Archive for the 'Xbox 360' Category

Game Changer: Modifying Mass Effect 3 Ending

For as long as I can remember when it comes to gaming, it has always been satisfying to get to the end of a series.

Even if I haven’t necessarily enjoyed the ending, the journey is typically worth the price of admission.

Some people will view that as a half-hearted investment in the experience, but I would absolutely disagree. And, I would do so on the following assertion: How we experience games is and SHOULD be different from gamer to gamer. The way I enjoy a game will never be the same way you enjoy a game because our values and how they apply to the gaming experience have been formed differently.

That being said, I find the notion that BioWare needs to change ANYTHING about their recent game, Mass Effect 3, to be insulting not only to game makers everywhere, but also to gamers who have stayed true to games despite their disagreements with the creative directions.

Why should they change the game THEY made? It’s the direction the game was decidedly pushed in and we, as gamers, should accept that. What’s more, we should be thankful to BioWare for such an awe-inspiring series as Mass Effect in the first place.

The moral choices that have been put before us and the way our actions impact not only the course of the current game, but the courses of the games that follow it have been unique and moving experiences for gamers everywhere – myself included. Who are we to say that the end result should be done a certain way?

You don’t go up to a painter and say “I don’t like what you did with that particular portion of the picture,” and ask them to change it. You let them finish it and – good or bad – you take the art for what it is: An expression of the artist completed in a way that the artist wants to public to view it.

By telling BioWare that their ending is inferior to what people THINK it should be is a slap in the face to a company that has been nothing but outstanding when it comes to the Mass Effect series.

What’s more, petitioning BioWare to change their game because people are clamoring about it sets a precedent that I honestly think will threaten artistic freedom when it comes to game production.

And what if it doesn’t stop here?

What if more games are requested to be changed because people don’t like the way it ends? That carries with it the potential to destroy the value that a community presence brings to the table. In order to avoid having people question the creative direction, game makers will avoid community input entirely. Then where will we be? We’ll be here wondering why game makers aren’t listening to the community with no one to blame but ourselves.

If BioWare gives in to the demands to change the ending, I will have lost all respect for them.

Because it shows me that they would rather pander to “fans,” than have pride in their product. A real fan – of the Mass Effect series or gaming in general – may be disappointed in the endings, but they would never ask the company to change it.

And don’t give me that “well, we’ve earned a good ending.” Stow it.

You’ve earned the right to play something that numerous individuals have spent countless hours making. Assuming you have the right to demand a change to the finished product because you – on your own time – decided to play a series of games is a sense of entitlement that I have only seen in the most selfish of people.

For better or worse, the final curtain call is what we play for. If you can’t handle the finality in the end, then maybe you just shouldn’t be a gamer.

Opinion &Playstation3 &Xbox 360 theswigz 21 Mar 2012 1 Comment Stumble it!

BeachHead Studios Caught in Lie about MW3 content drop for PS3 Elite Premium Users?

It seems the release schedule announced for the first all-inclusive DLC pack for MW3 has drawn the ire of more than just a few PlayStation 3 users – and perhaps with good reason.

According to a recent article in GameInformer, the release date for content pack – which will go to Xbox players first – is slated for Xbox Live on March 20.

Where the issue comes in for Elite Premium users on PS3 is the implication that they will be receiving Overwatch on the same day – March 20 – or the next day, March 21. What this means is, PS3 Elite Premium subscribers will either receive their third content drop the day of, or the day after, non-Elite Premium Xbox owners get ALL of the content for the first collection.

This would not be a problem save for the fact that at one point, Beachhead Studios (the makers of Call of Duty ELITE), stated via their Twitter account in response to a question that PS3 Premium members would receive their DLC before Xbox non-premium members. (see photo below).

Original

BUT WAIT! There’s more.

I happened to take a screen capture of the tweet in question and a copy of the URL of the tweet. I then asked via Twitter (not expecting a response), if Beachhead could explain why the information provided in the GameInformer article appeared to contradict the information in the aforementioned tweet (as is evident in this tweet).

A few hours later, the link I sent myself that referenced the tweet was no longer valid, and the tweet itself appeared to have been edited to read as follows:

new post

Fortunately, through confirmation of the player who originally asked the question via twitter, the original tweet was in fact that answer that was provided to begin with (see below) Notice also the difference in time stamp on the original tweet and the newly-found tweet.

verification

So, with all this being said: Did we just happen upon Beachhead trying to cover their tracks by altering information? And if so, what should this suggest to PS3 players – such as myself – who paid for Elite Premium with the assumption that we would have our content before non-premium members?

Personally, I will never purchase Elite again, whether it comes with DLC or not. Additionally, I will make an effort never to support another Beachhead-supported endeavor. Because if you would rather lie to me, your customer, than admit you made a mistake, then I don’t believe you should ever have my business.

I also personally hope others who find this situation insulting will do the same, as I don’t believe a company that engages in such a poor business practice should be allowed to make money on a demographic that it is lying to.

But that’s just me. I suppose I’m just some silly person who happens to like knowing that he is getting what he paid for.

Administrative &General &Playstation3 &Speculation &Xbox 360 theswigz 02 Mar 2012 Comments Off Stumble it!

Camping in Online Multiplayer: Tactical or Cowardly?

camper

If you’ve ever played a single round of any first-person shooter on the market, you will have no doubt noticed (or been killed by) individuals waiting for other players to cross their paths so they may kill them.

For those unfamiliar with the term, this is known simply as “camping.” You know, “he’s holding so close to that spot, he might as well set up camp”? It’s meant as a derogatory term for players who stay in the same spot on a map for extended periods of time, hoping to increase their kill count without having to put themselves in danger.

For the hardcore players out there, camping is an offensive act. It’s done by players who are otherwise incapable of maneuvering around the maps and who couldn’t get a kill if the player they were trying to shoot was standing still.

For the casual players, however, they are merely a minor nuisance, serving as that little speed bump in the road to the occasional MVP match.

Campers are usually an easy kill once you know where they will be. If it is a confined area, it’s usually easiest to flush them out with an explosive of some kind.

But it’s never really been about how easy it is to kill them or who has how much anger towards them. The question that I have always encountered is to whether or not this is an acceptable tactic.

On the one hand, it’s hard to say what play style that happens to suit someone is “incorrect,” as play styles are largely subjective (what’s good for one is not necessarily good for another). So to that end, camping is technically as valid as you want it to be, if it is indeed allowable to call it a play style. After all, much what it employs is using the particular map you are playing on to your advantage by way of hiding in concealing areas near or in high-traffic choke points.

However, on the other hand, some might argue that camping is a cowardly response to one’s own lack of understanding when it comes to the maps and – very likely – the weaponry being used in the multiplayer matches. If you know how to use your weapon and do it well, and you know the map like the back of your hand, there is no reason why you should be backed into a corner, waiting for someone to walk buy so you don’t have to put effort into aiming, right?

Personally, I think it can be considered both.

Tactically speaking, there are some times when holing-up for a couple of minutes will allow you to collect your thoughts and maybe even a kill or two, allowing you to get back into the game – both mentally and mathematically. Alternately, if you’re playing a game mode where defensive positions will benefit the team, staying in the same area might not only be a good idea, but also encouraged by teammates to ensure a decisive victory.

People may be upset with you for these reasons, but at least they are serving a purpose. The best examples are Domination mode Call of Duty or Conquest mode in Battlefield. If you have an objective that requires capture and containment, then once you capture said objective, setting a “perimeter” around it and staying within that perimeter might be considered camping, but it is also a tactical approach to keeping the game in your favor.

Conversely, I think if you’re outside of those situations (or outside of sniping, which isn’t camping if you’re in a hide trying to take out enemies around the the map), you’re a coward. I mean come on, with how the maps in Call of Duty are made, it’s difficult to be terrible at this game and NOT get at least five to 10 kills in a match. On top of that, camping immediately implies that you don’t know the map (at least to me) well enough to be dangerous – which is exactly why you should be moving around it; you need to learn the different paths to be a more effective player.

And, worse than hindering your own ability to benefit your team, you’re hindering the other players’ chances of enjoying the game by employing a cheap (and have I mentioned cowardly?) method of getting kills, usually against people who are better than you and are expecting you to face them head-on.

So what is there to be done about this? Simple: If you’re the camper and you’re not playing a defensive position on an objective, try growing a pair and moving around the map. You’ll die quite a bit, but that comes with the territory of learning the layout so you can *gasp* GET BETTER. You’re not only hindering yourself by sitting in a corner, you’re ruining the game for other people.

If you’re one of those players who plays the objective and goes for defensive points or likes to snipe: Mute everyone on the opposing team. Because if you end up destroying them, you’re going to hear about how much of a camper you are, even if what you’re doing isn’t really the camping that they think it is.

Lastly, if you’re in a game and you come across a camper, make it a point to target that one individual the rest of the game – preferably with explosives. Trust me.

General &Opinion &Playstation3 &Xbox 360 theswigz 23 Nov 2011 1 Comment Stumble it!

Gaming as an Adult: Setting and Testing the Limits (Part I)

adult

When I was younger, gaming was something that was always present in my life.

From the days of the first Nintendo system to the day I bought my first console with my own money – a PlayStation 2 – I had always held a special place in my heart for the way turning on a new game made me feel.

Even now, there’s nothing quite like putting that new game into my PS3 and embarking on a journey all my own, complete with the feelings of the unknown and the excitement associated with the twists and turns of the storyline.

However, in between those stages in my life, there was a change. Not necessarily in how I feel about gaming, but in how I needed to approach it – for the benefit of myself as well as my family.

After all, it’s easy to play video games all night when you’re single and have very few responsibilities aside from a part-time job and some high school classes. But when you get to the point where I am – married, employed full-time, the father of a six-month old and busy most weekends – it’s easier to see the need for prioritization (but not necessarily easier to accept it).

That said, I’d like to share a few things that I have been trying to do to ensure that my gaming hobby doesn’t create problems with my real life (which can be tricky to do when your wife is not at all interested in gaming):

– Have a set gaming time —

This is something that I’ve only recently been doing more of. It’s setting aside a time in the day (or in my case, the evening) that you can enjoy your games. For me, it’s after my wife and son are in bed and after my responsibilities for the day and the evening are taken care of. After all is said and done at home, I can turn on my console and play until I’m tired, which requires me to include my own “STOP” button to ensure I don’t fall asleep at work. It has been an adjustment for my wife and I so far, but I believe in the long-run, it will be more beneficial than hurtful, allowing me to spend time with my family and take care of our home without trying to squeeze in some time on the games I’ve worked hard to pay for.

– Plan out your game purchases —

I knew very early in the year that this fall was going to be very difficult to obtain the games I wanted to play unless I took the time to determine which games I wanted the most. So, that’s what i did – I narrowed down my list to the top three of the many titles coming out (all within the same month, for some reason – come on game makers, what’s up with that?), determined how much I would need in total and went from there. Because the goal of this exercise is to spend as little out-of-pocket money as possible as a means of providing necessities for my family, I sold some of my own things to ensure I could afford the games I wanted. Besides, it’s not like I’m always wearing some of the authentic football jerseys I parted with, and my family comes first.

– Try before you buy —

This is sort of an extension of the previous thought, but one that I believe many people tend to overlook. With the economy the way it is and with the price of games sitting at around $30 for a decent, used title, it may suit you better to try out the games you want first. It used to be, console demos were reserved for discs with short, playable portions of games that were either coming out very soon or were already out. However, with the evolution of consoles to include downloadable demos of considerable quality, there’s no reason for people to buy games only to realize they hate them. Want an extended trial? Rent it from the local video store or get a one-day rental from your local Redbox (though I don’t recommend keeping for more than one day). This may seem like common sense to some, but for many, it’s an afterthought – especially (and surprisingly) now that money is usually best spent on other things.

– Don’t fight about it —

As I eluded to earlier, my wife is not a fan of my gaming hobby. Part of this is my fault, as I tend to be a vocal player when engaged in multiplayer contests and can get caught up in the moment when going through difficult moments in the game I’m playing. I honestly can’t blame her for being hesitant about me playing because of this, but fortunately for me, this does not define my typical playing experience. Still, that doesn’t mean my wife and I haven’t had our scrums about it in the past. Because of those instances, I have worked to minimize the instances that might lead to a disgruntled spouse. Part of this process has been cooling down my competitive nature – games are just games, after all – and focusing on why I enjoy the games, not why they sometimes get me frustrated. There is no reason for a game of any kind to come between spouses, so if it is, you need to consider taking steps to eliminate the problem.

