Is there anything better in the gaming world than skulking across rooftops to then dive off and land on an unsuspecting victim, giving him a short sharp jab with a blade hidden in your sleeve? If you don’t think so then you’re probably a massive fan of the Assassin’s Creed series. Either that or you’ve been sitting under a rock waiting for such a game to be developed.
With the exception of the original title, Assassin’s Creed as a series has been one of my favourites within the last few years. The story of Ezio has been developed steadily across two games, and now Altaïr and Desmond also get increasing roles in order to start closing up some of the loose strings the players have. Revelations takes Ezio to Turkey in search of the masyaf keys to access Altaïr’s library. In this new land you’re greeted by new assassins and a new assassin leader, Yusuf Tazim. Tazim then aids Ezio in the search for the keys. Revelations also boasts several gameplay additions based on the pieces that felt missing from previous titles.
Borgia Towers are now replaced with ‘dens’. The initial gameplay mechanic works the same: you take out the captain and then light a fire in the tower. However you now have to defend these dens once they’ve been captured, throwing you into den defence mini-games. These are similar to tower defence games with Ezio overlooking a street and ordering assassins on to various roofs under which waves of templars and other guards will attack. You can also build barriers to slow your enemies down, and Ezio himself can shoot his hand cannon to thin the numbers. The addition is a welcome feature and allows for more gameplay than the Borgia Towers in Brotherhood provided, however the feature can become repetitive and even annoying as the defence marker has a habit of popping up just when you’re in the middle of something else. The tedious city renovation still plays a big part in earning money, and the mechanics are the same as Brotherhood, wandering around Constantinople this time, buying up buildings and shops in order to increase your income. This is my main bugbear with the game, and it seems like Ubisoft doesn’t want to stop expanding a game mechanic that is so benign and unnecessary that it’s merely an obsessive compulsive distraction. Looting gets you pretty much every ingredient and piece of ammunition to last you through the game and by the time you’ve got all the weapons you’re literally just earning money to buy more buildings which earn you more money.
The new hookblade is a feature you acquire very early in the game, which acts as a new weapon but also gives Ezio the same faster climbing ability that you needed to unlock in the previous two games. I must say this is a brilliant idea from the developers because introducing skills in one game which you then take away from the character in the next really removes an element of continuity. The other new mechanic is bomb crafting, which lets you choose from a range of ingredients which effects when your bomb explodes, how it explodes and what comes out. This is an interesting addition but after a time you end up just using the same three types of bombs and the crafting mechanic stops being relevant.
It will be intriguing to see how well Revelations deals with the triple layered story, as well as bringing in a surprising character that we didn’t expect to see make an appearance. You’ve heard many references to him but now he appears in the flesh…well kind of. Overall, Revelations is shaping up to be a well refined game that polishes many of the flaws that were noted in Brotherhood and Assassin’s Creed 2. The game flows at an unmatched pace and the combat is still fresh and immersive with the new weapons and flourishes available that add a bit more satisfaction.
Modern Warfare 3 hit our stores ten days ago, designed to be a new marvel in the previously sensational series by Infinity Ward. Now I’m not sure what went wrong; whether it was the fact that Infinity Ward crumbled and joined with Sledgehammer Games, or some other technical issues I’m not aware of, but I was under the impression that Modern Warfare 3 was a new game. Now there are some good things about Modern Warfare 3. Its campaign is roughly ten hours (that’s being charitable, I played through on Veteran) of quick paced, fun gameplay. There’s some nice aesthetics and a range of different mechanics; from driving a military personal hovercraft to controlling a small remote-controlled assault vehicle. The main problem is that this is all the ‘unique’ gameplay that Modern Warfare 3 has to offer. For the other two games modes (Multiplayer and Spec Ops) it just feels like you’re playing on a Modern Warfare 2 map pack.
Infinity Ward and Sledgehammer Games have been so incredibly lazy on many fronts of this game. The interface has been ripped out of Modern Warfare 2 and put into Modern Warfare 3 relatively unchanged. It uses the same menus, the same little box when you kill someone or get killed, it even uses the same damned font. Now come on, if you’ve got a budget the size of a Call of Duty title, you could at least change something in the interface to keep things fresh, because despite many people (including me) buying it, you’re gameplay simply isn’t going to. Saying that, they have tried to include two new game modes, only one of which I think can actually be counted as new whereas the other is just as if somebody’s played with the coding of Capture the Flag.
