1/11/10

Review: Assassin's Creed 2


From an artistic standpoint, Assassin's Creed 2s architectural structures and the character models that fill them are incredibly well crafted. In my travels to 16th century (virtual) Italy I found the non-organic items were the most eye-catching, and at times they stopped me dead in my tracks so I could admire their beauty. The voice work is performed very naturally by the actors, helping the dialog along to its lofty goal of frequent but tolerable chatter.

The textures and overall graphical fidelity are some of the best this generation of gaming has to offer.

The scope and variation in gameplay is certainly impressive. Like any well made open-world game it allows you to control where you want to go at what pace you desire. AC2, in particular, really encourage you to wander off into its world very early on to collect Feathers in honor of your brother, perform assassinations for additional cash or even find treasure chests that are littered around the cities--it's a lot to take on. In fact, the extra offerings reach almost ludicrous proportions to the point where I would be hard pressed to find a game with more stuff to do (that wasnt developed by Bethesda).

This stuff is all well and good, and there are many reviews out there praising this incredible game from top to bottom. In the end, though, Assassin's Creed 2 has flaws that I feel are worth discussing by the gaming community.

Let’s start with the controls.

I don’t recall the last time I became so boiled over with frustration--and as many times as I did--with a video game's movement mechanic. The running-jumping-climbing automation has become a staple of the Assassin's Creed series and it's a lot of fun--when it works. I love how exhilarating Ubisoft has made the scaling of buildings and the traversing of rooftops—it’s like playing Need For Speed: 16th Century Rooftop Edition! It's fun right? But it's the protagonists (Ezio) inadvertent habit of haphazardly jumping in directions other than the one I point him in. I would usually end up shaking my fist in the air as it lead to my untimely death on the cobblestone streets below (or attracting the attention of unwanted guards who seem to be able to climb as well as I do while dressed in full armor!)

Also, there were more times than I care to remember where Ezio would be climbing up the side of a building and he would suddenly halt--hitting some kind of a virtual wall--when there was clearly a ledge within his grasp. No move, no matter how advanced, would force him to grab these ledges. Eventually I would most likely end up scolding him says "Get your ASS up there"! Yea yea, it's Irrational behavior I know.

Though the game now has an economy I feel that it's, unfortunately, broken. I'm not pretentious enough to consider myself to be any more skilled than your average hardcore gamer, so I don't think I was doing anything unusual here, but I was buying just about everything I wanted and whenever pleased! Whenever I entered a newly discovered city I was able to buy 90% of the items (paintings, weapons, armor) as soon as they became available. Other things were acquired, generally, within an hours time. This is probably due to the massive amounts of side-missions that are available with huge monetary rewards.

But I ask, shouldn’t those rewards have been considerated when items were being priced? I love the fact that all these items are available, but the rewards in particular were too great and too soon (or these powerful items were too cheap--you pick.) It made me realize how much I missed a well paced a game. Pacing that creates a feeling of anticipation for more powerful items. World of Warcraft does the “Carrot-on-a-stick” thing perfectly.


--Slight Spoilers Follow--

I remember when I first discovered I was going to be able to rule over this small town in this game. Oh man, I got very excited jus thinking of all the possibilities. Oh the possibilities people! In the end the ruling consisted of mostly trivial tasks and rewards. Yes there was a small benefit like discounted items in stores, but in the ended it's trivial at best. I really only utilized the perks once or twice because I ended up buying most of my items in other cities since it was more convenient. I felt like the player should be given the option to go even farther with the acquisition of the town.

Imagine if the effects of building and upgrading structures affected the mood of your population. How about funding some kind of annual festival to bring happiness and a sense of community to the town? Perhaps it could have just do something simple like reduce the crime/poverty rates. Though I realize that that's heading down a path of a sim--which is definitely not what AC is about—I think, if implemented casually, could increase the players interest in the town without over complicating things. Keeping it simple, you know? Add a few meters here and there to the already existing city overview UI.