– Don’t have time? Don’t play —

Finally, like all hobbies, sometimes time is just not on your side. There will be days (even weeks/months) when you won’t have time to enjoy a multiplayer session or beat a mission (or even goof off in a dungeon or two if you’re an RPG player like myself) – and that will have to be okay. While I experienced this a little bit after getting married, it was the birth of my son that made this regular occurrence. Instead of those before-work gaming sessions, I have to make sure that I am ready to go and that he is ready to go to the babysitter. When I get home? I have to make sure he is either taken care of or take care of housework that needs to be done. But you know what? That’s ok. Because by putting him and my wife first, I will be showing him what it means to prioritize with my actions – even if he doesn’t understand it until he’s older.

Some people may read this and laugh at the notion that gaming would require prioritization at all. But those of us who are adults and who have lives know better. And for those of you who have had trouble with it in the past? Maybe some of the things I’ve said will help.

Since this topic has more to it, I’m splitting it into two separate discussions, the next of which will discuss ways to keep things fun for you despite growing up (or at least attempting to).

As always, happy gaming!

General &Nintendo Wii &Opinion &Playstation3 &Xbox 360 theswigz 03 Nov 2011 Comments Off Stumble it!

Official Grand Theft Auto V Trailer Debut

If you’re like the rest of us in the gaming world who saw that Rockstar was teasing a new Grand Theft Auto reveal, then you’ve been waiting with anticipation of where it will be located.

Well, the secret is now out that Grand Theft Auto V will be making a return to the city of San Andreas – the Rockstar version of Los Angeles (and hopefully some Las Vegas in there).

While I’m not opposed to them reusing previous locations, I feel like it would have been a lot more fun to revisit somewhere like Vice City, which I still believe is the best game in the series (graphics be damned!).

The trailer looks great, though. I’ve always enjoyed the way Rockstar draws you in with their trailers and then makes you wait with anticipation for their game, and I expect this will be no different.

The characters look clean, the animations look (mostly) fluid and I anticipate the missions will be just as awesome as past games.

Either way, I’m really excited to learn more about this game and the characters that will inhabit its world.

Here is the official trailer for your enjoyment. Let us know what YOU think:

General &Playstation3 &Previews &Xbox 360 theswigz 02 Nov 2011 Comments Off Stumble it!

Battlefield 3 v. Modern Warfare 3: An Unnecessary FPS War

bf3vmw3

With the release of Modern Warfare 3 just days away, I wanted to engage in a topic that has been bothering me about the current state of FPS games – specifically the Call of Duty and Battlefield franchises.
For some reason, there seems to be a need to “draw a line in the sand,” in terms of which faction you support and why. There is this conjured necessity to pledge and allegiance to one side while condemning the other as being an inferior product.

However, I don’t see this as something that should be happening, especially with two of the most prominent – and fun – games available on the market. After all, we’re supposed to be gamers! We bow to no specific series or game – we enjoy them as they are meant to be or we don’t enjoy them because of their shortcomings, not because it is the “enemy.”

I mean really, how stupid is the notion that Call of Duty is better than Battlefield and vice versa? The truth of the matter is they are such entirely different games that comparing them side by side is pointless. You know what you get by doing that? You see that they are both FPS games, both have campaigns, both have multiplayer and both feature a military-based premise. That’s it.
After that, you have to very different experiences – both graphically and in terms of gameplay – that set them definitively apart.

To be clear, when talking about these two games, the majority of comparison and basis for loyalty comes on the merits of each game’s multiplayer component, which garners most (if not all) of the attention gamers give each title.

That said, on the one hand, you have the recently-released Battlefield 3, which is the direct sequel to the PC-exclusive Battlefield 2 that so many have been clamoring for over the past several years. While it is a military shooter like Call of Duty, the feel is much more gritty and real – a success by EA and Dice to make it feel like a tactical experience infused with squad-based play and specific roles that you might find on the actual battlefield (medic, engineer, support, recon).

The game modes lend themselves to the idea of tactical gameplay, with the favorite modes being Conquest and Rush – objective modes focused on specific objectives that need to be captured and held to obtain victory. Even in this instance, the realism comes into play as such game modes could correlate to real life as war games played by troops as a means of training. There is the traditional team deathmatch, but that isn’t where Battlefield made its name. If you partake in the Conquest or Rush modes, you’ll be forced to work as a team to achieve the goal, which is what the entire Battlefield experience is about: Putting the team before yourself and obtaining the kill as a means of achieving the objective.

Conversely and on the other hand, you have the upcoming Modern Warfare 3, which is the latest (and final?) installment of the popular series that began with the genre-defining Call of Duty 4: Modern Warfare. Unlike its counterpart, Modern Warfare 3 is a largely exaggerated military shooter, utilizing the storytelling the series has thrived on to set the stage for battles that literally span the globe. In Modern Warfare, the lone wolf is the king – even in objective modes such as Domination or Search and Destroy. While team cohesion is encouraged, it is not required to win, which many players really enjoy. After all, there’s nothing quite like being the rouge sniper who makes his way around the map destroying the dreams of the enemy team.

More traditionally, Call of Duty is a predominately “run and gun”-style shooter that provides maps that encourage a fast-paced approach of moving between buildings and through enemy territory as fast as you can, all the while taking out enemy players by any means necessary (riot shield, anyone?). The maps themselves are a lot more closed than those in Battlefield and offer less detail as well, but that is because they are meant to be more arena-like than simulations of a real-world location.

One thing that may set the games apart this release cycle is the Spec. Ops (Special Operations) mode in Modern Warfare 3, which is a wave-based co-op experience with its own rewards and leveling system. While Battlefield 3 has its own co-op mode, this is more an extension of the campaign, offering missions to complete instead of enduring wave after wave of enemies (again, lending itself to the idea that Battlefield is tactical to Call of Duty’s run and gun).

Now, with all the aforementioned ideas understood, I have a hard time seeing how just one of these games should be considered over the other. Sure, you could make a case for such a thing if you’re a strictly tactical player or a strictly run and gun player, but to confine ourselves to one experience is to cheat ourselves out of the fun found in being a gamer in the first place.

The truth of the matter is, there should be no allegiance. Instead, there should be gamers enjoying the different aspects of both games and joining together while doing so. This whole idea that one game is superior (whether it is done via marketing tactics or stated plainly in an interview) shows me one thing: Desperation. But needless desperation.

Unfortunately, that desperation reaches players in a way that creates a rift within the gaming community and suggests they should or should not buy a specific title, which only hurts us – the gamers – in the end.

I’m not trying to stump for one game or the other (in fact, I’ve already preordered and paid for both); I’m simply encouraging those of you who feel like you’re on the fence about this issue to get off and be your own person. Buy the game you want to play, not the game you’re being led to believe is superior. After all, if you enjoy playing both – for whatever reason – then they are both superior games for their own unique reasons.

General &Opinion &Playstation3 &Xbox 360 theswigz 01 Nov 2011 Comments Off Stumble it!

Battlefield 3: Beautifully Crafted and Painfully Broken

bf3

Seldom do I encounter games that boast a great deal of potential for success and timing that might allow them to overtake a genre.

Usually, the games I buy are either leaders of the genre – already established through previous and successful entries – or good examples of them, utilizing features that players enjoy, but not necessarily possessing the ability to overtake the top dog.

In the case of Battlefield 3 (BF3), the potential existed for the latter of the aforementioned two to become the former. Unfortunately, I say “existed,” just as it suggests – in the past tense of the discussion.

Leading the charge of features that put BF3 in position to take the First-Person Shooter crown is the new Frostbite 2 engine, which right away shows how capable it is of delivering top-tier graphics and impressive realism. If you’re like me and my friends, you get a great look at this by entering the multiplayer first.

The best maps to judge the graphic capabilities are the outdoor maps in modes such as Conquest or Rush, with my personal favorites being the maps set in urban environments (Seine Crossing, Operation Metro, etc). The detail and clarity of the architecture in conjunction with the way things like smoke, sunlight and even wind affect the overall environment is nothing short of exquisite, and despite the decreased frame rate of 30 frames per second (FPS) (by comparison, Modern Warfare 3 will be 60 FPS). Add to that the destructive environments and Battlefield 3 boasts one of the most authentic looking experiences of any multiplayer I have ever played.

The campaign sees no drop-off in ability from the Frostbite 2 engine and shows little-to-no screen tearing. The animations throughout the missions have a great look to them as you’re making your way across the different terrains – all of which are visually stunning. The one thing people are commenting on regarding the graphics is that the console versions (I played this on PS3) don’t look as good as the PC iteration. To be completely honest, I don’t think this is something that should take away from the game at all. Given the other game options out there and the way they look, you’ll be hard-pressed to find something much better.

Despite the focus of most modern FPS games being on multiplayer, I’ve always been a fan of a decent (even if it’s short) campaign. Right away you can tell the Battlefield 3 tries to offer what many other FPS campaigns before it – specifically Call of Duty (surprise, surprise) – have done and offered a “playable movie” in the campaign. Unfortunately, unlike those preceding it, Battlefield 3 carries forth a very forgettable story. The plotline – which I won’t divulge for those of you who still haven’t played it – struck me as typical and unsurprising. It had the basic missions (Tank/Sniper/Capture/etc), a couple of somewhat shocking, but not unsurprising twists and an ending that… well… left me asking “that’s it?” Don’t get me wrong – by the end of the campaign, I had enjoyed it enough, but it wasn’t quite the breathtaking experience that I (and I think many) players anticipated it would be.

My biggest gripe about the campaign isn’t in the difficulty – which is easily above Call of Duty on the normal setting – but the way my character is directed to perform tasks and is usually killed while performing them as directed. For example, early in the game, you’re tasked to an overpass where you’re supposed to man a light machine gun (LMG). However, upon obtaining the LMG and laying down suppressive fire, your elevated location combined with the lack of cover usually results in your death. I did this three times before finally moving away from the designated area and completing the task from another location. This one instance of annoyance would have been tolerable, but there are many more like it throughout the game.

When you look past the lack of innovation in the story and the annoyingly poor AI direction, the campaign gets the job done with a story that will at least keep your interest, but won’t likely have you raving about how great it was. The one thing I appreciated the most about this game (at least through most of it), is the realism portrayed in verbal commands and communication, weaponry and scenarios. Outlandishness takes a backseat to the sobering, true nature of warfare.

Of course, it’s not truly about the single-player campaign with Battlefield 3, is it? Of course not. And fortunately for those of us who understand this, the multiplayer doesn’t disappoint. For the most part, anyway – but I’ll talk about the shortcomings in a minute.

To put it as best as I can, the multiplayer experience and gameplay of Battlefield 3 is something I haven’t experienced for a long time. With Call of Duty, it’s less tactical maneuvering and more run n’ gun intensity. With Socom, it’s less intensity and more luck of the draw (provided you can move past the fact that there hasn’t been a good Socom since Socom 2). Battlefield 3 gives you a well-rounded experience that offers something for everyone and doesn’t confine itself to a specific designation.

One moment, I’m lone-wolfing it through Tehran Highway with my sniper rifle in hand, moving around the map as cleanly as possible during a Team Deathmatch, the next minute, I’m in between the shipping containers of Operation Firestorm with my shotgun or LMG, moving with my squadmates to secure an area in Rush. Or, if I’m looking for something that is literally bigger than just my squadmates and I, I’ll head to Conquest mode for a trip through the Grand Bazaar and an epic battle involving ground forces, tank and jeep supports and airstrikes moving overhead.

In addition to the stellar gameplay, the environments are, as I mentioned earlier, the best I’ve seen. The maps themselves seem particularly well put together, allowing for a great deal of freedom when approaching an objective or attempting to flank/sneak up on an enemy. I appreciate this in particular due to the usually-confining locations in most multiplayer games. While there are areas you cannot venture past in Team Deathmatch, the freedom you are allowed still far exceeds anything currently offered in a multiplayer experience.

