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

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My upcoming reviews are subject to change & availability, so i won't be listing them anymore
Showing posts with label Alternate History. Show all posts
Showing posts with label Alternate History. Show all posts

Friday, February 18, 2011

Review #7: Battlefield: Bad Company 2

 

Platform: PC/Steam    
Type of controller: Mouse+KB    
Install time: N/A 

Dependancies (Included in installation): DirectX, Punkbuster, VC++ 2005 Redist  

Notes about installation: None   


Game website: www.battlefieldbadcompany2.com    
Wiki: http://en.wikipedia.org/wiki/Battlefield:_Bad_Company_2 ----------------------------------------------------------------

First of all i hope you all had a good Christmas and New Year!
I know i did, and infact i will be moving house soon so there may not be a review for March as with January, i will be much too busy to sit down and review games. But do not fear, my game reviews will continue to be monthly after i get settled into my new place, who knows, i might even be able to write 2 big ones for March because this year is going to be a big year for gaming :D

NOTE: Ok much like Yahtzee (the game critic), i think a game should stand up on single player alone, Multiplayer should be more of a bonus feature than a focal point of a game, but i digress, this review will be mainly concerning the Single Player campaign of Bad Company 2.

My thoughts about the game;
Originally i was hesitant about the campaign in this game, because i owned the first Bad Company on XBOX360, and did not have access to XBL at that time, all i played was the single player campaign. The story was fairly decent and i did play through it about 4 times over the course of about 6 months, while the visual style and effects were impressive the story somewhat lacked replayability, however it did have enough depth for me to be actually interested in the characters because of how they were treated by the military but also by their fellow soldiers.
I wish i could say the same for Bad Company 2. The story, what's left of it, and the characters more importantly, are so different to the first game. In Bad Company 2, they are treated more like Special Forces soldiers and not some B Grade B company doing all the dirty work and being blamed when shit hits the fan. In this one it seems the Single Player was slapped in after the Multiplayer, because although the scenery is amazing, there isn't much atmosphere for the story to feel engaging enough. I was really disappointed at this because i had been playing Multiplayer for about 10 or 15 hours straight before i played the single player campaign.
I also played through the Medal of Honor (2010) campaign and found it to be much better than Bad Company 2's campaign.

The first mission gets a really good pace set for the game, without spoiling too much, it's one of those "play as some dude in the past and have the game refer to those moments later on in the present day story" types of campaigns, and believe me you need to pay close attention to the story or hardly anything will make sense later on in the game.
My first run through the campaign was exactly that, i didn't pay close enough attention to what was being said and implied, i just run and gunned my way through and totally missed huge chunks of the plot because of it.

I can't help but think as i'm playing this of "because the plot said so" kind of moments, like the Russian colonel you fail to eliminate not once but twice... the first time sure but the second time is a very "because the plot says so" kind of moment. I mean anyone with a gun at that point had the shot at him, because he comes right up to you in plain sight and brags about something, and just runs out the door? Seriously that right there was a turning point in my opinion of this plot. It's all too... 'setup' for my liking.. and don't even get me started on the end of the final chapter... Stories that follow the 3 act method of beginning, middle and end should not have a setup for a sequel at the end, and if they do, it shouldn't be anywhere near as obvious as the one in this game. Honestly folks if you haven't finished this game, prepare yourself for the ending, because i could see alot of people getting pissed off about it.


Developer standpoint;


Difficulty
Ok well as usual i played through easy first, and medium/normal second, and honestly there wasn't that much of a difference. I wish more games would actually change the AI when the difficulty is changed, not just the amount of health you and the enemy have, and how much damage each shot does, because having the same AI with slightly more health and bullets with slightly more damage doesn't actually make it any harder, just makes it either shorter or longer depending on the players skill level.
So as for the difference in difficulty, there isn't much between easy and medium, however the consistency of the difficulty is quite good, you can slowly tell that it becomes more challenging towards the end of the game, which is good and what games should be about.

Animations and visual effects
This one is hard to comment on, because while face value of both animations and visual effects is quite impressive, if you know what your looking at and actually really look closely at them all, you will see that infact there are alot of shortcuts being used to give the illusion of it being much more complex. That said, some companies go for that, because it enables the game to gain more popularity quickly for something that looks more impressive than it actually is. The animations can be jittery and or buggy which is noticeable in the first mission's in-game cutscenes.

