Showing posts with label Shooters. Show all posts
Showing posts with label Shooters. Show all posts

Thursday, May 20, 2010

Red Dead Redemption

Red Dead Redemption Review
Source: GameSpot

As you ride the train west from the northern city of Blackwater, you have no idea what's waiting for you in the frontier town of Armadillo at the end of Red Dead Redemption's intro sequence. Conversations between other passengers clue you in to the state of the nation, and a quick look out of the window tells you that the territories are as untamed as they are beautiful. But it's not until you step off the train in the well-worn boots of protagonist John Marston and have to sidestep a drunk staggering out of the saloon that you realize how alive the world feels, and how much fun you're going to have exploring it. Similarities with recent Grand Theft Auto games are immediately apparent in the controls and the HUD, though both have been improved in subtle but important ways. Those basics, in conjunction with excellent gameplay, a great story, and a sizable multiplayer suite make Red Dead Redemption something very special.

When you arrive in Armadillo for the first time, you're a small fish in an extremely large pond. None of the townsfolk have ever heard of John Marston, and they're too busy believably going about their business to pay you much attention unless you bump into them. The gameworld stretches for miles in every direction beyond the confines of the modest town, and if it weren't for a number of mandatory missions that deftly familiarize you with the controls and gameplay mechanics early on, the prospect of venturing out into the wilderness could be daunting. Marston is a deeply flawed but very likable protagonist, and therefore it doesn't take long for him to start making friends in the New Austin territory. One of them, a ranch owner whom you meet early in the game, gives you both a place to stay (which doubles as a place to save your progress) and a horse to call your own, and it's at this point that you're more or less free to do as you please. Marston's lengthy and occasionally surprising story is linear for the most part, but it's told through missions that don't always need to be completed in a specific order, and you're free to ignore them for a time if you'd rather just explore the giant Wild West sandbox you're playing in.

Whether you're galloping between locations where there are missions available or just trotting around aimlessly, Red Dead Redemption's world is a far easier one to get sidetracked in than most. That's because in addition to the dozens of excellent and varied story missions, there are countless optional undertakings to enjoy--most of which offer some tangible reward in the form of money, weapons, or reputation. While you're in town, you might choose to gamble at card and dice tables or tear a wanted poster from the wall and do some bounty hunting, for example. And when you're in the middle of nowhere, opportunities for gunfights and the like have a habit of presenting themselves or even forcing themselves upon you. Random strangers in need of help can show up at any time, and while it's a little jarring to find two or three strangers in the same predicament back-to-back, most of their requests are varied and fun for the short time that they take to complete. You might be called upon to retrieve a stolen wagon, to collect herbs, or even to rescue someone being hanged from a tree. There's no penalty for ignoring strangers, but when you help them you collect a small reward and become a little more famous in the process.


Fame is interesting in Red Dead Redemption, because it's measured alongside but independently of your honor. Regardless of whether you're doing good deeds or bad, becoming increasingly famous is inevitable as you progress through the game. How people react when they recognize you is determined by your honor, though, which can be positive or negative. If you spend your time acting dishonorably, townsfolk might be terrified of you, but if you're considered a hero, they'll go out of their way to greet you and might even applaud as you ride into town. Either way, there are pros and cons to becoming something of a public figure. People won't bother to report you when you steal a horse if you're famous, and any bounty hunters or posses that come after you when there's a price on your head will take twice as long to try again after failing the first time, for example. On the flip side, as you make a name for yourself you become a target for gunslingers who are looking to make names for themselves, and so you're challenged to duels that play out entirely using the game's slow-motion "dead eye" mechanic.

In duels, even though speed is a factor, dead eye affords you an opportunity to place your shots precisely. The head is the most obvious target, but occasionally you might be required to (or wish to) win a duel without actually killing your opponent. With practice, you can shoot a gun out of an enemy's hand as he makes his move, which is especially satisfying and makes you more famous than killing someone outright. Dead eye can be used in much the same way during regular play, but a slowly replenishing meter limits how often you can trigger it, and given how effective the lock-on targeting system is, you're unlikely to need it much. With the exception of sniper rifles, you can lock on to enemies from a great distance with any weapon. Then, once you're locked on, you can tweak your aim to target a specific part of your enemy. Nudge your aim up just a touch, and there's a good chance you'll get a one-hit-kill headshot. (You do that so often that it's likely to become a reflex every time you raise your weapon). However, you don't always want to kill your enemies, because, for example, once you learn to use a lasso, you have the option to bring bounties in alive. It's more challenging, but it also doubles your reward, and it's extremely satisfying to shoot a criminal in the leg so that he falls to ground and can only try to crawl away, hog-tie and slump him over the back of your horse, and then deliver him to the local sheriff.


