Showing posts with label fps. Show all posts
Showing posts with label fps. Show all posts

Wednesday, December 7, 2011

The Elder Scrolls IV: Oblivion (GOTY)



While everyone else is enjoying the fifth installment of The Elder Scrolls, Bethesda's ongoing, Game-of-the-Year winning, fantasy franchise, I'm just now sitting down with the The Elder Scrolls IV: Oblivion - Game of the Year Edition.  I was really shy from getting into the series, because I like my fantasy games like I like my sex life: turn-based and from a third-person perspective.  Just kidding:  I'm married, and no longer have a sex life.

Unlike the traditional genre staples, the Elder Scrolls series are fantasy games from first-person perspective, which dynamically changes everything when it comes to combat strategy, and gives the game an unsurprising sense of immersion.  The engine is painstakingly identical to that of the Fallout series, which makes sense, as the games are made by the same folks.

Full review is happening, after the jump...

Monday, August 29, 2011

Fallout: New Vegas DLC - Honest Hearts

I wish I had better things to say about the Fallout: New Vegas DLC Honest Hearts, but - well - the truth of the matter is ... this DLC is okay.  Just okay.

Joshua Graham, the Burned Man.
The story is that of Caesar's former second-in-command, Joshua Graham, now known as The Burned Man.  So named is Graham because after failing Caesar, the ruthless slave leader burned Graham on a pitch, tossed him into the Grand Canyon and commanded his troops to never again speak his name.

But he lived through the experience, and now is the leader of some tribals of the Zion National Park area.  Now he and another tribal group are debating whether to fight or flee from the oppressive White Legs who aim to eliminate the other tribes of Zion and the Burned Man in order to curry favor with Caesar.  Graham seeks a solution of war with the White Legs, while religious leader Daniel wants a peaceful resolution.

So yeah, there's that.  But without exploring the Zion area, the plot goes ridiculously fast.  However, there's plenty of Zion to explore.  And - unlike Dead Money - there is an enjoyable plethora of enemies.  Some of them are direct replicas of those found in the Mojave (we got Geckos and coyotes, etc.), but there are a couple new things (or sort of new, like Yao Guai).

The real fun comes from the hidden journal entries of a man living in the Zion caves called the Survivalist.  Discovery of this story was the most enjoyable part of this DLC for me.

There's some nice tie-in with the main storyline, but all-in-all - it's just okay.

Oh look!  A Giant Spore Plant!

Saturday, August 6, 2011

Fallout: New Vegas DLC - Dead Money


Old World Blues certainly gave me a run for my money this past week, but today I was able to sit down and plug away at Fallout: New Vegas' first expansion pack Dead Money.  Was it as good as OWB?  Check out the review, after the jump!

Tuesday, July 26, 2011

Bioshock 2

"Uh oh, Mr. Bubbles...  Big Sister doesn't want you playing with me..."
Let us pretend, for a moment, that all sequels improve upon the original, rather than simply using an existing title to cash in on an easily satisfied market base.  Once you're ready to step out of that fantasy world, we can talk about Bioshock 2

Strictly speaking, Bioshock 2 isn't bad, but neither is it Bioshock the first, which is really its greatest criticism.  Although, plenty more criticism to go, after the jump!

Wednesday, April 13, 2011

Bioshock

Shortly after it was announced that Bioshock would be released for the PS3, I got an opportunity to finally experience Rapture; an experience others had been privy to for what seemed like decades.

You have to ask yourself, are video games art?  The Smithsonian seems to think so, and among the subjects of its upcoming feature of the Art of Videogames, Bioshock is sure to make an entry.  From the demo-drop to the PSN, through receiving the game for Christmas (from my awesome husband), and the six or seven completions since then, I am constantly enRAPTUREd by this gem.

The box art gives an idea of the amazing world within.
Bioshock has often been described as the spiritual predecessor of Ken Levine's System Shock 2, but whatever brought the idea to fruition is okay with me.  The story, set in 1960, is about the unnamed protagonist (who is dutifully known as "Jack"), who - as the only survivor of an airline crash - finds a mysterious lighthouse with a bathysphere that transports him to the underwater city of Rapture.
Rapture was created by Andrew Ryan, who believed the city was the only place safe from the persecution of the government, communists, and religion.  During the bathysphere ride down, we learn that he created the city for an artist to not fear the censor, for scientists to not be bound by petty morality, and the great to not be inundated by the needs of the weaker members of society. 

