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

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Showing posts with label Crime. Show all posts
Showing posts with label Crime. Show all posts

Saturday, November 27, 2010

Review #5: Need For Speed: Hot Pursuit 2010

 

Platform: PC    
Type of controller: 360 Controller (Recommended)   

Install time: Approx 25mins  
Dependancies (Included in installation): DirectX9c,10,11, VCRedist 2008 

Notes about installation: Originally i thought i was having problems with the installation of this game however it turns out it was Win7 caching things it didn't need to. So aside from those problems on my end, installation went smooth.


Game website: http://hotpursuit.needforspeed.com    
Wiki: http://en.wikipedia.org/wiki/Need_for_Speed:_Hot_Pursuit_(2010_video_game) ----------------------------------------------------------------


My thoughts about the game;
Arcade racing games are the hardest to review i find, because they generally don't have a central story or even characters, and all that is left is basically the gameplay and presentation, so this week i will be omitting the 'Story & Character development' part of my review.
The very first thing i found strange about this game was there is no intro movie (However it does feature a cinematic teaser for Shift 2 -- set to come out in Spring 2011). For a game of this calibre, especially since the last official Hot Pursuit game was more than 8 years ago, i found the lack of any cinematic "FMV" to be quite strange.
The game shares alot of similarities with Burnout 3 and was heavily inspired by the original 3DO version of "Need for Speed".
If you have ever played a Burnout game before, you should know what to expect, however being one of those people who has played (many) Burnout games in the past, i was actually expecting a little bit more than what is offered. This isn't a huge problem, however the lack of any sort of Boost Chaining made me a little disappointed and the fact that they removed the option to turn off Takedown mini ingame cutscenes (which was in Burnout Dominator) was also disappointing and can make the game frustrating at times.
The range of cars in this game is also a bit what the fuck, because there are 51 "racer" cars, which are your typical run from the cops type of supercars and muscle cars, however the police car lineup is what surprised me, there are 49 total police cars to unlock in the game, which puts to shame any other game featuring playable police vehicles in the past...
This is bitter-sweet however, because the actual range of cars, while the selection is massive, the diversity of cars is lacking somewhat, and you can only use certain cars in certain 'event types'. This also bugged me a fair bit, while it makes sense to have the cars in some sort of category, you don't get much diversity in specs when you have to choose a car, for both racer and police career modes.. That basically means you can pick any car, and if you have enough skill, you will win the race regardless of what car you choose. I found this to be a too balanced portion of gameplay, where inbalance makes things more interesting.


Developer standpoint;

Difficulty
The difficulty in this game is (pardon the pun) difficult to judge. There is no difficulty options before events, and it seems that the grid of cars is split into different difficulty groups, which is randomised at the start of every race. As mentioned beforehand, you can basically choose any car and win the race if you have enough skill and it especially helps if you know the tracks and how the AI acts.
Some events are alot more difficult than others, for example in the Interceptor events (you as cop verse 1 racer) the time limits vary but are usually Gold: around 3mins Silver: Around 4 mins and Bronze: around 5mins, now with enough skill and decent timing, these Interceptor missions can be over in less than 1 min, however in the events called 'Preview' events, where you test-drive a car you don't own yet, you have to reach the finish line before the time runs out, and there are penalties for hitting anything... They can be the most difficult events, and the first time i played one it took at least 4 retries to nail the event and barely get a silver... It took another 4 different Preview events for me to actually get Gold... Like i said, some events are much easier than others, so expect to be restarting a few events simply because you were 0.75s behind in the time trails...

Animations and visual effects
The visual effects of this game are quite impressive, however the first thing i noticed was while driving a police car, and you have the emergency lights flashing, they will only light the world around you while at night, or if you are inside a tunnel, this causes some weird lighting effects when it's daytime, and you come out of a tunnel with almost blinding flashing red and blue lights into nothing, its like they are triggered to go from actual lights into just sprites as you exit the tunnel, which i found quite annoying (but you do get used it eventually).
The other visual effect i thought was impressive was if you scrape a car or a wall at night (or in tunnels -- see above), is there are orange (invisible) lights that strobe on the side of car where you are scraping a wall or something, i thought that was a good looking effect.
The one thing i don't like about this game that i thought could of been much better is the damage, its the one thing i liked about Burnout: Paradise, however they seem to have backtracked to an earlier technology because i've seen better damage on PS2 versions of Burnout (or even Flatout).
The other visual effect i thought was quite tacky but looks good at night, is the actual smoke from a burnout, you can tell they have gotten the idea straight out of GTA4 because you can even hold Brake + Accelerate to do the same wheel spin type thing, however the actual sprites of the smoke are good but the look of it seems cheap and tacky.