Kill Confirmed is a really well executed new game mode in which, upon death, players drops their dog tags. The killer will get credit for the kill and their own personal points, but the team won’t benefit from the kill until the dog tags are picked up. However, if a member of the dead player’s team runs over the dog tags first, the kill is denied and they receive a point instead. First team to 65 points wins. I’ve spent quite a few hours playing Kill Confirmed, because it adds an extra level of gameplay to the overly used Team Deathmatch. Yes, it can be infuriating to kill four people only to be shot and have all four kills denied, but at the same time being the person who manages to deny half a dozen kills in the space of a few seconds makes it worthwhile.
The other new game mode is Team Defender, a Capture the Flag based game in which the first person to die drops a flag. That flag then remains on the map and must be held by the teams for as long as possible. Anyone who played the older Call of Duty games will remember something similar to this, called Hold the Flag a few years back. It’s essentially the same mode except the flag doesn’t appear until some poor sucker runs into a barrage of lead.
There are new game modes available in private matches but the majority of people I know aren’t in groups who play them, but if you’re one of the ‘lucky’ people who are you can look forward to six ‘new’ modes. Infected is the British Bulldog of CoD, where one player is infected and gradually infects other players who then join the infected team. There’s Drop Zone in which a team holds a drop zone to score points and receive care packages. Last of the original new modes are Team Juggernaut/Juggernaut which sees either two teams each with a juggernaught or a juggernaut against the rest of the players, fighting for dominance. Finally there’s Gun Game/One in the Chamber which former fans will remember from Black Ops’ wager matches.
When it comes down to what’s important, people will always buy Call of Duty games. I bought this Call of Duty game and will probably buy the next one if it promises to be better. Whether it lives up to its promises will be seen after Activision have my money and start using it to fund the next game, and so the vicious cycle continues. However, when I don’t want to think, and when I want to take a break from working painfully through coursework and exam prep; I still find Call of Duty fun…and in that respect its a success.
2011 is the year of trilogy-ending instalments. Among the games with ‘3’ stapled to their titles this year was the one I was most looking forward to. For the past five years, Gears of War has been the driver of cover-based shooters. Many gamers see the Gears series as leading to generic shooters and a genre based on chest-high walls and slow, precise gameplay.
The new gameplay elements make this instalment feel a little more fast-paced than the others, with the turning a bit more responsive and the balancing of the weapons to mean that, especially in multiplayer, there’s less emphasis on just running round with overpowered shotguns. The weapons have been changed so that they all feel fresh: the hammerburst has a unique first person iron sights mode, the new retro lancer has a bayonet charge as well as the traditional lancer with its chainsaw; and there’s a range of new weapons including the aforementioned retro lancer and the Oneshot: a sniper rifle that kills enemies in, erm, one shot.
The game introduces four player cooperative play as well, which for some may be a really great addition to the series: for me it’s amounted to a painful amount of hours trying to gather up four people on Xbox live to get the sodding achievement for it. The single player campaign will take you somewhere between 10-15 hours depending on difficulty settings and your general skill, though if you intend to find all 57 hidden collectables/COG tags, you’re going to be there for a lot longer. some of them are excruciatingly hard (and I had to look up two of them online). I’ll go into them in more depth in a second, but Horde has now also received an upgrade, and I must say that Horde 2.0 is rapidly becoming an addiction of mine; and Beast mode is an all new mode with similar elements to Horde but you play as variants of the locust army out to kill the humans.
They’re like Gears of War graphics have always been, with a bit more colour than brown. The settings this time around are largely more varied that in the previous games in the series. You get to roam around the underbelly and deck of a COG warship, the harsh streets of hammer of dawn-torn stranded territory, a tropical beach and a large destroyed holiday resort, to name a few. The game’s slightly more vibrant, with the dull greys and browns replaced by…well, often lighter greys and browns, but it’s Gears so you can’t really blame them.
Normally I wouldn’t cover characters in a review but there are a few pointers I want to put out there, and a few things that made me chuckle. The game brings in a couple of characters that the player won’t recognise from the previous games. One of these is Jace, and the other being Sam. However, this is where Epic Games has been incredibly clever, because Jace was actually in Gears of War 2 (heard but not seen) and Sam, well that’s even more subtle. Samantha Byrne, a COG and new member of Delta in Gears of War 3, was introduced in Gears of War: Anvil Gate. That’s the third in a series of four novels based on Gears of War, a brilliant step to promote the canon material of the series and one I respect Epic Games for including.
