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

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Showing posts with label Time Travel. Show all posts
Showing posts with label Time Travel. Show all posts

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

Friday, September 3, 2010

Review #2: Darkest of Days



Platform: PC    
Type of controller: Mouse+KB    
Install time: Approx 5mins  
Dependancies (Included in installation): Prereqs  
Notes about installation: Originally this game didn't work in my version of Vista (nVidia OpenGL driver kept crashing. However it works flawlessly in Windows 7)

Game website: http://www.darkestofdays.com    
Wiki: http://en.wikipedia.org/wiki/Darkest_of_Days

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My thoughts about the game;
Darkest of days was something that i had been interested in play for a long time, however because it didn't work on my 64bit Vista i haven't had the chance to play it for over a year....

That aside, first impressions of the game are quite good, from what i had heard and read you are sent back in time to "correct" the mistakes of history. You fight in olden day battles with either period or futuristic weapons.

This game delivers exactly on that promise, however don't be fooled into thinking that there are going to be a variety of different time preiod battles to fight. The story is set out like a tree based story, meaning for the first few chatpers you choose whether to fight and look for someone in the American civil war, or look for a different person during the first world war (Russians vs Germans -- You are posing as russian soldier)

The game doesn't stray from these 2 time periods very often, which is a shame because there are many other great historic battles that would be awesome to fight in but probably would of made the game take alot longer to develop and also much larger in terms of GB size.

One thing i must mention before i get into the technical stuff about the game, the first surprise was the "leader" of the group you work for seems to be a computer by the name of "Mom". The voice of this computer is actually an Australian woman who the voice of i knew immediately but couldn't think of her name... It turns out this actress is actually the voice on the government phone line of "Your call is important to us, please hold and an operator will be with you shortly to take your call".. Not sure how she landed this job i mean the developers aren't Australian and frankly it's a weird choice for the character aswell because it just doesn't seem to fit the profile of this computer. I won't spoil it but you will find out what i mean if you play through the game...

Developer standpoint;

Difficulty
The difficulty in this game is quite good. I play most games on easy, not because i suck but because i like to progressively finish a game, if it's worth it. First i'll complete the story on easy, then medium, then hard. However it's rare these days for me to go back to even finish it again on medium.

Enemies on easy are still challenging on this game, but not so much that it becomes bullshit for an "easy" difficulty like many other games do these days.
Even on easy, you will still die occasionally and the game is kind of punishing if you go in guns blazing and rush everywhere. Some missions you can do this others not so much.

Animations and visual effects
The animations are top notch... well right up until the characters actually stark speaking... then you will see the lip syncing in this is horrible.. But the actual character design and the way they move around the world is quite good. Another thing this game's engine was designed for was rendering hundreds of AI characters onscreen at once, all with their own individual AI and pathways... Considering this game doesn't lag at all (on my i7 i have everything on max and @ 1080p) is a real testament to this engine.

The game shows this off in a subtle way aswell, with the American civial war parts especially...
At Custer's Last Stand you get to be in a massive row while you line up opposing the rebels on other side of a ditch in a cornfeild.. that part for me was like i wanted to clap for the developers for doing a great job. They also disable the ability to run around at those points and just enable you to look around which i thought was another nice touch to make it seem more historically accurate.

The visual effects are also pretty impressive, the environments suit the time setting and the explosions and debris are about as good as you would expect from a not-quite AAA title.

The environments for me worked very well, parts where you're chasing indians through a gulley and in creeks was very immersive. The forests and cornfeilds and even the trenches in the WW1 scenarios were all very well made. I don't think i noticed anything "wrong" with the environments at all, i thought everything was quite well designed.

One thing i should note about the environments, especially the "headquarters" part which is in the present timeline, is bloody clipping. Yes for those of you who read my Kane & Lynch review you will know that i hate it when developers just slap in player clips around the world and expect you to just not walk there..
The main one that annoys me in this is at the friggen headquarters, i mean that is where the player is going to spend the most time... And they cant even fix the little pad thing where the big time bubble thing appears before every mission.

For those of you who haven't played it, the time bubble thing is in the center of the very small HQ room, sitting ontop of a circular platform which has 3 steps going to the top of the platform at 4 sides of the circle... Now you would think you can just walk up those steps, oh no you have to fucking jump up every time... i found that the most irritating part of this game..

Sound design
The sound design in this game (with the exception of the voice of the computer), is also very well done.
The period weapons actually sound like period weapons, and the futuristic guns have that distict futuristic style that many of you may be familiar to from games like HL2 or Halo...

The one sound that i thought was really awesome and actually has scared me on occasion, was the "snap" of the time bubble thing appearing... You never know where its going to exactly appear at the end of a mission, and sometimes you go to where you think it will appear and it snaps right behind you and makes you jump (especially if you have loud surround sound like me lol)

Story and character development
To give this game credit, time travel stories are always going to be full of plot holes and parts that don't make alot of sense.
This game has those same problems but overall masks them fairly well. The main problem i have with the story is it's quite cliche however i give it credit for being an original time travel idea, albiet a pretty corny and cliche one but original none-the-less.

The character development in this however is not quite up to speed and i've struggled to find any sort of caring for the main character. Like some other games such as Half-Life, the main protagonist is mute, at least for most of the story. You are a "Mystery of time" like other members of KronoTek (the organisation you work for).
There are some great original ideas for the consequences of going back in time and changing things, however they don't exactly make alot of sense and the consequences aren't that drastic.
In relation to the above, the way the game handles these history altering actions is quite original however the way it punishes you is not as drastic as you might think. All that really happens when you kill someone with a historic importance (they have a blue aura), is a couple of time travelling soldiers appear and then try to kill you. Now if you do this early on the game they will most definately kill you. But in the later stages of the game, you are given the ability to kill these soldiers because of some intel you have obtained. So if you have any futuristic weapons and you kill a historic VIP and those soliders appear, you can just kill them and take their guns, leaving no consequence for your actions apart from a descreased number of XP at the end of the mission.

Closing statement
This game is worth playing however i wouldn't pay too much for it. I would say this game is worth about 15-20USD at the most, but it's definately entertaining and fun to go back in time and fight in olden day battles with both period and futuristic weapons.
One last thing about this game that is unique and that i found to be a little confusing at first but when you get used to it you will probably think its a nice addition;
The reload system. It's a little difficult to explain but you know those quick time events some games have where you have to press a button at a certain time when a bar reaches a certain spot? Bowling games and sports games have this alot.. well the reload system in this game has that, it's a radial green bar in the middle of your screen, and when you press reload, the bar starts to fill and you can press Mouse1 when its at a certain spot and it will reload quicker than just pressing reload and not worrying about the bar.
However if you do press mouse1 and its not inside the little spot the gun will jam for a short time and you wont be able to fire at all, so make sure you practise with this mechanic at times when you wont be shot to peices because of a gun jamming.
All in all i would say it only takes about 3 or 4 missions to nail this feature and you wont need to worry about jamming again (it's not like FarCry 2 thank god)

Story: 4.5/10  
AI: 4/10
Sound: 7/10
Voice: 6.5/10    
Controls: 7/10    
Models (Characters): 6.5/10  
Models (Props): 8/10  
Textures: 7.5/10  
Technical Complexity: 6/10    
Replayability: 5.5/10    

Total: 62.5/100