However, as it is 1960, you find yourself in Rapture in media res - literally late for the party.  The city has devolved from ongoing civil war and the discovery of deep sea slugs who produce ADAM, a genetic substance capable of granting superhuman powers.  As Rapture's denizens fought, and further spliced (shorthand for using ADAM, splicing ones' DNA) themselves, the toll of constant war and ADAM's effects begin to turn them from being the foremost artists and scientists into killing machines, hell bent on collecting more ADAM to feed their ongoing addiction.


A splicer, who was surely once handsome, now deformed.
 To further produce and maintain a supply of ADAM, leaders of Rapture develop the Little Sisters program.  Young girls are implanted with a sea slug, which allows them to gather ADAM from the corpses of the fallen; however the girls are to fragile to go alone, and giant diver suits are grafted onto "volunteers" to become Big Daddies to protect the Little Sisters.

So, your Bathysphere unable to return to the surface, you are guided through the arrival terminal by a friendly (and more importantly, sane) Rapture hold-out named Atlas.  You pick up a wrench and blindly inject yourself with the first Plasmid (superhuman power) you can find.  Weapons (which diversify from the melee wrench) are switched and fired with the right shoulder buttons, while Plasmids are selected and activated with the left shoulder buttons.  This is highly intuitive, as your first-person view shows you holding the weapon in your right hand, and your left hand has a representation of the Plasmid equipped (covered in ice, or bursting with hives of bees, for example).

The game is fairly linear (one fetch quest after another), but there are plenty of off-the-beaten path areas to explore, kill splicers in, and collect resources (first aid kits heal, while EVE hypos repower your Plasmid use).  The great challenge of the game is that of the Big Daddies.  In order to procure ADAM, you must either rescue the Little Sisters or harvest the sea slug inside of them, thereby killing the girl.  But before you can get close enough to the girl to perform your act of kindness or malice, you must defeat the otherwise placid Big Daddies.

During my playthrough on "Survivor" difficulty, I really got an opportunity to get creative with Big Daddy battles, to the point of what some might consider cowardice.  It can easily take all of the ammo and first aid kits to best a big lug, as well as carefully considering the environment you engage them in.  Setting up traps tended to be a better solution for me, since I am a terrible aim and typically relied on melee attacks to best most splicers.  To date, Big Daddy fights remain some of my favorite experiences in a game: challenging, but not overly frustrating.

Once you've substantially dealt with her guardian, there's the Little Sister herself.  You may choose to rescue the girl, using a Plasmid you get from Dr. Tennenbaum, or you can reach right into the girl and grab the slug implanted in her.  Harvesting nets twice the amount of ADAM instantly, but Dr. Tennenbaum ambiguously promises to reward you if you save the girls instead.  Almost constantly in games like these, I prefer to play a righteous character, but in my "Survivor" playthrough I needed every drop I could get.  Sorry girls.

This small mechanism is highly praised as introducing a morality to the game, and I'm going to harp on that: while the decision doesn't have long-standing changes to how you play the game (some dialogue changes, and a different ending, befitting how horrible you are), but forcing a player like myself to work outside his comfort zone for a relatively low payout to get a marginal leg up on survival did create a question:  If this was real, would I be so noble, or would it be every man for himself?  Of course, this is the question of Rapture itself.  The individual, or the community?

Holy shit!  A video game made me think!  MAKE IT STOP!

Additionally, the graphics tell the story of the underwater city beautifully, complemented by an excellent soundtrack and phenomenal voice acting.  You interact directly with very few characters (and even then, they are behind barriers), but you learn about Rapture through a variety of Audio Logs recorded by its residents.  From these tapes, which are scattered precariously everywhere, you learn about the revolution against Ryan, its motivations, and how things got so fucked up.  And despite the fact that you probably shouldn't be sitting around listening to dead people's diaries, especially while you're being hunted by those you haven't slaughtered yet, it's a genius method in delivering story content.

The game levels out with difficulty, as eventually the Plasmids on weapons available to you can massacre almost any enemy you come across, but it's okay because you should feel that powerful.  The replay value exists, but the predictability of the games' AI makes additional playthroughs past the fourth get a little tedious.  All the same, if you haven't yet, Bioshock is a must play.

Wednesday, April 6, 2011

Want: Portal 2

I even love this logo.
So, confession time.  I've never played Portal.  There.  I've said it.