When arriving back in the city after being gone for a few days I initially thought I would have the opportunity to make some important choices in regards politics. Perhaps I would have to determine what to do with someone who was caught stealing from someones home, or even settling a dispute amid two families that cause a new set of missions to open up. Heck, I though for certain I would have to deal with more personal issues like finding a suitable man for the younger sister (I mean, what happened with that story, right?)

--Slight spoilers end--


Despite what I've said here, I want to stress that I really enjoyed Assassin's Creed overall--quite a bit actually! I just don’t seem to adore it like most of the general gaming community and critics.

Yes, "driving" Ezio around the beautiful Italian cities is, at times, as relaxing as my favorite Sunday drive with my lovely wife. Up the California coast we go admiring the gorgeous landscapes, soaking up the sunset in my RX-7...but in this game it's with wobbly tires.

11/6/09

Review - Demon's Souls

Demon’s Souls is one the most difficult game I’ve played in years and I love it! I find the choices made in its overall design both compelling and fascinating. In an industry where the current trend seems to want to make games easier and more accessible for the masses, it’s nice to see one game proudly stand up and pound its chest challenging gamers alike. It’s a call to arms of sorts for the hardcore.

For those of you who don’t know, the Prince of Persia series was recently “rebooted” to contain mostly simple button presses and thumb-stick gestures to execute “complex” maneuvers. It’s a divisive concept in the gaming community, and though I enjoyed the game quite a bit, I do admit that the trend is starting to bother met. Take Uncharted 2-- even though it's one of my favorite games of the year, the auto correcting jump mechanic had me shaking my head at times because I felt it was removing some of the games inherent gameplay challenges.

Embarrassingly I recall an incident from last year where I was playing Burnout 3 and became so boiled over with frustration I physically twisted and cracked my $50 DualShock 2. I cracked the internal circuit board rendering it completely useless. “Way to go Mark!” I thought, “What are you, 12 years old?!” Clearly this was a stupid and expensive reaction on my part, but I had had it with the game ending crashes caused by bumper tapping. I’m just the type of guy who doesn’t tolerate cheap and unapologetic design tactics in games.

I bring this up for two reasons: First to make it clear that poorly designed games can frustrate me to point of time travel. Secondly, I never once came close to feeling this kind of frustration in regards to Demon’s Souls challenges.

I think for most gamers to really appreciate Demon’s Souls they must make a conscience decision to be up for its back-breaking challenges. At its core, Demon’s Souls is an intensely exhilarating and well crafted experience coupled with unmerciful consequences for dying. But once one is aware of that fact, you will be forced to constantly contemplate your strategies knowing full well that even quickly turning a corner could have dire consequences.

Death in Demon’s Souls (see, even in writing it makes me wince!) has several penalties: It restart you from the very beginning on your current stage, you lose all your currency (souls) and all previously defeated foes will respawn sans bosses. In contrast of a game with a very generous checkpoint system like Batman: Arkham Asylum--checkpoints simply do not exist. I would like to be clear on this because it so very much goes against the grain--there will never be an automatic save made for you, nor is it even possible to manual save the game at your every whim.

Intimidated yet?

Hey, the game is not completely ruthless though. If you return to your fallen corpse without dying then you will be able to recover 100% of your souls. However, if you do die along the way then they will disappear completely leaving you with nothing but your weapons and health. You do have the opportunity to stashed away Demon's Souls, equipment and items with a friendly NPC located in the game’s hub (The Nexus), for safe storage. So if you utilize your resources properly you won’t completely lose everything.

I know it might sound too frustrating to even consider playing, but what Demon’s Souls manages to do is increase the intensity and quality of the experience without it feeling cheap. Almost every time I died in the game it was due to the fact that I wasn’t being careful enough, or frankly I was just practicing improper battle techniques.

So why would someone want to play this game? The only explanation I can give you is my own—Demon’s Souls managed to invoked emotions that I've not felt in a very long time. Its deliberately slow progression made me appreciate seemingly simple acts, but ostensibly were monumental progressions.