Level design
The level design in HP2010 is very impressive, however an old foe of mine is back again, clipping. Before i praise this game for how impressive the levels look i have to talk about how bad fucking clipping is getting in games. I have probably mentioned this in nearly every review i've done so far, but come on seriously i shouldn't have to mention clipping because as a hobbyist developer myself, clipping is the one thing that i would want to get done right, not just done. I wouldn't care about it so much if they had a better way of hiding the invisible walls, but nearly every developer these days don't bother with something to actually hide the fact there is an invisible wall there. For example i was taking a shortcut through this hotel thing i don't know, anyway there was a small gutter on the left, and i thought i would cut across it to save time but also because it appeared that the racing line went that way anyway, but no clipping had other plans for me, i slammed into the invisible wall right above the gutter, and proceeded to lose control and crashed, i also lost that race, so i went back to that spot, and what a surprise, the gutter would of only been about 3 inches high if that, and the bumper of my car was at least another 2 or 3 inches higher than the gutter, so basically they couldn't even be bothered to either put a higher wall or actually let me drive across the small piece of sidewall.

Now onto my praise of these levels, wow just wow, these are some very good looking maps, well to be more precise, it is just 1 big map, actually reminded me of the Just Cause 2 map, crossed with Burnout Paradise, and basically all other Hot Pursuit games aswell. There is something familiar about all the landscapes yet fresh and very good looking. I want to make a special mention of the waterfalls here, because they are some of the best distant waterfalls i've ever seen in a game, for a few moments when i first came around a long sweeping corner and saw that beautiful backdrop landscape, i thought it was a video texture for a moment, but it wasn't until i started getting closer that i realised it was some sort of particle emitter, i was actually able to get close enough to see what it was made of, and believe me it looked 50 times better from a distance than up close.

Sound design
Haha well the sound design in this game is quite over the top, i mean everything sounds great, however i suggest you turn down the volume in options before playing, at least to about 80-85, because if left default they are somehow louder than any other sound on your computer...
The amusing part about the sound design of this game seems to be almost a tongue in cheek response to something the community may have said to Criterion about their previous games, or more simply Criterion just have a fetish for 'whoosh' sounds for every single moving thing in the game and menus lol.
I am not exaggerating here, i suspect this game has at least 10,000 sound files if not more, because everything has a sound effect, and while that might have been what they were aiming for, it gets a bit old fast.
The music of this game is something that disappointed me aswell, while it was good to see local lads Pendulum get a couple of tracks on there, that's basically all i can remember, and the other tracks just scream of generic rock/metal.. I mean even Burnout Dominator on PSP had a much bigger and better selection of music than this game does, and Burnout Dominator is 15 times smaller than this game in MB size.
Also, where is the custom tracks feature? I don't get why something like this was removed, because it was a faily big feature of both previous Hot Pursuit games and Burnout games. Music is essential to the atmosphere of a video game, regardless of the genre, and it's something i feel Criterion have overlooked.


Misc stuff
Because there is no point in including a 'Story & Character development' section for this review, i thought i would put a 'Misc stuff' section because i still have some more miscellaneous things to say about the technical stuff in this game.


I hate being forced to watch every screen.. and this game excels at that and then some. Yes you can skip the opening cutscene from every event thank god, however what you can't skip is things like unlocking new content, which you will do alot of, and you also can't skip or disable the takedown cameras (as mentioned previously). If i was able to skip these screens and forced cutscenes it would shorten the time i play this game in a session, and personally i would feel more immersed in the game if all i had to wait for was loading screens.


Another thing that really bothered me considering this is a AAA video game title made in 2010, is that there are only 3 views for racing, bumper-cam, hood-cam or rearview-cam. The lack of a cockpit cam seems to be almost a deliberate move, i suspect because it would of been too difficult to design interirors for the police vehicles, so to only have cockpit view on racer vehicles would of seemed bias and unfair, so it was most likely removed for those reasons, because i know from experience that coding additional views for a racing game is quite easy if you know what Vectors are.


I should also mention that i played this in offline mode, because my internet was disabled for undisclosed reasons. This meant that i couldn't check out the Autolog feature, which is a big part of the game, and also that Free race mode is completely pointless in offline mode. This bugged me alot, because not everyone who buys this game is going to buy it exclusively for MP, personally i have always enjoyed the SP careers and free race events in racing games before, and MP is just a bonus to me, however this game is heavily centred around the Autolog feature and it's online modes, so excluding something like AI from free race is just silly, because i was really looking forward to just cruising around as a police car and arresting random racers, with no real objectives, however that's not possible in offline mode, and to make it worse, the game mentions nothing of this, so you might be cruising around for 45mins before you realise that you aren't going to get to chase anyone because it seems to be an MMO mode for online players.


