop-ins



Monday, April 22, 2013

Injustice: Gods Among Us Review

Video Review



Intro

Developed by the makers of the last Mortal Kombat installment, Injustice seeks to unite the DC: Universe characters together in a successful game.  The last attempt at this was the, in my opinion, less than lackluster Mortal Kombat VS. DC Universe, which had scope, but lacked fluidity and execution. Luckily, this new attempt is very reminiscent of the last Mortal Kombat title.

Not sure what's going on here...


Story/Graphics

Before I get too far into this game's review, I should probably mention that I am not a hardcore fighting enthusiast.  I just occasionally enjoy fighting games now and again.  Normally, I prefer the ones that let you move forward and backward along with side-to-side.  Favorites of mine are the Dead or Alive Franchise and Soul Calibur.  As I said, I'm not an expert when it comes to fighting games. I prefer to think of myself as a strategic button masher; one who memorizes a few of the more convenient combos.

Injustice unsurprisingly offers a story mode, which will take the average gamer 2-4 hours to complete, mostly depending on if the person chooses to watch the cut-scenes.  I actually did watch every single cut-scene in the game and, to be blunt, I wish I hadn't.  The story came across as rather dull, although I imagine comic book fans may say differently.  The only part of the story I enjoyed listening to were the random one-liners and catch phrases the characters would say.  I mainly enjoyed this because some of them were so stupid, they were amusing.  The ones that weren't amusing sort of just awkwardly hung in the air.  Perhaps I would have been more into the story if the cinematics weren't so poorly done.  They utilize the in-game character models, which look good when playing as them, but just look out-of-place and extremely awkward during the cut-scenes, in turn making them look bad.  The only diversity mixed in with story mode is some random little mini-games, that are actually nothing more than quick-time-events.  Aside from those, the story is just composed of random battles with different enemies.  I should also probably mention that the story is very similar to how Mortal Kombat's story is set-up. By that I mean that the game forces you to play as different characters on separate Acts.  So, the player never has the option of actually choosing the character they're fond of using for Story Mode.  Not a big deal, though, because I assume most people will start with the story, which will allow them to test-drive a decent portion of the characters to help them find which they prefer using.

Good Batman, Bad Joker
On top of Story Mode, players are granted with a decent amount of extra content, to flesh out the game a bit.  S.T.A.R.S mode offers the player 140 unique battles, which rank the player based on a 3-star system.  I myself didn't much get into this mode, but it's there for those who want it.  Oh, and the battles aren't your typical ones either. They are usually modified in some way with requirements.  One such requirement may force the player to defend for 30 seconds without getting touched.  Along with S.T.A.R.S, the game features all the other expected modes: Practice Mode, allowing players to learn everything there is to know about each character; Battle Mode, the Arcade replacement whereupon completion the player is given an ending for whichever character was used; and an online mode where players can test their skills against the world.  Online is basically just an expanded and refined version of what we were given in the newest Mortal Kombat game, consisting of a few different game modes.

Character Roster

Gameplay/Rewards

As we all know, the characters featured in this game consist of DC Universe characters, and this game boasts a pretty impressive Roster, with even amounts of Heroes and Villains alike.  It has your expected Superman, Batman, Joker, Lex Luther etc.  Each character is very unique to each one's personality, and this is shown in their move sets.  It won't take long before you find a character that suits your play-style. My personal favorite was Harley Quinn, mostly because of her stylish moves and funny taunts, but also because who doesn't like a female psychopath?  Injustice plays like your run of the mill 2-D fighter, with some added features to spice things up a bit.  Each character has a unique attack built specifically for them, activated with the B-button.  For Green Arrow this attack quickly launches an arrow towards his opponent.  While his may lack originality some of the other characters are a bit more thought-out.

Psychopath!
Spectacle is not truly displayed until a character's super move is charged up, shown by a meter at the bottom of the screen.  After activated, the character will perform a truly remarkable and deadly attack shown by a gorgeously animated cinematic.  An example is Flash, who literally runs around the Earth to deliver one single monstrous punch onto his opponent.  All of these super-moves are entertaining to behold.  I found myself picking different characters just to see each one's super-move.

Each player has two health bars and after the first is depleted, the opponent will taunt you in some way.  I found these taunts to be quite amusing.

