Showing posts with label PC. Show all posts
Showing posts with label PC. Show all posts

Sunday, November 13, 2011

Minecraft Review

There’s a certain, magical sense of childlike wonder permeating throughout every moment of Minecraft that few of us have experienced since the cessation of our childhoods. It is a memory marked by the wondrous sense of innocence that we took for granted before our lives became inundated with the harried strife of reality, a memory of a time when every day brought with it a joyful new experience, a time when every nook and cranny of the enchanted world could have been a cave filled with forgotten treasure, a world where monsters lurked under the bed every night and we cried to our parents to protect us. For all of us, it has been decades since we last experienced that euphoric sense of novelty accompanying every moment of our existence, the very next morning becoming something we perpetually dread. Childhood has been lost forever to the insatiable maws of tomorrow, innocence is shattered forever while we desperately try to put together the shards, be it through our first breakup, our first job, or even the rite of passage of entering Elementary School.


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And thus is the beauty of Minecraft. It is through the simple joy of exploration through which a long-forgotten facet of our each of our individual histories is recalled to life. This is an incredible game recalling a time when everything was new and hope bled through our fantasies into reality. It thus goes without saying that this is not a game for the decade, but one for eternity.

Gameplay
In simplest terms, Minecraft is a sandbox/RPG in which every component of the gameworld can be modified by the player and used as a tool. The goal of the game’s RPG component is to collect resources and build structures during the day to survive the night, during which the monsters roam. This is an extremely open-ended style of play and the game’s infinite range of possibilities becomes immediately perceptible. There is a goal to Minecraft and there is a final boss and end sequence, but the game’s already open-ended main quest is easily eschewed when one realizes the creative potential the game’s construction system offers. In short, the player must collect arcane materials buried deep in the earth to create a portal to another dimension to slay the “Ender Dragon”. It’s a childlike set-up that could have been conceived in any number of Kindergarten recesses and perfectly appropriate for the imaginative nature of the game.
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What happens between the player’s initial spawn and the defeat of the Ender Dragon is totally up to the player. This freedom, shockingly enough, does not feel overwhelming, but liberating. Within moments, a single thought implants itself in the player’s mind: “I can do anything in this game!” Roaming the procedurally generated gameworld guided only by the built-in achievements guide is an exercise in glee. That cave over there? Grab a torch, let’s go spelunking in it! The grassy meadow over there? Go ahead, pick some flowers. The islands in the distance? Not a hard swim, I even see smoke rising from an NPC village there. All the resources you discover from deconstructing the gameworld can be used in the single most robust crafting system seen in gaming. Within minutes, the gameworld becomes a playset for your imagination, a kind of modern-day LEGO set. The trees, rocks and caves become the components for your tools, weapons, armor and houses, you begin to see the world around you differently.

That is until nightfall. Despite the joyously hyperactive imagination of the daytime, night in Minecraft is greatly reminiscent of a child’s dread of bedtime. The monsters of Minecraft are brutally persistent in their tenacity to chew on your brains, zombies will moan from unseen dark corners and skeletons will fire arrows at you from a distance. None of these enemies compare to the terrifying onslaught of the Creeper. A quadrupedal mass of wrinkled green skin, the Creeper is perpetually haunted by a sad, mournful frown. The most advisable thing to do when encountering one is to run the hell away. The Creeper can explode for an instant kill, causing the player to lose all progress, resources and equipment, respawning him at the game’s start. Watch out for these enemies, as they are terrifying to encounter. Night in Minecraft effectively becomes as horrific as enduring nights as a young child, the perpetual threat of monsters lurking inches below your mattress. Its a brutally haunting game to play and beautiful in the memories it evokes.

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A memory that will always stay with me originates from a few hours ago as I emerged from my safehouse prior to the break of dawn. Armed with a newly crafted stone sword, I beat down the zombies that were knocking at my door throughout the night and saw some cows and sheep across the strait on an island. I swam across the strait and slayed the animals for meat, wool and leather, the intent of weaving a warm jacket lurking in my mind. I heard an unfamiliar moan and raised my head to see, staring from about twenty feet away, a Creeper. I backed away, turned around, and made a break for it, sprinting as fast as I could go. I jumped into the strait and splashed my way across, thinking that the water would separate us because it could not swim. I emerged on the opposite bank and turned around, wading, already halfway across the river, was the Creeper. Terrified, I dashed away, fumbling over a hill, turning my head periodically to observe its progress as it quickly gained on me.