You can also use your lasso to rope wild horses, which is a fun way to upgrade or just replace the mount that you spend so much time with. After catching a wild horse, you wait for just the right moment to mount it and then, via a simple minigame in which you maintain your balance as the horse tries to buck you, you break it. Initially, you might want to change your horse just to get a color that you like (there are lots to choose from), but it's also fun to keep a lookout for rare breeds, because they not only look a little more impressive but are also noticeably quicker. Regardless of what kind of horse you ride (including those that are pulling carts and wagons), the responsive controls work in the same way and make it easy to adjust your speed from a walk to a trot, canter, or gallop. You also have the option to match your speed with that of any character you're riding alongside, which is incredibly useful.

As you spend more time with the same horse, it rewards your loyalty by increasing the length of its energy bar, which determines how long it can sprint at full speed. You shouldn't become too attached to your mounts, though, because Red Dead Redemption's world is both a dangerous place and one in which horses occasionally behave unpredictably. There's nothing wrong with a horse walking around a little when you climb off it, but if you leave it close to a deep river, you run the risk of losing it if--as we witnessed on one occasion--it stupidly steps in, because, like you, horses can't swim. Horses also have a habit of not staying put when you tie them to a hitching post, so you then need to whistle for them to come to you from wherever they've ended up or run the risk of inadvertently stealing someone else's identical mount. Other, more avoidable ways to lose a horse include its getting shot by enemies or attacked by wild animals, though the controls for shooting from the saddle are good enough that you really have only yourself to blame if that happens.

Red Dead Redemption's varied wildlife adds a great deal to the world and also makes it a dangerous place to let your guard down. Crows, hawks, eagles, and vultures fly overhead; armadillos, raccoons, deer, and skunks try to stay out of your way; and cougars, coyotes, wolves, and even snakes can be dangerous if they see you before you see them. All of these species and lots more inevitably cross your path, and whether they're solitary creatures or hunting as a pack, their behavior is always believable. Furthermore, all of these animals can be hunted and then--via an animation that sees blood spattering on the screen--harvested for their skins, meat, and other valuable body parts. Beavers, boars, bobcats, bears, buffalo, bighorn--all have something to offer, and all pose a slightly different challenge.

Other than the fun of the hunt, the main reason to kill most of these animals is so that you can sell the aforementioned body parts to a store owner the next time you're in town. Sometimes, though, there are additional incentives in the form of ambient challenges that, as the name suggests, reward you for objectives that you might complete in the course of regular gameplay. For example, sharpshooter challenges include shooting people's hats off and shooting birds out of the sky from a moving train. Hunter challenges, on the other hand, include one-shotting grizzly bears and taking down a pack of wolves using only a knife. For a change of pace, treasure hunter challenges present you with a treasure map that often amounts to little more than sketches of a landmark, and challenge you to locate the treasure hidden nearby. You become a little more famous every time you complete one of these challenges, and beating a significant number of them is a requirement for unlocking at least one of the different outfits that Marston can change into.

Marston is an impressively detailed character whose scarred face and default outfit play big parts in making him wholly believable as a 30-something gunslinger. Other than donning a bandana that covers much of your face (and hides your identity so that you don't affect your fame or honor while performing certain actions), there's nothing you can do about the scars, but by putting on a different outfit you can change how certain people react to you. There are more than a dozen different outfits to discover and unlock. Some of them, like the duster jacket and the poncho, are easy to unlock and offer no real benefit other than making you look even more dangerous. Others, though, such as military and gang uniforms, can be obtained only after completing multiple challenges, and wearing them makes certain factions more accepting of you. There are even a couple of outfits that can make gambling more fun: one gives you the option to cheat anytime you deal in a game of poker, and another--acquired by signing up for the Rockstar Social Club--grants you access to a high-stakes game.

