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New South Wales, Australia
Game Developer, Composer & Gamer.

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Showing posts with label Adventure. Show all posts
Showing posts with label Adventure. Show all posts

Thursday, March 22, 2012

Review #9: Syndicate

 

Platform: PC
Type of controller: Mouse+KB    
Install time: Approx 10mins  
Dependancies (Included in installation): DirectX, VC 2008 Redist
Notes about installation: This game is currently banned in Australia. I ordered this copy online from the UK through eBay, but this game cannot be legally sold within Australia because of the lack of the R18+ rating system.


Game website: http://www.ea.com/syndicate/    
Wiki: http://en.wikipedia.org/wiki/Syndicate (2012 video game) ----------------------------------------------------------------

Before i get into this review, i want to apologise for the lack of reviews recently. Having a full time job means that all of my hobbies and interests have been put on the backburner in order to progress in my career. I will try and post as many reviews as i can with the limited amount of time i have. I would also like to quietly note that i am developing a Video series of reviews for games, movies and possibly more!!!

My thoughts about the game;
Syndicate is one of those games where you can't quite put your finger on what is good and what isn't for the first hour or two of playing. I only discovered today that this game is using DICE's Frostbite 2 engine, which was not as big surprise considering how fluid it feels, and how the graphics are almost on par with the likes of BF3 or Crysis 2. That said, the mechanics in this game feel a bit 'too' tweaked, whereas the exact same mechanics are much more fluid in Battlefield 3, they feel a bit overworked in this, or have not had all the bugs ironed out as yet. Overall this game is everything i have come to love about first person shooters, science fiction and games in general. I am a sucker for futurist sci-fi so this review may be a little bias in the story and graphical points because i have to constrain myself in saying how much i've wanted a game like this for some time now.

The recent addition of Dues Ex 3 to the world of sci-fi gaming was a bitter-sweet one for me, on the one hand i really love the concept, but a story like that seems to be wasted on a video game, when if they had put the same amount of effort into a animated feature film it would of served the story's purpose much more in my opinion, this is where Syndicate fills the void for me, it is much more of a 'gamers game' than something like Deus Ex 3, mainly because it has streamlined the ideas of DE3 into a more fluid gameplay mechanic. You can still look around, pickup data logs and hacking into computers to gain non mission specific intel, but you can also get by just fine without knowing what Dr Mad [dead] Scientist had for breakfast yesterday morning before his wife was kidnapped by rebel scum etc, you get the point.

The one thing that stands out for me with this game is the solid gameplay. As many review sites have said, this game is everything you know and love about first person shooters, but done better with seamless integration of style and flair where other recent sci-fi shooters have failed terribly (Namely the likes of Hard Reset or Section 8)

Developer standpoint;
In this developer's standpoint, i have based my reactions and opinions around the fact this was built with an already solid Frostbite 2 engine. I have written this as more of a comparison to BF3 but only in the technical engineering sense. BF3 is a very very different game, however its built using the same sets of rules and using the same nuts and bolts as this game.

Difficulty
This is the one aspect of Syndicate i do not like at all, BF3 also suffers from this problem so it may be an engine related issue and not that of the game designers but the engine programmers. The difficulty is something that needs alot more balance, because 90% of this game is generally a nice, challenging yet defeatable difficulty, whereas the endzone boss fights are quite ridiculous the first few attempts at them. I think i have saved myself from hating this game by gracefully quitting after 5 or 10 retries of something, letting myself cool down and come back to it later. Some areas seem impossible at first, but as you play them over and over they do get easier or to be more precise, they get less frustrating as you figure out the areas of the map that work best to your advantage.

Animations and visual effects
Absolutely stunning, not as highly fluid and detailed as BF3 but just as awesome to the untrained eye. One thing that stood out as a problem was parkour vaulting over obstacles is much less fluid than BF3. Just the way the end of vault is animated is poor, could be another coding issue though, because during mid-vault, its fine, but as soon as the players legs get over the obstacle, you land above the ground, and the camera twitches a bit and goes inside the player model for a split second, its quite disorienting and i have found myself avoiding using it because it does break the flow of the game. One other thing worth mentioning is the Bulletstorm-esque slide. In theory this is a great mechanic if its done right, Mirrors Edge got it right, Bulletstorm, while heavily unrealistic, managed to make the slide an integral part of the game, and they did it very well, however Syndicate lacks the style and control compared to the aforementioned games. It too is a flow breaker, and something that needs alot of work to be usable outside of a simple puzzle scenario (which there are none to my knowledge for this specific mechanic), it appears to just be another dodging technique that isn't implemented as good as it can be.