Not looking where I was going, I fell into a crevasse and injured myself. Looking up into the hole through which I fell, I saw that I rolled down about a hundred feet… losing the Creeper in the process… Wonderful… Getting back to the surface and back to the safehouse is going to be so much more of a bother. I lowered my head and saw, jutting out from the cobblestone of the mouth of an extensive system of interweaving caves and catacombs, a cache of glittering diamonds. Like in life, one downfall opens up a host of new opportunities. I picked up my pickaxe and set to work. When the diamonds were gone, I ventured deep into the cave system, eagerly seeking out an adventure.
Minecraft’s second game mode is called “Creative Mode”, and removes the constraints of hunger, experience, health, resources and gravity to allow the player to construct anything he can imagine freely. With the available mods and texture packs, incredible stuff can be done. Just look at some of the things the community has conceived.
Further proving the LEGO comparison: Minecraft has already been popping up in art and computer science classes all around the country. Its an exciting proposition with the potential to do a lot of good for society

Graphics and Audio
Minecraft, running on the same Lightweight Java Game Engine, of whose components I am using to power Dark Deception, suffers from scattershot performance. Despite the minimalistic and attractive 8-bit aesthetic the game adheres to, only on minimal settings is the game playable at an acceptable frame rate, at least on a common laptop. To run the game at its best, you’re going to have to turn off fancy graphical features such as ambient lighting and high-render distances. Its a shame, since Minecraft isn’t supposed to be visually awe-inspiring to begin with. It nonetheless channels the first moments of any Bethesda game at all times. A strong incentive to keep exploring is to see what incredible natural structure the procedurally generated world will come up with next, the vastness of valleys and mountains constantly pushing the player to go further.

From an audiovisual standpoint, it would appear that Minecraft is still under construction even this late in its release cycle. C418’s piano orchestrations sound great in the game, and the simple piano and synth soundtrack frames the game's theme well, adding great emotional ambiance. Sound effects have been vastly improved since the game's beta and now apply to all the game's objects. The high dynamic range of the audio gives night time a palpable sense of creepiness as zombies and creepers moan right outside the door.

Impact and Community
Minecraft’s creator, Markus “Notch” Perrson, expressed interest from an early point in making Minecraft open-source after sales died down. Already a vast amount of the game’s codebase is open and modifiable, giving the game an unforeseen educational and creative value. More importantly, the game’s openness has spawned a mammoth mod community unseen since the hacker culture of the early 90s. If playing the core game gives the illusion that anything can be done in Minecraft, editing the game’s source and installing modifications proves that anything can be really done in the game.
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The game’s empowering truly comes to life in the various community mods for the game. Portalcraft, for one, turns the entire game into a reimagining of Valve’s subversive puzzler. An upcoming Zelda mod promises to build another entry in the venerable series, complete with functional items, environmental puzzles, dungeons and bosses. Pokemob, nearing a state of completion, recreates the entire Kanto region with complete character models for the original 151, and, oh yes, all the gameplay functionality of the original game, such as inventory, battles and Gym Leaders, will be implemented in the mod. Sadly, no word on Missingno.
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Minecraft’s openness has had a social impact on my community. I witnessed several people from my school who had no interest whatsoever in video games become enthralled by the idea of learning how to program in Java and build character models. Despite a lockdown on modifying school computers, Minecraft executables began to pop up on desktops like weeds. School bandwidth plummeted as multiplayer servers were clandestinely run on the community network. Its an easy game to become instantly obsessed with, and the extent of community mod support extends the value of an already infinitely replayable game to Olympian heights. A new generation of independent game developers is being incubated right now, and they are supported by the freedom that Minecraft’s code base affords them.

Conclusion
If there is one game you purchase this year, let it be Minecraft. Minecraft touched my soul in a way that I never imagined possible after my tenth birthday. This is a pioneering game and the embodiment of the values of freedom upheld by computer hackers that have been drowned out since corporations began to encroach on the medium. Notch and Mojang have effectively captured lightning in a bottle: the childlike playfulness that drew us to gaming in the first place. As we became entrenched in shooter after shooter, fighting game after fighting game, we have forgotten the youthful joy we so desperately sought after. How fitting is it that the original wonder of childhood would manifest itself in a world that, much like our own, is procedurally generated, be it through science or the rule of God. Minecraft shines as a beacon of hope, not just for gaming, but for mankind. Play this game… and tremble. 5/5

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Thursday, September 29, 2011

Bioshock 2 Review

Having not played the first Bioshock before delving into its sequel, I can attest that the game is inexplicably weird. The game is unlike anything I have ever played, the closest precedent to it would be the incredible Metroid Prime. Amazingly ambitious, the game attempts to tell a story with the depth and breath of an RPG through the lens of an action-based first-person shooter. Its an interesting experiment in the vein of neoshooters like Portal.

