Thursday, April 21, 2011

Portal 2 Review - Let's Have Fun with Science

Score: 9.25/10

Portal 2

PC, Xbox 360, PS3
Developer: Valve
Publisher: Valve
Release Date: April 19th, 2011



Pros:
  • Clever writing and voice acting, unrivaled by any other game
  • Improved visuals and clear, fluid animations
  • New elements make the puzzles as fun and challenging as ever
  • Co-op works well and gives some memorable moments
Cons:
  • A bit shorter than desired for some
  • Load screens become a norm
  • No Challenge Rooms?

Portal was one of the most original games of 2007. It was a first-person shooter that required you to think instead of pull the trigger, with complex physics puzzles and one of the best antagonists to ever grace a video game. It raked up awards and recognition, and fans waited impatiently for a sequel...and then purchased a ton of indie games to make it come out even faster. After years of over-quoting "The Cake is a Lie!", finally the most anticipated sequel of the year has arrived.

Still Alive

Portal 2 follows Chell, the heroine from the first game that escaped Aperture Labs and destroyed GLaDOS, the rogue AI that took over the facility. You awake in a secured room and are greeted by Wheatley, the friendly robot and caretaker to the test subjects. The same lab you escaped before is deteriorating after GLaDOS was destroyed. Through a serious error on Wheatley's part, you inadvertantly restart GLaDOS; who drops you back into the labs for further testing.



Story has been somewhat of a second thought with Portal. It was rarely ever laid out in front of you, but rather hinted at through markings on the walls and discovered lab notes on a marker board. It was this sense of never truly realizing exactly what happened that gave Portal a sense of mystery and intrigue. This game has much more dialogue, and even with GLaDOSs' intentions already revealed from the last game, there are still some surprises thrown your way. Some a bit more predictable, some absurd, and some that leave you scratching your head. Though a little less cryptic than the first, it's still enough to hold your interest.

Overgrown

Despite taking place in the same lab, the rooms are barely distinguishable because of the incredible visual improvement the game offers. With GLaDOS rebooted, the rooms begin to fix themselves before your eyes. Seamless animations and play on lighting make it a sight to behold. There were rooms I encountered that made me scratch my head as to how my computer was still running everything so smoothly. You subtely transition from a decomissioned facility to a slighty more improved one, and even back to how it all looked before without even noticing. Little touches like the presentation of how turrets are assembeled piece by piece were enough raise an eyebrow. Noticing the smaller details helps to show how much work went in to improving an already great game.



When the eye candy isn't distracting you, the voicework is making you laugh. Stephen Merchant's addition as Wheatley is a welcome one; his hilarious mumblings and observations will cause you to take a break from the action to just laugh. The timing, emphasis, and addictive accent will make him an easy favorite. Ellen Mclain somehow manages to up her previous performance as GLaDOS, skimping the formal introduction of the previous game and instead jumping straight to sarcastic mockery. Even J.K. Simmons voicing Cave Johnson was a welcome surprise to encounter. The writing is original, fresh, and delivered flawlessly.

Maybe if I...No That's Not it

Portal gameplay consists of you working your way from room to room, solving each physics puzzle to pass into the next. What starts as a simple "Place the box on the button" soon becomes a complex series of switches and portal placement to continue to the next room. Some you will figure out pretty quickly, some will require you to take a moment to step back and look over the whole room, and some will have you trying things over and over until you realize the solution. Completion of each room is always satisfying as the solutions for most of the puzzles can be relatively complicated on later levels.



Along with the return of a few room elements, plenty of new ones make their way to the scene. Faith plates act as spring boards that shoot you in a direction. Redirection Cubes redirect lasers to hit certain objects or enemies. Beams of light will form walkways that can be redirected. Coupled with the Portal gun of shooting an entrance and exit portal, these elements can become chained together to open a door or dispose of a turret. Just when you start to think you have seen it all, some element will be thrown in to mix things up.

The most complex elements to be thrown in are the gels, which can be spread along the floor. Repulsion gel will bounce you to an equivalent height, Propulsion gel will speed you up and launch you off ramps, and Conversion gel will allow surfaces to host portals. One at a time these aren't too bad to get a hold on, but in the later puzzles when they all come together it can get pretty complex. I was not as big a fan of Conversion gel, as it created too many variables in a puzzle. I wound up painting an entire room trying to figure out which way to turn, as the previous rooms were much more linear in what you were intended to do.