Unfortunately, there are a few problematic items that have persisted since the launch of Battlefield 3 that may keep it from reaching above and beyond the “Call of Duty Crown,” which is honestly disappointing for me to write. The biggest issues:

— The party system: While it is understood that Battlefield employs squads, which allow for only four people at a time, there seems to be a big problem with joining a match and keeping your squad intact at the same time. In the multiple instances (at least 10) that I have tried to do this with various friends, not once have I ended up on the same team. Now, when I get a game invite, I usually decline it because it’s very unlikely that I will end up in the same squad or even on the same team.

— Hit Detection: I talked about this in the Things I love/Things I hate piece I wrote not long ago, but hit detection in this game is something to be desired. The biggest sign of this for me is when using a sniper rifle. More often than not in games that utilize sniping, a headshot – if well placed – will give you a one-hit kill. That is only the case some of the time in Battlefield 3. I can honestly say, I have fired upon multiple enemies several times with my SVD or MK11 and hit what appeared to be their heads, only to receive hitmarkers that gave away my intentions and usually cost me the kill. This problem also persists with shotguns at close range (but less often than the sniper rifles).

— Spawn locations: This is a big one for me, as I HATE when I don’t have the opportunity to move before dying. However, that is precisely the problem I am facing in nearly all of my matches in Battlefield 3. Just last night I spawned in front of the enemy time three times in a row and had them spawn behind me another four, resulting in seven VERY frustrating deaths. I understand determining a way to work out random spawns for players is difficult, but this is something that should have been a priority from the beginning instead of a problem now.

— Weapon Progression: There is nothing more rewarding than knowing you’re within reach of that next weapon unlock and getting into a match you are confident will yield the fruits of your labor. The thing is, that labor seems to take a REALLY long time, especially with the escalation in point requirements with each unlock. I know this lends itself to the player ranking system, but come on – it shouldn’t take three days of playing eight to 10 matches per night to get an unlock of a weapon or for a weapon.

— Servers: I was so giddy about having dedicated servers for games I almost wet myself. And then I got online to find the majority of the servers empty, with just a select few having actual gameplay on them. Then I discovered that these functioning servers usually had a wait list attached to them because they were the only ones available in the region. Yikes.

Scarily, these are just a few of the issues that persist in the multiplayer. While these things may not seem terribly game-breaking to many players, they might be deterrents to players who are unfamiliar with Battlefield and are used to the “plug and play” features of other multiplayer experiences. Hopefully EA can get things under control and fixed before there is a mass exodus due to the MW3 release next week (which you will be able to find a review of right here).

Still, I don’t think there should be a large decline in interest, given the functioning aspects of the game. Battlefield 3 offers a great multiplayer experience complemented with an intuitive menu system, which allows you to filter the games you want based on their server, core/hardcore nature, region and game mode. It gives you a nice level of customization that you can even track online thanks to Origin and the Battlelog.

But most of all, it gives you a multiplayer that currently (and for the foreseeable future) has no rival. Though the problems are a nuisance and should have been dealt with before launch, this may be the quintessential FPS multiplayer of the year – especially if it receives the patches it so desperately needs. So if you have any kind of interest in online multiplayer, I definitely recommend picking this up (just make sure you buy it new as it requires an online pass).

General &Opinion &Playstation3 &Reviews &Xbox 360 theswigz 01 Nov 2011 Comments Off Stumble it!

Redbox Gaming: Underrated and Overpriced

redbox

It used to be, when I wanted to play the latest game, I would go to the video store or to my local electronics outlet and pick up a copy for what used to be a steep price (approx. $3 to rent for a few days or $40 to buy).

However, as time has passed, so has the need for store-front video game rentals. In their place we have the likes of digital downloads, pre-orders, GameFly (a Netflix-like subscription service) and now – Redbox game rentals. Redbox in particular, I am sad to say, has left a sour taste in my mouth.

Don’t get me wrong – the premise of Redbox game rentals is an underrated idea: Instead of requiring a subscription to something like GameFly or having a membership of a local video store, all you need for a Redbox game is your cash card and an idea of what game you want. Easy, right? Exactly.

With most locations opting to carry a Redbox dispensary either out front or inside their store, finding one with the game you want is as easy as visiting the store for some groceries and picking up a game while you’re there.

The problem, however, comes in with the price per rental. Ten years ago, I was able to rent the latest games from my local video store for $3 and get it for approximately three days. The cost of a one (1) day rental from Redbox? $2.

Now, to the very casual gamer, this is no problem. Two dollars gets you time to play the game and see if you like it, get a few achievement points/trophies and then take it back. But for someone such as myself who is interested in playing the game for longer than a couple of hours (some of us have responsibilities), it’s a ridiculous price at best.

Consider, for a moment, that with movies rented from Redbox, you’re likely to watch it in a span of one and a half to three hours, completing it in one fell swoop. This is why the cost of $1 (or $1.50 for a Blu-ray) is more than appealing and – frankly – why my family has opted to use Redbox for movies over Netflix.

In the same amount of time that it takes you to watch that movie, you might experience only a small portion of a video game that you’ve rented for twice the price of a typical movie rental.

While I’m sure the price increase is tied to the kind of media being rented, conventional wisdom suggests that something requiring additional time to complete would run at a lower cost, which would make your service that much more popular and drive the demand for more games. This would also suggest a probably increase in revenue due to multiple rentals. But hey, that’s just me thinking crazy, right?

I honestly like the idea of being able to “one-stop-shop,” so to speak – getting my groceries and a video game for an after-dinner romp through whatever world seems to be the most appealing at the time. However, if the cost of a single game is going to run me upwards of $20 by the time I’ve completed it (that’s 10 days of playing time at around two to four hours of play time per day, give or take)? No thank you. At that price, I’d just assume buy the game and play it whenever I want, which defeats the whole point of renting it in the first place.

Redbox has a good thing on their hands with the game rentals, but they need to figure out how to price it correctly so it can make a lasting impression – not a fleeting one that leaves a sour taste in our mouths.

General &Nintendo Wii &Opinion &Playstation3 &Xbox 360 theswigz 22 Sep 2011 Comments Off Stumble it!

Console Wars: Is DLC Exclusivity Hurtful to Gaming?

BlackOps

The latest Call of Duty: Black Ops DLC – “Rezurrection” – was exclusive to the Xbox 360, just like
previous Call of Duty DLC packs – dating back to Modern Warfare 2.

Over the past several years of my gaming life, I’ve been noticing a trend in the Downloadable Content (DLC) marketplace that has created a burning question in me: “Exclusive” rights to new DLC.

Much of this has shown its face in the form of map packs for Call of Duty games or DLC for games like Fallout: New Vegas. What’s more, when it comes to who gets the DLC first, it is ALWAYS (unless the game is exclusive to a console), The Xbox 360 that gets it first.

Now, understand first that I have nothing against the Xbox 360. The only reason I sold my 360 in favor of PS3 was for the free online gameplay, which the 360 did (and still doesn’t) have – a fact that my wife reminded me of each time I spent money on my LIVE gold membership. I enjoyed my time on my 360, just as I’ve enjoyed my time on my PS3 – with the exception of DLC.

My curiosity lies within the the message that is sent when Microsoft pays however much it is they pay to have DLC for games come out a month early on their console. For many 360 faithful, there is no problem. For many PS3 faithful, it’s a vicious injustice. For me, as a gaming fan in general, it’s a divisive tool that suggests there is inequality between the consoles and suggests that there is a “better” console to own.

I’m sure some of you just read that and are now thinking “of course there’s a better console! It’s [insert console of choice]!” But hold on a second and let me continue before you click away.

What I mean is, I’m tired of the incredibly pointless arguments that surround which console is better and I’m especially tired of how DLC exclusivity perpetuates that idea that there IS a better console.

In its current state, the 360 v. PS3 debate is incredibly stupid when you consider that each console have their own share of great exclusives and share most of the big-name titles that have come/are coming out. Both consoles have great graphics (depending on the game you’re playing; lets face it – some of the games that are billed as high profile before they release can end up laying an egg with the bulk of gamers. See: Homefront). That’s not to say the games themselves are terrible, but unfortunately, some people put graphics further ahead of story than they should. Another area that people might argue is price. With the base-model 360 costing roughly $50 less than base-model PS3, people forget that the PS3 has a Blu-ray player which provides incentive to raise the price by at LEAST $50. Take away the Blu-ray and it’s very likely the price points are the same.

My point is, the best console on the market is the console that allows you to enjoy the games you want to buy. Unfortunately, exclusive DLC releases for games on both consoles suggest otherwise (at least in my view). Microsoft seems to feel the need to buy the loyalty of their console owners by puffing their chest with exclusive DLC when – in all likelihood – if they released DLC at the same time as the PS3, it probably wouldn’t do ANY worse.

Now, if you’re thinking at this very moment that I’m simply an envious PS3 owner, please save your breathe – this is not the case. It doesn’t hurt me personally that I have to wait an extra 30 days for DLC – I certainly don’t hate waiting to spend my money these days (my wife doesn’t either). What I think what it DOES hurt is the camaraderie that there should be within the gaming world across all platforms. Instead, we have owners of one console or the other trying to argue that their choice is better and we have exclusive DLC adding more ammunition to a pointless argument.

Do I think the DLC-exclusivity is subject to change anytime soon? No. Do I hope it does? Absolutely. I think the less contrived reasons for us to argue over which console is better we have, the better. And, in the same regard, I think the more positive dialogue we have between the owners of different consoles, the better.

We’re gamers because we enjoy the experience. How we enjoy that experience should be secondary to the experience itself (unless it is a console-exclusive title, which creates another opportunity for positive dialogue). If we’re too busy arguing over who has the better console (and why DLC is a reason for that), we’re missing an incredibly important aspect of the gaming experience and hurting the upward momentum of a unified gaming community.

Now, let me know what YOU think. Get at me.

General &Opinion &Playstation3 &Xbox 360 theswigz 04 Sep 2011 Comments Off Stumble it!

Gaming Gray Area: Requiring Peripherals for Game Completion?

forza4

For many people, finishing a game to 100 percent completion is the entire point of buying a video game. For others, it’s a way to challenge themselves based on the particular title they’re playing. Whatever the case may be, it’s always a satisfying feeling to know that you’ve not only completed a game, but that you’ve finished all the tasks available in it.

However, with the advent of motion gaming (Playstation Move, Microsoft Kinect), and the goal for game makers to integrate motion gaming technology into the latest games, we may be moving to a new era in gaming that requires players to utilize said peripherals to complete a game to that 100 percent mark.

According to a recent article from Game Informer, one game – Forza 4 – is already stepping into that arena, requiring Kinect to complete the game in full.

However, what kind of precedent does this set for the gaming marketplace? On one hand, you have a new way to enjoy the games that are coming out for the system(s) you own. You have a new way to get involved – a way to “broaden your gaming horizon.” This might prove to be especially fun for you if, until now, you’ve only been using the motion gaming items as way to enjoy games that involve dancing or children’s games.

If anything, this strengthens the desire for people who were on the fence about getting motion peripherals to actually go out and pull the trigger on a Kinect or Move, which is great for sales on something that I – to be completely honest – expected to be more integrated than this in gaming by now.

Another benefit to this is the possibility of greater challenges extended to gamers. As if many of the current challenges weren’t tough enough, integrating the need for motion controls to complete the necessary actions is another notch on that proverbial belt when you finally do complete the challenge.

But what about the possible drawbacks? Is requiring gamers to have a motion gaming controller really the way we want things to progress or was it inevitable from the beginning?

Unfortunately, my fear is that this is just the tip of the iceberg for gaming requirements. In the case of Forza 4, the achievement is not overly significant as it only nets the player five (5) gamer points or the equivalent of a bronze trophy on the PlayStation 3. But that’s not the point. The point is, once it is determined how effective – if at all – this attempt to increase motion gaming use is, more manufacturers are likely to follow suit in including it in their games.

What does that mean? It means that you, the gamer that is interested in reaching that triumphant 100 percent mark, will be all but required to purchase a motion gaming setup in order to attain your prize. It also means those of us who aren’t interested in the 100 mark, but at the very least attaining some trophies/achievements, will have less of them to work with if we don’t want to shell out the coin for a motion gaming system. Basically, it limits our options and puts us in a position of “if you don’t like it, don’t play it,” even with games that we may have otherwise been looking forward to – all because of motion gaming.