Another face that the players welcome in the newest instalment is Clayton Carmine, the third and oldest of the Carmine brothers. His armour, laden with the words “Grub Killer”, “Keep your head down” and “Practice reloading” offers a grim yet comical reference to his brothers’ fates, mirrored by the many near-death experiences he has in the course of the game. But the main question is, does he die? There’s a few surprises (provided you’re not up to speed on the novels) with some familiar faces returning.
Horde 2.0 and Beast
Horde 2.0 is a revamped, refuelled and revitalised version of the Gears of War 2 Horde mode. New additions include the ability to build fortifications around various ‘Command Posts’ and the inclusion of ‘boss levels’ every multiple of ten, which could spawn anything from a couple of berserkers to a brumak. Horde mode in Gears of War 3 is a thoroughly intense experience and is punishingly difficult in later levels, with the final level (50, as in Gears 2) being an infuriating dance with death on many occasions.
However, there are few things more satisfying than placing a headshot on a defenceless drone caught in your barbed wire, or the squelch of a bullet leaving a Silverback and entering the bowels of an unfortunate locust. Beast mode is the all new, shiny addition to the Gears series. Instead of playing as your beloved COGs in the quest to quell waves of locusts, you’re turning the tides and playing as one of the variants of locusts instead. Starting with a choice of five (Ticker, Wild Ticker, Wretch, Savage Drone or Butcher) you fight through twelve waves of increasingly higher amounts of humans and ‘hero’ characters (main game NPCs). For everything you make go boom, you get more money to spend on bigger locust to cause even bigger booms. What’s not to love?
The multiplayer in Gears of War 3 was hotly anticipated, with a generally well received beta testing and the promise of a more balanced experience. And it’s been pulled off relatively well for the most part. The maps are generally small, with distinct sections that are easily distinguishable and make the maps easy to learn.
Unlike multiplayer modes in games like Call of Duty, you don’t unlock better weapons for levelling up. This means that players on level 100 have access to the same arsenal as those beginning the game. This makes the game all about your ability. Practice will get you better, and you don’t have to worry about someone coming up with weapons that are far more overpowered (we’ll leave the sawed-off shotgun debate well alone here…yes, I do use it).
What’s more, due to the tweaking that’s been made to the weapons, the new multiplayer is no longer a shotgun free-for-all as Gears 2’s multiplayer became; the rifles are powerful and shouldn’t be overlooked. Ribbons and medals offer a good incentive to play the multiplayer, but Epic Games have really faltered on the key point of not making the ribbons and medals public. To me, this defeats the object of collecting such things for the purpose of ‘bragging rights’ if other players have no way of actually seeing the things you’ve achieved. There’s still hope that this may be patched at a later date, but I’m sure they have far better instalments planned for the DLC.
While I am resting my review on a point of being an avid fan of the Gears of War series, I’ve always had nagging complaints about the game: horribly easy final boss battles, sluggish gameplay in places, and schizophrenic storytelling in others. However, I do say with quite some conviction that I couldn’t think of a better way for them to have wrapped up first Gears of War trilogy. Gears of War 3 is a smoothly executed game that has provided and will go on to provide many hours of brilliant gaming.
Where there was once competition between FIFA and their competitor Pro Evolution Soccer (PES), FIFA now seem now have firmly regained control on the football game market. So much so that I, a non-football-game-player, picked it up on release day to give it a try.
FIFA 12 is a testament to how games should be upgraded. The mechanics have been tuned up and the pace is sharper, more realistic and flows more dynamically than previous titles…or at least, that’s the plan. For someone who hasn’t picked up a new football game in more than three years, the game is truly punishing.
In FIFA 12, they have introduced Tactical Defending, a defence mechanic that means you can finely pinpoint tackles and runs more realistically. For veterans of the game, this means that they can make their precise tackles look even more realistic and act more effective. For the rest of us it means that if you’re not precise, you’re going to lose…badly.
The difficulty system is also slightly flawed. I play FIFA 12 on the Pro level, and get absolutely hammered. But I play on Pro for two reasons: Firstly, playing on any level below Pro means you’re exempt from any of the FIFA leaderboards, which is an annoying thing to include. And secondly, I find Semi Pro too easy. It’s a sign of a slight imbalance when I can go to a Semi Pro match and win 4-0, then change to Pro and lose by the same margin.