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Gameplay
Bioshock 2 is far more combat oriented than its predecessor, featuring an entirely revamped combat and character-upgrade system. Players can now dual wield Plasmid Powers and weapons, allowing for simultaneous combo-attacks such as freezing an enemy solid and shattering him with a shotgun blast. Plasmid powers are still acquired and upgraded with ADAM, the acquisition of which is revamped.

As a hulking Big-Daddy, the player has the option of participating in a minigame where he must protect a Little Sister as she collects ADAM from corpses as waves of splicers attack. Its a fun and integral part of the game wielding a multitude of rewards. The binary “Bioshock-Morality” system is still present and unchanged, allowing the player to greedily harvest Little Sisters or restore them to uncorrupted girlhood. “Power to the People” stations, which appear once a level, allow for permanent upgrades to be made to guns, allowing for such gleeful weaponry as incendiary shotguns and freezing speargun bolts. While this constant character progression is indeed fun and rewarding, it does throw off the balance of the gameplay, as the game’s first hours are exponentially harder than its later hours.

One of the major concerns about the first Bioshock was its lack of online multiplayer. Bioshock 2 remediates this flaw by including a multiplayer mode unlike that of anything else in the shooter-market. Like in the single-player game, players dual-wield plasmid powers and guns, and the same strategic combinations still stand. Unique to the mode are hackable turrets for strategic defense and “corpse-research”, which allows for a substantial damage bonus to be acquired if one photographs a fallen-enemy’s corpse. Much like Call of Duty, a persistent system of unlocks is available giving the player reason to continue playing. Much unlike Call of Duty, combat is not frustrating and always balanced. Unfortunately, in my experience with the game, the only playlist that is consistently populated are for the Team Deathmatch and Deathmatch gametypes.

Story
Bioshock was lauded for having one of the most impactful narratives of any action-game to date. As a gameworld-exploration of the moral ramifications of Ayn Rand’s philosophy of Objectivism, it ventured into territory unknown to most gamers.
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Taking place over ten years after the events of the first game, Bioshock 2 returns the player to the dystopian world of Rapture. The underwater city has been overrun by drug addicted splicers led by the cruel-Collectivist/Altruist Sophia Lamb. The player takes the role of Subject Delta, the original Big Daddy, who had his protectorate, Eleanor, stolen from him by Lamb and was forced to commit suicide. One day, he finds himself brought back to life and begins a quest to rescue Eleanor.

Unfortunately, Bioshock 2’s narrative is far less impactful than that of its predecessor. The new Rapture of the 70s, in its glorious ruin, is far less visually impactful than its predecessor. It is still beautiful, especially in its underwater areas, but the world itself does not support the game’s main theme of the dehumanizing aspects of collectivism. Sophia Lamb is not as charismatic or deplorable an antagonist than Andrew Ryan, and her influence in the gameworld is not as pronounced.

The game features a series of moral choices that will influence the story’s conclusion. Most of these amount to the decision to spare or kill a key enemy, and it becomes immediately clear what the game considers good or evil. This binary approach to morality is problematic given the comparative depth of the game’s philosophy. I chose to rescue every Little Sister I encountered and was equally rewarded as if I were to harvest them.

Graphics/Audio
Graphically, the game is gorgeous from an artistic and technical perspective. The dystopian 1950’s-era Art Deco world is pronounced, richly unique and starkly believable in its bleakness. The underwater city is collapsing, and evidence of decay is omnipresent in the world as water leaks in through cracks and breaches in the windows and wood begins to rot.
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Excellent use of light and shadow strongly improves the visual impact of the game, setting forward the bleak mood of Lamb’s version of Rapture. Great sound effects lend an appropriate visceral rush to combat, and a 40’s era soundtrack grounds the setting nicely.

Conclusion
I greatly enjoyed my time with Bioshock 2, and while it may not be as unique as its predecessor, it remains refreshing and absorbing to those jaded by identical military shooters. The wonderful graphical style, realized gameworld and deep combat win the game the commendable score of 4.25/5.

Monday, July 11, 2011

Jamestown Review

The PC/Mac gaming world grinds to a halt whenever Steam has one of its legendary sales, and for good reason. $25 bought me Left 4 Dead 2, Dragon Age: Origins Ultimate Edition, Jamestown, Alien Breed 2, Splinter Cell: Chaos Theory and a cool hat. The first thing I installed was Jamestown (mostly because it was the smallest at 84 megabytes), playing this indie shoot-em-up immediately, I came to be shocked at its outstanding quality and polish.

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Introduction and Story

The year is 1619, Sir Walter Raleigh escapes from the Tower of London with John Smith to British Colonial Mars, strapping on a flying suit of armor, he leads an attack on the colony of Jamestown, which has since been occupied by the traitorous tentacled martians of Roanoke loyal to the Spanish.