Now, that last bit may sound like an extreme, but realistically, how extreme is it to suggest that progress won’t take the motion gaming movement that far?

If either of the points I’ve discussed above happen, I can’t say I would be surprised. But if it comes down to me having to choose between buying a motion gaming system to enjoy a game that I would have otherwise been able to enjoy with just my controller? I don’t know that I will be able to hold a continued interest in gaming.

We should allow gamers the opportunity to choose their level of involvement. A little integration isn’t necessarily bad. I simply hope manufacturers recognize a limit and try not to push it too far.

General &Industry News &Opinion &Playstation3 &Xbox 360 theswigz 02 Sep 2011 2 Comments Stumble it!

Homefront… Yes Sir, I Liked it.


So, you might have heard that Homefront sucked. You might have heard that from very reputable sources with lots of fancy advertising or even from the CEO of THQ himself. You may have been told that sales of the game sucked so bad, they shut down the development studio. While the last one may be true – I don’t know, I don’t know the math – I would strongly caution you against believing everything you hear about this game.

To be honest, I wasn’t sure what to expect. So, I rented this game with an open mind, and boy am I glad I gave it a chance. While this game is every bit a linear shooter, it puts together two of my favorite game themes: apocalyptic stories and revolutionary tactics. The intro to the story is in the form of a lead-in cutscene. It starts with a press release with Hillary Clinton from May of 2010, and then progresses through a fictional but somewhat believable account of how Kim Jong-un re-unified Korea under a single banner. Then Kim Jong-un goes on to launch an ostensibly benign communications satellite which turns out to be a weaponized satellite which emits an EMP (electro-magnetic pulse) and destroys all electronics in the United States. Following the EMP, Kim Jong-un’s forces invade Hawaii, then California, then the midwest. Somehow the midwest – including the home of yours truly – becomes a nuclear wasteland from the Mississippi all the way through the western-most third of Indiana, from the top to the bottom of the country. Freaky, no?

So, as the cutscene fades, you wake up in a small room with not much around you. As you’re kind of getting the hang of the controls, you hear a knock on the door, and your objectives tell you that you need to open the door. as you’re trying to open the door, you discover how much it sucks to be you: the KPA (Korean Peoples’ Army) busts through the door and arrests you. They stick you on a bus and you drive through town. You’re riding, chained up on a bus, down the streets of Montrose, Colorado and you bear witness to some pretty horrifying scenes – even for a video game. There was one scene which particularly weighed on me, a couple with a small child is pleading with their young child to look away, not to think about it, and right as you’re wondering what will happen….

This is where I’ll stop on the walk-through as I think you should see it for yourself.

There is something else that I found interesting in this game: product placement. In just the first 15 minutes of the game I have seen a lot of ads. First, there’s one for TigerDirect on the menu screen, it’s a sign on a store (I don’t think TigerDirect actually has a physical storefront). The second product placement I noticed was White Castle, which was shortly followed by an awful lot of FullThrottle energy drink ads on two vending machines and a park bench. It seems that THQ decided to make some extra coin here by sticking products into the game, but they did it WELL. These ads fit right in, and while I think most folks will notice that these are real-world brands, they make sense in the place and time where they live. Now only if folks like THQ were willing to drop the price on games they load with ads!

I strongly recommend that you check this game out, I think that if you like linear shooters that you will like this game as well.

General &Opinion &Playstation3 &Reviews &Xbox 360 manchicken 29 Aug 2011 Comments Off Stumble it!

BioShock Infinite: Exclusive Game Demo

For those of you who didn’t follow the E3 Convention very closely, we have a special treat for you thanks to the folks at Irrational Games and SpikeTV.

The hotly anticipated BioShock Inifinite, which garnered a great deal of accolades at and after E3, has only been seen in a few carefully released gameplay videos. However, last night Ken Levine shared a 14-minute demo that had only been seen by a few select media members at E3 before now.

Needless to say, I’m pretty excited to be able to share this with you.

BioShock Infinite
Get More: BioShock Infinite

Video Courtesy Spike TV’s GTTV

My initial thoughts are that this game looks fantastic. And why wouldn’t it? After playing through the majestic and sinister city of Rapture in the first to BioShock games, expecting anything less would be incredibly disappointing.

However, Levine and Irrational do not disappoint in any way. The dialogue between the characters in the demo above is one of the first things I noticed, simply because the storyline of the last BioShocks was relayed through audio recordings and radio contact. Now that we have person-to-person interaction, I am excited to see where things go. It certainly keeps me excited knowing that the interaction thus far seems natural.

The visuals themselves are stunning, just as I’m sure we all hoped they would be. A city in the sky could have been done very poorly and with a great deal of cliche, but I believe Irrational met that challenge very well. What’s more is the skylines are a very cool dynamic mixed in with the rest of the gameplay that open the world of Columbia up to more than just walking from place to place. After seeing some of the ability to use them (and what looks like a clean guidance method for mounting/dismounting), I am eager to try it myself and really explore Columbia.

Another aspect that hasn’t been very largely touched on until in this demo is how the tears that can be manipulated by Elizabeth will affect the gameplay. Judging by the scene with the horse, I’d say it will likely lead to some fantastic scenes in the game and some interesting combat situations (since,you know, she could have made a barrel of guns or areas of cover appear).

It was really good to see more of one of the warring factions – the Vox Populi – than had been seen in previous demos. I felt that it gave them a true hardness that they didn’t quite have until now in my mind. With the first game demo released, it seemed that they weren’t quite the “good guys,” but perhaps the more rational of the factions. This is no longer my opinion of them as they show themselves as a ruthless group teetering on the edge of sanity and rationality.

As with the last BioShock installments, it will be interesting to see the historic and social undertones carried throughout the story. With the first game having a very “Ayn Rand-centric” vibe, I really can’t wait to see the full scope of this game.

The gunplay looks very clean and reminds me of the previous games as well. The heads-up displays are also themed well to the era of the game, which makes me smile with glee with how awesome it all looked together.

That said, if you couldn’t tell, I’m pretty excited to see this come out. Here’s to hoping it’s in the early part of 2012.

As always, let us know what you think!

General &Industry News &Opinion &Playstation3 &Previews &Xbox 360 theswigz 08 Jul 2011 Comments Off Stumble it!

Gaming Satisfaction: The Hardest Difficulties

angry gamer

We’ve all been here before. You’ve just spent 10 minutes battling a boss on “crazy” mode, only to have an
underling character sneak up behind you and kill you, rendering your efforts useless.

It used to be, hard games or game modes were viewed as the “black sheep” of the gaming experience (at least for me). It seemed almost masochistic to submit oneself to such difficult gameplay for the simple fact of doing so, knowing full well that frustration and anger may result. Sure, some people used this as a way to see just how good they were, but others saw the hardest difficulties as having no real value when they could just as easily play the easy/normal settings and have more fun.

However, as gaming has evolved over the years and achievements/trophies were introduced, there was a new draw to completing a game on the toughest difficulty it had to offer. It meant not only did you best the biggest challenge a game maker had to offer, but you earned the trophy to prove it.

Recently, I took it upon myself to engage in my first effort of playing the hardest difficulty a game had to offer: The “Survivor” Difficulty in BioShock. The first thing that compelled me to try this is the fact that I consider BioShock to be one of the best games available. The story is great, the vibe and visual spectacle of Rapture is incredibly well done and the overall narrative is unlike many other games I have played. Until taking on Survivor Mode, I had only ever played BioShock on the normal difficulty setting, which was challenging, but not overly-so.

Now, I found myself in the odd position of re-discovering a game I had already played twice before. Only this time, it was less about charging in with a full head of steam and more about rounding each corner with a watchful eye. The most fascinating part of the experience for me was how much more cautious I became knowing that my character could die with the greatest of ease from just a few hits from what were simple enemies before. I genuinely feared for my character each time I came upon an enemy, not knowing if my shotgun or machine gun would do the trick before I ran out of health.

But that’s where the beauty of Survivor Mode comes into play. If you’re playing the game on easy, you’re breezing through the hallways of Rapture, killing everything in sight like they weren’t even there. It’s less about the surroundings and more about getting to your goal with ease while dealing with some minor headaches along the way. However, as soon as you start Survivor Mode and your only weapon for a good while is a wrench that takes 10 whacks to kill an enemy that can kill you in four? You start to slow down a little. And when you start to slow down, the atmosphere starts to creep in and you start to notice where you are. You start to notice the sinister vibes and the lingering chaos of a Utopian city gone mad. Additionally – in my case anyway – you begin to yearn for more about what could cause such a terrible descent into darkness.

As I progressed through the levels, the way I approached every enemy changed drastically. Thug splicers, which were the easiest of the enemies to kill, now took strategy to bring down. Determining how I could get a few hits in before they hit me back was normal and unnerving if I’m trying to complete the game without any Vita-Chambers (respawn points). The difficulty escalated from there, leaving me hesitant to engage enemies until I knew how I could leave the victor. The harder the enemies became, the more sure I had to be before engaging them. The tonics I collected became vital to my survival throughout the game, which meant some of them were never replaced (natural camouflage, anyone?).

Plasmids also became more important. While the easier modes left plasmids as situation-specific tools (melting ice, zapping faulty doors, etc.), Survivor Mode made me wish I had more plasmids at my disposal and more Eve (the catalyst for using plasmids, for those of you who have never played BioShock) on top of that (because Eve is a scarce commodity in Rapture when battling through the highest difficulty). The fire plasmid I once used only to light things that needed to be melted now helped save my ammunition against lesser enemies. The electricity plasmid I once used only to open shorted-out doors or stall turrets now served as a way to shock enemies so I could get a couple of quick swings of the wrench in before they came after me. Even the telekinesis plasmid, which I used for grabbing out of reach items was used to hurl everything from barrels to bodies at pursuing enemies. And it wasn’t because I had to – it was because I NEEDED to.

Even the most difficult enemies of them all – the Big Daddies – required a specific finesse that was hard to perfect. Before, I simply unloaded round after round of machine gun bullets into the Big Daddies. Now, I had to find a room that put a safe distance between him and myself before engaging him – or I would simply bypass him altogether. Two-minute battles now became 10-minute battles that I wasn’t sure I would win in the end. THAT was an experience. It took the Big Daddy – which is a menacing character to begin with – and made him the most feared character in the game, short of the final boss himself.

Were there times when I wanted to throw my controller through my TV screen? Absolutely. Were there times when I had to turn the game off entirely? More than a few. But was stress associated with Survivor Mode worth it in the end? Without a doubt. The hardest difficulty BioShock had to offer gave me an entirely different gameplay experience than I had encountered with the normal game mode. It took me into Rapture and made me feel like I WAS fighting for my life. If that in itself isn’t worth the hardships of a higher difficulty, then I’m not sure what is in video gaming.

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What games have you played – and completed – on the hardest difficulties? Was it worth it for you?

General &Opinion &Playstation3 &Xbox 360 theswigz 07 Jul 2011 Comments Off Stumble it!

Modern Warfare 3 Multiplayer Wishlist

MW3 Screenshot

At this very moment, somewhere on the Internet, a Call of Duty fan is speculating about what will/won’t be available in the upcoming Modern Warfare 3 (MW3) multiplayer.

And why shouldn’t they? Between Modern Warfare 1 and 2 and now Black Ops, fans of the game have come to love – and loathe – a great deal of aspects about the Call of Duty (CoD) online experience. All of these professed pros and cons come out in the hope that one day, there will be a perfectly-created CoD online universe where the word “overpowered” does not exist.

