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Sunday, October 10, 2010

Halo Reach Multiplayer is Fantastic

I've been spending a lot of time playing around in the Halo Reach multiplayer suite, and suffice it to say that I'm thoroughly enjoying the experience.

The highly customizable Forge World is mind-blowing, and I'm so impressed with the map creations that people have engineered, namely some extremely accurate remakes of my favorite Halo 2 maps (such as Turf, Terminal, Lockout, and more). Custom games are fun again because of the variety offered by these maps created in Forge.

Believe it or not, I found Halo 3 multiplayer to be so dull and uninspired. The majority of multiplayer maps in Halo 3 were a disappointment; I thought that they had some of the worst designs in any multiplayer game, period. Not only has Halo Reach revived some of the best Halo 2 maps (Sanctuary, Ivory Tower, Ascension), but it also offers plenty of new and exciting maps, the majority of which blow Halo 3's maps out of the water. I loved one map in 3 -- The Pit. After that, I would say that I mildly enjoyed Guardian and High Ground. Everything else either frustrated or bored me. The developers seemed to recognize that people love more symmetrical maps, as demonstrated by their inclusion of maps such as Zealot,The Cage (which I actually disdain), Sword Base, and even Powerhouse (love, love, love this map). Overall, the maps in Halo Reach are excellent.

Perhaps the biggest improvement from Halo 3 to Halo Reach is the exclusion of power-ups -- no more regens, bubble shields, gravity lifts, or any of the other nonsensical items that inhibited the pace of the game. I will explain what I mean by "pace of the game." Imagine you are in an intense BR duel when all of a sudden your opponent throws down a regen. His health meter fills up; you take cover. You wait for his regen to disappear. You begin battling again. You get assassinated by your opponent's crouching teammate. Typical Halo 3 moment. If the regen did not exist, your BR duel would have ended, and you could move on with your life instead of being forced to crouch behind a wall while waiting for your opponent's regen to disappear. These types of moments do not occur (as frequently) in Reach because of the elimination of these noobish power-ups.

Of course, you might say "What about the new load outs, aren't they simply power-ups that you start the match with?" I would tell you that, yes, they are kind of like power-ups, and yes, I don't really like them because I don't find them necessary. There are a number of these load outs that slow the game down, namely the camo and armor lock options. To me, these skills were included in the game to appease those who are not as skilled with the DMR. People who are skilled with the DMR will find themselves having to contend with players who rely on crouching and camo or crouching and armor lock in a large number of games. However, the difference in Halo Reach is that you can combat these noobs with your own noobish techniques. Because you both have the option of selecting the same load out, the playing ground is level right from the start (the same cannot be said of Halo 3, where you have to pickup your noob tools). Besides, it is pretty fun to toss a perfectly timed grenade at the feet of a one-hit noob who is sitting in armor lock. It is incredibly gratifying to see the fruit of your labor when said noob takes flight across the map because of your grenade placement and timing. And, don't even get me started on the joy it brings me to shoot a jetpacker out of the sky.

All in all, Halo Reach is an awesome multiplayer package that's going to be keep me occupied for a long, long time. I don't see how Black Ops is going to outdo this game for me...I believe that I'm going to be locked on Reach for the duration (which could not be said about both Halo 2 and Halo 3). Bungie did an unbelievable job with this one -- improved graphics, improved gunplay, less bullshit ripoff WTF moments, and an expansive map creator/editor. Thank you for the gift that is Halo Reach, Bungie. I'm sorry for doubting you.

Wednesday, September 8, 2010

3 Months Later and I've Awoken from the Slumber Induced by Alan Wake

Alan Wake Put me to Sleep.

To be blunt, I was sorely disappointed with Alan Wake. I had somewhat lofty expectations for this game, especially given the excruciatingly long amount of time it spent in the cooker. Unfortunately, it may have been advisable for Ignition to pour even more time into Alan Wake, as its shallow story and derivative gameplay mechanics make for a frustrating experience that ultimately ends in utter boredom. Aside from the game's initial moments, which are mysterious and intriguing, the game's story is overrun with the cliched tendencies of the horror genre; in particular, the game's plot twists and turns itself into a convoluted web of absurdity. Questions I asked myself during the final hours of play: "Who is that old lady?" "What does the light mean?" "Where did that guy come from?" "Who was that woman wearing the black dress and what was her significance to the story?" and most tellingly, "Why am I playing this game?"
By the game's final scene, I had no idea what had transpired over the previous four hours (nor did I really care).