The damage "physics" is another thing i should mention here because it falls under the VFX category. Now just to clear this up with people... The damage is NOT dynamic. If you want to see proper dynamic damage, go and play Red Faction 3, because that is one of the only examples of realtime dynamic destruction and damage to buildings. The buildings in Bad Company 2 and also the first one are not dynamic. They are infact predefined places of buildings, and also predefined pieces that fly off when you blow it up. In the first Bad Company this was very obvious to me about the second time i ever blew up a wall, however this is more carefully disguised in Bad Company 2, because they have increase the size and amount of dust and debris that fly off when the wall actually explodes, it's still a predefined position and number of pieces of debris, but the cloud of dust and smoke is much larger which gives the illusion of the explosion/destruction being more damaging. To their credit i thought that was a clever way of getting away with it, but i still can't help but see through the charade.

Level design
The level design for the most part is excellent. The sceneries and vistas are stunning, the foliage and amount of detail models are done very well however, it is quite sloppy, and feels very rushed. This is especially noticeable in multiplayer, where in nearly every single map i have found at least 1 static model floating above the ground, and i haven't even been looking for them either, just stumbled across it while moving around the map normally.
Another thing (related more to the visual effects) is when a mortar or any large explosion originates from the ground, it creates a crater where the explosion happened, this also appears to be dynamic at first but i have a sneaking suspicion it too is also predefined at certain areas of the map. The problem though is if a crater forms at an area where there are static objects on the ground, such as rocks or junk piles, often these static props stay in their original position, obviously because they are static, but leave a huge gap under them because of the newly formed crater, surely they could of had some way of deleting any static objects in the area of the craters, after they are formed because the amount of dust and debris would mask the obviousness of the object vanishing...

Sound design
The sound design is probably the strongest point of this game for me, apart from the multiplayer. When set to "War zone" setting in Options, the sound of this game is absolutely incredible, especially on 5.1 surround sound. Not only do you hear the shell casings hitting different sounding surfaces, if you are in a room with any sort of close range acoustics, you can actually hear the echo of the shell casings (known as reverberation). This is an incredible aspect of the sound design and makes it so much more immersive. I know other games have had this sort of HD audio but i struggle to think of any other game with sounds this good.. possibly Medal of Honor but that's kind of par for the course because of it being same designers, same engine and also more recent.

Story and character development
I won't go into much detail here because of what i said in my thoughts about the game, however there are some moments that i thought could use a mention;

Multiplayer
Normally i wouldn't review multiplayer of a game, but because this game has such a solid multiplayer platform, and it appears to be the main focus of the game, it more than deserves a mention.



As mentioned earlier, i played the multiplayer component before playing the single player, so in hindsight that may have been for the best. I was interested in multiplayer more anyway, simply because of what i read to be a vast improvement of the Bad Company 1 MP. This is also the closest thing available in the next gen market to Battlefield 2 which was a classic MP game, that is of course until Battlefield 3 comes out in the next few months, the only other game like this at the moment (with vehicle warfare, gadgets, ranks and XP) is Frontlines: Fuel of War, which was a huge flop in marketing aspects for multiplayer, and a huge flop for single player campaign.

There are alot of flaws with Bad Company 2 MP aswell, some of them i thought worth a mention.
First of all the 3D Spotting system while a good system and a good idea, i think is a bit too easy and a bit too spammy for my liking. Apparently there will be changes to it in Battlefield 3 so hopefully it will be better, but for the meantime in Bad Company 2, you can pretty much just camp with sniper, look around the map slowly while spamming Q, which is the "spot" button for spotting enemies in the distance. On non-hardcore servers this means a big orange triangle appears above their head (that only your teammates can see). This means that if there isn't anything in your way between you and the enemy (might be some bushes or trees but regardless of those) you can pretty much shoot at that orange triangle and hope for the best you get a little white cross come up in the middle of the screen to indicate you hit an enemy (anyone familiar with Battlefield 2 should know what i mean).

Ok secondly there is a huge bug with zooming, it doesn't happen with every map, doesn't happen with every gun, but the people i have talked to who play multiplayer have experienced this at least once if not multiple times in one match let alone their entire multiplayer experience. This usually happens to me when using a gun with a red dot scope, a sniper rifle scope or even when using the ironsights on pistols. This can for the most part be extremely annoying, but there have been one or two times when this has happened and worked in my favour. For example, i was a sniper and was at the end of a tight lane way sort of thing, and i zoomed in just an enemy came across the screen infront of me filling my whole scope up with just torso, at that exact moment the zoom bug happened where it completely zooms back to normal view but the scope is still active while im still holding the zoom button, so i was able to take the shot with alot more accuracy because the huge scope filling torso is now much easier to hit because of the zoom bug (this all happened in the blink of an eye but it did work in my favour and i probably would of missed the shot if it didn't happen).