However, until that magical day appears, here is a list of what we think should (and shouldn’t) be in the MW3 Multiplayer, many of them based on past CoD installments:

Bring It On (online necessities)

  • A BETA Test – I’m sure many of you will agree that this would eliminate several complaints right off the bat for things like balance issues. Opening a BETA to the public would be a huge step for the CoD franchise and stand as almost an act of goodwill by Infinity Ward after the countless hacks and exploits players faced in Modern Warfare 2 (MW2). It would also give players incentive to purchase the full game, knowing that they were able to participate in a way that hopefully bettered the final version of the multiplayer.
  • Less Killstreak Rewards - Some people may disagree with this, but I am a firm believer in the “less is more” approach to things like online multiplayers. One of the things that eventually turned me (and others) off of MW2 was how many killstreak rewards there were and how a great deal of the gameplay was dominated by them. I yearn for a return to the days of the first Modern Warfare, where you achieve only specific killstreaks instead of choosing them. It made the gameplay so much more fun and didn’t require people to camp or use cheap playing tactics so they could get to that bigger, better killstreak.
  • Practical perks – This is another one of those that draws its desire from the first Modern Warfare. The practicality of the perks in the first game meant you had to weigh which one was more beneficial. These perks didn’t hold your hand – they aided your game by giving you just a little bit extra: An extra frag grenade here, an extra C4 block there. There was no infinite sprint – only an extended period of sprint time that you had to choose over the likes of things like an increased rate of fire (which has since become an attachment instead of a perk). There was no cold-blooded/cold-blooded pro which shielded you from killstreaks – there was only the UAV Jammer, which protected you from UAVs and that was it. Now there are perks that basically give you unlimited ammunition (One-Man Army, anyone?), give you no falling damage and – everyone’s personal favorite – allow you to kill someone with your knife who is 10 feet away from you by allowing you to go through their gunfire. We don’t need perks that walk us through the gameplay, we need perks that make it a fun challenge and at least offer some semblance of realism.
  • A Viable Player-Reporting System -This one is particularly close to my heart. Nothing irritates me more than to get into a room with a bunch of mouthy, Internet tough-guys who insists on swearing at everyone else who tries to talk and puts down players who are trying to have a good time. Similarly, I HATE it when I come across a 10-year-old playing this game. Period. These games are made for mature individuals which means (to me, anyway) 1. If you can’t act like a mature individual online, there should be a viable option for players to report your behavior and a handing down of consequences for being a tool, and 2. if you’re a little kid, there should be an option for reporting your information so your handle is banned. Permanently. If you’re not at least 17, you’ve got no business playing this game. I’m confident that if player age limits were enforced and behavior was considered, online gaming would be a lot more fun for people who can’t always play in groups with their friends. Let us also not forget a function for reporting cheaters. In Modern Warfare 2, an in-game voting system to boot someone suspected of cheating would have gone a long way. Instead of having to deal with boosters ruining a match, players could vote to kick those players from the room (akin to what the Socom series does for voting). I’m willing to be the only reason many people don’t use the current systems is because they simply don’t work. And that is very disappointing.
  • The Riot Shield - This is one of the most polarizing – but incredibly fun – “weapons” in the Call of Duty online universe (at least in my mind). No bullets. No hiding. Only bashing. With this weapon, you’re either good with it and can destroy the competition or you’re terrible with it and wish you were better because you keep getting destroyed by people who are good with it. I spent an entire prestige using only the riot shield and it was quite possibly the most fun I EVER had playing MW2. It takes skill to use it well and strategy to maneuver throughout the maps. If this doesn’t make a return in MW3, Infinity Ward is missing a golden opportunity to do something right.
  • Wager Matches – The most recent installment of CoD – Black Ops – gave users the ability to finally – and literally – put their money where their mouths are. And I am so glad they did. I spent countless hours going into wager matches (primarily Gun Game and Sticks & Stones) and having a blast in hopes of taking the pot. Other times, I would go into the matches just to screw around (you can have a loooooot of fun messing with people in Gun Game). Whatever the case, it was always a good time and served as a great break from the traditional multiplayer matches if you were looking for something different.
  • Sniper-friendly Maps - If there is anything we have learned from Black Ops, it is that sniping maps are a necessity and offering one or two out of however many maps you have on release just isn’t going to cut it. Shortly after the release of Black Ops, the PlayStation forums were clamoring with players upset with the lack of sniping options (and the lack of a good sniper rifle) within the game. While I was able to do what I could with what I had, the maps in Black Ops were a far cry from the sniper-friendly maps of MW1 and 2. Now, I don’t mean to give them impression that every map must have some sniping spots, but considering how everyone who plays wants to be a sniper (they might deny it, but everyone wants to be the guy that no one can seem to find), it doesn’t hurt to at least indulge us a bit more. I certainly wouldn’t upset with another map like Wasteland.
  • Earnable Titles/Emblems - If you played MW2, you know how proud you were of that 8-bit Captain Price emblem (looked like Mario) you earned for getting 10 kills in a row with no killstreaks equipped. Or when you unlocked the gold weapon emblem and title for the headshot and kill count marks (respectively). It enhances the gameplay when you have something like that to work for and challenge yourself with. Maybe it’s earning a specific title/emblem within a set frame. I, for example, earned all of the Assault Rifle mastery titles in one prestige. It was hard to do, but it was fun, because it allowed me to challenge myself with the different ARs, including ones I didn’t typically – if ever – use.
  • screenshot

    Get Rid of It (game-killer)

  • Quickscoping - Quite possibly one of the stupidest things I’ve ever experienced while playing a video game. Ever. And maybe I just don’t “get it.” Maybe I’m not cool enough to understand how using a sniper rifle as a run-and-gun weapon is fun – that is very possible. However, I like to think it’s the fact that running around with a sniper rifle trying to be “1337″ is done because you have no actual ability when it comes to using the sniper rifle. The moment you start to quickscope is the moment that gun stops being a sniper rifle and becomes a semi-automatic, short/medium range rifle. The addition of quickscoping to the next MW means those of us who actually know how to snipe (you know, lead/anticipate the target and use our surroundings to be heard and not seen?) are going to have to with more idiots than usual.
  • The Killcam - One of the reasons I tend to stick to the hardcore gamemodes is because of the killcam. While I understand some people (ok, a lot of people) really enjoy recording and posting videos of gnarly kills or funny kills where you sneak up behind someone and send them a message to turn around so you can shoot them, I think it ruins the gameplay for many people. Sniping, for example, is a lot harder to do in the core gamemodes for the simple fact that once you shoot someone, they know exactly where you shot them from and if you don’t move within 30 seconds of having killed them, it’s not out of the question for them to come back and get you. There are ways to circumvent this by having your scope up for an extended period before and after you shoot them, but that’s a bit much, don’t you think? At the very least, there should be a perk that allows you to block the other player from viewing your killcam. Something called “see no evil,” would be perfect (I hope you read this, Infinity Ward/Sledgehammer).
  • Stacking Killstreak Rewards - This is an area I believe Black Ops did very well: Removing the ability to use killstreaks to earn your next killstreak reward. While the details have yet to be revealed, my fear is that Infinity Ward (IW) will employ some of the same characteristics they did from MW2 in the MW3 multiplayer and that one of them will be stacking killstreak rewards. I really, REALLY hope they don’t. I enjoyed not having to worry about cowardly players who would camp for seven kills and let their harrier/chopper gunner do the rest of the work for them. Instead, Black Ops made you earn it yourself, making it much harder to get to the higher-level killstreak rewards – just the way it should be.
  • Unlocking with CoD Points - I was a little bit excited about this idea when I first started Black Ops. It meant I was in control of my own upgrades and when (or at least when I reached the level they became available). But after a while, it got tiresome and I found myself sitting in the same routine of “use this weapon until this point with these attachments.” It sounds strange, but I really prefer knowing that I might only have the ability to use this or that weapon until a certain point, so I have to get good with it.
  • Poor Hit Detection – This one drove me crazy to no end with Modern Warfare 2. Time after time, match after match, I would pump rounds into an enemy and (and see the hitmarkers to acknowledge this) only to have that same enemy kill me in fewer shots. Those of you who have never experienced this (which I wager are very few), I’m sure what I’ve just said makes no sense. However, those of us who HAVE had this lovely experience can assure you how incredibly frustrating it is. Now granted, I’m not game maker. I don’t know all of what goes into creating a good detection system. But you would think it would be high on the list of priorities for a game that relies upon hit detection to award points. But that’s just me. And after all, what would I know? I’m just the guy shelling out $60 (not including DLC) to buy the game and spend time playing it (see: Public Beta above)
  • For as long as this entry has become, there are (I’m confident) many more things that could be added to this list. In my personal opinion, MW2 had so many glaring flaws, the fact that it was considered a full game is insulting to people who play video games.

    I can only hope Infinity Ward has learned from their mistakes and can put forth an effort that at least embraces what the hardcore and casual gamers alike are looking for in a multiplayer experience.

    If you have something you believe should be added to the list LET US KNOW! We’ll add the best ones to the list as we hope this will be an ongoing discussion until the multiplayer details of MW3 are released.

    General &Playstation3 &Speculation &Xbox 360 theswigz 22 Jun 2011 1 Comment Stumble it!

    Brink: A $2 Rental Not Worth the Price


    When I read reviews, I am often skeptical. There have been some games that I have loved, but received terrible reviews (Dance Dance Revolution: Mario Mix, ’nuff said). Unfortunately, however, the critics are spot-on with Bethesda and Splash Damage’s latest game, Brink.

    Set on a floating mega-city called The Ark – a place of refuge following the flooding of the Earth – Brink is a game where you can play as either a member of the Ark Security Forces, or the Resistance forces as your side (you have to pick one or the other) works to swing the arm of control within The Ark. Though suggestive of having a great deal of depth, the rigid story line seems to only vary depending on which side you pick. None of your battles affect the story, other than ending it and forcing you to repeat the level.

    As you go through the story, there are a series of missions for you to undertake where you’re either defending something for a period of time or trying to overwhelm a defender (you know, the standard set of objectives for missions). However, I found it remarkably difficult to keep up with everything that was going on in the game as far as the story went. At first I thought that it was a lack of clarity in the game telling me what was going on – and there is plenty of that – but I’ve come to the conclusion that the bigger problem is, there’s too much going on simultaneously; it’s cluttered. You’re trying to find your way through the map and you find yourself with enemies on two sides, then your commanding officer tells you that you need to get back and defend the objective, and then someone tells you they need you to use your class power, then your commanding officer tells you the objective has been lost and to reclaim it. It’s an overwhelming amount of stuff going on all at once.

    Adding insult to injury, the missions themselves often had a very nonsensical feel to them, leaving you wishing clarity or at least the ability to understand why things were the way they were. In the first mission as a Revolutionary, for example, you are tasked with defending a door. This door appears to block absolutely nothing. You can actually stand on one side of the door, then duck under some ducting and find yourself on the other side of the door, and the door is still intact and you did not open it. Then, if you fail in that – which I always seem to – you are tasked with preventing an informant from being kidnapped by the enemy, but you can’t kill him. When I say “you can’t kill him,” I don’t mean the mission ends if you kill him… I mean that it is actually not possible to kill him. What’s particularly frustrating about this is that the audio from your commander says that you’d be doing the guy a favor by killing him and preventing him from being tortured. So, just to make sure you’re following me, your commanding officer says to kill the guy, but the game won’t let you kill the guy. Don’t think I didn’t try. At one point I had all enemies cleared, and I stood over the guy shooting into his head for like 30 seconds, and even when his health bar hit zero, the guy still didn’t die. It felt like I was dividing by zero.

    The length of some of these missions is arbitrarily set, and is far too long in my opinion. 10 minutes to defend a door, or to prevent a guy from escaping, all the while nothing new is happening. An enemy pops up, you shoot the enemy, then you wait some more, you get the picture.

    One of the bright spots of this game was the character customization. Being as Brink is shooter with classes, there are four areas to choose from: operative, soldier, medic, engineer. If you’ve played any games with character customization or shooters (Killzone, for example) then you’re pretty familiar with these classes by now (very TFC-ish). This does add to the gameplay a bit since you can use your class to gain experience and really make a difference in how well your team performs. It was definitely one of the more enjoyable portions of the game (of which there were not many).

    I really wanted to have fun with this game as I really do like wasteland scenario games. I was excited to see Bethesda doing another wasteland/free-roam scenario game, as they’ve done a great job with the Fallout series as well as the Elder Scrolls Series. The concept for this game would have been aided much more had it been done similarly to Red Faction: Guerrilla. While I personally believe an open-world lends itself to revolutionary games, I didn’t have much fun with Brink and it will likely be returned tomorrow.

    General &Playstation3 &Reviews &Xbox 360 manchicken 18 Jun 2011 Comments Off Stumble it!

    CoD: Elite Beta – 2 Million Registered and Counting

    CoD Elite

    Despite the open Beta for the recently-announced Call of Duty: Elite service not officially beginning until July 14, millions of players – 2 million, to be exact – have already thrown their names in the hat to test the service.