Mini-Games
Perhaps the most unique thing introduced into the fighting, is the level transitions and interactions.  When the enemy and yourself are within range of one of these interactions, the player can activate them to attack the player with a piece of the environment, whether it be throwing them towards something or something towards them.  This was a clever addition that adds an extra dimension to combat, along with making the different stages more than just eye-candy.  One possible issue, is that these different transitions and interactions may be exploited to unfairly turn the tides of battle.  I didn't spend a whole lot of time with the game, so I am unsure whether the characters are balanced properly.  I imagine the online community will quickly bring to light any balancing problems and the developers will hopefully make patches accordingly.

Netherrealm incorporated tons of extra content and customization options, which act as some great fan service.  All these unlockables can be purchased in the gallery: concept art, music, character models, extra costumes etc.  Each player is given their own player card, listing tons of stats that can be customized to create a unique identity.

Get Some! Batman


Conclusion

Netherrealm has once again given us a more than satisfactory fighting game.  Deciding to base their game around DC Universe characters worked brilliantly, and actually made me forget about the last time DC Universe characters were used in a fighting game, which is a good thing.  Each character captures the personality of their source material, and is brought to life through their moves and taunts.  Story Mode was a little bit of a let-down for me, but then again, it usually is in fighting games.  Characters look pretty good in combat, but look atrocious during the cinematics.  Mini-games offer some mindless fun, but are nothing more then QTE's.  Gods Among Us has a fair amount of different modes to flesh it out.  Extra features introduced into the gameplay were all cleverly utilized and add to the experience.  Customization options and unlockables offer some great fan service to the players.  Environmental interactions may have brought about some balance issues, but they can be turned off.  This is an obvious purchase for any fighting enthusisast, but even casual players who just like comic book characters might have some fun beating each other up. I know I did.


Pros

+ Fan service (Customization, unlockables)
+ Characters are brought to life well
+ Super moves are gorgeous
+ Fast, Fun, Fluid
+ Decent amount of content
+ Robust roster of fighters
+ Nice additions to the gameplay

Cons

- Lackluster story mode
- Terrible cinematics
- Not enough to hold my attention beyond a couple weeks
- Possible balance issues





Thursday, April 18, 2013

Bioshock Infinite "I Will Save You" Lyrics Explained (SPOILER ALERT)


Lyrics (Meaning behind every line included SPOILER ALERT)


Verse 1 (This verse is about Booker becoming Comstock and what Comstock did afterwards)

I washed away my sins to cleanse the past  ( Booker being baptized after wounded knee  )

Became the man I never wanted to be  ( Resulted in Booker becoming Comstock )

Putting a city in the sky so vast  ( Who built Columbia the city in the sky )

The monster inside consumed I knew what i had to do  ( Comstock realizing what he "needed to do")

Drown in flame the mountains of man  ( Destroy the cities below this line is a direct quote from the game )

A child now is what i need  ( Comstock needing an heir to "Drown in Flame the mountains of man, I guess he's too old to accomplish this himself )

To complete my evil deed  ( Evil deed refers to the plan for his heir )




Chorus 1  (This is obviously from Bookers perspective regretting all he's done and wanting to make it right note that he says Elizabeth at the end of this verse)

I know I've made mistakes

and it's time for me to pay

but now you've been taken away

I will save you Elizabeth




Verse 2

When my loins bore no fruit  ( Comstock being infertile due to his Tear experiments )

I set my eyes to a new pursuit  ( Forming a plan since he can't form a child himself )

Tearing into a new reality  ( Putting his plan to action by tearing into a reality where a Booker who didn't get baptized exists )

I stole a child from myself to inherit my personality  ( Comstock Stealing Bookers daughter Anna from him.  In a sense he is stealing Anna from himself because Booker and Comstock are the same person who just made different choices )

-----------Short Break--------------

Chorus 2  ( Same as last chorus minus the Elizabeth just says "I will save you" there's a reason for this)

I know I've made mistakes

and it's time for me to pay

but now you've been taken away

I will save you




Verse 3

My sweet anna what have I done  ( Booker Regretting what he has done which is described in the next line )

Selling you to clear a debt  ( Booker giving away Anna to Comstock to clear away his gambling debt )

I will atone little girl don't fret  ( Booker wanting to make it right )

for we will be together once more  ( Booker wanting to be reunited with his daughter)




Verse 4 (Final)

Dragged through a portal I was given chance anew to seek redemption  ( Lutece Twins taking him through a tear, so he could stop Comstock )

My mind fabricated memories to replace the old  ( After being dragged through his mind made up new memories to replace the old, ie. "Bring us the girl and wipe away the debt")

but Comstock foretold my return  ( Comstock's Prophecy )