Level design
The level design in Syndicate is fantastic. This is up there with the greats of Sci-Fi level design inspired by a multitude of recent and not-so-recent games. There are some things that the untrained eye may not notice that i noticed first play through, such as the mission where you are in a hovercraft helicopter sort of thing outside, and the music is suggesting 'what you are seeing is some big vista, be awe inspired' which was quite beautiful, but it was soon devalued by the fact they are using what i call the 'Silent Hill mechanic' of level optimisation, fog. You cannot see the city streets below because of a big thick layer of fog. I know that the developers are trying to convey a sense of height and depth with this visually, but technically it is just a cheap way to not have to design an entire street-scape. This was a bit disappointing to me because they could of done exactly the same thing, but at night with all the lights of the skyscraper buildings, but during the day this just looked really tacky. Another thing to note is the training levels, this is done in a very minimalist Tron style, and is perfect for teaching the player about new mechanics or unlocks they would be unfamiliar with.

Sound design
The sound design like any Frostbite game really shines above the rest mainly because of the rich programming that has gone into the audio engine. The DSP type effects are unparalleled and no other game engine has come close to the ability of what Frostbite is capable of, even in the first engine version this was a major feature (ala the 'War Tapes' audio setting in Bad Company 2). Basically this is a Next Gen HD audio engine, and in Syndicate, although the budget was obviously less than that of the Battlefield series, still holds up with excellent sound quality and clarity.

On a side note, dubstep is becoming increasingly popular for use in games, TV shows and movies, and especially in trailers. As much as i love dubstep, this may or may not be detrimental to the genre, but hopefully for every 1 mainstream artist like Skrillex, there are 3 underground artists striving to be better than that 1 mainstream artist who they dislike for being popular within the scene of music they enjoy making, but secretly love them because they can be a more pronounced musician. The reason i mention this, is because Skrillex produced a song for Syndicate under the same name. I've only heard this play once in-game, and that was during an intense action moment, that suited the game really well because i was too distracted by the action to care which dubstep artist was playing in the background.

Story and character development
The story is something in Syndicate that is definitely not new, i have not played the original 1993 game, but i am told it holds quite true to story cannon. That said, this is a pretty average run of the mill sci-fi story, so there is not much to say here. The character development on the other hand is quite deep, even if the game isn't. One of the main reasons this game was banned in Australia is the blatant disregard for human life depicted by your buddy 'Merit' who executes ALOT of civilians during the game without blinking an eye. This is quite powerful, and while alot of the current generation of gamers may be desensitised to such thing, i found it to be quite a good characterisation technique, albeit a quick and cheap one. Most of the other characters are forgettable to an extent, the main point of this story is the classic Corporations controlling the world, controlling the government, because of their contribution to society in this case in the form of the "DART" chip in the brain which has rendered all electronic devices obsolete. However saying that, this is yet another sneaky and cheap story telling device that makes the game designers job an easier one.

Closing statement
Syndicate is one of the games of 2012 that will hopefully grow into something much more than just a remake of a 90s tactical shooter game. There is alot of movie potential here aswell, but i mentioned earlier, this is the perfect 'game' for anyone who is into Sci Fi, but if you're just a gun ho, trigger happy COD fan than i would look elsewhere for your daily thrill of killing.
Overall this game is definitely worth checking out, if you like your shooters i recommend playing through this, and if you're into Science Fiction, then what the hell are you doing reading this?! You should be playing Syndicate right now!

Story: 6/10  
AI: 6/10
Sound: 7.5/10
Voice: 6.5/10    
Controls: 6/10    
Models: 7/10  
Level Design: 7.5/10  
Textures: 7/10  
Technical Complexity: 6.5/10    
Replayability: 5.5/10    

Total: 65.5/100

Thursday, September 22, 2011

Review #8: Homefront

 

Platform: PS3    
Type of controller: Controller   
Install time: Approx 3mins  

Game website: www.homefront-game.com    
Wiki: http://en.wikipedia.org/wiki/Homefront_(video_game) ----------------------------------------------------------------

Before i get into this review, i want to apologise for my absence as of late, i've moved house a couple of times in the last 6 months or so, and haven't really had a chance to sit down and properly review a game. I do have a hand written draft of a Bulletstorm review that should be up in the next few weeks.