    According Dan Amrich, the social media manager for Activision, the mark of 2 million registrants in under two weeks “blew his mind.” He went on to say that players still interested in participating should not be dissuaded from registering for the beta due to the large amount of people already registered.

    “[D]on’t be discouraged by the big number, thinking you shouldn’t bother because they already have enough people — two million volunteers among 30 million Call of Duty players is a small amount. More would be even better,” Amrich stated on his blog, where he announced the numbers.

    The service, which is going to include stat-tracking, custom leaderboards, clan organization, competition ladders and more, is expected to have free aspects, as well as paid aspects that will be accessible via a subscription. Details on the subscription price have yet to be released.

    That said, it should be interesting to see how this plays out. Check back here at anyconsole.com for the latest info on the CoD: Elite service and more.

    (source: Game Informer)

    General &Industry News &Playstation3 &Xbox 360 theswigz 14 Jun 2011 Comments Off Stumble it!

    PlayStation Vita Takes “Best Tech” in E3 Awards from Game Informer

    Game Informer has awarded its E3 winners, and it looks like the PlayStation Vita took the Best Tech award. I couldn’t agree with this choice more. It has been a long time since I was as excited about a handheld platform as I am about the Playstation Vita.

    Other categories that I thought were interesting and agreeable are:

    Best of Show: BioShock Infinite

    Best of PS3: Uncharted 3: Drake’s Deception

    Best of Xbox 360: Gears of War 3

    Best of Wii: The Ledgend of Zelda: Skyward Sword

    Best Adventure: Batman: Arkham City

    Best RPG: The Elder Scrolls V: Skyrim

    Best Shooter: Battlefield 3

    Best Racer: Forza Motorsport 4

    Best Sports: FIFA 12 (I personally love FIFA games)

    I strongly recommend you check out Game Informer’s E3 awards piece here.

     

    General &Industry News &Nintendo Wii &Opinion &Playstation3 &Sports &Xbox 360 manchicken 14 Jun 2011 Comments Off Stumble it!

    13 Minutes of Elder Scrolls V: Skyrim – Truly a Sight to Behold

    Among the many anticipated titles coming out at this year’s E3 was the latest entry in one of my favorite series:  The Elder Scrolls V: Skyrim.

    Anyone familiar with this series knows the level of detail typically paid to the games by RPG kings (in my mind, anyway) Bethesda Softworks.  In an exclusive gameplay segment on G4, nearly half the content was pulled from what was to be a 30-minute private viewing at this year’s convention and discussed with Bethesda Game Director Todd Howard.

    Attention to Detail

    Right out of the box this game impresses.  The amount of detail you see around you in the world is more than enough to impress even the most skeptical gamers.  And when you consider there are approximately 16 miles of land inside the game to explore, all with the same level of detail, it becomes very hard not to be excited.

    According to Howard, the goal of this game was to utilize the new Creation Engine – an internally-built game engine – as much as possible.

    “We have a brand new engine we’ve written for the game, all-new graphics, all-new gameplay; we just tried to make a big, crazy role playing game with as much stuff as possible in it – just overwhelm you with detail.”

    Hearing Howard talk about how they wanted to approach the details with the mindset that they shouldn’t be hidden really speaks to the pride he and the rest of the designers and artists take in their job and in this game.  He said he wants you to believe you’re really in that world and when you look down at a flower, he wants you to be able to see every detail it has.

    With the new game engine comes the addition of a new animation system.  Character movement and features move with great fluidity and realism.  Even the third-person perspective looks fantastic compared to Oblivion and past Elder Scrolls entries.  This aspect is very appealing to me as someone who traditionally plays RPGs from the first-person perspective.

    A new area of interest to many players will be the improved menu interface, which has begged for reinvention since Morrowind.  The menus of past Elder Scrolls entries always seemed to be a boon on the gameplay, what with the fumbling around with multiple menu levels for this item or that item.  That, however, is a bygone time.

    In its place comes a four-section menu with categorical separation and the ability to inspect every single item with a 3D view.

    “Our artists just went to town,” said Howard.  ”Literally thousands of objects.”

    Joining the items menu overhaul is the skills menu, which faced challenges of its own in past games.  However, it now takes a path-oriented “perk” direction.  And, in true Elder Scrolls fashion, this new menu has you look to the sky in a star map perspective, with constellations representing different skill sets.

    “It’s like you have this custom constellation for how you’ve been playing the game,” said Howard.  ”And what’s really cool is when you level up you get to choose a perk, so each [constellation] is actually a perk tree as well.”  As you continue playing, the constellations will follow with your progress and essentially evolve throughout the game.

    The screenshots of Skyrim that we have seen magazines and online are but a taste of the amazing views the game has to offer.

    The screenshots of Skyrim that we have seen magazines and online are but a taste of the amazing views the game has to offer.

    Two Hands are Better Than One

    This new functionality goes hand in hand (quite literally, actually) with many character ability changes that are present in the game. One feature you’ll notice right off the bat is the ability to dual-wield things like weapons (dual swords, anyone?) or – my personal favorite – magic. As you’ll see in the demo below, dual-wielding the same spell allows you to create a more powerful iteration of said spell than what you would get without combining them.

    Basically, you can select what items/spells/weapons you want to use in either hand and hot-key them to where you want them. A feature I cannot wait to try out and one that Howard says puts you in control of who your character becomes.

    “You are who you play. You want to play like a Battle Mage? You do it. You don’t have to pick some character in the beginning,” he said.

    I really like the sound of this option. While I appreciate character customization, not being confined to selecting specific classes and restricted to what that class offers is incredibly appealing. Still, I will be interested to see what the character customization actually DOES include – that is, if they will retain many of the options that have made it so much fun in past Elder Scrolls games as well as in the likes of Fallout.

    Here are just a few of the other features that were not only highlighted in the video, but stood out to me as well:

    • The openness of the world – Howard gave the impression that nearly every single location you can see in the world is a location you can visit.  That means the mountains you see in the distance are a place you should add to your list of “things to climb.”
    • The ‘Radiant Story’ feature – Though he didn’t detail this much, Howard implied that there is a radiant story system that will create a dynamic experience specific to each gamer.
    • Character functionality – the ability to change your settings on the fly and adjust your character during battle is going to be awesome and I can’t wait to try it out.  Mix in the ability to complete “finishing moves” against enemies and you have an entirely new battle experience.
    • Map changes – feeling lost?  Now, instead of having to scroll through a bland, medieval map on an item menu, you need only select the map function button and watch as the camera pans out to the sky for a bird’s-eye view of the area.  This comes complete with location-specific markers and user-set waypoints.
    • Over 150 dungeons means plenty of time (reportedly 300+ hours of possible gameplay) and locations go loot for items.
    • Dragons in this game were created to be unscripted to the rest of the action.  That means, they are randomized throughout the game and in how they will act.  No one encounter will be the same.
    • Dragon-shout abilities – This is not confined to just a “shout,” which references the dragon language, but actual abilities you can gain and build (each ability has three tiers) by capturing the souls of dragons you have killed.
    • Economics – The game has a working economy that you, the player, can participate in and build skills. So if you want stronger armor and better swords, get a job as a blacksmith!
    • The game compass looks much more user-friendly and enjoyable to use.

    Overall, this game looks absolutely fantastic. From the detail in things like foliage and water flow to the lighting in nearly every situation, if there is one word that I had to apply to this visual spectacle, it is “beautiful.”

    Advances in player control, menu options, battle options and even physics show a committment to improving this entry over the others to keep the franchise from growing stagnant with repetitive gameplay.

    If you’ve enjoyed the Elder Scrolls games at all, or even the Fallout series, this game should be a day-one purchase for you when it hits shelves on November 11 of this year.  I know it will be for me.

    Don’t believe me? Watch the gameplay video for yourself below:

    General &Playstation3 &Previews &Xbox 360 theswigz 11 Jun 2011 Comments Off Stumble it!

    Red Faction: Armageddon First Impressions – Ruin Mode

    This afternoon marked my first opportunity to play Red Faction: Armageddon, and I must say,  so far I’m impressed.  Still,  I have barely even scratched the surface of this game.  So, here is just a taste of what I’ve seen to this point.

    First up is Ruin Mode.  I’d like to start out by saying that I’m disappointed in THQ for deciding to have a core feature of the game require a disposable keycode. Games that have diminished features because the they were not purchased new – effectively holding the gamer hostage for the sake of a few dollars more, DOES harm gaming culture.  But that is for another day.

    That said, Ruin Mode is a whole lot of really repetitive fun. The key thing about the modern Red Faction franchise that I love is the destructive engine they use. Volition, Inc. is very proud of the fact that they develop the engines for their games in-house – and they should be. Red Faction: Armageddon’s Ruin Mode is nothing short of a fully-functional demonstration of their destructive engine. You are presented with a world wherein your only task is to blow stuff up, and boy is it going to be fun!

    The levels are unevenly difficult, so they don’t appear to be more difficult in a linear fashion – as one may expect. I think the lighting may be off a little bit, too, as sometimes it is hard to see exactly what is supporting that road up on the top of the hill that you’re trying to take down.  Other than that, I can’t really complain.

    The tools of destruction at your disposal (fancy way of saying “guns”):

    • Plasma ray – This gun shoots a basic, yet powerful plasma ray, but overheats quickly
    • Plasma cannon – This gun fires a large plasma burst with a large blast/damage radius
    • Nano gun – Shoots out nano bots, which eat whatever you shoot
    • Remote Charges – Explosives triggered by a remote control
    • Singularity Gun – Fires a temporary gravitational singularity which sucks in all surrounding matter for a brief period of time
    • Magnet gun – Fire one shot at what you want to move, and the next shot at what you want it to move towards
    • Rocket Launcher – Fires rockets, blows stuff upI have found that a combination is necessary in some maps: first fire a rocket to expose the under-belly of the bridge, then fire the singularity cannon at the supports, taking the whole thing down.

    While this game mode does repeat itself quite a bit, and though it can be a little frustrating, it is a lot of fun and provides a perfect way to unwind when all you want to do is blow something up.

    General &Opinion &Playstation3 &Reviews &Xbox 360 manchicken 11 Jun 2011 Comments Off Stumble it!

    First Impressions: Modern Warfare 3

    Call of Duty: Modern Warfare 3 showcases the events that immediately follow 2008's Modern Warfare 2

    Ever since the first Modern Warfare hit shelves in November of 2007, Activision has seen its most popular franchise set record after record, releasing games annually with imaginative story lines and of course, the online multiplayer that set the series apart from its competition in the first place.

    This year, Activision looks to continue riding the wave created by its first Modern Warfare title with the release of its third (and last?) installment under the name.  If E3 popularity is any indication of future success, then Modern Warfare 3 (MW3) is looking to be another hit, with it being the most watched game trailer of the convention.

    However, the gameplay demo conducted at this year’s E3 left me with several questions about the direction the series has taken and what it means for possible future installments of the Call of Duty franchise.

    Before I continue, please take a moment to view the gameplay for yourself below:

    Robert Bowling plays Modern Warfare 3 Demo at E3

    The first thoughts I had after the first 4 minutes of this gameplay were “what’s new about this?” and “why does this feel the same?”

    Since it has been two years since the release of the last Modern Warfare entry, my expectations for this game – which I hope is the concluding entry – were set pretty high.  Despite the fallout at Infinity Ward following the Zampella/West debacle, one would think two years is enough time to inject something new into the Modern Warfare series.  However, that does not seem to be the case here.

    There is no new engine powering this game, which is something frustrated fans on message boards everywhere have been asking for since Modern Warfare 2.  There are no graphical improvements over any other entry save for last year’s Black Ops, which wasn’t even done by Infinity Ward.  Even in the entire eight minutes or so of gameplay, I didn’t see a single new feature in the progression that suggests “we’re making this the biggest game so far.”  Amphibious assault?  Seen it.  Commandeering a vessel?  Been there, done that.  Speeding across the water while avoiding obstacles?  A regular feature by now.

    While the setting may be different and the mood has slightly more urgency/intensity, the overall tone and theme remains the same:  Follow this path, shoot those guys, repeat.  To be completely honest, it looked as though they put the same flow from the past two games into this one and set it in New York (or wherever around the world this game is going to take you).