While initially the game's storyline centers on the disappearance of writer Alan Wake's wife, it quickly transforms from mysterious and captivating to convoluted and nonsensical. As the game begins to wind down, you realize that the excitement and interest that were inspired by the game's initial feeling of foreboding and mystery are unsubstantiated by the unforgivably hollow and meaningless story.

Because the developers relied so much on Alan Wake's story to wow their audience, when I finally began to poke through its strange and intriguing exterior only to discover a hollow core, I realized that the game actually had very little to offer other than pretty graphics. The gameplay, which is something like the gunplay in Resident Evil 5 but a little more free-flowing, quickly becomes dull and repetitive. You do a lot of running through the same dark wooded areas. And, perhaps worst of all, you feel the urge to veer off the game's linear path to uncover collectible coffee thermoses simply because they're there. Ignition clearly played on the stereotype that gamers are perfectionists and collectors, as I felt the need to seek out every corner of the game world for stupid, useless coffee thermoses. I don't know how many times I died trying to secure a coffee thermos hidden in some obscure nook of the woods. Not my idea of fun.

In Alan Wake, a good story was a necessity, simply because the core gameplay mechanics are so repetitive and derivative, so much so that completing the game felt like a chore. For a game that was in development for such a long time, we should expect more, and we should demand more. Through and through, Alan Wake is the epitome of disappointment. It has few redeeming factors outside from its beautifully conceived world and deep, atmospheric sound effects. With its convoluted plot and underwhelming gameplay mechanics, Alan Wake has the depth of a tattered and forgotten paperback buried beneath a mountain of musty books at the local library. Don't even bother to rent.

Graphics: 8.5/10 Beautifully crafted dark world that imbues the game with a horror film feel. Environments, however, quickly become repetitive.
Sound: 9/10 The sound effects are awesome; the noises you hear as you walk through the woods create perfect ambiance.
Gameplay: 5/10 Repetitive and boring. Gunplay is uninspired. Collecting coffee thermoses is not fun, but I felt as though I had to do it.
Story: 3/10 Interesting first hour, but after that, the meandering plot is wrought with cliched horror genre tropes. At its conclusion, I felt uninvolved and had no emotional investment in any of the characters.
Overall: 5/10 Average. It is evident that Alan Wake has high production values; however, the game itself just isn't very fun to play. The story doesn't help to spark interest in continuing the experience, either. Given the hype, a massive disappointment.

Friday, June 4, 2010

Wake Put Me to Sleep

I am thankful that today will be the last time that Alan Wake will spin in my XBox 360. I am disappointed and underwhelmed. Review to follow...

Tuesday, May 25, 2010

Bold Statement of the Day -- Mass Effect 2 is the Greatest Game of All-time

I finally finished Mass Effect 2 the other day. Never, in my entire life, have I felt so emotionally connected to a a video game. The storyline and characters are what makes Mass Effect 2 the greatest game of all-time.

I never thought that a game could displace The Legend of Zelda: Ocarina of Time from the number 1 spot on my all-time favorite games list. Mass Effect 2 has done just that. When I finished playing the game, I could not stop thinking about it. I annoyed my friends, excitedly reiterating intriguing parts of the story. I scoured the internet for other opinions on the game, shaking my head in disappointment whenever I saw a dissenting one.

Bioware
is my favorite developer. ME2 is definitive evidence of this company's capacity to craft profound, adult stories that immerse players in believable worlds with characters who evoke strong emotional responses from players. As a huge advocate of further integrating gaming into mainstream entertainment, I would argue that the Mass Effect series tells one of the best science fiction stories ever -- I would even argue that it reaches the level of George Lucas's Star Wars films. The fact that you, as a player, are able to control the outcome of this story through your decision-making (which, by the way, does not boil down to simple good vs. evil choices, but also involves moral gray areas), augments the experience by adding layers of complexity that movies or books simply cannot do. Mass Effect 2 made me care about my virtual crew. I wanted to ensure that all of my crew mates survived throughout the story, and this is another great thing about the game -- it makes you feel as if something is at stake. You really want to see the mission through, while at the same time, making sure that your trusted crew members live to see another day.

