Monday, September 5

Deus Ex: Human Revolution Review (PC) - Design of the Decade

Until late last year, I'd never played any of the previous instalments of the Deus Ex series. I picked up both of Human Revolution's predecessors during one of Steam's delirium-inducing digital fire-sales after tiring from the numerous, pretentious rants that I'd read discussing the importance and influence of the original. Ten years after its release, however, proved to be too late for me to discover its magic. What I saw was ugly and unapproachable. I didn't even think to load up the sequel, Invisible War after that eyesore. Instead - shallow man that I am - I waited for the latest iteration, with enticing art direction and most importantly, rendered with all of the grandeur and beauty that I've come to expect from modern hardware. Read on to find if a prettier Deus Ex is more approachable or, at the very least, playable. 

The Good
Crack gaming - Deus Ex: Human Revolution is straight-up addictive. There's no sugar coating or sidestepping the fact: this game will cause you to lose sleep. Whether it was agonising over my next augmentation, wondering if I played that last conversation the right way, or getting lost in futuristic Heng Sha: I found it genuinely difficult to put my controller down and walk away. Even now after having completed the game, I still find myself going back to sneak up a storm.
Illuminating tale - Core to the game's addictive quality is its brilliant story that pushes to you question whether self-controlled evolution is the future of mankind or a propellant toward its demise. The central characters are all voiced expertly and some - like Pritchard - have an enjoyable chemistry with Jensen that evolves throughout the adventure. You can approach the story at your own pace and - in what I see as a master stroke - you're not obliged to experience it all. Not that I can see why one wouldn't want to comb through each of Detroit's dangerous streets and alleyways, but it's great that the game gives you the choice all the same. To give you an idea how deep the rabbit hole can really go, I highly recommend this piece from Rock, Paper, Shotgun. I found myself nodding enthusiastically in agreement.

Summon the funicular - Human Revolution's environments are dripping with cyberpunk intrigue. There may be a bit of recycling at play, but locations like The Hive and Picus Station are memorable and demand to be explored. I'm now halfway through my second playthrough and it's amazing how many new locations and conversations that I've found thanks to a different approach and a compulsion to collect everything. The various mechs, vehicles and augmented humans that you encounter are also impeccably rendered and designed. While not the most technically impressive release of the year, I challenge anyone to think of a game with more pleasing art direction. 

Who's your daddy? - Human Revolution's many influences are obvious, however, they are all treated with respect and in some cases, carried out better than in the source material. Conversations in this game aren't as frequent as they are in Mass Effect, but their outcomes are more ambiguous. The logs and literature don't contribute to the pervading sense of dread and calamity as effectively as those found in Bioshock, but they do give you a greater idea of the geopolitical landscape of the future Earth that Adam Jensen inhabits. The stealth mechanics are more fluid and forgiving than those from Metal Gear Solid 4, and discovery isn't tantamount to what the Penny Arcade team once described as sliding down a "shit-greased chute" for inept players. Human Revolution is a smoothie comprised of my favourite games.

Go your own way - I tried to go through the game without taking a life, but there was a time that I felt as though my hand was forced towards lethal weaponry. Not that I had to engage my foes, rather I decided that I couldn't walk away from this particular situation. After fifteen hours of using stun guns and my fists, I had to unleash the beast; or beasts as it were. Shotguns, revolvers, lasers, retractable blades: never has abandoning my principles been so much fun. The varied arsenal and tactics available to players affords a freedom that is almost paralyzing and there's more than enough to find and trial across multiple playthroughs.

Budgeting - I lost hours agonising over how to spend praxis points. Should I upgrade my strength to be able to punch through walls (in hindsight, yes!) or invest in my reflexes so that I can takedown two thugs at once? These choices are once again, a reason to lose sleep. A reason to keep you coming back and slaving away for more experience points. There were several times when I'd bought an upgrade only to then find an obstacle seconds later that could only be tackled with an augmentation that I'd opted to leave for the time being. This game taunted me on many an occasion, yet I still want more!

The Bad 
Corn bread - Last year, I commented that the voice-acting in Just Cause 2 was so heavily set on stereotypes that it was almost offensive. Human Revolution also features some regrettable voice direction with some African-American characters sounding like throwbacks to Gone with the Wind. Some Asian characters who speak in English are scripted with intentional syntax errors. I'm not saying that every Chinese hooker is going to speak English as though it was their first language, but at times it sounds forced and unnecessary.