As you can see, Jamestown is a weird game. Its unbridled weirdness gives the game an irresistible charm, and as a result we are left with a gleeful smile throughout the entire presentation. From the hyper-detailed backgrounds reminiscent of both classic 16-bit titles and Scott Pilgrim vs. The World to the static and silly introductory panels, it is clear that much love has been poured into the game, and Jamestown becomes awesome because of that.

Gameplay

Shoot-em-ups, currently the 7th most popular genre of game in Japan, are relegated to only a tiny niche market here in the west. As parts of a dying genre, these games are unappealing to American tastes because of their unrefined graphics, frenetic pace, simplistic gameplay and masochistic difficulty. Needless to say, Jamestown has much to overcome to become appealing to the western market.

And fortunately, Jamestown succeeds with more than flying colors in being accessible to the Western market. For one, the game moves at a much more sane pace than Japanese shooters, the game is still frantic, yes, but your ship and those of enemies move at a pace that the human mind can comprehend, and as a result, we have a shooter with a much gentler difficulty curve.

Jamestown makes its primary innovation in its “Vaunt” system, which allows a player to collect dropped coins from enemies to fill up a “Vaunt-Gauge”, which, when deployed with the spacebar (or center mouse or X button), grants seconds of invincibility and increased damage and score until the gauge is depleted (the gauge can be refilled mid-vaunt by collecting more coins). Its a system that affords the game a considerable level of strategic depth and skill, deciding the best times to deploy a vaunt and advantageous enemy formations for extending vaunt-time becomes an integral part of the game’s appeal, making Jamestown unique in what might otherwise be a mindless style of gameplay.

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Cooperative play another one of the game’s greatest strengths. Instead of sharing a limited pool of lives and credits, the entire party can be brought from the brink of failure as long as one person survives to the end of a level. This significantly reduces the pressure on each of the players and makes the penalty for death bearable. Furthermore, a selection of four ships feature abilities and limitations that complement each other, making for effective cooperative play requiring actual teamwork.

That said, Jamestown is still a very difficult and skill based game. Patterns must be recognized and reacted to accordingly and evasion, while slower paced than Eastern shooters, is still a challenging task. You will die a lot in the game and a limited amount of credits guarantees that the player will need to take multiple tries to succeed. Limits on progression at certain difficulties effectively bolster a player’s skill and usher them into higher difficulties.

Graphics/Audio

Perhaps Jamestown’s strongest aspect is its inspired artistic design. Highly detailed hand-drawn sprites and adorable enemy ships showcase the graphical prowess that can be achieved when a 16-bit aesthetic is attempted with modern hardware. Steampunk trappings solidify the silly martian-colonial story. A multitude of resolution settings gives the player the option of either playing at pixel-perfect ratio or at a highly-stretched fullscreen. Animations feature a multitude of frames and run smoothly on dated hardware. I ran the game on a Intel HD Graphics card and was still able to play at pixel-perfect ratio.

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From the auditory side, Jamestown is also a triumph. An orchestral-rock soundtrack is exceedingly rare for an indie title. Sound effects are “just right”, adding a sense of satisfaction to collecting dropped coins and scoring direct hits on enemies.

Conclusion

Jamestown’s greatest challenge was remaining relevant in an age where 2D-top-down shooters are irrelevant and unnecessary. From the screenshots, one would fairly believe that the game offers nothing different from the legions of crappy free Flash games out there on sites like addictinggames or Kongregate. It is through creativity and innovation that Jamestown beats these insurmountable odds to become relevant in the western market and acquire the respectable score of 4/5.

Thursday, June 23, 2011

Team Fortress 2 (Free)

This has been a big week for Team Fortress 2.
If you’re the lazy troll who doesn't watch the content I provide you, just know that Team Fortress 2 has gone free-to-play.
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Team Fortress 2 is the first modern title to have received a perfect score of 5/5 on this blog. With most Free-to-Play titles being developed by Korean studios and subpar for U.S. centric tastes, TF2’s introduction to the free to play market comes as a breath of fresh air and continuing evidence of Valve’s innovation and genius.

Well, there is a downside to this, the servers will be flooded with noobs camping on top of teleporters, but that can be dealt with.

You can download Team Fortress 2 through Steam. Install Steam here.

Sunday, May 29, 2011

Portal 2 Review

About a third through my playthrough of Portal 2, the realization dawns on me that I have been playing for three consecutive hours. Normally, for me, this would not be unusual, but the night before the final exam of my most difficult class in my Junior year, it certainly is. Portal 2 is one of those games that you’ll wish you were playing when you are not playing it and morbidly fear completing its campaign. portal_2_box_ps3

The Story and Humor

The game picks up some time after the events of the first Portal. Chell, the game’s protagonist, wakes up in a decrepit Aperture Science Hotel Room. From there, a bumbling personality core called Wheatley breaks apart the room and sends her through Aperture. Eventually, Wheatley accidentially awakens GlaDOS and sets forth a surprisingly involving, and very funny narrative.