I haven't even mentioned the immersive graphics and sound effects that complete the Mass Effect experience. Particle and lighting effects are breathtaking. The locales that you travel to throughout the galaxy are varied and intricate. Remember the cantina from Star Wars? The world of Omega pays homage to that famous scene from Star Wars, albeit with a darker and more mature spin. Beautiful garden worlds entice gamers while foreshadowing hidden dangers that linger beneath their innocuous surfaces. The entire game world lives and breathes, and you really feel like you are part of something big -- a mission that will determine the fate of an entire galaxy.

Just in case I haven't made it clear already, Mass Effect 2 is a transcendent experience -- it is a once in a generation game that not only must be played, but must be owned. ME2 is an absolute treasure, one that will hold a permanent spot in my collection.

Graphics: 10/10
Sound: 10/10
Story: 10/10

Overall Score: 10/10 Not only the best game of this console generation, the best game of all-time.

Sunday, May 9, 2010

Halo Reach Impressions

So, I dove into Halo Reach beta for the first time this past week. To say the least, I am very disappointed.

First, let me give you a brief breakdown of the changes that have been made since Halo 3:

Improvements:
-The matchmaking menu screen interface has been cleaned up and simplified.
-The graphics are very sharp and really pop.
-The game requires more skill than Halo 3 due to the fact that its main weapon, the DMR, forces you to employ precise aim to dispatch your online hostiles.
-The multiplayer levels are a HUGE upgrade over Halo 3's maps: while they are still intricate, the levels are much better organized (with a number of symmetrical regions) that make them easier to navigate and more enjoyable.

Downgrades:
-The weapons are not very well balanced -- some seem too powerful while others make me think that I would be better off picking up pebbles and throwing them in the vicinity of my opponents.
-Traditions that have existed in the Halo universe have been dismissed in Reach. For example, you lose health when you jump, and the melee attack feels different/removes a different amount of health (so that the pattern of shooting/meleeing that you've grown accustomed to may not work in Reach).
-You have a health bar and a shield. You have to run around the map finding (sparse) health packs to restore your depleted health.
-The armor loadouts are an unnecessary distraction. I would prefer the game to be much simpler, simply focusing on the weapon combat. Adding an extra layer adds more frustration and some of these loadouts slow the pace of the game down immensely (especially the loadout that provides a wounded player with a shield that makes him temporarily invincible).
-It's still Halo, meaning you will have plenty of "WTF?!?!!!" moments in regards to feeling that you got cheated by your opponents.

The last time I played the Beta was a week before it went offline. After getting screwed over royally by glitches and lag on numerous occasions, I angrily turned my Xbox off in the middle of the game, and refused to play it even once more before the beta period ended. Now, I understand that this is a beta, but, the game feels so cheap, so unpolished, that I'm angry with myself for reserving it (even though I cannot deny that I'm going to buy it simply because it's Halo). Hopefully Bungie will clean up the major issues with the game by the time it hits store shelves. As of now, I feel like I'm going to be getting more playing time out of Halo 3 than Reach...we shall see.

P.S. I believe that Halo 2 provided the best multiplayer suite of all three online Halo games...if Bungie released a game with Halo 2's engine and perfectly crafted multiplayer maps, I would be content. All of the so-called "upgrades" that Bungie throws into their games seem to merely water down the experience (I'm referring to power drains, regenerators, weapon loadouts...you get the picture). Bring back the simplicity of Halo 2, and cut all the extra fluff out of the package, and I will be happy.

Friday, April 16, 2010

Developers, Stop Trying to Make the Game of the Year: It's Already Out


Lately, I cannot stop playing Mass Effect 2. I find it to be one of the most incredible experiences in the history of gaming. Everything about the game -- the story, graphics, audio (especially the voiceovers), animations -- is top notch. Bioware consistently overwhelms me with their ability to tell intelligent stories with such emotion and sincerity. If Mass Effect 2 were a movie, I would consider it one of the best science fiction films of all-time. This really speaks to the game's ability to draw players in with convincing characters and a profound, relevant plotline.


At this early point in time, I would have to argue that Mass Effect 2 will undoubtedly be Game of the Year. I don't foresee any of the anticipated games in the pipeline even coming close to the quality of this Bioware masterpiece. If you haven't tried this or the first game in the series, go out and pick them up. They are truly treasures of gaming. I would rate the first game 9/10 (stupid driving missions put a damper on the experience), while I can't give the second one anything less than a 10/10 (at least up to the point I've reached, which is about 22 hours in). I believe that, by the time I complete Mass Effect 2, it will be second only to The Legend of Zelda: Ocarina of Time on my all-time favorite games list.