My thoughts about the game;
Without spoiling too much, Homefront is one of those games that sounds really awesome on its premise but only delivers about half of what you would expect from it. Basically its the future, Korea invades the USA, and you play a USA resistance member fighting to gain control of this one area back. I enjoyed this game but only to the extent where i knew if i had on PC i would still be playing it. First person shooters on consoles are just too varied to gauge a decent one. Some are too easy, others too hard, some the controls are brilliant but the level design doesn't compliment it, others the controls are horrid but the story is so engaging it's hard to put down. I'm afraid Homefront takes a little from all of those negative points of FPS console games, and doesn't really make it worth the price tag they're asking for it.
This game crashed on me so much, even after patching it on PS3 that it got to the point where i had to be conscious of not going infront of the person that said "FOLLOW" above their head. Because once you do start getting infront of them, the game seems to have a hard time comprehending your logic and crashed spontaneously.
I was really looking forward to this game for the only reason that i really liked Kaos Studio's last title, Frontlines: Fuel of War, which for me was amazing because it was pretty much a Battlefield 2 clone in the Unreal 3 engine, with more gadgets and what not, but their marketing absolutely failed for that game and the online servers were a ghost town. Funny enough the opposite seems to be true for Homefront, even though the game is average, their marketing was much much better this time, but they lacked heavily on the originality of the game itself. There isn't much that stands out in Homefront, and i only stopped playing it a couple of days ago and i've already forgotten the characters names.

Developer standpoint;


Difficulty
The difficulty of this game is pretty solid, not too easy, not too hard... However there are some parts that are incredibly frustrating where i would of died at least 15 times before figuring out what/who/where i was being killed from. The visual damage indicator (the blood onscreen) is little to no help in identifying where someone is shooting you from. This caused me so many deaths that i eventually had to take out enemies slowly, one by one, and really turn the volume up on my surround sound to hear where they were coming from. Games that do this are frustrating because i like to play through games on easy first, then if i like the game, or if the game is more rewarding on higher difficulties, i'll crank it up a notch (BAM!), however games that frustrate me due to their sporadic difficulty when set on easy need to be playtested a bit more.

Animations and visual effects
All the animations and visual fx are pretty solid. I don't really have much to say about this, the only thing that i guess fits into this category is the lack of no-clip through ally AI. I know that's not realistic, but the amount of times the game glitched out because i stood somewhere i wasn't supposed to, and got stuck between an ally and a wall or bin or door or something was ridiculous.

Level design
Level design for the most part was excellent, except i couldn't help but feel that I'd played alot of this before, it really struck me as being very similar to the urban sections of Left 4 Dead in daylight... Which is fine and Homefront certainly did an awesome job of pretty much ripping off other games for most of the levels, so there's not really anything interesting to talk about here. [Slight Spoiler] The part where you have to lay down in a mass grave to escape capture was pretty original, although not much of a level design element, it sort of is, and flows nicely into a cutscene...

Sound design
The sound design is pretty awesome in Homefront, however again, nothing really interesting here, the voice acting was pretty dull, the weapon sounds and fx were pretty run of the mill. Didn't really expect much from this end of the game, and Homefront delivered perfectly on that expectation.

Story and character development
Now as i mentioned earlier, the premise of this game is really interesting, and quite possibly never been done before in a video game (haven't researched that fact so i could be wrong), but because of the nature of the premise, it's no surprise that you play as an American resistance member, and not the invading Korean army. I found it really difficult to feel for any of the characters in this game, they kind of just throw plot elements in your face and expect you to feel emotion for the characters, without actually building on their development very much. This really makes the story feel forced, and quite frankly boring considering the unique ideas that were put behind it. There is this one scene where one of the fellow resistance members is killed, and one of your Ally partners is crying and yelling "WHY?!?", but not even 2 minutes later that particular partner is up and carrying on like nothing happened. This is the sort of sloppy storytelling that is throughout this game, and the premise aside, makes is seem very generic.