Who's the boss? - As I've detailed in a previous post, the boss fights in Human Revolution felt alien when compared to the rest of the experience. They were often unforgiving and - worst of all - almost incompatible with players who choose espionage-flavoured augmentations (this Penny Arcade comic sums my experience up perfectly). One of these encounters can be made drastically shorter - to the point of farce - if you invest in the typhoon augmentation. The final two boss encounters actually bordered on enjoyable thanks to some of the choices I had made earlier in the game. It's a mixed bag for sure.

The Ugly
A litany of minor errors - As polished as the core action is, you'll come across a great many slight inconsistencies that can serve to lessen the sense of immersion you'll feel throughout the game. As per my lastpost, NPCs are sometimes completely unaware of some pretty big indiscretions that you'll carry out in plain view. There are also some big questions that certain play mechanics raise over sustained play:
  • How come I need to rest for as long as twenty seconds before I can punch another enemy (or civilian)?
  • Why would I upgrade my battery's recharge ability if it has no effect on depleted cells?
  • If I'm so advanced, how come I can only sprint for the in-game equivalent of five metres?
  • How come I can't fall a painfully-short distance without dying?

These are all petty in the grand scheme of things, but you'll easily get twenty hours plus out of this game, and such illusion-shattering queries are unavoidable (I'd strongly recommend you check out Bitmob's Mike Minotti's illustrated take on some of the game's flaws). For example, once I'd saved a game when I was sitting on top of an awning that was suspended about two metres above a tiny landscaped garden. Trying to engineer a non-lethal drop to said garden cost me more lives than all but one of the boss fights combined. I couldn't then reconcile the following ten minutes of goon smashing because if I couldn't survive falling from a one storey building, how could I cop a few bullets to the chest and still live to tell the tale? Sometimes, it's the small things that really detract from an experience.

The Verdict

There are scores of minor flaws and wrinkles that one would find in any given play through of Deus Ex: Human Revolution, but after thirty hours of well written - though not always well-delivered - dialogue, slick stealth gameplay and varied locations, I'm still hooked. This game has sunk its augmented claws into my skin and I can't escape. Better yet, I don't want to escape. I'm happy to have a crack at every achievement, every weapon, every air duct and anyone that looks at me sideways.

Saturday, September 3

First impressions of Driver: San Francisco (X360)


I’ve been a fan of the Driver series since its inception in 1999 and have been looking forward to the newest installment for some time. When the demo became available on XBL, you can bet my sweet arse I was downloading it as fast as my poor connection would let me.

The series has always been easy to follow – in most cases you are Tanner, an undercover police officer with a talent for driving and getting yourself out of any situation. Driver 1 and 2 were (visually) basic with Driver 3 upping the anti and bringing more aesthetics to the table. It was also the first to introduce motorbikes to Tanners skill set. Driver Parallel Lines was a little odd and the most violent of the series and didn’t actually continue on with the adventures of Tanner.

Taking place soon after Driver 3, Tanner has recovered from past events and has tracked his nemesis, Jericho, to San Francisco. Jericho is soon arrested, but after an accident during a prison break, Tanner is put into a coma, which is where much of the game takes place.




More cinematic than previous installments, the first mission (demo game play) explains the newest trick in Tanner’s comatose-state arsenal; shifting bodies. Essentially, Tanner now has the ability to leave his body and take control of any one in the vicinity.

This is an interesting concept and one that I was dubious about at first, but now that I’ve trialed it, I can already see the potential story arcs and how it will work well. It’s not confusing or difficult and as long as the ‘shifting’ missions are relevant, it should add some good value into the game. If it’s an overused gimmick, I won’t be impressed.

As with Driver 3, I found the physics and actual driving a little hard to pick up at first. Granted I’m a little rusty at racing games, but I crashed a lot more than usual. It’s not odd for me to need a little time to get acclimatized to the controls so I can’t criticize too much.

As for the scripting, the demo was top notch, being a good indication for the final product. The writing and witty remarks about my ‘outstanding’ abilities behind the wheel didn’t get old within seconds. Tanner’s smart-arse comments once shifted into another person’s body are also priceless (at times).