False prophet come to take his precious lamb  ( Quote from his prophecy )

Marked with the letters AD  ( Booker carved AD into his hand as Penance after giving away his daughter Anna )

Loving memory of Anna Dewitt

If only he had the wit to know a fathers love  (  If only Comstock could've of forseen just what Booker would do to save Elizabeth/Anna )

Freeing you from the tower  ( Comstock locked Anna in a tower after stealing her and changed her name to Elizabeth )

it was well within my power

Freeing your mind proved to be quite a fight  ( Destroying the Cipher )

and after you saw the universe with new light  ( Elizabeth being able to see all the different "worlds" after destroying the Cipher )

You showed me the truth of my past  ( Her taking Booker through different "worlds" and showing him what actually happened with his past and branching universes )

The monster was me  ( Booker understanding that he "is" Comstock )

You killed me to kill him which killed you  ( Elizabeth killing Booker at the baptism in order to kill Comstock for good which in turn caused Elizabeth to cease to exist )

You freed us both  ( Booker referring to how when Elizabeth killed Comstock they were free )

Anna and Booker together forever  ( Due to the killing Booker and Anna can now live a life together and Comstock will never come to be in any reality ever )




Last Chorus (Finale)  ( This chorus is switched up a bit to add a conclusion by Booker saying how his mistakes have been fixed.  And notice how it now says Anna now instead of Elizabeth.  It is written that way to reveal at the end that Elizabeth and Anna are the same person. )

I know I've made mistakes

They have been payed in full

I have saved Anna, my sweet Anna




I know I've made mistakes

They have been payed in full

I have saved Anna, my sweet Anna

Wednesday, April 17, 2013

Bioshock Infinite Song "I Will Save You" (Fan Made)

Music Video
Made by Lucas Blade


For an explanation of all the verses in the song click HERE

Lyrics

"I Will Save You"

Written by Lucas Blade 
Special Thanks to Charles Crumbley (Bane) for his contributions to the chorus and first verse
Performed by and Instrumental work done by Mason Walsh

Based on the characters and events of Bioshock Infinite


Verse 1

I washed away my sins to cleanse the past

Became the man I never wanted to be

Putting a city in the sky so vast

The monster inside consumed I knew what i had to do

Drown in flame the mountains of man

A child now is what i need

To complete my evil deed


Chorus 1

I know I've made mistakes

and it's time for me to pay

but now you've been taken away

I will save you Elizabeth


Verse 2

When my loins bore no fruit

I set my eyes to a new pursuit

Tearing into a new reality

I stole a child from myself to inherit my personality

-----------Short Break--------------

Chorus 2

I know I've made mistakes

and it's time for me to pay

but now you've been taken away

I will save you


Verse 3

My sweet anna what have I done

Selling you to clear a debt

I will atone little girl don't fret

for we will be together once more



Verse 4 (Final)

Dragged through a portal I was given chance anew to seek redemption

My mind fabricated memories to replace the old

but Comstock foretold my return

False prophet come to take his precious lamb

Marked with the letters AD

Loving memory of Anna Dewitt

If only he had the wit to know a fathers love

Freeing you from the tower

it was well within my power

Freeing your mind proved to be quite a fight

and after you saw the universe with new light

You showed me the truth of my past

The monster was me

You killed me to kill him which killed you

You freed us both

Anna and Booker together forever




Last Chorus (Finale)

I know I've made mistakes

They have been payed in full

I have saved Anna, my sweet Anna



I know I've made mistakes

They have been payed in full

I have saved Anna, my sweet Anna

Thursday, April 11, 2013

Army of Two: The Devil's Cartel Review

" A bit of mindless killing, which results in mindless fun"

Video Review



Intro

Before this game came along, my only experience with the series was a demo I played for the original Army of Two when it first came out 5 years ago.  I remember thinking it was kind of cool, but for some reason I never purchased it.  After playing this newest entry, I now regret having skipped out on playing the others.  While the gameplay can become a bit repetitive, that doesn't stop it from allowing a bit of mindless killing, which results in mindless fun.

Shotgun Mayhem!

