Showing posts with label co-op. Show all posts
Showing posts with label co-op. Show all posts

13.7.10

Splinter Cell: Conviction + Alpha Protocol: Your will to speak clearly exposed too much, unsung once too often could not rub off

A spy game is a challenge all on its own by having to mix entertainment, reason and sensibleness with a pinch or two of mystery.
Comparisons using different eras of Ian Flemming's James Bond movies, the quality of a "spy" game can mimic the suaveness of Sean Connery, be over the top ridiculousness of Pierce Brosnan, the straight professionalism of Roger Moore, or become the slick modern spy of Daniel Craig.  Some games utilize their spycraft in unique ways that seem plausible while still maintaining dignity but others are so outlandish and confusing they are thrown to the wayside quickly.  Recently two titles have been released, one being a sequel to a long series of stealth and gadgetry and the second being a newcomer from a company with an interesting history.

Splinter-Cell-Conviction-freez The first, Splinter Cell: Conviction from Ubisoft, was released back in April of this year and is the fifth game in the series.  A continuation of the storyline is the core of this series and yet this game branches off in a vastly different direction from its predecessors with regards to gameplay.  Where previous SC’s were very stringent on plausible deniability, this title cares little for consequence when leaving piles of bodies and yes up to Drowning Pool amounts of bodies may hit the floor.  Your average security guard or even U.S. solider can be given a headshot with no recourse.  Bodies no longer have to be hid or cameras bypassed to help keep the stealthy approach rolling since most alarms only create more roadblock targets instead of game over failures.  This guiltless pleasure and freedom to its possessor works in two different ways.  It steps away from what this series was known for to create a more accessible game to the casual gamer yet breaks the continuity of the previous four games to a slightly unreasonable or illogical approach.  But yes, one must accept the rules set forth by their creators. 

splinter-cell-conviction-screenshot But don’t spend so much time dwelling on those five orphans you’ve just created, because it was done so using a new feature in SC:C called ‘mark and execute’ where previously flagged enemies can be simultaneously taken down with the push of a single button.  SC:C also adds a new feature where storyline and checkpoints are illuminated on the walls of your current surroundings instead of breaking the action with loads of cutscenes.  Graphics are pristine for a 3rd person shooter while the sounds and music are present but nothing special much like your favorite television parents Jon and Kate Gosselin.  The controls are slightly awkward like all SC games using odd default button arrangements.  The overall difficulty is no where near the previous games since guns blazing is a more viable option sending stealth to the achievement playground.  This ease may be a warm welcome to veterans of SC but with very little reloads or respawns, the game can be accomplished quickly (less than 12 hours).  The addition of a Co-op only portion of the story is a bonus but unnecessary to accomplish the single player game.      

splinter-cell-conviction The story plays out as a nice continuation but is somewhat predictable in its entirety.  Where the good spy novel or movie presents its story in the fashion of an enigma, SC:C’s story would only feel that way to someone new to the spy or even suspense genres.  For the player that’s new to SC, the story will give slight confusion until it reaches its fruition and for fans of the previous games, will feel almost as if the story is now complete.  Obviousness like the alter egos of Bruce Wayne or Edward Nigma aside, the presentation flows well with the gameplay.  The pre-mission customization of equipment is great but the preference for silent weapons versus the tornado siren of an unsilenced one keeps the choices limited. 

Overall, Splinter Cell: Conviction is a handful of changes, steering the series in new directions that are a big step away from the original.  It is a very short ride like some rounds on the Bill Paxton pinball machine but none of the new features make this title in the Splinter Cell series one that is unforgettable like the first.  It is worth a single play through, especially for fans of the previous games, but this is definitely not a game that will be missed and doesn’t drive the need to replay or compel a player to spend time on other single player modes or even bother with the multiplayer mode more than once.  And where does this fit in the realm of comparisons to spy movies?  Splinter Cell: Conviction is probably the typical Roger Moore spy of a game so rent it if it tickles your fancy.

Rating: 5.0 {on a scale of –10 to 10}      

alphaprotocollogo The second spy game first needs to have its company established to give a proper background.  Alpha Protocol was released by Obsidian Entertainment on June 1st, an offshoot of Interplay.  Obsidian Entertainment has created games like Knights of the Old Republic 2 and Neverwind Nights 2 and the soon to be Fallout 3: New Vegas.  Why they have been allowed to create entire standalone sequels with the same title made by Bioware should start to perk up ears and make itchy heads since franchises, especially very successful ones, tend to keep high amounts of money flowing by making their own sequels.  Quite simply, Obsidian was formed from a group of employees that Interplay laid off: Black Isle Studios at the time.  Bioware purchased some rights to games like Fallout while Obsidian maintained some rights being they were from the original company that produced Fallout.  It’s all confusing as far as intellectual rights are concerned but understanding that Alpha Protocol is a 3rd person action spy game with RPG elements created by a unique company that has been on the cusp of outstanding RPG titles is important.