Really, to give any more away is to spoil a lot of the fun of Portal. Learning the secrets and history of Aperture Science and its relationship to the vibrant world of Half-Life is a large part of the game’s appeal. Showing any screenshots from beyond the first quarter of the game would spoil not only the story, but also puzzle-solutions, environments and gameplay mechanics.

One thing that is safe to reveal is that Portal 2’s writing and voice-acting is phenomenal. Stephen Merchant, genius behind the British Office, makes his video-game debut with flying colors as Wheatley. His dry delivery of Wheatley’s lines perfectly characterizes him as a bumbling idiot, and listening to exchanges between him and GlaDOS are sure to leave many in stitches.

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Perhaps most importantly, Portal 2 makes its greatest innovation in the delivery of its humor. Environments, not just scripting and dialogue, deliver laughs in a way unseen in any other medium. Be it a darkly humorous sign or a beautifully ruined office, Portal 2 delivers its hilarity in ways unique to the medium, and for that, it deserves high commendation.

Gameplay

Perhaps even more dangerous than story-spoilers, knowing about Portal 2’s in advance can absolutely ruin the experience because the game constantly introduces surprising new elements. For the sake of completion and to sate the interest of those interested, I will include information on it. That said, MASSIVE SPOILERS FOLLOW, READ AT YOUR OWN RISK

Portal 2 begins simply enough and might come off as non-innovative to fans of the first game (in fact, a few test chambers are entirely recycled, albeit, in decrepit form). Simple staples from the first game, like conservation of velocity through portals, return for the first few test chambers. This is all fun and dandy, until Portal 2 decides to get creative.

The first thing that the game springs on you are “thermal discouragement beams”, which are lasers that can be directed into light-switches using mirror cubes and portals. The difficulty curve in the game is immaculate, and simple “teaching” levels give way comfortably to diabolically insane challenges that the player ultimately feels prepared to handle.

The pacing for Portal 2 is highly refined as new puzzle-elements are introduced at a near-constant rate, and just as the player feels he has mastered one element, that element is deployed in an innovative new way making it fresh again. For example, the lasers, an early-game element that feels pretty easy to master, is given new life as the player must simultaneously activate three light-switches using only one mirror cube. It is through challenges like these that Portal 2 achieves its incredible balance and remains fresh to its very end.

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Later in the game, new, Portal-controlled environmental aspects, like light-bridges and ascension-rays, challenge the player in unexpected ways. Three types of special “gels”, orange, blue and white, alter the environment in clever ways. Blue gel turns any surface it is applied to into a trampoline. Orange gel-coated ground is slick and slippery and lets the player achieve incredible speeds, and white gel turns anything it touches into a portal-able surface. What is particularly genius about these elements is that the player never gets to control them directly. Instead, the player must utilize his/her limited abilities to indirectly solve puzzles by manipulating these gels and bridges in creative ways. This forces the player to think of all possible applications of the Portal Gun, and as a result, the player’s most powerful asset is his mind. This lends the challenges a Braid-like sense of cerebral bashing, making the difficult challenges incredibly satisfying to solve.

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Not all of the challenges soar. In particular, one mid-game plot twist removes the player from the test-chambers and sends the player on a long-trek through Aperture’s ancient hallways, comes off as mediocrely designed in comparison to the “meat” of the game. The gameplay-shift this entails makes these challenges more about searching for the one area of Portal-able surface than using the Portal Gun’s capabilities. This effectively turns the game into more of an adventure game than a puzzler, and, while the detailed environs are a joy to explore, challenges become slightly tedious. Thankfully, this section of gameplay is brief and bearable.

Spoilers end here. Ultimately, Portal 2 is a nearly immaculate experience marred only by a short section of substandard puzzles.

Graphics and Audio

Running off the now-ancient Source engine, Portal 2 nonetheless looks surprisingly good. Ambient light and dynamic physics lend the vast corridors of Aperture a sense of atmospheric vastness comparable to the very first Metroid Prime.

Portal 2’s best visual aspect comes in its artistic direction. The sterile test-chambers fall apart to reveal the “backstage” of the facility in all its vast, technological ruin. Different parts of Aperture showcase the company’s history, thus, visualizing a progressive history culminating with the modern era. The quality of the art-style, as well as the “living” feel of the incredibly animated rooms and backdrops as they are literally assembled as the player enters them, makes Aperture Science a fun and interesting place to explore, a credit that few shooters can live up to.