Story/Graphics

As everybody probably already knows, this game is specifically built for co-op. The name Army of Two hints at this.  In this game, you play as Alpha and Bravo, new initiates into the T.W.O (Trans World Operations).  In the beginning, they are being trained by two men by the names of Salem and Rios.  From what I've pieced together, I'm guessing Salem and Rios are the characters you play as in the past entries.  If this is true, then the developers very smartly introduced new main characters to spice up the story, while still using the previous characters in supporting roles. The plot reminds me a lot of a B-movie action film.  I don't mean that in a bad way either, because it works wonders for this game.  A lot of the time, the dialogue is cheesy, but it's funny.  This adds to the game, particularly the constant bantering that takes place between Alpha and Bravo.  The plot is fairly predictable. Normally that would bother me, but this game literally mocks it's own predictability, which is pretty awesome.  The story has everything a good not-so-serious action game should have: great characters, comedy, a memorable antagonist, high-octane action scenes, betrayal, and a well-used female character.  Unlike a lot of games, the cinematics in Devil's Cartel are used tastefully.  They are brief, enhance the story, and are very action-oriented.  People like to joke that the more recent Call of Duty games seem as if they're directed by Michael Bay, due to their constant action and excessive use of explosions. Some might say the same about this game, but I got more of a Quentin Tarantino vibe from it.

Salem and Rios Kicking ***
Graphically, I have a hard time describing this game.  Not because it has a unique art style or anything.  Simply because it doesn't really have a whole lot going for it.  I mean, it's just really average. It doesn't look bad, but it won't blow your mind in any way.  Flame effects from explosions look nice, and the amount of carnage that happens on screen after activating Overkill is pretty sick.  Thinking about it, one thing did impress me was the sheer amount of destruction that can happen to the environment.  Of course, I have always been partial to destruction in games.  I think it makes shooters feel more realistic, while looking cool at the same time.  Not everything is destructible in this game, but a vast majority of objects are.  Mainly the important things like your enemies' cover and the things that you can hide behind.  It's pretty awesome to be able to shoot the cover where you believe your enemy's head is, and to see that cover be blown away, along with the head.  Everyone should agree with this, because all of us have played a game hovering our crosshairs above cover, and having to wait for the enemy to pop his head back up.  It is so rewarding to no longer have to wait for that opportunity.

Told you Flame Effects look nice

Gameplay/Customization

Devil's Cartel, like its predecessors, is played from a third-person perspective.  I was fairly impressed with how well this game controlled.  The shooting mechanics are tight and responsive allowing for your enemies to drop like flies every time you pull the trigger.  Unlike a lot of shooting games, enemies die easily. Just a few bullets will send them to their demise.  The game has some generous aim assist, no more than Call of Duty, which makes pulling off headshots a breeze.  Shooting enemies will charge up a meter that, when filled, can be used to activate Overkill.  Overkill is very smartly implemented.  During Overkill, the player is invincible and possesses infinite ammo.  A simple activation can quickly turn the tide of battle in your favor.  Your co-op or AI controlled partner can activate their own Overkill whilst yours is active to go into what is called Double Overkill.  Double Overkill extends the duration and makes you even more powerful, which is even more awesome.  All of these things combined cause the player to truly feel like a shooting god.  Throughout the impressive 8-11 hour campaign you will easily kill 1000+ enemies.

Double Overkill can result in some ridiculous physics
Another thing I really liked about this game was how I was able to have two main weapons along with a trusty back-up pistol I always had access to via a double tap of the "Y" button.  This was extremely convenient, enabling me to quickly switch to it whenever the need arose.

As you may already know, Army of Two is meant to play primarily as a cover-based shooter, like most third-person shooting games.  One thing that breaks this game apart from other similarly themed games, is how well its cover-to-cover system functions.  When in cover, the player has the ability to quickly highlight a new piece of cover near them; it can even be behind the player.  After highlighting it, the player can select that cover and their character will quickly sprint over and take cover behind the selected object.  This feature has been implemented in other games.  However, this is the most refined, helpful, and easy-to-use version of it I've seen.

