Tuesday, November 13, 2012

Resident Evil 6: Leons campaign Review and a correction

Resident Evil 6: Leons campaign





I finished Leons campaign with a friend yesterday afternoon. Didn't even bother to play it at night which used to be part of the fun to be had in experiencing Resident Evil. If it was any indication of what's in store for me in the other campaigns I'm glad I didn't pay anything for this game(Gamefly+gift.). If you're looking for the mature survival horror game or the puzzler that the first couple games were I would avoid this game. Just skip it, you're missing nothing. There's literally no puzzles or anything that could be described as puzzles that I can recall. You can't actually do anything wrong. Just keep hitting the forward button and much like DDR tap the action buttons when you're told to. There was a couple of times when I tried to explore and was slapped on the wrist for it. Capcom - my ingame over protective mother.

The inventory system is a bit maddening as well. You have items and ammo pouring out of your ears by the second chapter and they tossed out the inventory box in favor of this slideshow thing. You never seem to have any clue when you're low on space other than EXACTLY WHEN YOU NEED SOMETHING and you don't have space for it. You're forced to be in such a hurry that you just run through grabbing everything thanks to the skill point crap. Dear Capcom, Resident Evil is not Devil May Cry nor is it Call of Dipshits*. Please take your stupid level progression crap back. I do not enjoy trying to sort through my inventory slide-rule during a boss fight.

Another thing that struct me as odd about this incarnation of Resident Evil. It's kid friendly. When we started playing we avoided having the kids around who are 2-7 in age, but you know how kids are. They know you're doing something they aren't allowed to see or do and they sneak in to watch or play when you're not home. Maybe it's just that kids are different these days but Resident Evil gave me nightmares as a kid. Not this one. It doesn't the kids at all. It's just an action game to them. There's nothing intense or suspenseful about it like the old ones. There's not a hint of pacing it's an interactive Micheal bay movie with the typical oversexed females and guys who's personality contains nothing but one liners. GOOD GOD by the end of it I just wanted Leon to shut up!!!!

Toward the end of the game you fight a boss. It's actually kind of a rehash of older bosses and it goes on for about an hour. You fight the same guy like 6 frigging times with little in between. It's actually pretty ho-hum by the end of of it. Get ready to hear Leon say "This guy just won't give up" about 800 times. The more I think on it the less I wanna pay the other campaigns. I'm told they actually get worse from here :(.


Let's pretend I'm actually going to give this a score

FUCKING AWFUL/10


*Sorry if I seem like an asshole but this game infuriated me. Towards the end after spending 20 minutes trying to complete a rope climbing QTE I actually screamed literally screamed obscenities at this game


Correction

Small correction to my last post about RE6. Apparently when you start your game you can opt out of "attack reaction" which is your partner spazing out and acting like an idiot if god forbid you should attack a zombie anywhere within 10ft of them. After disabling this pointless option the game was slightly less agonizing to play. 












Sunday, November 11, 2012

E.Y.E: Divine Cybermancy Review


E.Y.E: Divine Cybermancy



E.Y.E is a Cyberpunk RPG/FPS produced by  French developers Streum On Studio using the Source Engine and released in 2011. It's currently available on Steam for $9.99. If you want to skip my nonsense and just try it yourself there's also a demo at the storefront.





I wish I could tell you where E.Y.E takes place, when or even what the plot is. You start the game having just woken up in a cave after dying or being hit on the head or something and it seems like you spend the rest of the gaming in a daze from it.


The tutorial brings you up to speed on the basics while you drag yourself out of the cave and make your way back to your headquarters which is located in..somewhere..

That's the first thing you gotta let go of. There game never gives you any kind of grounding in a place or time period. At least not that I could discern. Some of it's supposed to be on Earth but it's not clear what. I tried muddling through the ingame archives and the website but it's clear the developers purposefully left everything vague so as to make exploring the game more interesting. 


Frankly the lack of information hurts as much as helps because it keeps you from being absorbed in the character or story. I was also never given a reason or purpose for anything I did in the game. You're basically just a foot soldier in a futuristic mercenary guild. I think your guild is called E.Y.E. Theres a competitor guild called Jian, nameless roving street gangs and a policing government called the Secreta. That's about all I can tell you about the story.