Believe it or not, even while cheating at cards and gunning down hundreds of enemies, it's possible--with only one exception during a plot-critical mission--to make it through Red Dead Redemption's entire story without ever getting on the wrong side of the law. It's fun to play as a heroic bounty hunter, but it's also fun to be chased by one, or several. Much like the system in GTA, being spotted committing a crime alerts local law enforcement, and until you outrun them, they pursue you relentlessly. Your crimes aren't completely forgotten the moment you escape in Red Dead Redemption, though, because every crime that you commit raises the bounty on your head, and the only way to clear that is to visit a telegraph operator and either pay the amount of your bounty yourself as a fine or present him with a letter of pardon--which isn't easy to come by. It's a great system, because in conjunction with fame and honor it really makes you feel like your actions have lasting consequences.


Depending on how much time you spend completing optional challenges, Red Dead Redemption's single-player mode can take you anywhere from 20 to 40 hours to play through. If you're in a rush to get through the game for some reason, you can use stagecoaches and quick travel options to move between key locations on the gigantic map instantly, but there's so much fun to be had out in the wilderness that bypassing those areas isn't recommended. You should also know that while bugs and glitches are few and far between, there's at least one stagecoach driver who apparently isn't great at math and might inexplicably charge you $100 (not an insignificant sum of money, given that it's enough to buy property) on top of the quoted price for a journey. Other problems worthy of note during our 30-plus hours in single-player included a conversation between Marston and another character in which only Marston's lines could be heard, an attempt to crouch behind a decrepit overturned wagon that resulted in Marston being thrown high up into the air, and a cutscene in which two versions of the same character--one injured and animated, one neither--appeared alongside each other. You might also notice characters having some pathfinding problems when confronted by hitching posts, stacks of crates, and the like, but beyond these extremely rare issues, the world of Red Dead Redemption is very difficult to find fault with. It looks incredible, it sounds superb (though the excellent soundtrack occasionally swells up without reason), and it's just a fun place to spend time regardless of what you're doing or whom you're doing it with.

In addition to its lengthy single-player offering, Red Dead Redemption boasts a good number of multiplayer modes that support both competitive and cooperative play. No matter which mode you want to play, all multiplayer sessions start out in Free Roam. Here, you and up to 15 other players are free to do whatever you please with the entire gameworld at your disposal. You can shoot each other, you can cause trouble with townsfolk, you can form posses to complete gang hideout missions, or you can become the session's most wanted outlaw and then kill or steer clear of any other players who come looking to collect the bounty on your head. Your character in Free Roam mode is persistent, and as you earn experience points you gain access to additional character models, better weapons, and superior mounts. It's unfortunate that you don't get to design a character from scratch, and it can be frustrating to enter Free Roam as a level-one player riding a burro and armed only with a pistol, but it doesn't take long to level up, and even high-level players can be killed with just a few bullets if you can get close to them.


When you enter competitive online modes, you don't get to use your persistent character, and everyone is on a level playing field. The five modes on offer are free-for-all and team-based versions of Shootout and three versions of Capture the Bag. Clearly, these modes are variations on the traditional deathmatch and capture-the-flag themes, but they do more than just apply a Wild West lick of paint to them. For starters, all multiplayer games kick off with an awesome standoff in which all players stand around in a circle (or in two opposing lines if it's a team game) and wait for all hell to break loose when the word "Draw" appears on the screen. And in Capture the Bag modes, the bags of gold that you carry weigh you down so that you move more slowly, making you an easy target in the free-for-all Gold Rush and making escorts or cover fire vital in the team-based Hold Your Own.

Between the Free Roam and competitive modes, there's enough great multiplayer content to keep you playing Red Dead Redemption long after you've watched the credits roll at the end of the superb single-player mode and gone back in to finish up any optional challenges and missions that you missed. This is an outstanding game that tells a great story with memorable and occasionally laugh-out-loud-funny characters. Think about great moments that you remember from spaghetti Western movies, put them all into one 20- to 40-hour epic feature, and picture yourself in the starring role. Now you have some idea of what's waiting for you in Red Dead Redemption.