If the difficulty of Demon's Souls is at the core of the game’s draw then the boss fights are definitely the cherry on top of that cake. Yes this game has fun boss fights. Sing some praise with me! Though they can be a little outlandish at times, they are mostly radiating with originality and are enjoyable crafted sequences.

Demon’s Souls is a game full of "tough love"—it’s firm, but fair. If you slip up with your hand in the cookie jar even once then you will get it slapped hard! In some instances this means losing hours of your concerted efforts at the flick of the games wrist. Undoubtedly at some point you will dip your head in despair. But once you realize you were the one at fault you will suddenly realize that you're back in the game honing your skills and surpassing the games challenges. It's incredibly rewarding.

I'll never forget playing the game for the first time--it was a 4 hour session that ended with my jaw aching. Later I realized that it was from me gritting my teeth the entire time. I that pretty much sums up my experience with this game.

8/24/09

Still Alive

I hate to be a typical blogger here that's typically blogging about a lengthy absence from said blog that will only be thwarted by a triumphant return--but what the hell--that's exactly what I'm going to do! God that's a lame intro.

Nevertheless I quickly wanted to let the readers of this blog know that I have some thoughts and impressions coming very soon.

Thanks for the emails, private messages and support--your voices have been heard!

6/12/09

iPhone Gaming: Karma Star


Karma Star, developed by Majesco Entertainment, is without a doubt the most fascinating and unique game I’ve played on the iPhone. No seriously—I can’t stop playing the darn thing!

It’s a game that takes you through the paces of life in just 8 turns where you compete against 2 other players (represented by either AI or human). Games are over fairly quickly with an average of 8 minutes in length. You compete with 2 other players (AI controller or human) for the highest score. Each player has 5 traits: Health, Mind, People, Love and Money that are rated with a score of 1 through 5. Each turn you’re given the option to either boost a trait, which improves it’s score by 1, or by attacking another player’s identical trait scoring 2 points if you win the battle.

During combat players roll “dice” against one another. The higher rating your trait has, the more dice rolls you will get. For instance if your trait rating is 4 then you will get 4 dice rolls. If the accumulated score from these rolls are higher than your opponents—you win the round!



To really add some variety to the game Majesco has added wildcards. You can choose to play wildcards at the start of your turn, or during combat to influence the game in your favor. Wildcards vary from the helpful “Corruption” which allows you to steal a trait point from another player and “Moxie” which adds +2 to your dice rolls in combat, to the hell Mary type like “Sacrifice” where you can sacrifice 2 traits for an extra turn.

The game also rewards strategic gameplay with bonuses. Bonuses are a bit like the Achievement system on Xbox Live but more practical in nature because they boost your game score. For instance if you steal a wildcard from both players you will receive the “Thief” bonus boosting your score by 1. Or how about the bonus “Bully”, were attacking both players at least once nets you a point. The “Double Major” bonus get you a point if you get 2 of your traits up to level 5.

Karma Star is a game about human nature: Progression, development and conquest, but in a bite size format. With it's short game time and instant replayability it’s a perfect fit for handheld gaming. On top of all of this it's a steal for $1.99!

iTunes Link

6/9/09

E3 Impressions: Mass Effect 2


Those of you who listen to Played know that I adore the first game--despite it's faults--and have taken Commander Shepard through his paces more than once. Knowning how brilliant and effective Bioware is at creating entertaining experiences, my expectations for Mass Effect 2 were sky high going in to E3.

After getting two hands-off demonstrations I can mightily exclaim that Bioware has done a tremendous job at listening to it's fan base! Their plan is to advanced Mass Effect 2 in every direction possible including--one of my favorite parts of the series--the conversation system.

Being demonstrated on an X360, the first thing I immediately noticed were the graphical improvements. Gone are the annoying pop-in textures, the crosshatched creeping facial shadows, and most importantly--the feeble frame rate. It looks so fantastic in fact that I was forced to ask the project lead, Casey Hudson, if what we were watching was prerendered material. It sounds like a silly thing to ask, mainly because I knew the answer, but I had to be sure (and get it on the record).