As you receive missions you're given options on who to agree with be it a thug begging for his life, your conniving mentor or the boss of your faction. These choices will affect your missions you're given like investigating a Martian mining operation that's gone silent or killing a group of street hackers and stealing their data. It gives you some legroom to breath but it's not quite as verbose as games like Stalker or Elder Scrolls.



Your character and equipment is where the game really shines and where choices can be difficult depending on the sort of character you see yourself playing.

Character development has three separate aspects each with many paths.


You have your basic RPG character stats made up of things you value most like strength, agility, endurance, accuracy, and several others like hacking which I'll get into in a second. each level you gain nets you points to place in each category.






On the next page you've got Cybernetic enhancements you can purchase and level up like a titanium plated skull and a balancing implant that assists with aim. These cost a great deal of money but can be well worth the price.






Lastly on the character development side of things there's research. As you play through the game, usually when defeating high powered enemies you'll find attache cases containing prototypes and specimens. You can pay a team of scientists to research these items for ways they may benefit you like cybernetic enhancements and methods. The research is very costly and does not always pan out but anything that will speed along your progress is gonna be money well spent.



Outside of character stat advancement you can also purchase special abilities and weapon unlocks. A free one I'll give you since I had a rough time of it is Cloak. Buy it the minute you can afford it. Like all special abilities Cloak costs PSI power like mana. These abilities are exactly what you imagine and if you're at all familiar with Crysis you'll understand why having them is so important.




While some of the starting weapons I actually preferred through most of the game there's many weapons and a couple support droids you can purchase and unlock. Once unlocked you can equip and re-equip these at any time throughout any mission. Guns ranging from high powered pistols to sniper rifles and machine guns. You purchase a sentry droid and a mobile sidekick droid who follows you around defending against foes.



Don't ever imagine yourself invincible though. Keep it light and keep moving. Use cloak whenever possible. I've been ambushed by 20 or more enemies at the worst possible moments.

The gameplay itself is straight forward. You join a large map, in most cases a cityscape ranging about 10 city blocks in size and are given various objectives. Sometimes to kill someone, sometimes to support a group and sometimes to sabotage or control a piece of hardware. What sets this game apart from most is your PSI abilities which gives you a large edge in combat and hacking.


 Hacking comes in several forms. You can hack something to make it work for you, possess which means to take control personally or you can destroy something. Hacking is central to this game. It's very nearly impossible to play this game with out doing any of it. What you have is up to you.






You can hack anything almost, even people. I most often turn enemy turrets in my favor but when it suits me I may hack ATM's for loot and even once took control of a gang member and walked him off the side of building for pestering me a bit too much. Still feel a little guilty about that. Hacking happens in realtime. you have a set amount of attack power, defense power and Cyber health.



You have the option of attacking,  lowering their defense or attack or raising your attack power and defense. It all happens quite fast. You must react and choose wisely otherwise they may counter-attack and you do not want to be hacked. There's nothing worse than being both humiliated and left defenseless by a damned ATM.






Once you've killed all the baddies you're told to and completed your masters dirty work you'll rewarded in money. Lots of money. You once you've blow your cash on upgrades it's time to get right back into the fray.







I finished E.Y.E shortly after midnight last night. It took me longer to complete than I'd have liked. I'm disappointed by the fact that I'm glad to be done with it and ready to move on to something else. My experience with E.Y.E is difficult to describe other than to say when I went to uninstall it found myself not quite ready to do so. Whether you enjoy it or not there's so much  content to E.Y.E it's impossible to finish in one play through.

After much patching E.Y.E appears to be nearly bug free, buuuut it does have some problems I gotta warn you about.

Firstly the dialog is like watching a very very poorly dubbed foreign film. You get the general gist of what people are saying but most of the time you'll be left with a quizzical expression on your face after a conversation. I haven't foggiest idea what the purpose of my last mars mission was. It was fun mostly?

Secondly both your temple and missions can feel empty most of the time. No one has any real personality. Your whole base is made of us guys in 3 or 4 standard armor types. The enemies in particular can often get repetitive. It's very never enough to make you quit but when the same soldier guy attacks you for the bizillionth time you'll be ready for a smoke break. A long one.

Lastly and the worst offense really. Around the fifth mission the difficultly ramped up by like a 100%. I literally had to quit the main campaign and do a bunch of side missions to gear of my character enough to move forward.