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Tuesday, May 11, 2010

Lost Planet 2



Lost Planet 2 Review

Feature-for-feature, Lost Planet 2 should be an improvement over the original. It sports four-player online co-op, a robust multiplayer mode complete with unlockable goodies, and impressive visual design with lots of variety and artistic flair. Yet amazingly, this third-person sci-fi shooter represents a major step backward for one important reason: It isn't much fun. Not only did developer Capcom not address the problems of the original, but it exacerbated them. Fundamental design flaws inhabit almost every gameplay mechanism. Awful mission design leaves you wondering how to proceed; abysmal AI makes playing on your own an exercise in masochism; and an overreliance on knockback attacks and other bizarre design choices are sure to inspire worldwide epidemics of controller-throwing rage. Not even replacing your three useless AI companions with real-life buddies alleviates all of the pain because the frustrations are woven into the very fabric of the experience. Entertaining multiplayer modes and some enjoyable, larger-than-life battles against looming insectoids lift Lost Planet 2 out of the abyss, though even those aspects aren't without their problems. This is a beautiful game you desperately want to like, yet it goes out of its way to punish you for it.




At least the sequel offers up a lot more variety than its predecessor. You'll sprint through a number of diverse locations, and fantastic visuals really bring the planet of E.D.N. III to life. Some frigid areas hark back to the original, including the prologue, which features great Lost Planet standbys: giant mechs known as vital suits (or VSs), enormous aliens called akrid with glowing orange spots (hint: shoot them!), and snow flying everywhere. In other levels, red light bathes industrial corridors, lightning flashes brightly above a turbulent sea, and cyclones sweep across the desert plains. There is a ton of eye candy to take in, and plenty of attempts to vary the pace. Over the course of the game, you will rush through the desert on a roaring speeder; defy gravity in the blackness of space; and bring down a giant akrid from the inside. Jungle shootouts, battles on conveyor belts, and a boss fight in a sandy ghost town--conceptually, the game's got all the elements of a full-featured, varied, and beautiful shooter.

Unfortunately, Lost Planet 2's scattershot mission design squanders the goodwill the early hours generate. Early levels take just a few minutes to complete, too often coming to an end just as things appear to be picking up. Later levels are brought down by abysmal signposting and other botched basics. One late-game chapter takes place within a towering tube in which you activate data posts located at various levels. But unlike in most games, Lost Planet 2's minimap doesn't indicate whether an objective is above or below you. (This is but one of the game's countless "Game Design 101" failures.) You might wander aimlessly, searching for those posts or the terminal you must reach to end the mission, simply due to the game's communication failures. A late boss fight is just an endlessly boring march through one linear corridor after another, composed mainly of firing at pulsing orange pustules, rather than the larger-than-life encounter you'd hope for at such a climactic moment.

But if there's one mission destined to be remembered as one of the worst shooter levels of all time, it's certainly one involving two speeding trains. The first two-thirds are mind-numbingly frustrating, particularly if you tackle the campaign on your own. A couple of enormous rocket turrets pummel you, easily knocking you off the train and wasting precious respawns, all while your AI companions run in place, stuck against doors that don't open. Many of Lost Planet 2's levels are designed to kill you should you get knocked out of them, which is a bizarre design choice considering the frequency with which you get knocked back, and the force with which it happens. But what makes this level worth special mention is its staggeringly awful final third. A giant worm akrid attacks the speeding locomotive, a diagram of the train you've never seen before appears on the screen, and you're told--absolutely nothing.


As it turns out, you need to do several things in this sequence: load ammo into the giant weapon up top, extinguish fires that erupt down below, use side turrets to whittle away at that akrid, and so on. But you're left to figure all this out on your own. Once you do, the tasks are at least manageable if you have co-op buddies along for the ride. If you're on your own, you get absolutely no help from the putrid AI, which might help load the giant cannon but will otherwise wander about as if dumbfounded by the whole scenario. They don't activate the extinguishers, man the turrets, or do anything else the mission desperately requires. And should you fail, you start the entire lengthy chapter from the beginning.