All in all I’m keen to find some time to get to know Tanner again and tear up the streets of San Francisco. Driver: San Francisco  is available now on PS3, Xbox 360, Wii, PC and Mac.

Have you seen or played Driver:SF or it’s demo? What are your thoughts?

Wednesday, August 31

Human Revolution's path of least resistance leads right into man-mountain

Originally, I had intended to invest more time in Street Fighter III: 3rd Strike Online Edition and cover the PlayStation Network PLAY promotion; Deus Ex: Human Revolution has rubbished all chances of that happening. Well, happening in a timely manner at least. Perhaps that's another flaw of Sony's plagiarised marketing scheme? Instead of leading into the peak of AAA retail releases, they've decided to run with it concurrently. Brave (read: stupid) move

Believe it or not, I've actually to play Human Revolution on my laptop. It had nothing to do with renewed faith in my rig that failed to run The Witcher 2: Assassins of Kings effectively, rather a new means of cost-effective grey importation is my motive for returning to the Master Race's platform of choice.

To my surprise - and my wallet's delight - the game runs reasonably well at default settings. Apart from some minor instances of screen-tearing during cut scenes, it looks just as good as - if not better than - a console game. Maybe I can buy more games on PC? Only time (and system requirements) will tell.

As for how it plays, Deus Ex: Human Revolution is nothing short of essential for those who enjoy the following intellectual properties: Batman, Ghost in the Shell or Metal Gear Solid. If you're like me, however, and you're a fan of all of the above, it's terrifyingly addictive. I can't stop thinking about it. I want to stop writing and play it some more..... right now!

Human Revolution's stealth mechanics work well enough, with the camera switching to third-person when players seek cover. The map details enemy movements and - with the right choice of augmentations - can even display cones of vision and the duration of an enemy's sense of alarm. At times, it even feels more fluid than MGS: an apparent source of inspiration. The ability to cloak also nods to both Konami's espionage action title and my favourite anime franchise. On the downside, you really need to invest in hacking upgrades if you wish to reap any benefit from reamining unseen; and the mini game that is the core of this aspect of the experience is just plain tedious. I dare say that Bioshock's effort was more endearing than that found in Human Revolution.

 Really, you're serious? No-one saw me?

For the record, the combat is awkward and there are some inconsistencies in context that are sometimes off-putting; but these faults aren't really enough for me to go shy of recommending this wholeheartedly. The aiming mechanics are a little too stiff, particularly with long range weapons. Also, NPCs don't really seem to mind when you perform suspicious actions, like decloaking after hacking a door that they were supposed to be protecting (provided of course that you're on the safe, publicly-accessible side of the doorway). I'm happy to suffer the combat issues (except for the instance outlined below), as I'm taking the stealth route, and the ignorant civilians and guards provide the odd laugh.

The lone boss fight that I've conquered was unenjoyable and contradictory in terms of the choices that I had made for both augmentations and strategy. No dermal armour or aiming upgrades meant that I was barely able to put up a fight or even jump between sources of cover. The clunky inventory system didn't really help matters either, as I had to constantly drop or rearrange items in order to hold ammo that I would then hurl at this burly bullet-sponge. In the end, I had to rely on my opponent's careless disregard for explosive devices - specifically, his own grenades - to have any chance at victory. After dying twenty-something times trying to take him on legitimately, I decided to cloak and find a hiding spot, and watch nature take its course. A noticable blemish on the otherwise fun experience that Human Revolution has provided thus far.

How are you enjoying the adventures of Adam Jensen? Are you opting for the stealth option as well, or have you chosen to employ the Schwarznegger approach?

Monday, August 29

PlayStation Network PLAY: Something old, something borrowed, something new

Having just recently survived Microsoft's Summer of Arcade promotion, I can't help but feel that PlayStation Network PLAY is a remarkably similar concept. Similar in that it is almost exactly the same in practice: participants purchase a handful (or in this case, just under) of polished downloadable titles to receive a free game. Remarkable in that no-one has really thought to reprimand Sony for their near-duplication of a competitor's marketing strategy; not even a week after they've finished proceedings. Sure, all retailers (digital storefronts and brick-and-mortar stores alike) employ different sales gimmicks regularly, and the "Buy X, Get Y Free" transaction isn't new either; but I can't help but feel as though my two consoles are only really different in name and appearance. The online experience, software offerings - even the way they are sold - are too familiar to generate any sensation that PlayStation Network PLAY is new, or even worthwhile.  