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From an auditory standpoint, Portal 2 is also flawless. Procedurally generated music seems to compose itself as the player traverses through climaxes and crescendos within a level, and frames the player’s emotional and intellectual progression as he solves puzzles. For example, being launched into the air by an “aerial faith plate” speeds up the pace of the music and adds tense percussion beats while falling into a floating light-tube slows down and mutes the bass. Voice acting by Stephen Merchant and Ellen McLain remains flawless and hilarious. Jonathan Coulton, writer of the infamous “Still Alive”, returns for a catchy ending theme that wraps up the entire experience satisfyingly.

Multiplayer

Portal 2’s cooperative multiplayer mode is a unique campaign containing the game’s most difficult challenges. With two portal guns and up to four portals deployed, an unique type of synergistic thinking is needed for any level of success. That said, Portal 2 is not a game that can be enjoyed without voice chat or with strangers. Using only pings and gestures to communicate is severely limiting and leads to considerable frustration. Playing with a headset and with a friend, the game becomes considerably more playable, intriguing and fun. Ideally, Portal 2 works best in its splitscreen mode, which simplifies interpersonal communication significantly and paves the way for synergistic thinking nicely.

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That said, Portal 2 would have benefitted with a set of competitive challenges and leaderboards. Challenge maps, one of Portal 1’s best aspects, are jarringly missing from this game. This harms the game’s already limited replay value and comes off as a missed opportunity for the developers.

Conclusion

In the end, the worst thing that can be said of Portal 2 is that it has some annoying fans. Even with its few flaws, this is one of the best puzzle games of the generation if not all time. Portal 2 fits the geniuses at Valve and Digipen as the foremost advocates of innovation and creativity in game-design. Strongly recommended. 4.75/5

Wednesday, March 23, 2011

Team Fortress 2 Review

Shooters suck.

Consistently repetitive and frustrating, multiplayer shooters have come less about cooperation and more about individually unlocking new equipment and gaining levels. Subjugating their players to long stretches of annoying level-grinding amidst irritating players and tactics, these games become most enjoyable at the expense of other players. If one is having fun playing a game like Call of Duty, someone else is being frustrated because of it. A fundamental lack of balance makes it so that players that have invested the most time into playing will dominate the competition, not because they have developed the most skill, but because they have unlocked superior equipment. Thus, player development is relegated to the unethical realm of rewarding players for completing repetitive and annoying tasks. 1600-1200-27141
Shooters suck. Or so I thought until I came across a game so consistently enthralling, so cooperatively challenging, so comically lighthearted, accessible and rewarding, that it not only changed my mind but restored my faith in the viability of multiplayer shooters entirely.

Overview
Team Fortress 2 is the finest multiplayer shooter I have played since the original Call of Duty. A tactical game, matches revolve around one team attempting to complete an objective, i.e. pushing a cart to a goal, attacking a base or dominating the map, while the other team attempts to prevent that goal from being accomplished.
At the core of the action are nine character classes. Each with its own unique role in the battlefield and its own strengths and weaknesses, none are useless and each play as if it were from a different game.

The three offensive classes are respectively the Scout, Soldier and Pyro. The Scout moves far faster than any other class, can double jump and can capture points twice as fast as any other class. Able to substitute his pistol for ability-enhancing sodas, he can speed through stalemates quickly into unguarded capture points, instantly turning a game around. The Soldier is equipped with a rocket launcher and can use it to launch himself high into the air. His shotgun can be swapped for a trumpet, which can give allies offensive and defensive bonuses when he takes enough damage. The Pyro is a close-range class and is most dangerous when hiding behind corners. Armed with a flamethrower and a shotgun, upgradable to a long-range flare-gun, his attacks deal fire-damage, sapping away health quickly.

Defensive classes include the Demoman, Heavy and Engineer. The Demoman is armed with a powerful grenade launcher and a remote-detonated stickybomb launcher. His grenade launcher can be used to hold back advances and kill advancing enemies and destroy buildings and the stickybombs can create dangerous traps. The Heavy, Team Fortress 2’s mascot, can instantly fortify any position with a low-recoil, rapid-fire minigun and boost his health with a variety of “sandviches”. Engineers are critical to any successful strategy and play an important support role. Capable of erecting sentry guns, ammo and health dispenser and teleporters, Engineers reinforce defensive perimeters, resupply offensive pushes and allow for the rapid and constant reinforcement of new troops.