Unfortunately, Lost Planet 2 is loaded with even more baffling design choices that often make it anything but enjoyable. The game doesn't play by any consistent set of rules. Sometimes, falling into water means instant death, yet some chapters take place exclusively underwater. You get a grapple hook to pull you to higher ground, yet there's no rhyme or reason to what surfaces you can grapple to. Furthermore, the game goes out of its way to wrest control away from you. Tumbling akrid knock you back and send you flying--as do rockets, and shotguns, and big balls of goo that do incredible amounts of splash damage. Some akrid attacks freeze you in place and force you to wiggle an analog stick. It takes a long time for animations to finish, so you might find yourself in an inescapable knockback loop that's impossible to recover from. Yet while you can't interrupt a long knockback animation in progress, your humanoid foes can interrupt anything you do simply by shooting at you. Forget throwing a grenade or healing yourself while being shot at: a single bullet will interrupt the action. This is far from standard practice in shooters, and for very good reason: it isn't fun. Yet almost all of Lost Planet 2's challenge comes from the incredible cheapness that results from all of these factors. It certainly doesn't come from your brain-dead enemies, which are so dumb they might stand there and stare at you from 10 feet away, yet never take a shot.

It's best if you replace your moronic traveling companions with some real-life buddies. This isn't a perfect solution, but it alleviates some of the pain. Some fights, particularly against the giant bosses, are actually enjoyable this way. With a full contingent of players, you can see how the game might have even been epic, had it focused more on shooting and less on keeping you from it. One player gets in one of the many different types of mech suits, another rides on the mech's side, while others pummel the oozing creature above with rockets. Yet even co-op play doesn't turn out to be as simple as you'd want. There is no drop-in, drop-out play, so you can't join a friend already in progress. More importantly, you can't join a buddy at all if you haven't already played to that point. (If you want your buddy to help you through the train level but he's only in episode 2, it's a no-go.)


The respawn system can also add to the frustration. The entire team shares a pool of points that depletes when someone dies. When it drops to zero, it's game over. You can add points to the pool by capturing the data posts spread around levels, which is a real boon, and the entire idea is solid on its own. Should an AI player die, there's no penalty, but a co-op buddy will deplete the pool if he dies. When it's so easy to get flung off a racing train, off a space station, or into a deadly pool of water in certain missions, co-op play can be as exasperating as a solo effort. Nevertheless, there's something intrinsically likable about three or four friends lumbering about in armored suits, filling akrid with lead and watching the thermal energy drip from their sensitive spots.

Like most of Lost Planet's visual aspects, the cutscenes look great and convey a great deal of action-movie gusto. Unfortunately, they don't tell much of a tale. The original Lost Planet was not big in the story department, but it still made the attempt, and at least you got to know a few of its leading players. Lost Planet 2 doesn't even try. Its characters are nameless and have no discernable personality. A group of speeder-piloting bandits are apparently meant to inject a bit of humor, but they come across as embarrassing racial stereotypes. Without any character development, proper story exposition, or a better antagonist than a faceless corporation you know little about, there's no reason to care about the fate of this attractive world.

Competitive multiplayer is the main reason to visit this planet. There are a robust number of modes here, along with an intriguing and occasionally silly system of persistent rewards meant to keep you invested. Many of the modes are shooter standards: Elimination, Team Elimination, and variants on two-flag Capture the Flag and Conquest, called Akrid Egg Battle and Data Post Battle, respectively. Fugitive mode has returned as well and pits a small team of lightly armed fugitives avoiding capture against a fully equipped team of hunters. This can be a lot of fun, particularly inside an arena filled with digital spectators. Some modes come in several variants as well. For example, Team Elimination victory conditions can be customized so that the first team to use up a set number of respawns loses, or the victory might go to the team with the highest point total. These modes can be further customized by the host in a number of ways, from setting the default weapon types, to setting the number of mech suits on the map. The mechanical drawbacks of the campaign can still be an annoyance here. For example, the shock created by plasma grenades stuns players and the armored vital suits for so long that those grenades practically constitute a win button. But the vertically designed maps and cool mechanical monstrosities can lead to some enjoyable shootouts.