 Stop me if you've heard this one before...

Let's start with the lineup. Not one of the included titles is exclusive to the PSN: Renegade Ops and The Baconing will also be released on the Xbox Live Marketplace and PC while Street Fighter III: 3rd Strike Online Edition and BloodRayne: Betrayal will only be made available on consoles. In the case of BloodRayne: Betrayal, it will be on sale via the competitor's service a week before it can even be downloaded by PlayStation 3 owners. That's right! Partake in the PlayStation Network PLAY promotion to play a game a week later than Xbox 360 owners; what an offer!  

Where the 2011 Summer of Arcade was a showcase for some promising new -and in one case, exclusive - IPs including Bastion, From Dust and Insanely Twisted Shadow Planet; the inaugural Sony effort will feature only one, in the form of Renegade Ops. Fruit Ninja Kinect featured support for the Xbox 360's signature motion-control peripheral, whereas no PSN PLAY games will feature Move support. There is nothing about the promotion that effectively serves to differentiate it from the competitor or - worse yet - match it. The only positive thing I can think to say about PSN PLAY is that I won't need to spend as much money to take advantage of it. With only four games to buy and a discount thanks to my maligned and near-expired PlayStation Plus subscription, my "free" game will cost me about sixty dollars as opposed to the eighty-something bucks I ended up paying for Crimson Alliance.  

I will concede that the pre-order system is new in the context of the "PSN Vs XBLM" paradigm, but the benefits are questionable in terms of value. In the case of Street Fighter III: 3rd Strike Online at least, players are downloading a key for something they could've unlocked through sustained play. Otherwise we're generally looking at themes and (*shudder*) PlayStation Home items. It's better than nothing, however, once again we're looking at two promotions with little to separate them.  

What's the solution to the deadlock? I'm not sure, but duplication of services and benefits is not the answer.   

Links:

EDIT: Gamespot had the release date for BloodRayne: Betrayal listed incorrectly. The game was not available from the XBLM on Wednesday.

    Saturday, August 27

    You Can't Teach That

    I've had Deus Ex: Human Revolution pre-loaded on my computer for over a week now. I finally sat down to play it last night, only to be greeted with a message advising that the game files were fragmented. So, I did what any responsible, tired gamer would do: I gave the go ahead for a clean-up operation.

    I thought it would take no longer than five minutes; besides, how can files I've only just downloaded be in need of maintenance? Ten minutes passed; then twenty. "Stuff it," I thought. On to Street Fighter III: Online Edition.

    While I am still very much looking forward to playing Human Revolution, SFIII is somewhat of an enigma: a fighting game so deep and polished that I had very rarely engaged with prior to now. If you don't know, I love my fighting games and I spent the better part of my childhood playing Street Fighter II: Championship Edition on the Sega Mega Drive. I was addicted to Street Fighter Alpha 3 and Namco's Soul Edge, Soul Calibur and Tekken games.

    You could argue that the timing for Street Fighter III - across each of its three revisions - was just plain wrong. Arcade gaming was on the decline and Street Fighter III hit the console scene during a time of generational change. Not that I didn't have a Sega Dreamcast, but most titles of note were difficult to find in Australian stores; particularly when the machine hit "fire sale" status.

    Now, more than a decade after the release of each three versions of Street Fighter III, I finally have a copy of the game loaded on my PlayStation 3's hard drive.

    Last night I played solo. I tried the Challenge mode first up, hoping to get my head around the parry: a Street Fighter III fundamental that would only see light again as a "Groove" in Capcom Vs SNK 2: Mark of the Millennium. There's no hand-holding, you select a mission and are thrown in against an AI opponent who'll typically perform a move that you are to parry. There's not even any hint for new players on how to parry. "Just do it," Capcom says. The hands-off approach worked well enough: I can now confidently parry projectiles and even parts of super combos. Whether I have any chance of emulating Daigo's daring escape from certain defeat at EVO 2004 remains to be seen.


    I also had a bash at the standard Arcade mode and can report that the standard difficulty is pretty tough. Once again, Capcom doesn't appear to be interested in easing new players into what Street Fighter III has to offer. It is sink, or swim. 