Cover Time
Pretty much everything I've said about this game so far has been positive.  Sadly, yet expected, the game has a few flaws that can't be overlooked.  Most of these flaws could have been revised with further polishing.  The one flaw that couldn't really, though, is the monotony that begins to set in towards the end of its lengthy campaign.  During my first playthrough, I never really got bored with it.  However, when it comes to gaming, my attention span is very high.  Even I can't argue the fact that some people will find the gameplay too repetitive. This is mostly because there isn't really any change to the gameplay throughout the campaign.  That's not to say that the developers didn't add in a few segments to change up the pace a little.  These segments consist of alternate paths the player can choose to take, some turret-based shooting, and a mostly lackluster driving bit.  While these segments help, they don't happen often enough to make much of a difference.  Another issue that further adds to the repetition, is the obvious, and frequently poor, enemy spawn layouts.  It won't take long before you begin to realize the gameplay is very wave-based, opposed to the enemy location being strategically placed.  Too many times I came across the exact location where the enemies were spawning.  Enemy spawning is supposed to seem hidden, not obvious.  Another flaw was that the enemy AI definitely could have used a bit of work.  I am happy to say my AI controlled partner was fairly smart, helpful, and only frustrated me a few times.  One time because he failed to help me do the objective he was supposed to, and the other times because, at the last minute he took the cover I was trying to get behind.  The only other issue is just some little glitchiness I would occasionally encounter.  The glitch I ran across more than once was, for some reason, my character wouldn't latch all the way into cover. Instead, he would appear as if he was stuck, while flickering back and forth.  Luckily, these technical flaws were fairly rare, and none of them were game-breaking. They just showcased the need of another coat of polish.  One more thing (this can't be classified as a flaw more of a wish): I really wish that the developers would have added in another mode, aside from the campaign. I could see some sort of horde mode working wonders.  I think that this game would have benefited from it, seeing as this installment has no competitive multiplayer.  The addition of an extra mode would have helped justify the $60 price tag, for a lot of people.  As it is now, I could only really see myself getting 20 hours of entertainment from it, which in my books, would cause me to wait for a price drop to $40 before I could see myself actually purchasing it.

Honey you may have a wedgie
In between the levels, the player is able to spend their hard-earned cash on new weapons, upgrades for said weapons, and some cosmetic items.  I've never actually played a shooter that had such an in-depth and vast customization option.  Each weapon can be tailored however the player wants them to be.  It's not just enhancements that can be bought, but also a ton of different weapon skins.  I really felt like each weapon I owned was unique to my own identity.  Before starting each level, the player is able to switch out their weapon load-out, which actually helped the game the most when it comes to repetition.  If I ever felt tedium kicking in, I'd just switch up my load-out and mess around with some of my other toys.  As I said, cosmetic items for your character can also be purchased.  The player is able to change their character's outfit, add different tattoo layouts, and swap out signature masks.  If the hundreds of different options weren't enough you even have the ability to create your own custom mask.  You are able to put tons of different graphics on your mask, then scale, position, and color them.  There are a total of 12 different layers to add to the mask, which is more than enough to create something unique.  Actually, I almost thought 12 was too much, because my mask started to look a little too crowded.  Your custom mask can be equipped after completion, and will be seen on your character at all times, even during cinematics.

My Custom Mask

Conclusion

Army of Two: The Devil's Cartel is a strong entry into the series.  I would even go as far as to say that this game can compete with some of the more triple-A shooting games.  The story is enjoyable, especially when compared to stories typically accompanied with shooters.  The robust cast of characters are comical and intriguing, which further adds to the story.  Devil's Cartel is a blast to play, especially if you've got a friend.  Even if you don't, the campaign plays well with the AI-controlled partner.  Customization options are so vast, that it is actually kind of daunting.  There are some technical flaws, along with a bit of repetitive gameplay.  The game doesn't offer anything beyond the campaign in terms of different modes.  Due to the lack of a competitive multiplayer, this game could have used some type of extra mode, possibly something similar to horde.  I'm not complaining, though. I'm glad the developers put all their work into the campaign, but it needs something more to justify a $60 price tag for me.  If you're looking for a good third-person shooter or co-operative game to play with your friends, I would highly recommend this game.  Actually, I would definitely recommend this game over the new Gears of War Judgment which ended up being a bit of a mess.

Pros

+ Fun mindless killing
+ Lengthy campaign
+ Comical characters
+ Interesting story, as far as military shooters go
+ Really fun, great co-operative experience
+ Overkill is awesome!
+ Cover to cover is very refined
+ Great shooting mechanics
+ Tons upon tons of customization and weapons

Cons

- Some technical flaws
- Gameplay can become repetitive
- Enemy AI issues
- Poor enemy spawn layouts
- No modes besides campaign

















Monday, April 1, 2013

The Walking Dead Survival Instinct Review

Video Review




Intro

After the brilliance of The Walking Dead episodic series, which made its debut first as an arcade game and later on a disk format, I couldn't help but start getting my hopes up when I heard that a First Person Shooter acting as a prequel to the TV show was announced. It took all of about 10 minutes after putting Survival Instinct in to realize any hope I had that this game would be good, or possibly even decent, was destroyed. The game is nothing more than a cash-in on The Walking Dead name. This is shown by it being quickly thrown together and obviously supported by a low budget.