The exclusion of any sort of vehicle upgrades or aesthetic addons (like vinyls, or body kits etc) was disappointing aswell, i was kind of expecting not to have any performance upgrades because they seem to have forgotten or stopped caring about that aspect of the Need For Speed series, which is also a big shame because that is an extensive and awesome feature of the NFS Underground games.
You can't even have custom colours on your car, you can only choose from the 6-10 presets they give you per car (which also change depending on the car).


The last beef i have with this game is the notable absence of any Ferrari's. For an EA published (and probablt funded) game, i don't see how they couldn't afford the license for the cars, so that's probably not it, maybe Ferrari didn't want their cars to be involved with a cops & robbers type game, who knows.


Last but certainly not least, i would like to give credit to Criterion for finally adding different lights & siren options that have been badly needed in Hot Pursuit games for a long time. Unfortunately i think they may have stolen this idea from a mod for GTA4 called "ELS", which enables similar siren options with police vehicles (actually ELS has alot more options to do with the lights aswell as the sirens).
There are basically 3 modes with an additional short burst siren. With the 360 controller you hold the Y button to disable/enable the lights & sirens, when they are active you can press the Y button again to cycle through the 3 different siren modes, additionally with them all off and disabled, you can tap the Y button and it will do the short burst siren which i thought was pretty neat. The other cool thing they added which also seems straight from GTA4 is the ability to turn your headlights on and off, it is nice to have a whole button dedicated to this (X on 360 controller), however it seems like a waste of a button, which could of been used for other things like i don't know, say holding it enables your emergency lights with no sirens or something, that would of been nice.


Closing statement
Well it's hard to really say much more about this game that i haven't said above, however i would like to commend Criterion for having the balls to go back to NFS's roots and create a very familiar yet somehow refreshingly new NFS expereince.
Lots of future games could learn alot from this game, however i think that Criterion should also learn that "going back to your roots" doesn't have to mean you somewhat limit the gameplay options you implement. I'm also struggling to think of a score for this because usually i rate it out of 100, with broken down sections out of 10 (as shown below). As i haven't fully finished the game yet (i've completed about 27% of the total game, played about 6 hours worth but that also includes driving around in free race for 50mins looking for any sort of opponents and realising that there weren't any).
The other thing i wanted to say was that for a gamer like myself, living in Australia definitely has alot of downfalls, because from what i can work out, the Online part of this game, which is a big chunk of the game, is hosted on 1 central server, or possibly 1 regional central server, meaning that even if there was an Oceania server, it would most likely be hosted in China or Japan, and for an Aussie like myself, that's not good for online. So even if i was able to test the online capabilities, i think it would be alot like NFS: World was online, laggy, unresponsive and almost impossible to actually enjoy a decent match even against local friends.

Story: NA/10 
Handling: 6/10
AI: 8/10
Sound: 6.5/10
Voice: 5/10    
Controls: 6/10    
Models: 8.5/10  
Level Design: 9/10  
Textures: 8/10  
Technical Complexity: 5/10    
Replayability: 6/10    

Total: 68/100

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

Tuesday, August 31, 2010

Review #1: Kane & Lynch 1: Dead Men



Alright first and foremost, as this is my first review i'm still going to be refining the format in which i review games with.

Each review i will start by having the setup i've used to play the game. That excludes my actual computer specs which can be seen on the right.

Platform: PC
Type of controller: 360 Controller
Install time: Approx 7mins
Dependancies
(Included in installation): MSVC++RT 2008, GFWL
Notes about installation:
The version of GFWL that was included with the setup is very outdated and requires 3 seperate updates to become up-to-date which = 3 restarts of the game.
Also the first run of the game (without GFWL updates) i crashed when the FMV started playing in the background while i had GFWL open.
Also to note, i didn't have GFWL installed before installing this game which may have contributed to the initial run CTD


Game website: http://www.kaneandlynch.com
Wiki: http://en.wikipedia.org/wiki/Kane_%26_Lynch:_Dead_Men

----------------------------------------------------------------

I'll start off by saying i won;t be posting any boring plot summary, you can get that info at the above links.

At first glace, Kane & Lynch seemed like it would be a thrilling and entertaining game. How wrong i was at that impression.
Kane & Lynch starts out with an escape mission, as your revived by Lynch and escape.
Basically it just goes downhill from there. Once you reach the Diner shit gets a bit frustrating. The hint system is bogus especially while using a 360 controller.
Now i will quickly explain why i am using a 360 controller, well the main reason is i love playing Third Person Shooters, Racing & Puzzle games with my 360 controller, i have been a console gamer for alot longer than a PC gamer, and i feel more comfortable using one in those particular genres.