Portal Buddies

Co-op is a new territory for Portal, and one that proved most enjoyable. In co-op, each player takes control of one of two bots that GLaDOS is testing; Atlas and P-Body. Each player gets a portal gun and progress from room to room, much like in the single player campaign. Teamwork is essential and communication is made through pinging different portal locations to get your message across non-verbally.



Figuring out the rooms with a buddy over the mic is the best way to experience the game. I played with someone who was also new, and found that thinking with 4 portals in mind is much more challenging than 2 portals. Puzzles require timing, coordination, and patience. Having voice communication worked wonders in laying out an overall goal, but there are elements in place to communicate non-verbally if the situation arises.

To Be Continued?

The biggest complaint you hear about the game is the length. The single player campaign can take you roughly 6-9 hours depending on how fast you figure out the solution to the puzzles. With co-op, you can tack on about a good 4-5 hours. This adds up to about a good 10-14 hours of gameplay. I felt like the game was long enough in terms of a general campaign, being careful not to overstay its welcome.

It's the lack of any additional options that surprised me. Single player and co-op is all well and good, but the potential for challenge rooms like the first installment was great; and would have been a nice addition. Once you play through what is offered, the only real incentive to go back through again would be for achievements, hidden easter eggs, and developer commentary.

Overall

Portal 2 delivered on all my expectations, even exceeding in most areas. Clever puzzle design led to many great "Ah-Ha!" moments, witty retorts led to many "Ha Ha" moments, and failing to time that jump correctly led to many "Ahhh!" moments. It is an incredibly fun single player experience that I am sure I will revisit time and time again.

Thursday, April 14, 2011

New Nintendo Console in 2012

Nintendo has been slacking on Wii title releases lately and the reason seems to be coming to light. A new console has been confirmed to be showcased at E3 this year.



The unnamed console, according to Kotaku:
Furthermore, we've heard that the machine will be more powerful than current-gen systems, meaning Nintendo, currently backing a Wii that is weaker in horsepower than the Xbox 360 and PlayStation 3, will be showing a new console that is more powerful than those current competitors.

So what does this mean for the console? Besides being more powerful, will it actually set a new trend like the Wii did in motion gaming? Or will it simply amaze everyone with visuals never before seen as possible?

E3 kicks off June 7th, until then it is merely speculation. Let's all just cross our fingers, and pray that friend codes die off with the Wii....

Source: Kotaku - New Nintendo Console Debuting at E3,...

Beyond Good & Evil HD Review - Diamond in the Rough

Score: 8.75/10

Beyond Good & Evil HD
Xbox 360 Arcade/ PSN(May 11')
Cost: 800 Microsoft Points
Developer: Ubisoft
Publisher: Ubisoft
Release Date: March 2nd, 2011



Pros:
  • Despite being 8 years old, gameplay still holds up well
  • HD Visual touch ups give it a much more polished look
  • Fantastic soundtrack
  • Only 800 Microsoft points
Cons:
  • Classic Save System requires visiting a machine before stopping
  • Camera becomes useless in tight spaces
  • With a port, comes the occasional glitch

Beyond Good & Evil is one of those games that only a few of your friends played, but bragged endlessly about as you ignored them. While being flooded with titles, this little gem from Ubisoft snuck in under the radar around November of 2003.  The underground success and word of mouth has helped the game live on, until a remastered HD version hit the Xbox Live Arcade for a mere 800 points. Having missed it the first go around, I thought it would be worth a look.

They Don't Make Em Like They Used To

The biggest question you can ask about the game is if it still holds up to today; the short answer being, Yes. The story, characters, worlds; it all has a unique touch that allows the game to shine. Being a completely new game to me, it felt like an authentic arcade release title.



After completing the first few missions it became clear as to why this game was a success; it was well ahead of its time. Open world exploration, side-quests, set pieces, an intriguing cast of characters; the game has it all. There were points in the game where I could imagine my surprised reaction eight years ago. Though the impact is lessened nowadays, it still was enough to raise an eyebrow.

Cop Drama in Space!

The game follows Jade and Pey'j, two unlikely characters looking after orphans on the planet Hillys. Under the constant threat of attack from an alien source called the DomZ, they begin to notice how the world's local law enforcement arrives after the threat has passed. Desperate for money, they take up contracts that slowly peel away layers of corruption and secrets being kept from the general public.
The story is a truly enjoyable one, and becomes more interesting as the cast of characters expands. Favorites are quickly chosen, from the lovable angst of Pey'j to the hilarious physical comedy of Double H.

Little of This, Little of That


The gameplay acts much like any action/adventure you have picked up. You will do some fighting, lots of collecting, and tackle the occasional puzzle. The game shifts these elements enough to make sure nothing becomes too stale for too long. The additional stealth rooms also serve as breaks in the button-mashing action.