Lastly there is a much more annoying bug possibly to do with the level of detail for shadows, many people i know with very different specs to each other experience the same black screen bug, it's strange because the whole screen doesn't go black, all the HUD, '3D Spotting' (the orange triangles above enemies) and the overview map all stay onscreen, just everything inside the 3D world goes completely black, the only way to fix this is to turn shadows to medium or low, having them on high seems to cause a very high rate of this black screen bug thing... Also it doesn't matter if it's ATI or nVidia either, for those fans of you out there for one particular brand jeering the other one down for this problem, you're out of luck because it happens on both.



Closing statement
Well there isn't much else to say about this game, i picked it up for 12 bucks so in my eyes i definitely got my money's worth, however if you don't have the patience or time or courage to play online and just want a Single Player experience, i would personally recommend getting Medal of Honor instead, because Bad Company 2's Single Player campaign is much less exciting that the first game, or the aforementioned MOH.

Story: 5.5/10  
AI: 6/10
Sound: 10/10
Voice: 7.5/10    
Controls: 8/10    
Models: 7.5/10  
Level Design: 7/10  
Textures: 7/10  
Technical Complexity: 7.5/10    
Replayability (SP): 4/10   

Replayability (MP): 9/10   


Total (SP): 54.5/100

Total (MP): 59.5/100
Total Avg. Overall: 57/100

Sunday, October 24, 2010

Review #3: Singularity

 



Platform: PC    
Type of controller: Mouse+KB    
Install time: Approx 14mins  
Dependancies (Included in installation): PhysX, DirectX 9c 

Notes about installation: Installer was laggy, heard windows error sound early during installation, no progress shown until after waiting 7mins on a black screen.   


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

First and foremost, why do games these days insist on installing pre-requisites when i already have them? (PhysX, DirectX), surely the developers could easily code something to check and see if i have the latest version, therefore skipping that part of the installation....

My thoughts about the game;

This is another recent-ish game that i've steered clear of trailers & previews not because i was looking forward to it, simply because i had a hunch that it wasn't going to be very good, and surprise surprise, that hunch was spot on.

This game is trying so hard to be scary that some parts are actually laughable, "BOO" scares may have worked 10 or 15 years ago, but these days i can't help but laugh when a game tries to be scary by doing this.
It also tries to make the player care about the 2 main characters aswell, by dropping (less than) subtle hints to the player about these 2 persons life before the game story starts...

Basically, this game is like TimeShift + Fallout 3 + Half Life 2 + S.T.A.L.K.E.R + F.E.A.R...
I know what you're thinking, but i loved those games (or at least some), why is that a bad thing?
Well it wouldn't be so bad if the whole plot and mechanics were different from those games, but the game manages to rip off ideas from F.E.A.R within about 5mins of playtime.
When F.E.A.R first came out, the whole switching from one dimension to another, usually with Alma being in the room and with a heavily colour corrected overlay, was infact scary... it was a fresh idea on setting atmosphere to be frightening and fearful.
Now that i and most other gamers have at least played F.E.A.R once, you won't be really frightened or scared by this tactic anymore, because in this game, that mechanic doesn't work as well as F.E.A.R did and therefore isn't scary and comes across as a direct rip off.

So basically the plot is the US military spots a electro magnetic disturbance over some part of Russia (yeah i know, yet another sci fi/horror game set in Russia),
You and your team are sent in (actually just 2 of you) to investigate... i'm probably missing central plot points at the moment but to be honest i was kind of bored with the opening cutscene because it's filled with scientific inaccuracy. That would be ok if the game was more Sci-Fi than anything else, which i would normally let slide and just enjoy the fiction, but they try so hard to be a horror game that the Sci-Fi elements come across as them trying to make it sound real, which ruins the whole "Fi" part of "Sci-Fi".

So your helicopter crashes near the disturbance, you wake up with the whole surrounding area covered in flames, which i must add was quite a cheap and tacky effect, i've seen better fire FX in games that this game is ripping off.. at least have the decency to create some different or better than what you are ripping off, anyway this is where i started to really get an idea of how non-original this game was going to be, and i haven't even got a weapon yet!.

One thing that really really annoyed me about this game, and so many other games before this, is clipping.
Yes those invisible walls that are in painfully obvious places, that restrict the players ability to actually explore anywhere, are littered throughout this game.
Near the start, while i was walking around trying to find what to do, i came across at least 3 major clips that are so obvious they might aswell not be invisible. The developers should at least try and cover up every clip with some sort of obstacle... instead of going for "Looks > Gameplay".

The clipping wouldn't be so bad if this game wasn't so linear... I don't mind linear games, take HL2 for example, which has the same level of linearity but is executed much better, the clipping is much cleaner and less noticeable and over all a much better story and characters aswell.