Alpha Protocol created a lot of possibilities and hopes as it was a new venture by creating a new crossover of genres.  No other company has attempted to mix RPG storytelling and customizing with an action spy game.  There have been plenty of other action games but no RPGs centered on the idea of espionage.  The only other RPGish spy game that comes to mind is Super Sneaky Spy Guy which contains no action while you stare at real photographs to unravel the mysteries of an empty cruise ship.   

Alpha protocol Cutting the fat before I drag this out, Alpha Protocol is not a game for very many people.  There are three distinctive portions of this game:  The 3rd person action, the storytelling system, and the RPG elements.  Few people will enjoy AP due to large problems that truly are surprising for a company that has had their act together in the past.  To put it bluntly the action parts of AP have a lot of issues; Graphics look old, the physics, combat, and camera control feel like riding a classic willy’s jeep on a rough road, the music and sound are so so, bits of the voice acting sound worse than local radio commercials, extremely linear paths for each level, and the AI enemies when not alarmed by your presence patrol rigid paths making 180 degree turns faster than a blink of an eye.  It all adds up quickly to a pile of annoyances much like a long trip to the bathroom with only a creepy Celine Dion Anne Geddes book to pass the time.  These problems do not make the game unplayable, but instead give obtuse glares from the shadows while gremlin laughter can be heard but not seen.  

alpha-protocol-prev-07 At the same exact time where this game begins to fail, it also dabbles in something great.  KOTOR and other Bioware titles use a very simple system of RPG dialogue unfolding the story in various directions while the player makes choices on what type of character to be.  AP takes this a step further removing the scripted choices.  AP instead forces timed attitude responses on the fly that are reactive to the current dialogue.  For example, if a mysterious new character enters a scene and says to leave this town or die, your choices can be sarcastic, professional, or aggressive in nature with the actual responded dialogue unknown until after you’ve made a choice on the type of response.  The choice made can affect your relationship with that person in a neutral, positive (I like you), or negative (I loathe you) direction which also affects how much of the story is revealed from that character and future conversations with other characters.  This system is slightly overshadowed by awkward voice acting at times but ignoring the spoken word and focusing on the written subtitles will keep an RPG lover enthralled.  This system is very interesting and creative, working excellently in the spy genre and makes for a unique presentation of storytelling.  The ‘true’ story in AP is a well kept secret hitting on the unpredictability of a Robert Ludlum level of storytelling for a game.  Hopefully this will be implemented into future games (aka future Fallout games) because there is truly nothing else like it.    

The other RPG elements are tiny glimmers of hope even if the visual portions were slightly lacking.  Customizable guns and equipment (even if all weapon mods are identical looking), unlockable attribute bonuses, a competitive black market of equipment and intel, and an in-depth stat system that records all of the fatherless children you’ve created are among some of the high points of AP.  Sadly all of these RPG pieces are interlaced in the 3rd person action and errors and bugs become easier to focus on than successes.  The black market, for example, contains intel items such as maps or dossiers on characters yet options like maps are unnecessary since all levels are linear in nature.

alpha_protocol-475240 The game can be completed in vastly different manners, ranging from not killing a single person in the whole game (using tranquilzer rounds), to ensuring all beating hearts become bleeding ones.  Regardless of picking a full, empty or somewhere in between kill-count, stealth or disregard of stealth can be chosen much like SC:C but in AP’s case affects the outcome of the game as well as the difficulty and speed of completion.  Guns blazing, this game can be finished in ten hours or less and the stealthy reserved approach pushes completion time beyond ten hours to about fifteen.  Either way the only reason this game would be replayed (I finished it from start to finish twice) is to change all of the hefty dialogue choices and outcomes to better grasp the story yet this is probably unnecessary for anyone who dislikes punishment. 

All in all, Alpha Protocol seemed like it was originally created from a dialogue and storytelling system that will rival future games to come but became a laughing stock of action games for this generation of games by poor implementation of a 3rd person shooter portion.  A great reference point for the future, AP was a heavy disappointment in what was either a publishing, time pressure, and/or gross oversight during testing error.  Because of this the only James Bond era AP can be compared to is George Lazenby’s uniqueness of starring in between Connery’s films and that’s about it.    