Closing statement
This game was hyped up to be alot more than it is, just another generic military shooter. It does have Sci-Fi elements, but i wouldn't really call it a Sci-Fi shooter, simply because the Sci-Fi elements aren't really expanded upon, nor are they any real significance to the gameplay or how the game progresses. I still haven't finished the game but i doubt that in the second half of the game that it gets any more immersive or changes it tone, it actually feels quite monotone throughout the whole thing, and while there are some jaw dropping moments (Such as the bus ride and subsequently the bus crash), there aren't many other memorable moments or things that really make you go "wow". Overall this game is a good time killer, and if you're into B grade shooters then you will enjoy this, but for the most part, the fact this game was advertised as AAA title makes it even more bland.

Story: 4/10  
AI: 5/10
Sound: 5/10
Voice: 4/10    
Controls: 4.5/10    
Models: 5.5/10  
Level Design: 5/10  
Textures: 6/10  
Technical Complexity: 4/10    
Replayability: 3/10    

Total: 46/100

Tuesday, December 21, 2010

Review #6: Christmas Indie Games Special

 

Platform: PC/Steam    
Type of controller: 360 Controller/Mouse+KB    
Install time: Various  
Dependancies (Included in installation): DirectX, VC Redist 2008 etc  
Notes about installation: None    

Game website: http://store.steampowered.com   
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Well hasn't this year gone by fast again... seems to get faster and faster as you get older!

This month's review is going to be a little different from the last, instead of reviewing one game i thought i would review 10 indie games instead!

Now because of the amount of games in this review, and because of their nature i won't be doing the deep review type stuff i normally do with the bigger name games, instead i will just give a brief synopsis of the game, what i found fun and not fun, and whether or not it was worth buying.

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Ok for first up we have Chime.
This game took me by surprise, i was disappointed with the small amount of levels, but i really enjoyed this. If you have ever played Lumines or Tetris and enjoyed them, you will most likely find this enjoyable too.
Basically this is a beat/music game but like Lumines the beat of the music and the matching of blocks is not critical to the game, it's more of a secondary background feature.
Also it has a the Portal theme song as the final stage, which when you have the rounds set to 11 mins, can actually go for up to 14mins!
Overall this game was definately worth the couple of dollars i paid for it, which i got more enjoyment out of than say a cup of coffee (and i love coffee so that's saying something!)
Total: 7/10

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Second on my list is The Undergarden.
No beating around the bush here, but this game is shit. Well to be fair the developers have done a good job on the art style, but my fairness ends there. This game was probably made for kids, which also makes it worse because the actual gameplay objective is still something i don't quite understand. I think you have to grab these glowing plant parts to use as weights with this bubble thing that grows around you when you press a button so i guess you could call this is a physics puzzler but i was so bored by this i gave up after the first 2 or 3 levels. This probably wasn't worth the couple of dollars it cost me.
Total: 3/10


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Third one on the list is Zombie Driver.
I've actually had this game for quite some time now but it has been in my "pile of shame" for months and months, i didn't even open it up until a few days ago when the Steam Treasure Hunt objective came up i thought it would be a good chance to check it out.
The one thing i have a problem with in this game is the view, more times than i would like to admit, i felt that queezy motion sickness coming on and had to stop playing for 5mins and get my bearings. If you could imaging an RTS diagonal top down view fixated on your car, that is what the view style is on Zombie Driver. You speed through the pretty awesome environments splattering any zombies that get in your way, rescuing survivors from arbitrary numbers of zombies is a specific area. That's pretty much all there is to it, if i could get past the motion sickness feeling it might be a much better game!
Total: 5.5/10

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Alright fourth one down we have The Polynomial.
Now this game is one for the trippers! Haha..
It's hard to actually class this is a game, it's more of a hybrid between a simple space shooter in 3D and a fractal generator/3D visualiser.
I have mentioned to a few friends of mine this game would be perfect for VDJing, because you can turn off all the 'game' elements and you fly around the awesome fractal visuals in first person.
As mentioned previously, you can also generate and save your own fractals as rendered images. Overall this game is hard to say if it was worth buying, if i ever had a party i would definately put this on a big screen and load the playlist of songs inside the game :)
Total: 6.5/10 (Hard to score this, i would say as a game itself 4/10 but as 3D visualiser 9/10)