The characters is this game were quite strange aswell, after 2 hours of playing i still wasn't sure if i was rooting for the good guys or bad guys or what... the game struggles to establish any real relationship with the 2 other lead characters, one being your team-mate who you meet up with shortly after the crash, and the other being the scientist who invented all this technology that you slowly start to learn about and using during the course of the game. I can't really mention the main antagonist because he is only seen once within the first 90mins of the game or so, and therefore i'm only assuming he is the antagonist because *spoiler alert* he executes your team-mate in front of you, and is a typical cliché Russian general, who replies to the line your team-mate says "What about the Geneva convention?" and the general shoots him execution style in the forehead and says afterwards "I threw that book away years ago" or something to that effect. Which pretty much established his character as the antagonist and actually one of the only characters i was actually interested in, which is unusual because he had no setup and no mention prior to that point, or maybe once in one of the hundreds of pointless "notes" you find on the ground.

That's another important part i should mention i was pissed off with, these so called item pickups...
Seriously game, if you're going to copy something else like Fallout 3, at least have the balls to be different, there were times when i would of liked to explore around for some of these items, but the game is so linear and some parts are filled with AI enemies that you don't have the time or health to wonder around and collect these much needed pickups (there is a cash type system in the game too and that's the pickups i'm talking about, the notes are 99% useless and some were just downright stupid).


Developer standpoint;

Difficulty
This game's difficulty is not something i have much to say about, if you've played any Unreal Engine 3 game before, you should have a general idea of what difficult means in that engine.
There are really bad hitboxes for enemies, the weapons you use have a drastically different effect depending on what weapon it is, what distance you are from them and if the game feels like giving you a headshot kill or not, when you've aimed for their head with 5 shots, and 4 have hit their legs or something silly like that.

Overall in the 2 hours or so that i played this game, enemies were defeatable, but some were challenging which is a good thing when it's set on "easy", some of the puzzles were quite easy and the direction of the game well that's a whole other paragraphed rant!

Animations and visual effects
The character animation in this game was quite good, however some other things, like the animated fire effects was quite dodgy and overall looked very dated amongst the rest. There isn't much more to say about the animations, they are good but not great.

Level design
The level design is probably the strongest point of this game, and considering i know some of the level designers from my days back at a certain unnamed mapping forum, i would say that this game has had the most attention put into the level design.
Unfortunately, this game is just another inclusion to the list of games that have great level design but the rest of the game is poorly designed or in this game's case, just not up to the same level of detail as the level design is.


Sound design
This is a hard one to judge, if i was commenting on just the clarity and volume of the game's sound, this would get a 0/10 because i had to turn my 5.1 Home Theatre speakers to double what they normally are, and take it from me, that's very loud. It was still a bit low even after cranking the system right up, which annoyed the hell out of me because whenever i would get a message on Steam the sound would be very very loud.
The actual sound design though i suppose is pretty average, there isn't really anything bad about it, just that i had a bad first impression by it and struggle to praise it at all.

Story and character development
As mentioned a few paragraphs ago, the character development is barely non existent... Like i said previously, the game is trying too hard to make you care about the characters but it just doesn't work for me... Maybe if i wasn't going to review the game, and i was drunk i might not have cared and just played it for fun, but i can tell this is one of those games that you're supposed to take seriously, and it struggled to really pull me into the story of the game at all.

Closing statement
Overall, the game tries too hard to be something it's not, it tries too hard to immerse the player in a beautifully crafted environment but has nothing to keep the player interested once in that environment, as a level designer myself, i was kept interested by the level design alone, but once the novelty of that wore off as the copy-pasta effect started to become obvious, but that is not enough for any other non-designer player to be interested enough to play this game.
It had alot of potential from what i can see, especially with the almost Modern Warfare quality of the level design, but is held back by obvious clipping, inconsistent visual effects & generally a forced atmosphere with no real character development or relationship with the player.
I applaud Raven Software for their attempt to stop into the AAA market with this title, it was an ambitious move, and one that i hope they learn from, that is of course if the game is a flop, and they lose money from, or else just like EA, they think the success of their first mainstream title means they have made something worth basing all future games off, which would be very bad for their company but especially bad for all us gamers out there, which we will suffer from the same cliché gameplay and design from them for years to come.

Story: 3/10  
AI: 3/10
Sound: 2/10
Voice: 4/10    
Controls: 6/10    
Models: 6/10  
Level Design: 9/10  
Textures: 5/10  
Technical Complexity: 6/10    
Replayability: 1/10    

Total: 45/100