Archive for April, 2008

Ikaruga. Yes. Get it. Now.

Posted in Review on April 26th, 2008 by ZekeDMS

What are you waiting for?

Alright, fine. I’ll tell you why.

Ikaruga is everything a good vertical shooter should be. The past is fast, the action frantic, and perhaps most of all, you have to think. Ikaruga is a thinking gamer’s shooter, and twitch skills alone will mean nothing. Knowing when to switch polarity, which enemies to fight at a time, and how to get out of some very challenging polarity based puzzles while being fired at from all directions, that’s the kind of thing that really works you over, with a wonderful minimalist idea working in its favor.

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Dark Sector

Posted in Review on April 22nd, 2008 by ZekeDMS

Digital Extremes seems to try to prove every chance they get that, if it weren’t for Epic Games, they’d never have become a name anyone knows.

Let’s look at their flagship titles, shall we?

Unreal-A thoroughly average FPS with horrid SiN-like anyway, load times.

Unreal Tournament-A great series, heavily guided by Epic’s design and direction, and effectively made by Epic.

Pariah-An extremely shitty FPS with a few ideas taken from other recent games that didn’t work out in any way.

Warpath-Essentially a sequel to Pariah, which also stole some ideas from recent games, and sucked in a stunningly generic way.

Now, Dark Sector. It, like most other pure DE work, is a generic suckfest, showing they just can’t be let to roam too free from Epic.

Dark Sector is 100 blowing 100 guys at the same time in an orderly line, viewed from a distant camera that’s low resolution and grainy. Most guys are going to see it, and say “Oh man, this is awesome!” But then they notice everything is starting to look the same and there’s no real detail or depth. Nothing stands out as special, and it never seems to get anywhere. When it finally does, you only know because nothing is happening anymore, not that you bothered paying much attention by that point.

Dark Sector steals from every recent successful game, and while it does that fine at points, it does it lazily. The aftertouch has little real control. The cover system is awkwardly implemented and hard to use. The sprinting is hard to control and serves no real function beyond exposing yourself to fire. Okay, that they clearly got from Epic’s Gears of War. They also spent the entire first chapter of the game in black and white, which I’ll also snarkily say was taken from Gears of War! It’s too bad they didn’t take the great high-res textures and models to match.

Loose control plagues the game. It defaults to maximum sensitivity, which seems absolutely horrid at first, since a light press of the stick will swing you 180 instantly. Then you aim at an enemy, and the turn speed is somewhere around point oh five are-pee-em, at full tilt. I don’t expect the exact same aimed speed by any means, but jesus christ, these are polar opposites. The fact there’s no reticule at all, unless in aim mode, just adds to the frustration, since you’ll never be close to your target upon the depression of the left trigger. And somehow, you’ll still never get a good shot. The main character, Hayden, gets more accurate throughout the course of the game, but nobody will care about getting that far.

The game’s signature weapon, the glaive, is stunningly underpowered and generally not useful. It’s slow to use, not that strong unless timed perfectly, and while using it, you’re stuck with a pistol, which is relatively weak no matter how often it’s upgraded. Plenty of early sections in the game leave players against a horde of enemies with AI smart enough to have ideas like “run toward the player” and “punch the player.” Not much more, but oh, there’s plenty of that. At points they respawn from nowhere. Sometimes they emerge from six inch deep pools of water, sometimes they simply appear in front of you. The mechanic is incredibly weak and completely unfun. How a big spinning triple edged blade winds up shitty to use is beyond me, but hey, there it is. Even with the aftertouch, lifted poorly out of Heavenly Sword, it’s hard to use well, and awkward. Using the aftertouch is often worse because the game is so intent on you firing the pistol right after tossing the glaive.

It should be noted, at least, that the game’s shotguns are pretty damn nice, and all you’re going to use besides the glaive anyway. They’re the only thing capable of hitting what you aim at, gunwise, and thank god something can.

But the rest, well, it’s a mess. The game’s animation is choppy and unconvincing, and lots of death animations are repeated. When they’re not, the ragdolls are simply awful, springing around like every joint is held by rubber bands. The audio is sloppy at best, though at least the vocals are clear. The damage indicators are undersized and easily unnoticed until it’s too late, and the game’s sense of scale simply feels wrong. Enemies are small looking, generic, and blend in too well, especially for guys in hazmat suits early on.

Simply put, Dark Sector is as unpolished as this article. Feature creep is obvious, and it took away from any real testing or balancing. When the close-range melee attacks from a player simply swing on by the enemy more often than not when you’re close enough to kiss, it’s obvious there’s a problem. There’s just a distinct lack of enjoyment to the game, and some major bad decisions. In the end, you’ve already played this game, but in 10 distinct pieces that were much better on their own.