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Number five on my list is Droplitz.
This game was hard to get used to at first, but it's reminiscent of some games that have "hacking" puzzles to open doors and stuff, and by hacking i mean plumbing skills.
Basically you rotate discs on the board to get the balls to flow from the top 2 output pipes to the bottom 3 pipes. Once you have successfully made a connection, it locks those discs and once all the balls reach their destination, those discs are eliminated from the board and more "drop" down in a bejewelled type manner.
This game was alright i guess but overall not very entertaining and i would probably play it only if i had nothing else to waste time with.
Total: 5/10

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Ok up next for number 6 we have Poker Night at the Inventory.
This is basically a celebrity poker game with 4 different video game celebrities from 4 different aspects of video gaming. You have Max from Sam & Max, Strong Bad from the Homestar Runner web comic series, The Heavy from Team Fortress 2 and Tycho from Penny Arcade.
This game is difficult to score because first impressions were awesome and the novelty of the dialogue between the characters wore off more and more as i played it more and more. If you can afford to spend the money to buy this game i would say its worth it just to hear all the banter between the characters once, but as a poker game itself it's not the best out there. I love Texas Hold 'Em poker but this game makes that style of poker look too easy. The computer characters hardly ever bluff, they are way too predictable but at the same time they can throw a curve ball and be very unpredictable, that would be ok if there was more of that unpredictable type stuff but it doesn't happen too often, and when it does no doubt you have bet all your money on your hand without realising that (most of the time Max) has a royal flush or something crazy and rare like that.
If you asked me to review this the day i got it i would of given it alot of praise, but after a while the dialogue repeats itself too much. (I want DLC characters for this!)
Total: 6/10

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Seventh on my list is Bejewelled 3.
This is the superstar of all things Indie. I"m not sure if you could class this as Indie anymore, when bejewelled first came out the small Brittish studio/website Popcap were only just finding their feet in the casual market, now Bejewelled is their biggest seller and a multi million dollar franchise. I've only put this game on the list because it's basically the AAA version in the Indie game category.
If you have played Bejewelled, you will know what to expect from this. I will say that the new things they have added have been given alot of thought and they are executed well. The addition of being able to swap gems as the next lot of gems are falling has given the game a new "speedplay" angle where you are matching gems faster than the game can restock the board with them. There are some other gameplay modes added, like a campaign/quest mode, but i think this was added purely to bring people back from Puzzle Quest, which is my favourite derivative of Bejewelled (It's also made by Aussie developers -- "Infinite Interactive" !)
Overall this game was worth the money, even if i won't play it all the time, it's a great time waster and very addictive once you get started.
Total: 7/10

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Ok number 8 we have AaAaAA!!! A Reckless Disregard for Gravity.
This is a strange game. The objective is to free fall through plates and rings until you reach the bottom, it reminded me alot of Pilot Wings on N64 but without the terrible graphics and handling. I'm not sure if i get this game, it's attempt at humour while sometimes amusing can be too obvious and it literally has signs saying "LOL LOOK HOW FUNNY WE ARE!!!111!ONE"
Ok fair enough i'm paraphrasing with that last one but they use that internet vernacular that some of us have grown to hate over the years, so be warned that this game is set for that special group of people who find that stuff funny or else you're going to be rolling your eyes more often than not.
Humor aside, the gameplay is good but the objectives can be very challenging and the controls don't help much either.
This is a game for people who love to fly through rings and stuff and play a whole game based around that concept, or else you won't find this very enjoyable.
Total: 4/10

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Alrighty second last on my list for number 9 is Bob Came in Pieces.
Refer to my Undergarden review above. No actually to be fair this is a bit better than The Undergarden, at least this is slightly more challenging and visually simplistic and the goals are clear. You fly around in this little space ship, in a platformer type world, collecting parts for your space ship that you can interchange to help solve different physics puzzles in the levels. That's about all there is to it, and like The Undergarden, is probably aimed at a younger audience.
One thing i should mention was while using the 360 controller for this, my mouse was very buggy ingame, because when you try and attach or detach ship parts, you can't use the 360 controller, and the mouse was all screwy at the ship upgrade screens.
Total: 4.5/10

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Ok last on my list is Shatter.
I think it might be best to break this mini review into 2 pieces, one for the story mode and one for the bonus mode.
As with most of the game above, i bought this game because of the Steam Treasure Hunt. Now i'm not saying that i bought all of these games simply to get the objective, but it was incentive to dive into the Indie game scene and checkout some of the lesser known titles. That said, the objective for this game was so 'balls ina  vice' difficult that i gave up after about 115 attempts, so in that respect it wasn't worth buying, however;

Story mode: This was pretty awesome, i have to say i'm so glad the game made you play through most of the story mode to unlock the bonus mode, or else this would of been a very short and derogatory review. The story mode in this game is basically like Peggle/Pong but with a twist, each level is designed very nicely, and the "balls" (i've heard them referred to as 'Spermoids') obey gravity and can be slightly controlled after you bounce them off the paddle. The graphics are quite good, almost like Geometry Wars but with solid textured objects instead of wireframe. The levels are challenging but not too difficult, and overall it was quite fun.