    I understand it though.  When you’ve got a winning formula, you don’t want to change the ingredients, right?  From that perspective, it’s hard to fault Activision.  There’s no reason to mess with success.  But from a gamer’s perspective, there are only so many times you can change the cover of the same book and get me to believe it’s different.  And that’s exactly what this looks like:  The same book with a different title.

    The only thing that has me wanting to play it currently (since no multiplayer details have been released) is my interest in continuing the storyline from the previous entries.  If there is one thing that Modern Warfare 1 and 2 had going for them, it was an interesting – albeit a tiny bit predictible – plot.  I only hope this game is a stopping point, otherwise I fear even the story will be viewed as “been there, done that.”

    Speaking of the multiplayer aspect, I’m sure even now, fans – and even extreme critics – of the franchise are concocting message board entries and blog posts about what they believe the new multiplayer should have.  Well, we too will have a piece on this facet of the game.  However, due to the overwhelming amount of information there is to discuss about the multiplayer – especially now that the new Call of Duty: ELITE service has been announced – I am going to share that as a separate piece, so be sure to check back over the weekend for the online side of this discussion.

    Overall, the game looks clean.  But it looks like it has looked since 2007.  Some people will appreciate this fact.  They will take comfort in knowing that the product they are buying is the product they have played and enjoyed.  However, I think more players – myself included – will be reluctant buyers (at least until otherwise swayed).  We see a product that has a great deal of potential that is being wasted for the sake of making a safe profit.  And while we will still play the game (because I know I will, however reluctant), there will be that nagging voice in the back of our heads continuously saying “I wish this,” and “I wish that,” about our gameplay experience.

    I can only hope that Activision hears our collective desires long before Call of Duty becomes a “used to be” franchise.  As in, “Call of Duty used to be good… until they started giving gamers the same game experience every year.”

    General &Opinion &Playstation3 &Previews &Xbox 360 theswigz 10 Jun 2011 Comments Off Stumble it!

    Assassin’s Creed: Brotherhood, Greetings from Roma

    In this fast-paced action game, we start again as Ezio Auditore da Firenze, as in the previous iteration of the franchise. You begin in your villa, Monteriggioni, victorious after your last battle (if you haven’t played Assassin’s Creed 2, I won’t spoil it for you… but you totally should play Assassin’s Creed 2). You’ve come back to find all things beautiful and in order. Then, as you’re checking out your defenses, that’s just when the Templars attack! They manage to snag the Piece of Eden in your possession and take it with them back to Roma.

    Enter Desmond Miles – your character and the modern day decedent of Altaïr Ibn-La’Ahad from the first Assassin’s Creed.  You find yourself back in the van in modern times once again; back with your real-world companions.  Only now, you’re trying to find a place to set up a base of operations below ground where Abstergo Industries - the modern day Templars - won’t find you. You and Lucy make your way through catacombs and tunnels trying to find your way inside a what looks to be a fortified location of significance when it finally hits you: You’re in 21st century Monteriggioni!

    From here, the vast majority of the game (like all Assassin’s Creed games) is played within the Animus, the virtual-reality machine used to channel the ancestors of Desmond Miles for their “genetic memories.”  Other than a few clever quips from Desmond, you don’t really experience much in the real world until nearly the end of the game. There are a few useful cut-scenes that help you learn more about how the modern-day Assassin’s Order is fighting the modern day Templar’s Order by reading everybody else’s email, but short of that, I really think Ubisoft could have integrated a lot more modern day gameplay into the overall experience.  Having you in modern day Monteriggioni without the ability to really do little more than explore in the dark is a wasted opportunity to connect the past with the present.

    Inside the Animus, the game is played – with the few side-mission exceptions – entirely in Roma. Within Roma there are jaw-dropping, gorgeous graphics that highlight a great attention to detail, even with the pace of the game. The cut-scenes are stunning and even the the non-player-characters (NPCs) are well designed and animated. You even get to drive the vehicles (gondolas)!

    As with all Assassin’s Creed versions thus far, you have a pretty wide-open world. There are areas to explore, there are guards to utterly destroy, and there are relevant memories which push the story along. One of my favorite facets of this franchise is that I don’t have to move the story along any faster than I want it to go. If I want to explore ancient Roma, I can explore. If I want to move the story along, I can move the story along.  Though the primary gameplay moves quickly, the player is ultimately in control of throttle.

    Making its return in “Brotherhood” is the money side of the game, though it’s nowhere near as integral as it was in Assassin’s Creed 2. You can buy businesses, you can buy armor, you can buy paintings, and all of these things increase your armor. Unlike the previous installations, however, not all armor is for sale. Some of the armor and weapons are for “sale.” Some of them you have to complete “shop quests” for, which essentially boil down to finding materials for the shop keeper before they can get you the items you want. I found this a tedious aspect, and an annoying barrier to getting the armor that I wanted. It really didn’t add to the game, but it did force me to engage in some repetitive tasks I would have preferred not to do.

    A new ability in “Brotherhood” makes it so you can recruit assassins, which is a very useful strategic feature of the game. You can recruit assassins by busting up fights and saving townspeople, winning them to your cause. As time goes on, you meet up with carrier pigeon stations to send your assassins on missions in different territories, which is the component that helps them level up.  While you have some minor control over them – you have a handful of wardrobe choices and weapons choices – the ultimate goal is to direct them, so to speak, and get them to level 10 Assassin. Once they’re up to the level of a true Assassin, they have already gained all skill points and weapons, hence your only control being over their wardrobe. That said, you don’t recruit assassins for their ability to accessorize – you recruit them to kick ass.

    There are three distinct ways in which your recruited assassins can help you in the game. First, you can call on them in a fight, giving you strength in numbers. Second, you can use them to collect items while they’re on your missions, which will all you to use those items in shop quests. Finally, there is a special attack that your assassins – who are presumably following you around at all times – can do: Arrow Storm. When you call on your assassin brothers to perform the Arrow Storm attack, they will fire arrows into any group of baddies in your targeted area. All surrounding enemies die simultaneously and without raising your notoriety or causing you to be discovered. It’s quite useful to learn this attack and use it whenever you need, but be careful because it is timing-based.

    Now the time has come for me to discuss my least favorite feature: Multi-player. I love multi-player games. I play them all the time.  Multi-player in Assassin’s Creed: Brotherhood is very repetitive, very boring and very frustrating. Imagine you’re in a city full of competing assassins. Your job is to find and kill your target without being detected. The thing is, it’s far too easy to put yourself in a position to detect your enemy. Sitting on a chimney on a rooftop somewhere will almost instantly expose anyone coming to get you. I don’t know what a good multi-player experience for Assassin’s Creed would be, but this wasn’t it. Perhaps some co-op missions would be more suitable, similar to what you see in the Crackdown franchise. I know I’d love to play Assassin’s Creed with some friends online. There are some games you play for the gorgeous scenery and the storyline, and there are other games that you play for the multi-player experience. This game is the former. Any multi-player – or other game mode – that does not include the storyline, leaves me struggling to see how I would enjoy it.

    Finally, there is the training mode. In this version there is a mode where you’re in the “white room,” sneaking around and training with virtual guards as targets. Training mode is very hard and I found it unnecessary when considering that most of the skills in Assassin’s Creed are fairly simple to understand.The scenarios cooked up for training  mode were much harder than most of the situations I encountered in the actual game.

    One big criticism I do have of this, and previous games in this franchise, is that the controls are sometimes clunky. For example, sometimes it’s not obvious which way you want to hold the stick to get the character to jump. This is especially noticeable during the timed bits of the game – of which there seem to be fewer in this version than last.  The lack of confidence in controls can be frustrating to the point of cursing and throwing the controller. Some serious refinement is necessary, though for the most part, this doesn’t take away from the enjoyment of the game overall, just during brief times wherein you’re struggling with inaccurate and counter-intuitive controls.

    The long and short of this game is that it’s a blast. Despite a few minor annoyances, this game is gorgeous, it’s got a deep, rich storyline, and I found the characters to be easy to relate to for the most part. I truly cannot wait for the Assassin’s Creed: Revelations.

    I highly recommend this game, though I don’t recommend starting the series with this entry.  Instead, I strongly suggest you play Assassin’s Creed 2 prior to Assassin’s Creed: Brotherhood, as you will miss out on most of the story that is continued in this iteration.

    General &Playstation3 &Reviews &Xbox 360 manchicken 08 Jun 2011 Comments Off Stumble it!

    L.A. Noire: A Flawed Step in the Right Direction

     

    L.A. Noire takes players on a new - though sometimes repetitive - gaming experience.

    When I first heard about Rockstar Games‘ and Team Bondi’s newest IP, L.A. Noire, all I could think was that it would be another iteration of Rockstar’s popular Grand Theft Auto series with a different skin (a la Red Dead Redemption).  However, the more I read about the game – a crime drama set in late 1947 Los Angeles – the more intrigued I became, especially with the idea that gunplay was not a primary aspect of the game.  So, I took the bait.

    The opening scene begins as you would want any noir-style film to begin – dark and somewhat brooding with an intangible but ever-present tension.  You assume the role of Cole Phelps, a WWII hero and up-and-comer in the Los Angeles police force.  Though the first mission is no indication, you quickly learn that Phelps is a by-the-book type of cop with a nose for details but a man with demons he can’t seem to outrun.  Each conversation between Phelps and other Non-Playable Characters (NPCs) paint him as a man out to prove nothing to anyone but himself as he ascends through the detective ranks and desks of the LAPD.

    The progression of Phelps’ career and cases works well in showing the rise to stardom – and fall from grace – that shape the overall narrative tone of the game.  Among the stops you’ll make after you put in your time during the Patrol desk (which is mostly arbitrary to the actual story, save for a few tidbits revealed in cutscenes, walkthrough sequences and necessary character development) is the traffic desk, where you’ll get a taste of the seedy underworld that is Los Angeles, complete with jilted lovers and the darker side of the film industry.  From there, you’ll make your way through the Homicide desk with a multi-part jaunt through the real-life Black Dahlia murders, onto the Vice squad where the line between justice and corruption becomes questionable at best, before finishing at the Arson desk – a progression move that becomes apparent with time.  The story stays compelling up until the final scene that will likely leave you – as it did me – feeling conflicted but satisfied.

    As far as gameplay is concerned, I enjoy the “words-not-bullets” approach taken in the game, headlined by interrogation and interviewing that rests how much – or how little – evidence you collect for a case or against a witness, squarely on your shoulders.  Aiding you in this venture is an intuitive “notebook” feature that catalogs all the details of each case – from a blood stained stocking or known-address, to the dying – but implicit – words of a shooter in a robbery-gone-wrong.   Unfortunately, the investigation process – though thrilling at first – seems to become formulaic as the game marches on.  By the end of your time on the Traffic desk, you know the drill of “Arrive at scene, collect clues, initiate small-talk, conduct interviews, case closed, repeat.”  Scouring scenes for clues becomes very tiresome very quickly.  Were it not for the fact that I didn’t want to miss out on any dialog, I could have just as easily skipped entire rooms during searches and still completed my cases. While there are foot and car chase sequences to break up the procedural feel of the game, even these aspects become predictable by game’s end.  Once you’ve experienced one car chase, you may as well have experienced them all.  This doesn’t mean they aren’t enjoyable, but you won’t find many varying details from one chase to the next (as is true with the foot chases).

    The real substance of the game comes through in the interrogations themselves, which pit you against the potential suspect in a game of playing on emotions.  All accusations must be backed up by proof and the difference between that next lead and empty hands may be the difference between believing someone or doubting them.  This can be frustrating at times due to the very fine lines between suspecting doubt and the truth and the ability to incorrectly utilize evidence that otherwise seems to fit perfectly. Still, despite the ability to lose leads and information, how you decide to conduct interviews and interrogations has no actual impact on the main storyline, which I found to be a bit of a letdown.

    Mechanically, the game moves well.  The facial features – which are most evident in the interviews and interrogations – blow away anything I’ve ever seen in a video game and give you the feel of watching an interactive movie.  Character movement is very fluid, highlighted by great details such as changing shadows and clothing that moves when your character does.    My only real complaint is the driving ability in this game.  Driving to and from locations can be very frustrating at first due to the car control setup.  This is amplified by the inability to select any other control methods or even an adequate alternate camera view.  Fortunately, you can forgo driving yourself to locations by having  your partner do so, a feature I love, since driving became very stale after only a few cases.  If it weren’t for how amazingly put together the city of Los Angeles is, I would say have your partner drive to every crime scene.