The world functions like a typical open world game, in which your hovercraft navigates to points of interest. Trecking off the beaten path warrants hovercraft races, photography potentials (netting you cash), and chase segments; all of which rewarding your curiosity. You'll soon find yourself scouting new areas, checking every corner for a possible photography setup.

You progress by upgrading your hovercraft with pearls. Adding on weapons, a boost, and a jump can unlock additional areas. It's lenient enough to allow you to sweep through the game and skip some of the side content if you choose.

A larger surprise turned out to be the relative difficulty of the game. While the beginning had me under the impression that I was in for a simple breeze through another title, the latter portions of the game provide some truly difficult stealth rooms and battles that require more than the conventional button mashing to surpass. It is a challenge that can still make the most confident of gamers sweat.

Your biggest enemy: The Camera Man

The only real gripes with the game lay in the aspects that have not aged well. The biggest problem being the camera. In any tight spaces, you are basically blind. The camera will zoom in too far if pushed against a wall, struggle to help you peek around corners, and hover in a position to insure you never see any of the action. It's something that has been addressed by Ubisoft and a fix is in the works, but at the time being; the camera remains your biggest enemy.

Other small troubles include a save system that requires you to check into a machine to save. In lieu of the traditional checkpoints we have become accustomed to, this becomes a bit of an inconvenience and it loses the pick up and play feel.

Overall

If you can manage to suffer through the camera, Beyond Good & Evil is a surprisingly enjoyable game. It has aged well, and acts as a nice break from the slew of other titles available. I can safely say that after playing it, I wished I had managed to pick it up back in 2003.

Thursday, March 31, 2011

April Releases - Kombat and Science!

April looks to bring a nice calm to the influx of titles we have recently received. The must-haves for the month are few, but this month does play host to one of the most anticipated sequels of the year.

April 19th

Mortal Kombat

PS3, Xbox 360
Developer: Netherrealm Studios
Publisher: Warner Brothers Interactive Entertainment



After years of experimenting since 1992 with 3D fighting, adventure games, and even bizzare single player exploration games; Mortal Kombat is returning to its roots. A simple 2D fighter with bloody finishing moves. In addition to the classic feel, a challenge tower has been thrown in to pit you against numerous scenarios from "Test Your Might" to "Test Your Luck" where you must find an egg hidden under a cup. It looks to promise the bizzare, the familiar, and the satisfying finishers we have come to cherish from the series.


Portal 2

PC, Xbox 360, Mac, PS3
Developer: Valve
Publisher: Valve



Easily, the most anticipated title of 2011. Portal 2 continues to unwravel the mystery of what happened at Aperture Science Labs while offering the same incredibly fun puzzles ot solve. Despite being first-person, this is a thinking man's game; requiring you to plan your moves and time each shot carefully to advace. Tack on a new co-op mode and you have one incredibly fun looking puzzle game. With Valve, you can rarely go wrong.

Tuesday, March 15, 2011

Dragon Age II Review: Arise, Champion!

Score: 7.75/10

Dragon Age II
Developer: Bioware
Publisher: EA
Release Date: March 7th, 2011



Pros:
  • Dialogue wheel is a welcome addition to chats
  • Characters and writing prove strong as ever
  • Classes are diverse and offer plenty of variety
  • Sound design makes every hit satisfying
  • Interactive combat makes battles much more of a spectacle
Cons:
  • Lack of any real story arc makes the game feel less inspiring to start
  • Repeating areas result in bland quests
  • Isolation to one city makes the game feel enclosed
  • Occasional bug or glitch can ruin the experience
Somehow there is an infinite return of satisfaction from a tale of a young warrior becoming a noble hero and rising up against some dark terror that has plagued the lands. The first Dragon Age allowed players to choose a variety of races and classes to make such an adventure all their own, leading the Grey Wardens against a mass of Darkspawn. The addicting RPG element combined with epic battles and interaction at local towns made the first game a huge success. It is only natural a sequel should follow. Influenced by Mass Effect's sequel, the game has now limited the number of classes and even races chosen, while providing a more polished look and interactive combat...but does it take away from the individual experience the first game offered, or provide one far more interesting and unique?

A Story Within a Story...Sans Leo DiCaprio


Unlike the first Dragon Age, there is only one race and role to choose from; You are Hawke, a Fereldan driven from your home by the Darkspawn and forced to flee with your family to Kirkwall. Told as a "story within a story", one of your party members is chronicling your rise from peasant to champion in an interrogation. It's a neat concept that keeps you raising questions as to how you know the characters in question and what events led them there.