Graphics/Story

For the most part, Survival Instinct doesn't look good. You can tell that the developers didn't put much work into the game's graphics. Aside from its HD quality, nothing here couldn't have been accomplished on the previous generation of consoles. Objects in this game seem very basic in their architecture, appearing as if the developers just threw a halfway decent texture on them and called it good. This lack of detail and effort hurt the game's overall look. Actually, I think the best-looking thing in this game is the black blood spatter that appears on walls after blowing off a Walker's head.

Clear.Clear.Clear.Clear
You take control of everybody's favorite crossbow-wielding Daryl Dixon from the ever-popular TV show. His A-hole of a brother Merle also makes an appearance, and the dynamic between the brothers, as expected, is entertaining. Both Daryl and Merle are voiced by their respective actors from the show, which is pretty awesome. Now, if only the rest of the game were. It's too bad that the acting is never properly showcased due to the lack of cut-scenes. The majority of the story is told during loading screens when transitioning between new areas. Even during the rare cut-scenes, the acting was never able to come to life, seeing as the characters appear so utterly lifeless. As I mentioned, the events of this game act as a prequel to the show. An origin story for Daryl and Merle was a brilliant idea; it's really a shame that instead of being interesting it came across as cheesy. Certain characters, events, and locations from the show are mentioned during the game, which is nice fan service, along with allowing the game and show to feel further connected. It's just too bad that even the most die-hard fans of the show will have a hard time convincing themselves that this extra back-story is essential content. Especially because of the frustrations accompanied with gaining this extra bit of story.

If only you knew what would happen next time you're on a rooftop.  Just enjoy that arm while you still can  hehehe


Gameplay/Design/Structure

The moment you take control of your character you will realize that this is not a very good game. Movements are clunky and animations are annoyingly slow, leaving you to feel quite helpless against the hordes of Walkers. To make matters worse, this game has a thing for continually spawning more enemies to replace the horde you just killed. Now, I understand that this virus has probably overtaken four-fifths (if not more) of the world's population, so infinitely spawning enemies is reasonable, simply because it shows the sheer magnitude of a zombie apocalypse. At the same time, it can cause the gameplay in these instances to feel slightly pointless. Pointless, because ammunitions are so scarce that I questioned whether I would be better off just running away from every enemy as opposed to killing them, knowing that if I did take the time to kill them, more would just take their place. Unsurprisingly, more often than not, I did find myself running. A game that involves running from combat more than engaging in it loses vast amounts of fun. I mean, come on, it's fun to kill zombies, not to feel pressured into running from them to conserve what little ammo you have. I just think that the game lacks a certain balance to it. A balance between fleeing and fighting when relating it to scavenging. If you think about it, the amount of supplies you possess greatly affects your decision to flee or fight. This balance flaw could have been corrected if scavenging was more rewarding, and if more areas could have been cleared out instead of being continuously overrun by these infinitely spawning enemies. When I say scavenging lacks reward, I mean that the work put into scavenging for supplies greatly outweighs your findings. When you waste more than you gain, you begin to realize how the gameplay can feel pointless. Although, I suppose this design choice will be loved by anyone who wants to spend a lot of time exploring every nook and cranny for little to nothing constantly running from enemies, while debating whether they can spare a bullet to blow off that zombies head, knowing that more than likely another will just take his place.

Don't Shoot!


One thing the developers did do right, that partially corrects the extreme scarcity of supplies, is the addition of survivors. Survivors are, as their name suggests, people who have thus far "survived" the zombie infection. These survivors are NPC's found in different areas, who join you on your journey; generally only after you help them out. Obtaining most of these survivors is completely optional, with a few exceptions of certain people relating to the story who have to accompany you. Anyway, the reason I said they help correct the scavenging flaw, is because prior to entering an area, these survivors can be assigned to scavenge for a specific category: ammunition, food, or gas. I found myself almost always making them find ammunition for me, because I for one, enjoy actually shooting zombies. To clear things up, I'll get into the purpose behind food and gas, even though they're basically self-explanatory. Food is used to heal yourself and your fellow survivors, who have a nasty habit of taking damage during their scavenging expeditions. I usually didn't bother healing my survivors. Instead, I'd let them die off and then find a new one to replace the old. Normally I'm not so cold-hearted when it comes to companions, but these are just so boring. They really have no redeeming qualities when it comes to personality. I failed to like them, so I let them die-no biggie.