It's not because I didn't want to!  It's because the game was exclusive to the Xbox 360 and PC.  I don't have an Xbox 360 (anymore), and I only play games on the computer that are low quality, low comittment.  True, the Orange Box was eventually released for the PS3, but by that time, I'd already almost played the game anyway... 

Well, I haven't played the game, strictly speaking, I just OBSESSED about its existence after first hearing the credits song Still AliveI spent hours watching gameplay videos to dedicate all of the GLaDOS' dialogue to memory.  I even got to understand the basic mechanics of gameplay from the demo on Steam and the flash-based fan game.

Look at me: still talking when there's wanting to do.  The sequel to the smash game, aptly and inarguably named Portal 2, comes out April 18, 2011.  And since its being released for the PS3, there's no reason I should miss out on this iteration.

Portal is a first-person shooter, except instead of a gun that kills things, you have a gun that opens portals.  One portal is blue and one is orange.  Leave one, you appear at the other.  So it's a first-person-puzzle game, tring to figure out where the portals should go to help you through the test chambers.  And because of the mechanics, it's also a platformer, and sort of an adventure game.  So it's a first-person-shooter-puzzle-adventure-platformer.  And also, physics and gravity.  It's no wonder this darling of a game wowed so many critics.

Easy enough to understand.  Go in one portal, out another.
 And while gameplay is looks fun and innovating, its the intensely well written GLaDOS character that embodies the game's success.  GLaDOS - or, the Genetic Lifeform and Disk Operating System - is a sentient computer system which guides you, the test subject, through the various obstacles.  Fair enough, except GLaDOS is sort of crazy.  Not HAL-like, with rational reasons for murder, but truly schizophrenic.  One moment, GLaDOS will recommend your imminent death, and the next she invites you to enjoy cake!

The writing is brilliant, with sincere moments intermingled with GLaDOS' tongue-in-cheek dialogue with the silent player character.  Her taunts are rewards that really complete the Apeture Science environment.  In one particular instance, you are issued a Weighted Companion Cube, which you are told to love and cherish.  By the end of the level, you are instructed to incerate your Weighted Companion Cube.  You are presented this gem of dialogue if you hesitate in your inceration:
"While it has been a faithful companion, your companion cube cannot accompany you through the rest of the test. If it could talk - and the Enrichment Center takes this opportunity to remind you that it cannot - it would tell you to go on without it because it would rather die in a fire than become a burden to you."
"Although the euthanizing process is remarkably painful, 8 out of 10 Aperture Science engineers believe that the companion cube is most likely incapable of feeling much pain."
I feel fantastic and I'm still alive.
When the Portal 2 teaser was released, a familiar disembodied voice greeted us, and it seems GLaDOS is making good on her promises that she is (indeed) still alive.  And she's willing to put our differences behind her, for science.

Wednesday, March 2, 2011

Fallout: New Vegas


Fallout 3 had eluded me when it was first released, but now that I was on the fanboy wagon, I sure as hell wasn't getting off.  So when I heard about the next episode in the Fallout universe, I was eager to sink my teeth into its nummy, possibly irradiated flesh.  Not only would it be borrowing stealing completely reusing the engine of Fallout 3 (Fallout fans weren't really big on this, but I liked Fallout 3, and I was more than happy to be getting what some called a really big expansion pack), but it was set in Las Vegas.

Vegas and video games have a nice history about them.  Vegas Stakes, a Super Nintendo game, was my first introduction into gambling.  The game was nearly purposeless (goal: make money), but I still sank a great deal of my childhood into it.

Now I would be able to experience Vegas, set in a post-apocalyptic world!  And as the main character, I'd surely have a goal of some significance to the region (if not the world), so there would be plenty of story to accompany this game's foray into Sin City, even if my inaugural game was somewhat lacking.


The gameplay in Fallout: New Vegas was a big Ctrl-V from Fallout 3 (similar weapons, V.A.T.S., menu screens, etc.), but it did implement a few substantial changes: speech challenges increased in complexity, the small guns and big guns skills that were delineated before were merged into "Guns," and a "Survival" skill was added.  The ssurvival skill was particularly important for those playing the game on "Hardcore Mode," which would require the player to eat, drink, sleep, and recover from injuries in a more realistic way. 

During my first playthrough, I was incredibly nervous.  I still considered myself lucky to point my guns in the correct direction, and decided to play without "Hardcore Mode" engaged.  On the second (and subsequent) playthrough(s), I decided a spice of adventure was just what the game called for. 

I have had trips to the mailbox which I would classify as more hardcore than F:NV's "Hardcore Mode."