Rating: 1.0 {on a scale of –10 to 10}              

Helmet - Unsung  

27.4.09

Resident Evil 5: Zombie no go go, unless you tell am to go, Zombie no go stop, unless you tell am to stop


"Now lets all just stay calm and hopefully we can take care of this 'Zombie' problem in a civilized manner"

Who knew a pregnant woman who barely plays video games with a hardcore gamer would both squirm with anticipation of getting through a normal work day to be rewarded with a zombie-blasting-fun-shotgun-reloading-handholding-good-old-time? For all your marriage needs Resident Evil 5 for PS3 and Xbox360 from Capcom is there fulfilling all that marital bliss people talked about you having after exchanging vows about sickness and genetic altering viruses and boy, was everyone right on about it all being worth it.

Without saying all the same stuff again about the love of zombie in all of its forms (Previous Review of RE5 Demo) I'm going to just stick to my reaction of RE5 after finishing the game with my diamond in the rough on a par 4.

A quick synopsis for this game will remind you of any RE typical virus problem creating zombies that must be dealt with.  After zombie after zombie are destroyed you take arms up against the person in charge of distributing the virus.  This RE takes place in a fictional African country as this makes for a great 'test' site for the newly created virus without the fear of a military superpower intervening.  Instead, you and your partner are a part of a small group that investigates biological terrorism around the world and is assigned to this lovely country after rumors start of people making meals of other people.

RE5 is everything I'd hoped for with a little extra gravy on the side.  It makes for a very hard decision when comparing to its predecessor, RE4, on which is better. The shock value on what a huge step forward RE4 was made for a high bar to live up to but with the addition of the Co-op mode, the beauty of this generation of consoles, and sticking with all that worked previously, RE5 has at least matched RE4 in greatness.  

The solo play is quality as the AI of your uncontrolled partner has the aim of a true champ and avoids death fairly well.  Your AI companion however, does not understand what it means to conserve ammo and will blow through just about every bullet you hand them.  For anyone who's played any of the RE games, you know that ammo is scarce and is one of the things that will make or break your survival as zombies attempt to chomp on your pooper and neck alike.  In some instances your AI buddy will be such a good shot that it almost feels like cheating.  This makes the game a bit easier than I prefer but others may appreciate all the help they can get.  

The Co-op mode is one of the best 2 person Co-ops I have ever seen. The overall game is so fun that even someone that is typically not enthralled with gaming can start to play RE5 and notice smiles appearing on their face.  After completing the game with my wife I realized that this game's development was actually centered around the idea of you playing with someone and making the experience of two people better than just one.  Many of the fights in the game are meant for you to coordinate times to reload, when to take shots, exchanging of equipment, and covering one another from all directions which is best done with a real partner and not a skynetty one.  The controls are easy enough for anyone to pick up and quickly learn as they are identical to RE4's 3rd person over the shoulder shooting controls.   

Hopping right into playing with a partner isn't the fastest thing to do as RE will save all of your progress no matter who's game you are joining and no matter where they are in the story.  What is nice about this is all the extra unlockables that are bought with a how-smooth-was-success based point system is saved to your account and not just the person's story you are playing.  

The cutscenes and storyline are solid and mesh very well to make the experience a complete one.  There is still some of the extra unnecessary unusualness that RE/Capcom likes to have such as extreme physical attributes (punching through a person) and over the top characters.  Even with this strangeness, the voice acting is done very well and the music and sounds of the game also make for a seamless movie played out as a game or game played out as a movie depending on your half full/hall empty outlook.  Different pistols sound like their real counterpart and the ooga-booga zombie sounds still have the same old scariness that comes from when you know damn well it's in the shadows somewhere.

Completing the game just like RE4 unlocks some extra modes of play but not as many as RE4.  RE4 had a very difficult extra storyline that could be played after the game was completed and RE5 is missing something like that.  I'm going to guess that since the new trend of games now is to have to purchase extra expansions, they will probably release something like this at a later date.  

Lots of head disintegrating action, smooth transitioning cutscenes, fun gameplay, and an opportunity to make a real life partnership even stronger make Resident Evil 5 a game everyone should take the time to find a partner to play it with.  Yeah, it being RE5, I think...   