Despite my lack of skill, FIFA 12 is still a surprisingly fun timesink and I’ve already put many hours into the various modes that are available. The ‘Be a Pro’ category is now simply quick matches, whereas the Career Mode lets you choose between playing your career as a Player, Manager or Player Manager. The transfer system is better than in previous games and I’m quite fond of the scouting system as well. The season runs on a day-by-day basis and during the simulation between days you’ll regularly receive various emails from the board of directors (manager), other teams with negotiation offers (manager) or your manager (player). These are usually quite informative, but can also be unnecessary. For example, when a player gets a red card during one of the games I played, I then received an email from the manager letting me know … we were both at the game, I saw it too.
Then there’s FIFA 12 Ultimate Team, which is another additional game mode of some worth but isn’t really explained too far beyond “Like manager mode but you buy cards which represent players/kits/badges/staff etc instead of actually buying those things”. Instead of transfers, you buy new player cards from the ‘Store’ in packs of Bronze, Silver or Gold; alternatively you can search on the in-game auction to pick up specific types of player/staff/consumable. It can become a bit annoying needing to purchase contract cards to keep your players able to play, and the whole setup just feels a little bit pointless to be honest.
I did doubt the lack of a manual when it came to things such as player development and skill moves but FIFA 12 appears to run on a ‘pick it up as you go along’ ethos. Overall, the game will give you a good stint of gameplay, but don’t expect it to welcome you with open arms, unless is tempts you into sucking up your ego and dropping the difficulty.
So part of the problem for loving video games is the cost.A bigger problem is the time it tends to take to complete one. Couple this with me wanting to keep things fairly topical (i.e “News”) and then take into consideration that I have no money, which means that I have no time as I’m spending every spare minute looking for some tiny scraping of a job.
My point is really that the only game released recently that I’ve had the oppurtunity to play fully has been Deus Ex: Human Revolution, and as these articles are meant to be “in depth analysis” of games the actual completion of the game takes a lot of time… So I figured I’d do a quick “cocktail” of stuff. Nothing that would constitute a true article, but one that could be either a quick synopsis or even a basic skeletal structure for a future one… So I’m going to take a look at Alice: Madness Returns, Infamous 2 this week, and there might be another one of these for next week. I’ll try to find something more interesting to talk about soon!
Hi all, this is semi a review and semi a Game Overdose of Deus Ex: Human Revolution.
Today came the news that Gamestop, the largest retailer of videogames in the world, have pulled the new Square Enix release ‘Deus Ex: Human Revolution’ from shelves. This decision was made by Gamestop due to the waivers that came packaged within the box. These waivers gave customers back the difference between the retail price of the game and the price of the game on the online streaming service ‘OnLive’.
Gamestop reported that they were not told about these coupons inside the cases and as such began to open the sealed cases and remove the coupons, when customers began complaining about the broken seals caused by Gamestop’s decision, it’s reported that many Gamestop stores have taking the game off its shelves to be returned to Square Enix.
Gamestop released a statement via their Facebook page related to those stores who do still stock the game:
“Regarding the Deus Ex OnLive codes: GameStop’s policy is that we do not promote competitive services without a formal partnership. Square Enix packed a competitor’s coupon within the PC version of Deus Ex: Human Revolution without our prior knowledge and we did pull these coupons. While the new products may be opened, we fully guarantee the condition of the discs to be new. If you find this not to be the case, please contact the store where the game was purchased and they will further assist.”
So, is this a bad move by GameStop, or could it work in their favour? What do you think? Leave a comment below and give your views.
Hello, and welcome to Game Overdose: Daily Dosage. We’ve got gaming news, releases, deals and more! Our Current Topic is a Glossary of Gaming, and today’s subject is “Horror”.
Whoops, sorry all, I missed the Friday update, as I was desperately looking for jobs and had an interview! Here’s a combined update, and today I talk about “RPG Elements” in the glossary!
Hello all and welcome again to the second part of the first article of Game Overdose: a series of not-game-reviews!
We’re going to be taking games as a whole and looking at them with an analytical light. These aren’t mere child play-things anymore, and I’m trying to push the envelope for them to be accepted as a genuine and artistic form of entertainment. Anything from gameplay mechanics to plot, to advertising tactics and even sweeping social trends. If it’s about games, and potentially interesting, I’ll write about it here!
So the question I’d posed to you last time was “what does this have to do with anything I’d said before?” namely: how does TF2 becoming free, having an in-game store and community based content reflect on or have anything to do with the states of games in 2001?