    Just this eve, I spent a solid three hours playing the game in local multiplayer with my brother. When we did have access to a copy of Street Fighter III previously (via the Street Fighter Anniversary Collection on Xbox), he handed my own ass to me for a week straight using the blue-haired Guile clone, Remy. I learned that Ryu's forward strong punch could undo my brother's turtling (for those who don't know, that means blocking most of time and then performing the odd, opportunistic attack), but that time he had me pegged was unbearable. 

    Things were different this time. We were about even after it was all said and done, and we made some interesting observations:
    • Akuma is a wee bit overpowered
    • Double KOs are still hilarious
    • Half the cast was almost entirely disregarded: Twelve, Oro, Urien and Necro were the most unpopular.
    • Hugo and Alex were the biggest surprises. Their move sets are by no means accessible (lots of full and half circles), but they had enough power behind them to keep us both wary. 
    • I am no good with Chun-Li
    • There is nothing more satisfying than performing a much-needed parry
    I hope I get the chance to sit down with family and play this some more. Solid netcode is great, but fighting games are most effective when you're battling the people adjacent to you. 

    I haven't yet taken the game online but am enjoying it regardless. The persistent challenges (which measure projectile spam, super finishes and more) are terribly addictive and the game still looks beautiful. If you've got the money, the time and - most importantly - the friends: I strongly recommend that you give it a go. 

    What are you playing this weekend?

    Wednesday, August 24

    I survived the "Summer of Arcade," and all I got was this avatar shirt

    I also found a "Game of the Year" contender, but more on that later.  

    The annual Summer of Arcade promotion always presents some of the best downloadable games to be released in a calendar year. Previous highlights include the fiendishly-addictive Trials HD  - released in 2009 - and indie darling Limbo which dropped during last year's festivities. Not every title released during this campaign is a winner though. Turtles in Time at a premium price was a bitter pill to swallow, and multiplayer-centric Castlevania: Harmony of Despair was released to mixed reviews.

    All things considered, the 2011 iteration of Summer of Arcade has been the most inconsistent in terms of quality: Bastion was easily the best game of the five released, while Fruit Ninja Kinect was lacking in longevity and brought the surprise back injury that's been missing from previous years' offerings. From Dust was a technical powerhouse that delivered frustration in spades and Insanely Twisted Shadow Planet's loose shooting mechanics was also cause to swear under your breath. Toy Soldiers: Cold War was cheesy, unadulterated fun by myself, but any attempt to bring other people to my toy box resulted in my Xbox 360 shedding bandwidth-flavoured tears.

    While I've already spoiled the revelation hinted at above: Bastion was a real treat, and easily one of the most enjoyable games that has been released so far this year. The seemless blend of familiar Action RPG play mechanics, touching story and innovative narrative mechanics stole my heart and has become somewhat of an obsession. I've since bought the soundtrack and a copy of the game on PC. I'm also desperately hoping for some other opportunistic merchandising to appear in the near future. Seriously, someone look at creating action figures of The Kid, the pet pecker, and Zulf; I can promise that one set would sell at the very least.

     Imagine this scene, faithfully re-created using action figures *squeals*

    I'm also glad that Microsoft have opted for the "free" game instead of the points rebate that was previously the norm. I have a tendency to spend Microsoft Points as soon as they're added to my account, and my recent choices have not been great. Rush n' Attack: Ex-Patriot: I'm looking at you.

    If I had to boil my experience down to a set of purchase recommendations, it would read as follows:

    Buy - Bastion.
    Definitely try - From Dust and Toy Soldiers: Cold War.
    Skip - Insanely Twisted Shadow Planet for now and pick it up when it is eventually subject of a "Deal of the Week" promotion.
    Throw to the wolves - Fruit Ninja Kinect. Pick up Fruit Ninja for your smart phone or tablet device -at a significantly lower price -instead; because the developer, Halfbrick deserve at least some of your money.

    Did you pick up all five Summer of Arcade releases? What was your favourite?