Bonus mode: Ugh well i really have to hold back with the swearing here, because this bonus mode is nothing short of ridiculous. Basically there are no blocks to 'shatter', and you start with 3 balls that get faster and faster with each paddle hit, you get 100,000 points for each time one of the balls hits the paddle, but because the paddle is curved, and because the balls obey gravity, soon enough you have this mess of speeding balls that you have to be so good with reflexes, but also your cognitive abilities need to be quite high to be able to track and predict where each ball is going to bounce, and where its going to be in the paddle end. Some people may find this thrilling and some may find it fun but the majority of what i've seen and read, most people find this frustrating and alot of those people are screaming on the forums that it's all down to chance/luck. In the game's defence, that's not entirely true, and also the people who are actually good at this mode claim it's all about reflexes which isn't entirely true either. It's a combination of your cognitive processing abilities, your hand eye coordination, luck and reflexes thrown into one, which for the average gamer like myself is too much to handle. I think Steam set the bar a little too high with the objective for this game, as 11 million points spread across 3 different maps with 100k per hit of the paddle sounds easy enough on paper, but that means you have to score an average of about 4 million points per map, which is 40 hits of the paddle. After about 20 hits the balls are going so fast that 98% of the time for me, i lost 2 or more balls around that 20th hit.

If you are going to get this game, disregard my Bonus mode review, and don't play it. Story mode is where the fun is at, and is the main feature of the game.
Total: (5/10 for story mode, 1/10 for bonus mode) 4.5/10

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Alright that brings me to the end of this mini review set and to the end of the 2010 reviews from me.
I would like to also mention that i have been playing Metro 2033 lately and could possibly be my first review for 2011, we'll see.
I have also just purchased Bad Company 2 and a couple of other games during this Steam Christmas sale, and that i might be also reviewing them next year.

2011 is going to be an awesome year for gaming so i can't wait to review things that i am actually looking forward to, like Homefront, Brink, Deus Ex 3, Future Soldier and more!

I would also like to give a special thanks to Steam/Valve for making quite an innovative scheme with the Treasure Hunt, it has been a good excuse to checkout some of these Indie games, some of which i was quite pleasantly surprised with.

Also a special thanks to all my readers, have a safe and awesome Xmas, and hope to see you in the new year!

-Jenkins

Tuesday, November 9, 2010

Review #4: James Bond 007: Blood Stone

 

Platform: PC
Type of controller: 360 Controller
Install time: Approx 15mins  
Dependancies (Included in installation): DirectX 9c 

Notes about installation: Installation was quite unique for this game, well as unique as an installation can get. A Flash video plays in the background while installing, complete with sound. It is quite artistic (its an "infinite fractal zoom" technique going from one concept art to the next by zooming into the center of the frame). Other than that, setup went quite smoothly.   


Game website: http://bloodstonegame.com
Wiki: http://en.wikipedia.org/wiki/Blood_Stone_(video_game) ----------------------------------------------------------------


My thoughts about the game;
I didn't have high hopes for this game... considering the Bond Game track record, i was expecting a mediocre game at best, a complete flop at worst.
I was pleasantly surprised after playing this game for a little while... my initial impressions weren't too good, which they probably should of focused on a little more, but the game gets better as you continue playing and learning more about the core gameplay.
First off i recommend this game to anyone who enjoys the Splinter Cell series of games, there are countless moments throughout the game that reminded me of Splinter Cell, and a little bit of Syphon Filter aswell.

This is also an original story created by the developers in conjunction with Ian Flemming and MGM Entertainment, therefore the developers have had alot more time to work on the story and gameplay instead of rushing to get something done for a tied in movie release. This really shows in the game because eventually about 45mins into the game i actually felt like i was playing a Bond movie... there have only been 2 Bond games that i've played that truly felt like that, the obvious being GoldenEye 64 and the other being Everything Or Nothing on Gamecube (which coincidently was also an original storyline created by the developers of that game).