What is not a neat concept is the very thrust forward story. The last game was laid out very well, with a clear beginning of your induction into the Grey Wardens, participation in the front lines against the Blight, and journey to clear your name and gather an army. All the while, I had an overarching goal: Stop the Blight. This game has you flee from the Darkspawn, move to a city, and raise money so you can go on an expedition. It's much less of the overall "I have to stop a full on invasion" feel from the first, into a more "I hope I get 10 more gold so I can start the real game!" feel. Without that overall goal of an enemy or presence to stop, I felt as though I was just drifting from quest to quest, wandering aimlessly.



Despite the lackluster story, Bioware excels in its writing and character design, which is ever present in this game. No cheesy dialogue or cliche ridden one-liners, but true lyrical structure accompanies much of the characters. The banter between party members is alive and well, and calling on them to give their two cents is always enjoyable. Not to mention the characters themselves are a colorful cast of original entities, each with a back story worth investing time into.

No More Backseat Driver

The most drastic change to the game is the combat. Whereas Origins had you assign a set of tasks and watch them play out, the second installment asks you participate more. You tap a button for standard attacks and use the other three buttons for special attacks dependent upon your class.


This causes the combat in the game to feel less like a spectator's sport, and more like a battle. There is still the option to pause the combat and issue commands, with a menu that is much more streamlined for consoles. Orders go out quickly and smoothly, and coupled with macros you can customize; battles become a high point. What starts as a simple hack and slash soon evolves into frantic hits and powerful swings that reduce your enemies to nothing but red vapor.

With only three classes you would think it can get pretty straightforward but such is not the case. Each class has a subset of talent trees to choose from to specialize in and shape your character. Rogues can be up close with daggers or ranged, Warriors can be tanks or heavy hitters, mages can be healers or spell casters; it's all here. Having a healthy balance of these will insure your success. MMO veterans will feel right at home assigning roles and mixing the party accordingly, but the game is generous enough with quick saves to allow you to play around with the options.

You Are Not Smart Enough to Wear That!

Dragon Age has your standard RPG setup of armor and weaponry. You gain weapons and armor from quests or purchase them at stores, some with options of augmenting them to further assist. There are some pretty strict requirements for much of the armor and you will end up scratching your head as you try to reallocate your points accordingly; at the same time wondering why I need to be more cunning to wear a hat...



Your team members will have a suit of armor that is non-removable, and simply upgrades as you find the necessary component. This is much appreciated, as changing out a helmet and passing it along the line got old after a while. They still equip the standard rings and weaponry, but this shortens the grocery list of items needed.

Can Hawke Come Out to Play?

The biggest disappointment with Dragon Age II is the overall feeling that the game was rushed.

Textures and environments, though much improved from the previous installment, are still not up to par with much of what is out there. Some textures are fine, but running around the city, I find a blur of muddy clay staring back at me. It's hard to believe this is the same company that brought us Mass Effect, as the game is littered with cloned environments. There are only around 10 or so, and once you've seen one, it tends to pop up over and over. It got to the point where I was begging quest givers to please not make me go to the beach again.



Much of the game revolves around Kirkwall and your rise to infamy within its walls, I get that. What I do not get is why I feel so trapped when I play this game. In the last game I was traversing across a continent, choosing where I wanted to go; be it a mountain city or lush forest. In this game I feel like I am a kid who has been grounded and can only play outside in the yard, as I am not allowed to cross the street. In a game promising adventure, I just expected to travel a bit farther from a city.

I also find myself running into the occasional glitch. Sometimes textures go missing, sound cuts off, etc. I even ran into a glitch on a main plot questline 8 hours into the game where I could not talk to a guy with a quest marker clearly over his head. In my beginning playtime the game offered no real trouble, but as fights picked up and colors starting flying, the occasional game freeze occured. In the better part of 2 hours I had the game freeze on me three times. This seems to be a fluke, as it seems to be a mix of people running into these problems, and some without any problems at all.

Recycled character models top off the list of things I wish were changed. Ogres, spiders, and even the dragon model are taken straight from the pages of Origins.

Overall



Dragon Age II is by no means a terrible game, and I already envision myself revisiting the main game plenty of times. It was just a let down considering the amount of time I poured into the first installment, expecting the same quality of adventure and story I had before. If you can look past the flaws, the battles and dialogue will eventually overshadow the small nuances. It's fun, but feels like one step forward, and one giant ogre punching you in the chest...steps back.