Don't get me wrong, the mode created some new complexity to the game, which may or may not have been challenging, but food, water, and places to nap are relatively frequent in the Mojave Wasteland.  But hardcore it was not.  The only substantially upsetting difference was that recruited characters could actually die when you had "Hardcore Mode" engaged, which was somewhat sad, but also somewhat of a relief as they were responsible for violating my stealth protocols to summon Cazadors to come and disembowel me.


The game gets a huge nod from me for being very, very, gay friendly - and not just in a shallow way!  A perk you can take early on, Confirmed Bachelor, gives you unique dialogue options with the same sex.  And while this could have been a token nod to LGBT fans of the series, there is actually some discourse on how gay and lesbian relationships are perceived, which heartily deepens the story.  I initially was predisposed to help the New California Republic (or NCR), which were who I perceived as the "good guys," but when I discovered that they frown on same-sex relationships, which are openly embraced by the slavers of Cesar's Legion, I thought maybe that was the way to go (the Legion transpired to be awfully patriarchal, so I went with the killing everyone strategy; let god sort 'em out).

The game also gets further nodding for its depth of story.  Fallout 3 featured a broad world, but what Fallout: New Vegas lacks in explorable square footage, it more than makes up in depth of its characters, story, and side quests.  There are four ways to beat the game, depending on to whom to pledge your allegiance, and gameplay is unique enough for each playthrough to keep me coming back.  Each faction in the Mojave has their own story to tell (or learn about from picking through the belongings on their bullet-ridden corpses).

The voice acting is pretty excellent, too.  Felicia Day voices a companion with whom I loved having close to me, mostly because it was like the real Felicia Day was sitting next to me, assuring me that everything was going to be okay, before punching the crap out of a Wasteland Raider.


The big problem with this game was glitches.  If I moved while reloading a weapon, or talked to an ally while enemies were approaching us in preparation to hack us to pieces, or I looked at my controller the wrong way, the game would freeze.  A freeze every blue moon is one thing, but it happened all the time.  And for an immersive game like Fallout: New Vegas, a sudden reminder that you are - in fact - alone on the couch and not heading towards the glitzy remnants of Las Vegas, is even more crushing.

All in all, I'd say Fallout: New Vegas is one of my favorite games, in spite of its glaringly frustrating freezes.  If you haven't picked it up and you like this sort of thing, I'd really recommend you do so.

Saturday, February 26, 2011

PS3 Demo: Mass Effect 2

I've heard a lot about Mass Effect and Mass Effect 2.  There's a lot to these games which I enjoy, just based on the premise: Sci-Fi, Space-Based FPSRPG.  Sci-Fi?  Love it.  Space-based?  Love it!  FPSRPG?  Well, Bioshock and Fallout hadn't steered me wrong... so why hadn't I played this game?

It wasn't available for the PS3, only the Xbox360 and PC.  Forget that noise!  Listen, I'm not trying to egg on console wars.  I did own an Xbox360, but it sat there gathering dust.  The controller was designed for men with gigantic hands.  I just couldn't handle it.

Eventually, my Xbox360 made its way to GameStop, becoming a source for other delicious gems of gameplay, and I wrote off the Mass Effect series.

And then, news came that Mass Effect 2 was being released for the PS3, and look!  A demo was available.  I decided to give it a shot.

First off, my big complaint: it's not a First-Person-Shooter, because you do not maintain a first-person perspective.  Rather, it's an over-the-shoulder shooter.  This means worrying about taking cover, which apparently someone must find fun, because they keep putting it into games.  Those of you who know me, know that I'm more of a "go ahead, shoot me!" player than a stand-behind-cover kind of guy.  In real life, this would result in my instant death, but these are video games.


Aside from that one distraction, I otherwise enjoyed the game.  I had to be a little less reckless, but I had fun exploring the beautiful environment, and the game was mostly intuitive.  The demo featured some audio logs to be found, which I'm a big fan of, even if the technique is becoming a bit overused.

I'm a bit bummed that it's just Mass Effect 2 coming out, since I feel like I'm missing out on the initial entry.  Since the game is a direct sequel, that's a bit of a bummer, and maybe it will even con me into playing it on the PC, which was made for Excel documents, not FPSRPGs.

The full game is $45 used, and $60 new, which is a bit more than I'm willing to part with right now, but I give a want tag, because I honestly think the thing would be worth it ... eventually.