The conversations between characters in the original, though interesting enough, mostly took place in rooms with static positions and sometimes drab perspectives. Bioware feels that that was a little too unnatural looking for the series. So in ME2 the perspectives used during conversations are more dynamic, "organic" and just overall more interesitng to watch.

In the demonstration I saw, Shepard was having a conversation with someone in a moving vehicle and the perspectives varied, moving from the back seat to close-ups and then outside of the vehicle. Though it's a small improvement, but it's one of the many little things Bioware is doing to improve the overall experience (and I don't mean to imply that every conversation will use Dutch angles) either, so please don't take it that way.

A new option has been added to the conversation system that appears to allow physical interaction with someone. It was basically a prompt--lasting only a few seconds--in the lower left-hand side of the screen to press the left trigger. When used in the demo, Shepard threw a guy out a window! I don’t know if this new prompt is always going to be an aggressive act of violence, but I'm very interested in finding out where they're going to take this addition. The original game did something similar in several instances of the game but it was interpreted through the conversation wheel—it just appears that now those instances have been defined elsewhere.

After the demo I asked the design lead about the inventory system. He wouldn’t give me specifics but he did say that they have completely scrapped the old system, from both the console and the PC versions, and are starting anew. He added that they are going for something much more practical, accessible, and useful.

I moved on to--perhaps the biggest gripe amongst us fans--the optional planetary visits and side quests. He smiled and assured me that every planet will be unique in design which quickly forced me to stopped him and press “every planet?”. Responding with another smile, “yes every planet.” In end of the demo they wrapped things up with a short video showing one off of the new planets and it was the exact opposite of what we're use to seeing in ME1. It was a lush green planet with a massive forest and rolling hills--it was exciting!

Lastly, I asked him if the same composer was returning and he said, unfortunately, that he could not talk about that.

6/5/09

What To Know What I Played At E3? BAM, There It Is...

I survived the E3 monster my friends! Yes, I'm back and I'm happy to report that I got to get my hands on some really amazing (and not so amazing) games. Here is the list:
  • Assassin's Creed 2
  • Uncharted 2
  • God of War 3
  • Brutal Legends
  • Dragon Age: Origins
  • Mass Effect 2
  • Heavy Rain
  • Pixeljunk Shooter
  • Split/Second
  • Blur
  • Prototype
  • Darksiders
  • Red Faction: Guerilla
  • Overlord II
  • Ghostbusters
  • Brink
  • Fallout DLC: Point Lookout
  • The Conduit
  • Aliens vs Predator
  • Batman: Arkham Asylum

I'm working on a write up right now, but I just wanted to check in with you folks and let you know I was alive.

Also, if the title of this entry does make sense then click here.

Stay tuned...

6/1/09

E3, Twitter and Me!

I am overjoyed, you have no idea! I am fortunate enough to be attending E3 this year. I will be there on all 3 days and the plan is to see and play everything I can get my hands on. Though I'm not doing coverage for any one in particular (besides Played and, of course, this blog) but I will be fully dedicated to updating my twitter feed with my advantures on the showroom floor.

There really nice thing is that I have very few appointments scheduled so my time will be spent playing lots and lots of games. That's a good position to be in don't you think?

Here are the games I plan to check out so far:
  • Half-Life 2: Episode 3
  • Assassin's Creed 2
  • Rage
  • Alan Wake
  • Uncharted 2
  • MAG
  • God of War 3
  • New Zelda
  • New Mario
  • Crackdown 2!!
  • APB
  • Gran Turismo 5
  • Modern Warfare 2
  • Brutal Legend
  • Dragon Age: Origins
  • Mass Effect 2
  • Diablo 3
  • Starcraft 2
  • Bioshock 2
  • Trico
  • Heavy Rain
  • LA Noire
  • Dead Rising 2
  • Forza 3
  • Star Wars: The Old Republic

Anyone have any further recommendations?

The reality of actually running through the estimated 40,000+ people, I imagine, will be a bit daunting but I'm up for it!

Again, stay tuned to my Twitter for all the action as it will be my only source of information for the next 3 days.