Gas, as I'm sure you've pieced together, is consumed when traveling. This is perhaps the stupidest feature this game has. To explain why, I first must delve into the structure of the game.


Survivor!


For some reason, going into this game I sort of assumed, or maybe hoped, that it was open-world. Oh, how wrong I was. The game is overwhelmingly linear, and not in a good way. The game is level-based, although I prefer to refer to them as areas instead. Each area is very small. This is odd, seeing as one would think a game that insists on exploration would offer a larger area for the player to run around in. This is further worsened by some of the worst level boundaries I have seen in recent years. If you don't understand what I mean by level boundaries, I'm referring to how the developers block the level off from the rest of the world. Linear games must give the illusion that the area the player is currently restricted to is actually part of a larger world. Surely by now you understand what I'm getting at, but if not, picture drawing a rectangle on a piece of paper. Now pretend that you are in the rectangle. You're trapped because the edges of the rectangle prevent you from leaving. These edges would be the level boundaries. Ideally, the player should never or rarely notice that these boundaries exist. This is accomplished by distracting the player with objectives, so they don't wander too far and making the boundaries appear reasonably impassable, while still making them not look out of place. This game does an awful job on both accounts. I often had a hard time distinguishing places I wasn't allowed to go, from places I was allowed to go. For example, the game used a line of cars as a level boundary, even though there are tons of cars within the area that I could jump on and over. Yet, the ones acting as a level boundary I am magically incapable of jumping over, causing me to idiotically attempt to jump over them, to no avail.

After completing an area, the player is taken to a map where they have the option of choosing to take either back roads, streets, or highways to get to their next destination. Each choice has its own advantages and disadvantages. Highways waste the least amount of gasm but scavenge opportunities are rare; back-roads are the opposite, and streets act as the middle ground. Therefore, the choice really depends on how much gas you have.


Good thing these walkers are incapable of ever getting on top this car

My personal opinion is that these scavenge opportunities are a complete waste of time. Basically, when traveling, if you come across an unmarked location (meaning one that isn't where you need to be) you have the option of stopping and searching for possible supplies. Perhaps if handled better, this feature could have been cool. Instead, it comes across as a fill-in. The area you can scavenge for supplies in is ridiculously small. The most pathetic thing about them is that they are recycled areas. I'll give you an example: so, I start traveling and come across an abandoned truck stop. I say, “what the hell.” I look around and find very little. I then leave, only to have my tire blow on me, so the game makes me enter a new area. What do you know, this "new" area is the same damn truck stop I was just at, despite having driven a good 20 miles. Of course the layout of the items has switched ever so slightly, but come on. In reality, there are maybe five different scavenge locations that are just re-used throughout the entirety of the game. What's the point of even including this feature if you're not going to take the time to make completely original locations? It's sad, lazy, and just further proves that this game is nothing more than a cash-in.

Earlier I said that gas was the stupidest thing included in this game. The reason I said that, is because having to constantly try to find more gas in order to be able to make it to the next area is annoying. I don't want to do it and I don't like doing it, but I will do it in order to minimize the number of times I wind up at an unmarked location.

I really wish the developers would have scrapped the entire traveling between locations concept, and instead just made the game purely level-based, whereupon beating one area, you click a button, and are instantly transitioned into the next area. I feel that the game would have really benefited from it, along with making it even shorter, which when it comes to this game,  isn't necessarily a bad thing.

I haven't talked much about how the game actually plays, so I'll get into that. The player is given long-range weapons, short-range weapons, and flares/glass bottles to dispatch or distract the walkers. By long-range weapons, I mean guns, and surprisingly, this game has a decent amount of them. They range from Pistols, Rifles, Machine Guns, to Daryl's classic crossbow. The crossbow is probably the most rewarding and useful weapon, because your bolts can be retrieved after being shot. Plus, it's entertaining to see your bolts sticking out of a Walker. For your short-range or melee weapons, you've got a Fire Axe, Machete, Lead Pipe, and Hammer, to name a few. I never found myself using the flares or glass bottles much, but their only purpose is to distract a group of walkers who haven't already spotted you. All of these weapons and items are found scattered around the different areas you explore.



Excuse me Ma'am, may I have my arrow back?


At any given time, you are able to carry 10 items. Upon finishing a level, excess items can be stored in your vehicle to make room for more. This is perhaps one of the few things this game got right. Too many First Person Shooters these days limit how many weapons can be carried to an obscenely small amount, typically two. At least with this game I could pretty much always have five weapons to switch between.