    Despite the lack of impactful decision making and some control gaffs (looking at you, cover system), compelling plot-lines help drive an overall enjoyable experience.  Being as this is a new venture by Rockstar and Team Bondi, I feel inclined to overlook the flaws for the sake of an experience that you would be hard-pressed to find elsewhere.

    However, if this is indeed the next great franchise, a lot of changes – both minor and major – need to be made before greatness is truly realized.  If Rockstar and Bondi can learn from their mistakes in L.A. Noire and prove it, I would have no problem throwing down money on a Chicago or New York Noire.

    General &Opinion &Playstation3 &Reviews &Xbox 360 theswigz 07 Jun 2011 Comments Off Stumble it!

    Mass Effect for Xbox 360

    Mass EffectSo, Mass Effect came out for the Xbox 360, and wow. I must confess that I haven’t been able to put this game down. This game touches on everything that I, as a sci-fi gamer, really like. I get an elite soldier status where I can choose to be good or bad, I can control what I look like, I can control who I bring with me on which missions, and I can explore several planets throughout the milky way galaxy.

    The premise of this game is that you are a human member of the System Alliance military, and you kinda get to choose your past a little bit, too. You eventually get promoted to an elite soldier in a multi-species group called “specters.” You get to be the “right hand” of a council that governs galactic affairs for a large number of systems in the galaxy. You get to fly around space and take care of problems using any amount of force you deem necessary. This game is just a whole lot of fun, and I recommend it to sci-fi enthusiasts and RPG enthusiasts looking for an interesting new take on the RPG.

    Parents, please note that this game is rated “M” by the ESRB, and it does have some rather suggestive themes, a little nudity, some foul language, and some minor gore.

    Pros:

    • You’re an elite soldier who gets to choose how to handle the criminals.
    • This game is pretty open to what order you want to complete missions in. It’s very nice.
    • The leveling system is robust and offers you several different ways to configure your character.
    • You get your own spaceship, how is that not cool?
    • While there is significant load time in this game, it is very tastefully disguised in the form of decontamination sweeps or elevator rides.
    • You can save your game ANYWHERE and pick it up right where you left off. This is great for those of us who don’t have a whole lot of time to game in a single sitting.
    • Lots of fantastic voice acting with several well-respected voice actors like Seth Green.

    Cons:

    • This game locks up and crashes infrequently.
    • Lots of freezes while saving.
    • This game is still pretty linear, and I was a bit disappointed.
    • The conversation driving engine is a little limited.
    • It’s sometimes difficult to know what your character will say when you choose an option in the dialog.
    • You don’t get to explore as many planets as I’d like to.
    • No analog control of your spacecraft.
    • Your character can only be a human.
    • For some reason, the game developers won’t let me explore Earth. I don’t know about you all, but that was something I’d really like to see.

    The bottom line on this game is that it is a lot of fun for those of us who’ve been waiting a while to do something different with our gaming. It’s not a traditional shooter, it’s not a traditional RPG, and it’s not a traditional Sci-Fi Thriller. It’s all three of them wrapped in a beautiful little package. The graphics are outstanding and the voice acting is wonderful. I highly recommend this game.

    Xbox 360 manchicken 07 Dec 2007 Comments Off Stumble it!

    Stranglehold for Xbox 360 — First Glance

    So yesterday I walked into my local GameCrazy and snagged my pre-ordered copy of Stranglehold, and I also got a copy of the latest Harvest Moon for the wife and one of those nifty Xbox 360 keyboards for myself. My Stranglehold came with a super-nifty shot-glass, too, as the pre-order goody.

    So, back to Stranglehold… I don’t know if any of you have tried the demo, but the demo is the reason I pre-ordered Stranglehold. The first five minutes of Stranglehold has you killing more than 22 baddies (I lost count around 22, sorry). That’s an insane action game. Not only that but your character is a middle-aged smarty-pants detective who doesn’t know how to take “no” for an answer. It’s like a Bruce Willis movie without the male-pattern-baldness and cheesy come-backs.

    Then there’s the accuracy shot… so to the developers of Stranglehold, how did you know I was gonna pop a cap in that guy’s junk? Was the nut-shot that easy to anticipate? Either way it’s beautiful. There is nothing like shooting a baddie in the family jewels and seeing him grab himself in pain as he goes down. In addition to shooting folks in the junk–which is not always possible because of how the baddie is standing–you can shoot him in pretty much any part of his face or neck to get a very satisfying response.

    So I haven’t gotten very far in this game, and I hope it’s saving at every checkpoint because I just don’t have the time to get to savepoints if checkpoints are them, but I’ll let you all know what I think as I progress through the game.

    I’ve also got BioShock, but I’m thinking I’ll wait until my brother gets back from Arkansas to play any more of that. That game is just too beautiful to play by yourself.

    Xbox 360 manchicken 10 Sep 2007 Comments Off Stumble it!

    Second Look: Viva Piñata for Xbox 360

    vivapinata-logo
    Some of you are aware of my fascination with family and cartoon-link games. Viva Piñata is a game that I completely got distracted from before it got really good. Well that problem is gone. The distraction was Crackdown, and since I finished that game I’ve been spending a lot more time playing Viva Piñata. Since getting back into Viva Piñata, I’ve discovered a whole new depth to the game. There seems to be a lot of event-driven activity in there, and there are certainly a lot of achievements to be unlocked.

    Since picking the game back up, I’ve unlocked another 19 achievements for a total of 380 gamer points. I’ve also built a mine, unlocked several variants of several piñata, and had an awful lot of fun in the process. This game is doing a fantastic game of recapturing my attention and helping bridge the gap until the next great game.

    My previous review of this game can be found here.

    If you are playing this game and would like some tips, I encourage you to check out http://www.pinataisland.info for some tips and information about the game.

    Xbox 360 manchicken 20 Aug 2007 Comments Off Stumble it!

    Bioshock Demo is out, and it isn’t a Shooter…

    bioshock-logo
    Okay, so I know I’m gonna catch flack for this one, but I must declare Bioshock a suspense thriller instead of a shooter. Yeah, so you’re in first person, and yeah, you shoot things, but this is so much more than a shooter. So much more indeed. Here’s the rundown of the demo.

    SPOILER ALERT: Contrary to my normal position on not posting spoilers, in order to make my point with this game I must post some degree of a spoiler. If you don’t want to read the spoiler, PLEASE STOP NOW.

    Right in the beginning of this game, you’re a victim in a plane crash–though I suspect your character may have had something to do with the crash–and you’re in a large body of water, presumably the ocean, near a lighthouse. Once you enter the lighthouse you enter a strange sort of elevator that takes you under water quite a ways. Then you get shown a video telling you about this underwater city of “Rapture”. The moment the elevator stops, you see a man being killed by a very strange looking creature, and it’s kinda scary. Then the creature comes after you, clawing at your elevator roof. You’re told to get out of the elevator and then you go and find a weapon yadda yadda yadda. Then you find a syringe, and like any good game player assume that it is a good idea to inject the contents of the syringe into your character. Your character’s body kinda freaks out you you get the creepiest cut-scene ever.

    A very pale-looking little girl–you don’t get to see all of her–talks to a gigantic monster in a dive suit with a drill on its arm like its her little pet. She says that she thinks you’re an angel, but then reconsiders when she sees you breathing. But she assures her “pet” that you will be an angel soon.

    Conclusion: This game is not a shooter. As I said, this game does have shooting, and that’s all find and dandy, but this is so much more than a shooter. In shooters you don’t have story lines this disturbingly creepy or suspenseful. I actually got a kick of adrenaline playing the demo, similar to when you watch films like Silence of the Lambs or Halloween. This game is really pioneering a new type of game, which actually seems to be just as much about the story–which seems incredible–as well as the graphics and gameplay–which also seem quite nice.

    I seriously recommend that folks try the demo for themselves and see what they think. It just blew me away.

    Xbox 360 manchicken 16 Aug 2007 2 Comments Stumble it!

    Eagerly Anticipated Xbox 360 Accessory: Keyboard

    I bet many of you have heard of this accessory already, but it might be news for some of you. Microsoft came up with a keyboard to allow folks to type messages using a little keyboard that plugs into your Xbox 360 controller. It looks kinda like this:
    xbox-keyboard
    I’m eagerly anticipating this accessory, because I use my messenger a when I’m on the 360, and this will make that much easier.

    This keyboard is scheduled to come out on the fourth of September, 2007. I believe you can already pre-order this accessory in many game enthusiast stores (e.g. GameCrazy).

    Xbox 360 manchicken 07 Aug 2007 Comments Off Stumble it!

    Call of Juarez for Xbox 360

    Hey 93 games and Focus home interactive, 1997 called, they want their pathetic graphics and crappy controls back.

    Call of Juarez first piqued my interest when it was on the Official Xbox Magazine’s disc about two months ago. So I rented it from my local video store, hoping it was not too good to be true… boy were my hopes dashed. I’ve been looking for a great western shooter for a while, and I have yet to see one, so I was hoping that Call of Juarez might deliver. I like games where you shoot with guns that really exist, and where the graphics look like landscape that really exists, or at least existed in the past.

    And before the breakdown, what the hell was up with the beginning of this game? Why do I have to go down this nasty hill with terrible controls? It took me like 10 minutes just to get down the hill because it is impossible to judge what distances of falling will and will not kill you. Now let’s get to the breakdown…

    Pros:

    • The guns in this game actually existed at some point in history
    • The story line seems to make sense

    Cons:

    • Game play is limited by the story line rather than moved by it
    • You can only shoot who the game wants you to shoot
    • The tasks the game wants you to perform are actually very hard to guess sometimes
    • The beginning of this game just flat-out sucks
    • The accuracy of the weapons seems to be off considerably at times

    The bottom line is that this game might be neat for people who haven’t been lobotomized with a rusty spoon, but for the rest of us it would be nice to have a game that actually delivered on the hype.

    Xbox 360 manchicken 06 Aug 2007 Comments Off Stumble it!

    Viva Piñata for Xbox 360

    vivapinata-logo
    Let me start out by saying that I think there’s a Nintendo DS version of this game coming soon. Technabob reported this a few days ago, so I’m stoked. I hope to see this soon.

    Viva Piñata is a fantastic family game that I think anybody would really enjoy playing. This game is not just for kids (and no jokes about the 25-year-old an loving kid games please). In this very colorful game you are given gardening tools and a small plot of land. Your simple task is to take this plot of land, and use your tools to make it a place that piñata animals would want to live.

    In this game you get to put together different places to live, you can landscape your garden pretty easily, and you can grow and sell crops to make money to continue to grow your garden.

    Pros:

    • Very colorful an appealing graphics
    • Very easy to understand instructions help you move along the game
    • A very interesting and slightly detached story line helps keep you interested

    Cons:

    • The online play could have been better. It would be great to be able to visit other folks’ gardens on Xbox Live
    • The piñata houses are rather large, so it’s kinda tricky to place them well
    • It’s far too easy to accidentally hit characters and upset them, causing them to stay away
    • We could a little more action in the game, it gets a bit tedious at times

    The bottom line is that this game is pretty non-linear and fun to play. It could use a little more online play and it would be nice if it mixed it up a little more.

    Xbox 360 manchicken 06 Aug 2007 1 Comment Stumble it!

    I love Xbox 360 Faceplates!

    faceplate-generic
    woody-faceplateSo you all are going to think that I’m all teenie-bopper on this, but I must confess my love for Xbox 360 faceplates. These little accessories really make the Xbox 360 fit in better with my living room, and since they’re so easily interchangeable, if I want to switch faceplates to match my current favorite game I can. More games should pick up on these.

    Right now, I’m sporting this sweet woody one. They also have a few customizable faceplates that you can make designs for using your computer and your printer. I’ve also seen some for Forza Motorsport 2, Halo 3, and Viva Piñata. I’ve also seen some people with some decals for the sides of your Xbox 360.

    Xbox 360 manchicken 06 Aug 2007 Comments Off Stumble it!

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