Rating: 9.0 {on a scale of -10 to 10, 5 being a must play}




Fela Kuti and the Afrika 70 - Zombie (video is only 10 min of the full 12+ min song)

5.2.09

DeBlob: I see people turn their heads and quickly look away, like a new born baby it just happens every day














Not THE Blob




Released for the Wii by the company THQ, Deblob is a game involving humor, creativity, and a general abundance of color violence. Best described as a platformer, DeBlob takes you into the heart of a fantasy world called Chroma City. The evil black and white I.N.K.T. Corporation (notice that it's not called Empire, Army, or other military synonyms) enter into Chroma and start stealing the colors away from everything and begin enslaving the "colorless" citizens. Enter Blob, the round hero with his rag tag bunch of friends to save all of Chroma City from its lack of triumphant true diversity by running around and painting the town red.... and yellow, blue, orange and every other color of the ROYGBIV universe allows unless you have the good old fashioned color-blindness handicap.

DeBlob is quite a fascinating game in its delivery, simple enjoyment, with a buffet of visual and musical dishes. The controls are simple to pick up and respond quite well but the game has very minor typical camera issues found with all three dimensional games. There are simple instructions for available actions and abilities and extra quests/achievements are easily explained and plentiful. The main actions of the game are accomplished by first acquiring a color from an enemy and then roaming around applying that color to everything in sight.


The idea seems cheap and pointless for hardcore gamers, and that reason will keep this game low on the priority list next to shaving, bathing, and soaking up UV rays. For those that take a chance and play this game will find themselves enjoying quite near everything about it. The musical portion alone is done in a manner to keep repetitive sounds from being annoyances and the visuals also stay away from the little sister poking you in the eyes over and over.

The game really helps you reminisce about finger painting. The good old days of putting on a smock, and saying no to using a brush because it already took you five minutes to take your snow pants and galoshes off so you'll be damned if you aren't going to enjoy yourself before you've got to put it all back on again. Ok, if it doesn't do that it at least gives you an electronic mimicry that Jackson Pollock would be proud of.

Overall, if you want a hardcore, violent, difficult challenge of a game, DeBlob isn't for you. If you want to play a simple yet creatively made game, give DeBlob a chance as you'll be pleasantly surprised at how fun the color wheel and painting the town red can be.

Rating: 4 {-10 to 10 scale, 5+ being a must play}

28.1.09

Resident Evil 5 Demo: you should follow me down. there's no color and no sound in a black and white town

Capcom has come a long way from their original survival horror zombie thriller Resident Evil. Taking place in a fictional midwestern place called Raccoon City, members of STARS (Special Tactics and Rescue Service) were sent in to investigate murders involving cannibalism that had occurred there. After searching for lost Bravo team members shortly after the investigation started, Alpha team finds themselves surviving for their lives within what was first thought to be an abandoned mansion. From there Capcom had a franchise on their hands stemming sequels, movies, books, other types of games such as Umbrella Chronicles (played much like the House of the Dead style light-gun shooters) and also inspiring many other similar series such as Silent Hill. To truly pay tribute to all these zombie games, a proper ten second silence must be given to the NES great Zombies Ate My Neighbors.

In 2005 the last major release in the series, RE4, was by far one of the best games available for the gamecube console. RE4 had one of the best control styles fully utilizing the fisher price controller with a now copycatted 3rd person, over the shoulder, laser-sighted aiming system. The game also brought back the black cat crossing your path paranoia and piddle in your pants fear that made the original a classic. The storyline flowed very well with actual gameplay and had additional challenges after the game was completed. To this day I still reflect on the many days spent playing RE4 after a few too many cold ones at 3am while listening to Brian Eno records and wondering how I wasn't placed in a mental institution for how scared I was of Las Plagas and moving silhouettes. Thankfully things like the Wiggles can help save anyone's sanity.

Capcom's next installment, Resident Evil 5, is due out early in March 2009. A demo of this game is available on Xboxlive (Gold members initially) after some many impressive trailers tickled our fancies for the last few months.

The first thing that this demo shows off, besides RE4 flashbacks of zombies dying face down in the muck, is that they have not steered away from what works.  Great controls, beautiful graphics, and lots and lots of zombie head popping action.  2 levels are included (1 more than the previous japanese demo) both of which allow for the opportunity to try out the newest addition to the game: a 2nd player.  Even if you don't have a friend to play with in co-op mode(over xboxlive if not split screen), the game controls an additional player that you have to share guns, ammo, and herbs to survive together.  You both look out for one another and like all other great male/female duos of all time such as lucy and ricky, fred and ginger, sonny and cher, ace and gary, etc, you have to lean on one another to be successful.  

After playing through the 2 levels many times, I realized, after the emptiness of finishing Fallout 3, I had something to look forward to once again.  Hopefully you will say the same thing and maybe even want to fight along side of me as a scantily clad chesty female.  Kind of like the tactical support of Fiona from my new favorite show with the voice of Sam?