Monday, February 21, 2011

Fallout 3


This weekend, we did quite a bit of spring cleaning. It was reminiscent of my last bout with spring-ish cleaning (it might have been winter-break-ish), that had me taking quite a haul into the local GameStop for trade-in credit. I ended up having an absurd amount of money, and I preordered Bioshock 2 with it, but I also picked up a couple games, and among them Fallout 3.

I'm not really a huge first-person-shooter (FPS) kind of guy. In general, it scares the crap out of me when all of a sudden there's a huge monster on my side eating me, and I move the wrong way and end up wasting a clip of hard-to-find bullets into the ceiling. My only real experience in the genre was Goldeneye for N64, and I'm afraid I never really played another since... However, after picking up, and playing the hell out of, Bioshock, I was willing to give another one a shot.

Fallout 3 had received rave reviews, and was even the Game of the Year. I was only a couple years late to the party (typical, actually, for my gaming habits).

The Fallout series is set in a distopian future, wherein conflict over resources between the United States and China culminates in nuclear conflict. Fallout 3 is set in the Washington, DC Metroplex, now called The Capital Wasteland, which has been savaged by nuclear fallout. Those that survived the rain of atomic fire did so in underground vaults.

I was immediately impressed by the immersion. I felt part of this unknown world, and had a lot of drive to explore every nook and cranny of my "home," Vault 101. The game sends you eventually out of the vault, and the Wasteland is magnificently huge, and overwhelming. The game certainly gives me some options on where to go and why (there is a general, large story arc), but it's entirely possible to do almost whatever you want. This is a great deal different from most of the games I'd played to this point, where you could take two hallways down to the same path, but didn't have an entire world to distract you between objectives.

Unfortunately, my first playthrough was slightly downhill from there. My inexperience with basic concepts of aiming, and over-utilization of V.A.T.S. (a system in which the game will aim at, and shoot, enemies for you; but is limited by your Action Points), led to early death at the hands - or rather, the mandibles of a town-full of fire breathing, giant, radiated ants.


I gave up on the game from there, and resigned to play other games in my queue. However, the draw of the initial immersion, stilted by ant-death, still tugged at my core. I put Fallout 3 back in, turned the difficulty down to psychotically easy, and gave it another go.

I'm really glad I gave Fallout 3 a second chance, which it richly deserved. My own ineptitude was really no reason not to play what a lot of people had agreed was an awesome game. While not granting you to shoot lightning out of your non-dominant hand, this FPS did have quite a few RPG elements: as you best enemies, or complete quests, you gain experience which increases your proficiency with weapons, or stealth, or communication, or ability to maintain armor. Before long, I started getting the knack of the system and was able to mow through the previously feared Fire Ants with a Minigun.
You can develop into quite a badass in the game as well. This only makes sense, seeing as your father is voiced by Liam Fucking Neeson. Your proficiencies are never really game breakers, but the basic travel and exploration become a little less terrifying when you know you can riddle a Super Mutant full of bullets before he even gets within swinging distance.

The game has a system of Karma. Doing good things, like saving slaves, increases your Karma, whereas stealing things or massacring an entire town-full of people. Karma does determine which ending is revealed to you, as well as trophy acquisition. I have been conditioned by society to play nice and not murder and steal from every NPC I come across, so getting the "evil path" trophy was a bit of a challenge.

Fallout 3 has great replayability. I have long since received a platinum trophy in the game. It's my fifth playthrough, and I'm still noticing aspects I hadn't before. A lot of the initial "what's over this hill" exploration fantasy is done, but it's still just as exciting to play through the main story and myriad of side quests.

The Game: Fallout 3.

The Cost: Available for XBox360 and the PS3, used for about $15. But do yourself a favor and go ahead and get the Game of the Year edition, which has all of the DLC included. It'll only set you back a couple extra dollars.

Worth It? I've played the game all-the-way through four times. Each playthrough probably took between 30 and 40 hours. The net result is about $0.15/hour of entertainment.

Best Parts: The replay value is astronomical, and the game is incredibly immersive and engaging.

Worst Parts: It can kick your ass if you're as green to FPS games as I am. Consider turning down the difficutly until you get the hang of things.

Overall: Fallout 3 continues to reign as one of my favorite games, if you have any interest at all in exploring the war-torn D.C. ruins, be sure and grab this gem and give it at least one playthrough.

Bonus! Zack Finfrock, who I find to be amazingly attractive, did a fan video set in the Fallout universe, which is great for a chuckle.