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Support roles take a gamut of classes that do not fall into any particular position. The Sniper, an Australian man, is armed with a long-range sniper rifle that charges up its power when zoomed in. The sniper rifle is swappable for a “Huntsman” bow, which sacrifices the scope in exchange for faster charge-time. The Medic is armed with a healing gun which restores health to allies in addition to a syringe gun. The only class with regenerating health, Medics play an important offensive and defensive role by building up “Ubercharges” by healing enough damage in one life. Ubercharges grant ten-seconds of invincibility and ammo regeneration to the deploying Medic and any ally. An Ubercharged Heavy can instantly break through any stalemate and destroy any fortification, turning the tide of the game in seconds. The Spy is armed with only a revolver but has the important ability of disguising himself as a member of the opposing team. A stealth-class at heart, the Spy must adapt his behavior to match that of the player that he is disguised as. While in enemy bases, a Spy can sabotage defenses by destroying Engineer buildings and backstabbing Heavies. By destroying teleporters and sentries behind enemy lines, a single Spy can turn an entire game around.

Team Fortress 2’s fundamental class design places less emphasis on combat and marksmanship and focuses primarily on role-playing instead. Points are rewarded not only for kills, but for healing, teleporting, building destruction, kill-assisting and back-stabbing. Success in Team Fortress 2 comes not out of killing everything in sight and maximizing one’s score, but playing one’s role well, and in turn, bringing success to the team. There are no “jack-of-all trades” classes, each player must rely on the support and help of others. The fundamental design of each class makes the roles come naturally, and as a result, Team Fortress 2 is not only one of the most strategically deep tactical shooters out there, but one of the most accessible.
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Team Fortress 2’s class system procures a tangible sense of camaraderie. Performing actions that turn around the course of a match are a regular occurrence for many of the classes, be it singlehandedly capturing the final point as a Scout, destroying a critical sentry as a Spy or stopping an assault as a Heavy. The careful interplay of class abilities makes for extremely well-balanced games as well as many thrilling abilities. No class can succeed without another and likewise, each class has the ability to serve the team in countless ways.

Graphics, Art and Audio
A major complaint against modern shooters is that characters are "generic" and pallete "grey, black and red". Fortunately for Team Fortress 2's sake, "gritty and intense" art is eschewed for "bright and cartoony". Utilizing the most recent version of the Source engine, the game has a distinct, semi-cell-shaded Pixar-esque art style. Characters are easily distinguished from the environment due to the color distinction between their surroundings and classes are easily distinguished by their unique silhouettes. This makes playing far easier and the lack of a radar insignificant.

Further simplifying navigation and combat is the fundamental art-direction of the environments. Each side of the map looks entirely different. The RED team's side resembles a red barn with dirt floors and industrial equipment and the BLU team's side resembles a lab with blue-tinted walls and white floors. The maps are linear, not wide open, and thus facilitate objective-based gameplay very well. The more esoteric maps, like the Halloween-themed Mann Manor, offer a nice change of pace and look fantastic.
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By a large margin, Team Fortress 2's character design distinguishes it from its competitors. The distinct silhouettes, humorous voice-acting and expressive faces lend each class a vibrant personality practically unfound in any military shooter in recent memory. Wonderful character animation solidifies the personality of the characters. Each class walks with a different gait and fires his respective weapon with a real sense of power. Character taunts, which freeze the player in place to preform a short animation, are preformed by tapping the "G" key and showcase some of the finest humor and serve well to characterize each class. From the Heavy's hug of his minigun, the Demoman's mocking "flash" and the Scout's dance, the taunts are animated beautifully and serve well to make the battlefield a much more lively and dynamic environment than it otherwise would be.

Sound design in Team Fortress 2, while not groundbreaking like the game's animation, remains very well done. Weapons sound powerful and distinct, each class and weapon can be distinguished by the sounds they make. Voice acting is phenomenal in Team Fortress 2 and furthers the humor of the game, regional accents by the Australian Sniper, the Russian Heavy and the British Spy lend the characters a Street Fighter-esque humor and serve to brighten the mood of the otherwise somber genre.

As an online shooter, music is rather insignificant in Team Fortress 2. What music there is remains fun, catchy and memorable. Appearing only in the game’s main menu, the game’s funky main theme remains a true standout.

Conclusion and Support
Perhaps the best aspect of Team Fortress 2’s design is the constant support that Valve provides for it. Released with only six maps and two game-modes, Team Fortress 2 has expanded greatly since its inception, a perpetual stream of new game modes, maps and items are added through Valve’s Steam. As a result, Team Fortress 2 retains longevity and addictiveness. The addition of a microtransaction system for purchasing special items remains delicately balanced and non-intrusive on one’s full enjoyment of the game (a business model that, in other games, has served to destroy their longevity).