Lost Planet 2 offers a problematic but intriguing system of persistent rewards to keep you invested. The crux of this system is the points you earn while playing, which in turn can be spent on a chance to earn something useful at the game's slot machine. Rewards include new weapons you can add to your default loadout, passive bonuses to equip, and new parts for customizing your character. They also include emotes and titles, called "noms de guerre." It's an intriguing system, but over time it lends itself to disappointment. Unlocking a new shotgun for multiplayer matches is cool, but most of the time, you're getting a new nom de guerre or an emote. So now you can run around with the words "lookin' for love" floating over your head and perform a new kind of fist pump. Customizing your weapons and appearance is great, but the more useless rewards make this system feel unnecessarily padded. It isn't actually a reward if receiving it makes you feel disappointed. But if you get into this system, you will enjoy faction battles, where five factions fight it out for control of a larger world map, a la Chromehounds and EndWar. Stellar performance there means more chances for useful goodies.

On paper, Lost Planet 2 sounds like it should be the only sci-fi shooter you need. There are full-featured online modes, a good-sized campaign that supports up to four players, and gross alien bugs that demand to be shot. Furthermore, the game is beautiful, generously stuffed with small details and boasting a great cohesive art design that refuses to be overshadowed by the impressive technology that powers it. But all of these important features are wrapped around basic mechanics gone horribly awry. Too many missions are either broken, tedious, or downright frustrating, and basic mechanics are focused on removing control from the player in lieu of providing a legitimate challenge. There should be a sense of triumph when you defeat a gigantic creature after a protracted struggle. In Lost Planet 2, you're just relieved that it's over.

Source: GameSpot

Sunday, April 25, 2010

NIER


Preview:

When Nier was first announced last year, there was some confusion over what it actually was. Early reports called it an action game in the vein of God of War, and that impression seems to have become ingrained as time has gone on. Square Enix has been trying to change that though, and it's started the process by showing me a demo with as many RPG elements as possible. I was left with the firm realization that, yes, Nier is indeed an action-RPG. The remaining question is whether or not it'll end up being a good one.

The story begins in a grim, post-apocalyptic world in which the majority of humanity has been infected by a nasty plague. The intended cure ends up making the disease even worse, and the result is a virus that turns its victims into creatures called Shades. After a brief glimpse of the character Nier and his daughter -- who has been infected with the virus -- we're thrown ahead more than 300 years, only to find that not much has changed. Nier's daughter is somehow not only still alive, but still sick with the virus. At that point, the game begins in earnest.


At least part of the story is set in what appears to be a medieval village that serves as a hub for a variety of missions. The mission that I saw was a fairly simple fetch quest that required Nier to go out into the country and kill some sheep. Not the most inspired quest, but there will apparently be longer quest chains as well. The reward for completing these missions will be items that can be used to craft new weapons, and special words like "Gebi Solir" that add new spells and abilities.

These words are significant, because Nier gets his power from a special book that hovers at his side at all times. The Grimoire Weiss, as it is called, not only lends its powers to a variety of attacks, but it has a bit of an attitude. This book adds some intrigue to the story, since it's not entirely clear where Nier got it. We only know that it's dangerous because he won't let his daughter anywhere near it.

The demo ended with a battle against a giant Shade that attempts to destroy the game's hub village. The ensuing fight brings to mind the giant Heartless from Kingdom Hearts, which destroys the Destiny Islands from the first game. In that game as in this one, there isn't much more to the battle than to slash at the creature's ankles with a variety of attacks and try to bring it down.


Actually, the fighting in general is reminiscent of Kingdom Hearts. Less involved than God of War or other pure action games, defeating Shades is a matter of hacking, slashing and using a variety of magic attacks. The battle mechanics are perhaps a hair more involved than Kingdom Hearts, as the variety of attacks is somewhat wide, but it still leans much more toward "RPG" than "action game."

In the end, a lot of what I've seen suggests that Square-Enix is trying to give Nier some of ever-elusive crossover appeal by featuring a more mature protagonist, and a more action-oriented approach. Hopefully someone at Square-Enix will realize that achieving such success is about more than superficial elements -- there needs to be some depth as well. The version that I saw was quite early though, so there's plenty of time to polish things up. We'll see how the developers do when Nier hits later this year.


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