Back to the mission, right outside that diner is the next objective, that is of coarse if you take the time to hold down the left stick, which also happens to be sprint so you have ot be standing still to bring up the hud with the minimap and objective icon in the world space.
After dying twice there because it was either stop and look at the map and die or run around and try and find what to do and die, outside more police were gathering around to my right.
I killed a swat team guy and ran up to grab his gun, only to be met with an invisible clip wall. Ah yes clipping, thou art a heartless bitch. All i can say gamers is get used to this, because it happens throughout the game.
By the time we had actually escaped i wasn't very entertained at that point and honestly the game struggled to entertain me at all.

Another problem i discovered early in the game is that using the aim button (Right click or left trigger) has no effect on accuracy at all.
So because there is a constant white dot for a crosshair you can pretty much run and gun without needing to use button aiming much.

Which brings me to my next problem/annoyance. The cover system. I was warned of this but i don't think i was quite prepared for just how bad it is.
There are great examples of games that don't require a button to go into cover, that by simply pushing foward against a wall will put you into cover, but oh no Kane & Lynch have to go and make an even worse system.
That's right the covering system appears to be dynamic in this, that is to say the game is apperntly coded to know when you want to go in cover.
It of course does not do this and when it does you will regret it's even there because of a crucial timing moment that your all of a suddenly popped into cover..

Now the next issue i have with the game is the order system. Yes not only do you have to put up with all these annoyances you also have to order Lynch around aswell.
In principle this works i mean Rainbow Six did a pretty good job of it. Buuut Kane & Lynch fails again where other games like Socom and R6 have succeeded.
It has a very similar system to R6 with pressing a button over an enemies head for your ally to engage them or looking at a world space point and pressing a different button to order them to move there, quite simple in theory.
But of course this game almost forces you to do all the work because your ally AI is so incapable of doing the simple task you assign them you end up giving up and telling them to stay put while you go ahead.

Now onto the technical side of things, while this may be interesting for some, other may find it boring.
I am going to write this next paragraph from a developer standpoint. Basically giving credit where credit is due.

Well the first thing i noticed about this game was a heavy use of normal maps. Now that can work to some games advantages, games like Unreal Touranment 3 or Crysis make heavy use of normal mapping.
However Kane & Lynch seem to forget about the rest of the world and just use heavy normal maps on the characters.
As mentioned earlier, the clipping was very bad almost from the first level. Developers should realise that if your going to put player clips in a level, you should at least mask them up with a fence or a row of cars or at least something to visually aid the player in showing there is a barrier there.
One instance i talked about earlier with killing the swat member really showed me the lack of attention clipping got during development.

Moving onto the difficulty. The difficulty in this game seems like it has menapause. One part of a mission is so easy you could do it blindfolded, then the next part you die 2 or 3 times without even knowing what to do because of the stupid hint system.
Also some areas you can run and gun quite easily and take down a roomfull of police, the next time you try that the game is not so forgiving and you die almost instantly with no change in the amount of police or their weapons.
Speaking of menapausal symptoms, both the animations and visual effects in this game are all over the place with quality aswell. The explosions and fire look like they were done in 5 minutes on Particle Illusion where things like glash shattering is actually quite satisfying.
The animations in some points are quite good but in others are really sloppy and there were multiple times when characters were speaking and their lips were'nt moving.
During the mission when your in the back of the Van just after escaping the vault, everytime the van made a left turn, Lynch would clip through me and fill up my screen so i couldn't see.

Sound design is yet another menapausal subject. The voice acting is very good, however the repeating lines of what Kane & Lynch say can get repeatative. A thing to note with the sound design, "impact" sounds are way too soft.
The voice acting & other effects like bullet fire are fine in terms of volume but it takes away the "impact" of the actual "impact" when the sound is low and you just see it visually, impacts especially close to the camera should be loud to signify an actual impact not just a nudge.

Finally the story and character development isn't that interesting either. After 90 minutes of playing i still didn't care for Kane, wasn't really interested in what his story was.
The script writing was also sub-par, for example at one point Kane tells Lynch to calm down, then 5 minutes later Kane is going psycho saying that he has flipped out and Lynch is the one telling him to calm down.
If this game wasn't trying to be serious i would of thought that was funny but it was just hypocratic bullshit just to make the player seem like the good guy but also tough...

My closing statement will be this game seriously needs to pick an era. Not only did i not find it entertaining, it wasn't really fun either. Nearly every mission i played felt like a chore, and i gave up 90mins into the story.

Story: 2/10
AI: 3.5/10
Sound: 5/10
Voice: 8/10
Controls: 5/10
Models (Characters): 7.5/10
Models (Props): 4/10
Textures: 7/10
Technical Complexity: 6.5/10
Replayability: 1/10 -- Won't be playing this again, just doesn't interest me at all.

Total: 49.5/100