The most striking aspect of Valve’s neverending support for the game is that new content is provided totally free of charge. Team Fortress 2’s additional content, if it adhered to a traditional business model, would have cost the price of multiple DLC packs. The fact that the new maps and modes are provided entirely gratis distinguishes the game from its console brethren.
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In all honesty, there is little to criticize about Team Fortress 2. The unique and innovative artistic direction, diverse characters, neverending support and addictive, strategic gameplay are the finest I have ever encountered. Restoring my faith in the shooter entirely, I am proud to honor Team Fortress 2 with My Back Pages' second-ever 5/5


EDIT: Team Fortress 2 has gone free-to-play, you have NO excuse not to download this. (runs fine on old computers) 

Saturday, February 12, 2011

Super Meat Boy Review

In October of 2008, I purchased Super Mario Bros. 3 off the Wii Virtual Console, nearly three years later, I still have yet to complete it. After repeated deaths, I find myself only on World 3. I appreciated very much the game’s high difficulty, but the high punishment for failure turned me off from the game. Having to restart each world after losing all lives was frustrating, and that was highly unfortunate. Super Mario Bros. 3 was one of the finest-designed 2D platformers that I played, with fun levels and physics that were near-perfect. Despite that, the NES’s inherent lack of save options prevented me from having the opportunity to ever enjoy the game’s full potential.
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Channeling the spirit of extreme challenge of 8-bit platformers, the indie poster-child Super Meat Boy aims to be the hardest game conceived since I Wanna Be the Guy. Its one of the hardest platformers this critic has played, but its also one of the best.
Gameplay
Super Meat Boy at first glance heavily influenced by indie platformer N+, which, by a considerable margin, was one of the most popular Flash games ever made. Channeling precise controls and exellent level design, Super Meat Boy does indeed feel highly influenced by N+.
However, considerable differences set Team Meat’s creation on a level more impressive than that of N+’s indie Flash team. For one, Super Meat Boy’s physics engine handles far faster and tighter than N+’s floaty ninja physics. Despite Meat Boy’s speed, the game also controls very well. Every jump is precisely controlled through the spacebar and arrow keys, critical wall jumps are easily preformed. The simplicity of the controls makes Super Meat Boy a very easy game to learn and enjoy, thus, the primary difficulty comes directly out of the level design. A forgiving difficulty curve eases you into its most diabolically challenging levels with grace.
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And the said level design is incredible. Continuously pushing the player to the limits of their skill and constantly challenging the player to improve, Super Meat Boy balances its design delicately, and despite the hundreds of deaths that players will incur, the game seldom feels overly punishing or frustrating. Ample hidden areas and secret characters from other indies make bandage collecting a desirable mechanic and add an even greater level of challenge to the game.
That said, the game does not always run well. Super Meat Boy has ridiculous system requirements for a 2D platformer, and performance frequently hiccupped when playing on old machines. Running in windowed mode helped, but certain levels were rendered unplayable by clipping glitches.
Style
Given the game’s small-studio development, Super Meat Boy possesses a simplistic graphical style that remains easy on the eyes and very playable. Certain levels pay homage to retro 8-bit games in their art direction. One Warp-Zone secret area in particular stands out with an 8-bit “pea-soup” aesthetic reminiscient of the original Game Boy. Thus, Super Meat Boy quite definitely goes for an extremely stylish, tongue-in-cheek approach to its art. The game’s humor thus makes the extreme difficulty considerably more bearable and fun.
That said, the game’s music is significantly more memorable than even its art-direction. 8-bit rock music serves as the background music, and while repetitive while looped, is great fun to listen to and provides the humorous mood that Super Meat Boy aspires for.
Difficulty
Perhaps what sets Super Meat Boy apart from some of the more rage-inducingly difficult games I have played is how it approaches its difficulty. In a recent lecture, Jonathan Blow highlighted the distinction between meaningful and arbitrary difficulty and how each can be achieved. Meaningful difficulty forces the player to learn from their mistakes and allows the player to retry new strategies immediately whereas arbitrary difficulty punishes the player for failure and sets high thresholds for frustration. Having come from unpleasant experiences with Call of Duty’s online multiplayer and Monster Hunter’s high level of punishment for failure, I found Super Meat Boy’s difficulty well balanced and in the realm of “meaningful difficulty”.
Perhaps the infinite number of lives and the instant respawns allotted to players distinguished Super Meat Boy from the frustration I dealt with while playing Super Mario Bros. 3. NES platformers greatly punished players for failure by sending them back to the beginning of the game or world upon the loss of all their lives. Having the opportunity to get back on my feet after being knocked down repeatedly allowed me to complete many of the game’s challenging levels in spite of many, many deaths. And despite the 800 plus Meat Boys I sent to their gory, pixelated demise in the first few hours I played, I seldom felt like quitting out of frustration. This delicately balanced difficulty makes Super Meat Boy a highly enthusiastic recommendation. 4.75/5