It took me approximately 7 hours to complete on easy, however i was interrupted several times on Steam while playing, and that time is including watching all the cutscenes aswell, so my guess is around 5.5-6 hours worth of gameplay, which isn't too bad for this kind of game and considering the movies only go for about 2 hours each.

Developer standpoint;

Difficulty
Although i haven't tried the other difficulties yet, easy was quite exciting enough for me to not be bored with enemies, i died a few times here and there, some parts i had to restart (a mission or two failed because i didn't know what to do) but on the whole it was challenging enough to play through on easy the first time around.
This is one of the only games were i was impressed by the enemy AI, it's nothing groundbreaking, but it's also not as broken as many other games especially stealth games in the action genre. The only thing that is missing is the enemies ability to hear you, but that would make the game much more bias towards the enemies and honestly that might have ruined the experience. Enemies for once have a proper "cone" of vision that they can see, and although the player cant see that cone, i could tell alot of effort was put into getting that part right, and it really does work well.

Animations and visual effects
The animations in this game were also very impressive, aside from the lip/mouth movement animations which were a bit dated, but overall most of the animations were very well done.


Visual FX in this game were kind of all over the place, you have the intense action sequences, that are quite impressive, however you have things like fire, dirt and dust that look like they were made back in 2003...
That was the only real issue with the VFX, the particles.


Level design
Some of the levels in this were Modern Warfare level of impressive. Some areas i deliberately took longer to finish just so i could soak up the atmosphere. I haven't been this impressed with level design (in a Bond game) since GoldenEye 64, these were truly great atmospheric environments, with some places feeling like a movie (Construction site in Istanbul, the rainy rooftops of Bangkok back-streets and the Siberian biochemical refinery -- all top notch design).

Sound design
The sound design is something that doesn't really need to be mentioned, it's a Bond game, the voices are acted by their real life counterparts (Daniel Craig as Bond, Judi Dench as M, Joss Stone [who sings the theme song] as the Bond girl & a sort of sidekick Nicole Hunter).
The sound FX and music were also great quality as i expected with a Bond game, like i said, this sort of thing comes with the territory, i would of been very surprised if the sound design wasn't top notch because of the franchise popularity.

Story and character development
Well as previously mentioned, because this game is an original storyline (possibly based off one of the many books, but not based off a movie) the developers actually had ample time to get the story & character development right, and they did.
Just a brief synopsis of the story;
The player teams up with Nicole Hunter (hired by MI6) to stop a plot involving biochemical WMDs. Set across six locations: Athens, Istanbul, Monaco, Siberia, Bangkok, and Burma, you fight a group of terrorists led by a man named Pomerov. Later as the story progresses, you find that there is a deeper scheme going on here, and while Pomerov is your first target (and where i thought the game would end) it turns out that he is only a stepping stone to a bigger target (which i won't spoil). There are decent car & boat chase scenes, awesome rooftop chases that if done right, has some of the best melee combat in a game since Colosseum: Road to Freedom (PS2 gladiator game).

Closing statement
This game is definitely worth playing, however i don't think it's worth the 90 dollar price tag. Personally i think it's worth about 1/3 of that price (it has Multiplayer aswell, 3 different game modes like TDM, CTF and objective based [not exactly co-op but more like Gold rush from Bad Company -- 1 team tries to obtain an objective, the other tries to stop them]).
If you enjoy a good stealth game, you should enjoy this. You may need to give the game a chance though, because the earlier levels aren't as impressive as the later ones, especially when the stealth kills become increasingly difficult to achieve, but are very possible.
That's another thing i wanted to mention, the animations for Takedowns (one button melee kills) change all the time, depending on your stance and the enemies position at the time, i counted at least 40 different takedown animations throughout the game, which was impressive because they didn't get old watching the same one over and over.
To put this simply, i enjoyed this game alot more than i enjoyed the previous title i reviewed, Singularity.

Story: 6.5/10  
AI: 7/10
Sound: 7/10
Voice: 8/10    
Controls: 5/10    
Models: 5.5/10  
Level Design: 6.5/10  
Textures: 6/10  
Technical Complexity: 6.5/10    
Replayability: 4/10    

Total: 62/100