It never does anything overtly bad, excepting for the animation and some presentation decisions. And the controls. Okay, it does a few things badly, but most of the game is a thoroughly average theft of ideas that were done better in a more specialized focus. And the novelty of the glaive wears out rapidly in the frustration of cheap kills and a lack of any creativity. I’m not one to knock a game for not being terribly innovative if it’s incredibly well done(Unreal Tournament 2004, Half-life, Bioshock even was an incredibly well done FPS without being terribly revolutionary), but this just isn’t. There’s no polish, it’s bland, it’s uninspired, and it will have you frustrated before it even truly starts.

Dark Sector gets 2 out of 5 stars. It’s not all the way to “bad”, but it’s rarely a title that makes it to “average” and never “good” or “holy shit awesome.” It definitely doesn’t live up to the potential, or even the hype, which is a real shame. Digital Extremes needs to step it up next time, otherwise, they may not stay around much longer.

Ikaruga 1-Viking 0

Posted in Commentary on April 20th, 2008 by ZekeDMS

Nothing interrupts an experiment in drunken gaming like something awesome coming along.

Viking, for a moment, got better, when I unlocked a combo of sorts. Then the bad design started rearing its ugly head, and overall awful level design, bad enough to make you question your undying but undeserved love of Sega, and the skills of Creative Assembly.

Well Ikaruga, you came along and reminded me of why I still love my Dreamcast. Ikaruga is a ridiculously great shooter that requires thought and strategy beyond holding the fire button to do well, and at a certain point, to survive at all. The game’s key mechanic of polarity(absorb one type of enemy fire, get decimated by another) means paying attention to your surroundings, knowing when to flip, and being able to pick out fire patterns with two sets mixed in. One color to dodge, one to ignore, but getting complacent will result in that flipping around on you without being prepared.

A full review of Ikaruga will come within a few days after I dive in obsessively and gleefully, but for now, grab the demo off X-box live. Blow things up, and appreciate one of the finest pieces of a generation and of its type. Excercise brain and reflex in one wonderful game!

Viking:The Battle for Entertainment, update 1

Posted in Commentary on April 15th, 2008 by ZekeDMS

Two pints and some whiskey later, this game is still unfun, but I am at the extreme early stages.

The combat and pacing are slow and repetitive currently, despite the fact everything else around me seems a bit quicker than normal. It’s also horribly easy, even on hard mode.

For a quick change of pace into something with some sort of non-snail-like motion, I threw in Burnout Paradise. Ironically, alcohol has caused me to get my worst crash score ever. Who knew?

But hey, even if my skills are low and Viking is lame, at least Guiness is pretty fucking great. More to come!

Experiments in immersion

Posted in Commentary, Review on April 15th, 2008 by ZekeDMS

Viking:Battle for Asgard isn’t the best of games. It’s not the worst either, but it could be a lot better.

Today, I begin an experiment in game enhancement. Sure, we’ve all put on sunglasses when we’re playing a flight sim, just to feel extra cool. Or a wristband, both functional and cool for Guitar Hero. Some enthusiasts will even don headgear(functional or otherwise) for Battlefield and the like.

Today, I’m going to get the full viking experience. I’ve got three bags of beef jerky, a full jug of mead, and lots of Guinesss Draught. I lack a pewter mug, but I do have a Klingon Blood Lager pilsner, and god damn it, that will have to do.

Check in tomorrow to see how the game, and my liver, hold up under these new circumstances!

Zombies!

Posted in Review on April 10th, 2008 by ZekeDMS

My index finger is tired and shaky now. It won’t forgive me tomorrow, of this I’m certain, but it’ll tough it out. Tomorrow, it’s going to squeeze the b button on the wiimote at least 500 more times, because there’s zombies that need to be shot in the head.

House of the Dead 2 & 3 Return is a wonderful dream for my inner rage and loathing of the undead, and a curse for my hands.

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Pirates, freetraders, privateers, and naval officers of the Burning Sea

Posted in Review on April 4th, 2008 by ZekeDMS

An MMORPG I like? This can’t be. But it is. It’s actually happened again, thanks to being so different from the rest of the games out there. But it has. Pirates of the Burning Seas takes some cues from quite a few MMOs, and makes something unique and interesting with them, even if it’s not without a few flaws. Rotating, updated flaws, by nature of the genre, but still, it’s pretty solid, and oddly comparable to Sid Meier’s Pirates! smashed together with Eve Online.

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