    Summer of Arcade 2011 coverage:

    Monday, August 22

    Toy Soldiers: Cold War Review (X360) - Passive-Aggressive Tower Defense starring Sylvester Stallone

    The original Toy Soldiers - released early last year - featured World War I-themed tower defense gameplay with a twist: players could take control of towers to make more effective use of their respective abilities. Not being a huge fan of the genre, I didn't indulge in anything past the trial. This different approach showed promise, however, and all it really needed was a hint of colour and familiarity to click with me. Developer Signal Studios must have been reading my mind, as Toy Soldiers: Cold War is oozing with Eighties action hero bombast.

    The Good
    Toybox - Cold War is like a trip down memory lane. An uncanny amalgamation of Sly Stallone across every Rambo film, a mass of plastic vehicles and G.I. Joe-inspired packaging await any Eighties child with an Xbox 360 and an internet connection. All of the game's warzones are a heart-warming mix of familiar global landmarks and domestic locales. Whether it was in the training mission where you're breaking Russian dolls with a minigun, or towards the end when you're defending a scale miniature Washington Monument, I kept thinking back to the days when all I wanted was a Turtle Van, Optimus Prime and a Dino Riders T-Rex. It's odd that this game has created such a strong sense of nostalgia given that no popular toys are explicitly represented.

    Got it on tape? - Toy Soldiers: Cold War features some strong sound design that will have you in stitches on occasion. No matter how many times I heard it, the "Commando" unit always evoked a wry smile if not a full-bodied laugh. As above, he's an unashamed Rambo clone, complete with hilarious quotes and Stallone-esque wails and battle cries. The score is chock full of epic action movie riffs and more cheese than you could ever need. It definitely does justice to its multiple inspirations which include: Rambo, Top Gun, Rocky IV and G.I. Joe. 

    They drew first paint, not me.

    On the ground and in the air - Each of Cold War's numerous turrets and vehicles all feature intuitive and responsive controls that encourage extended play. I got through the campaign in two reasonably lengthy sessions and found that despite the repetition, the frantic action and numerous Barrage abilities - which include summoning the aforementioned commando, an AC-130-esque gunship, nukes and more - made for an entertaining experience that is easy to recommend.

    Gift set - Cold War offers quite a lot of bang for the 1200 Microsoft Point price tag. While the online competitive mode is near unplayable, you have a five hour campaign that includes eleven missions and five difficulty modes, survival mode - which can be played solo or in local or online co-op - and an assortment of minigames. Survival mode may only feature three maps, but I found the hectic twist on the formula to be quite addictive.

    The Bad
    Cake walk - I only failed once throughout the entire campaign on Normal difficulty, and that just happened to be in the first mission. You'll very rarely be challenged on the default difficulty setting, particularly in levels which have drivable vehicles available. Seasoned defenders may want to start on hard.

    Air support is perhaps a little too supportive

    Out of the way, please - The default camera setting in Cold War is just a little too close to the action. If it weren't for the helpful indicator on screen that shows how many of each enemy are left in a particular wave, you'd find that an unacceptable amount of traffic would slip through to the keeper (or toy box in this instance). Even with the indicator, it is easy enough to miss an enemy unit on dark or cluttered maps. The camera also has a tendency to get stuck behind structures when you're flying or driving vehicles.

    The Ugly
    Catch up! - Toy Soldiers: Cold War features a promising online versus mode which is completely undone by connectivity issues and unplayable levels of lag. I joined just over a handful of matches which either came to an early end due to losing the connection or my opponent quitting on account of the stuttering mess on screen. When I say promising, I don't mean to say that it would necessarily work with a solid connection either. The one match I did play to the end featured a ten minute stalemate that was only resolved when I placed my controller on the coffee table and made some lunch. The groundwork for an enjoyable adversarial mode is there, but the developers need to think about giving some incentive for going on the attack.  

    Stick to your strength - After completing each campaign level, players unlock the ability to play through again in "General" mode. General mode takes away the ability to control vehicles and turrets, meaning that it plays like every other tower defense game with one glaring difference: tower AI in Cold War is set at one notch below "completely inept." So many times I witnessed enemies walking within range of a whole field worth of turrets and not come under fire. Frustration guaranteed!

    The Verdict
    Toy Soldiers: Cold War offers hours of fun and little in the way of irritation. The cheesy Eighties vibe that permeates throughout every battle, menu and load screen is thoroughly relatable and likeable. While I wouldn't bother taking the game online, there's still plenty of content to play through and it's well worth the price of admission. A fitting end to the Summer/Winter of Arcade promotion.