As I mentioned briefly before, the game doesn't play well. To be blunt, it plays like a bad First Person Shooter. The shooting mechanics fail to be as crisp or responsive as the higher budget shooting games. They work well enough though, and I've played with worse, so I'm not going to complain much on that front. What I am going to complain about, are the terrible melee mechanics. Now, melee combat from a first person perspective has been proven to work. Take for example either Condemned game or Skyrim. In this game, though, it is handled terribly. It's almost as if the developers didn't want you to use melee weapons. One would think that if you've got an axe or even a hammer, it wouldn't be hard to quickly bash in a zombie's skull. I mean, on the TV show they're rather quick about it. But, no, with this game, every swing takes way too much time to perform, and even longer to initiate any subsequent swing. One would think a second swing wouldn't be necessary, but for some reason Daryl isn't very good about killing a zombie with his first swing. The meleeing works well enough when only facing one walker at a time, but try to face a group and you might as well be slitting your own throat.

The annoyances don't stop there. Zombies, if given the opportunity to get in close to you, will take any opportunity to grab on to you. If they succeed, this activates a god-awful little mini game where the player uses the Right Stick to direct a reticle over a zombies head, whilst this reticle is sporadically moving about.
Once the player lines up the reticle, a simple tap of the Trigger and Daryl will shove a knife through its head. The different knife animations are cool in the beginning, particularly the one where he shoves it up the jaw, allowing the blade to be seen through the walker's open mouth. These animations quickly become tiresome, simply because of how often this grabbing happens. After one zombie grabs you and you kill him, another zombie will instantly take his place. Before you know it, you're performing the grapple mini game on ten zombies before finally breaking free, assuming they don't kill you first. Towards the end of the game, I found myself just letting them kill me so I didn't have to do the mini game any longer.



Say Awwww...I see well I regret to inform you that you are indeed infected


Another noticeable issue is the absolutely terrible AI behind the Walkers. Now, I know they're zombies, so it's possible to argue that them being dumb is actually realistic. Which is fine, except that these Zombies are also constantly getting stuck on bits in the environment. Strangely, they seem best at getting stuck on each other when each zombie is attempting to go in  a different direction.

One more slight issue, possibly more of a complaint, happens when throwing a grenade. When you are, say standing on a car and wanting to throw a grenade in the middle of 20 or so zombies surrounding you, the grenade will always bounce off their heads and continue past them, instead of falling between them like it should.

Possibly the most unique thing about this game, that I don't believe has ever been done, is having the main character's sweat appear on the screen after sprinting for too long. I found this rather amusing mainly because it took me so long to figure out what it was. Originally, I thought it was supposed to be some sort of rain effect on my screen, except that it never rained.

The one thing that saves this game from being absolutely terrible happens during any extra playthroughs of the campaign. After beating it once, the player unlocks bonuses which can be activated, and  they make the game much more enjoyable. The better of these bonuses allow for the player to have the crossbow and assault rifle as starting weapons from the game's beginning, and the absolute best bonus grants the player infinite ammo. These bonuses turn the game into more of a shooter, and take away some of its flaws, which is good. It's too bad that most people will never bother playing the game past its first playthrough.



Two Legs is overrated anyways
Conclusion

Before playing this game, I believed that Aliens Colonial Marines would go down as 2013's most disappointing game. I now think that Survival Instinct is a definite contender for that title. Going into this game, I had heard rumors that it was a bad game. Those rumors still did not prepare me for what I experienced. The game has countless flaws that hold it back. I'll be honest, I can see what the developers were trying to do with this game and, in a way, I suppose it's a decent idea. They wanted to create an authentic zombie apocalypse experience for the player. One where players are constantly worrying about their supplies, making them face off against a seemingly endless flood of zombies, all the while forcing the player to make tough decisions. When you say it like that, it sounds kind of cool. Too bad in reality it's a laughable, frustrating piece of garbage.

Pro's

+ 10 inventory slots is nice
+ TV Show Voice Actors
+ Nice bonuses after completing the game (adds replayability)
+ Crossbow grants a bit of fun

Con's

- Infinitely Spawning Walkers
- Scavenging lacks reward
- Shooting mechanics and movements feel low-budget
- Melee combat is far too slow
- Lots of recycled areas
- Poor Walker AI and collision issues
- Outdated graphics
- Poorly told story
- Levels are too small, not expansive
- Walkers grab far too much
- Traveling feature hinders the game