I don't really want to give this game a numerical score. Personally it be some like a

7.5/10 

But specifically I want to give advice to anyone considering a purchase of E.Y.E. The character building and RPG elements are the core of this game not "perks" you'd find in most FPS. If you're expecting story or a corridor shooter you can cruise through go somewhere else. Additionally I want to mention that this game was originally built for co-op. Unfortunately I couldn't find anyone available to play with so I had to judge this game on it's single player merits. I would suggest this game to anyone with a core group of friends heavily into co-op.

Tuesday, November 6, 2012

Another Day Another Kickstarter I Want: Sui Generis

Each Kickstarters gotta have a gimmick right? Well this one's "Gimmick" gets a pass. Sui Generis is an open world isometric rpg with *drum roll* actual working physics. Unlike the old standbys using the Infinity engine or something similar this one allows to you to affect the environments around you. Break tables and what not. Anyway pitch and links below.





ABOUT THE GAME

Originally inspired by our belief that we could do almost anything, we let our imaginations run free. What would be your idea of the ultimate role-playing experience if you weren't aware of any limits? That's what we've been asking ourselves for many years and Sui Generis is the culmination of our ideas.

Sui Generis is set in a dark, hostile mediaeval world pervaded by intrigue and treachery. A completely original work evolved over many years, the Sui Generis universe is the product of many rare moments of inspiration. It encompasses a vast and rich history spanning aeons and galaxies, not as vague mythology but actual chains of events leading to the current situation. In Sui Generis you will get a sense that everything is connected and exists for a reason. You won't just be fed the history in a cutscene or book and you may never know the full story. We believe that piecing together elusive clues will be of huge entertainment value.


WHY WE NEED YOUR HELP

We are a small team of 5 people who have been working in their spare time whenever possible. We are scattered across different cities and even countries. We started work on the game just over a year ago and it's been a difficult journey but we've reached the point where we are able to make it. To complete the game we need to all work full time and together as a team.

We didn't know about Kickstarter until recently. We did know, however, that we would need to raise money in order to complete our game. We have always taken a great interest in crowd funding and believe that gamers will be able to appreciate what we are trying to do. Investors are unlikely to share our aims and their involvement could have a negative impact on our game. We also dislike some of the business practices adopted by the games industry in recent years. We want to stick with a simple approach that we consider honest and let the quality of our product determine it's success. We believe that making games should be a craft, not a business.

When we discovered Kickstarter we thought it was a perfect fit for our project. We hope that you agree, that you will share some of our excitement and help us see this adventure through to its conclusion. Give us this opportunity and we will prove our mettle.

http://www.kickstarter.com/projects/1473965863/sui-generis




Sunday, November 4, 2012

GameGear score at Goodwill

I generally avoid Thiftstore and GoodWill in particular because it's almost always so much junk, but one of the nice parts about living in remote Montana is most people don't like dealing with ebay, understand craigslist(it's huge in louisville), or know what stuff is worth. Because of that Goodwill and Pawnshops are goodmines for videogame enthusiasts. This week I found a Dreamcast Concept 4 race wheel in the box for $2 and this big set of Gamegear stuff for maybe $20. Pics below. I know this stuff isn't for everybody but I'm pretty bad videogame nostalgic.  




Friday, November 2, 2012

A Matter Of Demographics: Success Over Ingenuity



                                 Is success worth disregarding good ideas?

I've been tied up playing three games this week. Resident Evil 6, Borderlands 2 and E.Y.E Divine Cybermancy. It occurred to me that these games represent the developmental extremes I've been seeing of late.


Oh how the mighty have fallen. I love Resident Evil. Let me correct that. I loved Resident Evil. I didn't buy this game. My roommate did. God help me he bought two copies for us to play. I didn't realize someone could hate me that much. It's awful. So far removed from what made Resident Evil popular that myself and many others are forced to ask: Why in the hell is this called Resident Evil? It's literally a quicktime event action brawler with Zombies though it's worth noting at this point in the campaign my roommate and I are in an underground temple fighting..mummies? Like I said, it's not Resident Evil.

Resident Evil 6 is the great experiment in trying to please EVERYONE! - Gary Oldman. It has everything. Puzzles, Shooting, Brawling, Leveling and a monstrious amount of quicktime events. Co-op quicktime events. I long ago lost count of how many times we had to complete an action together at just the right time. It's fun with a friend but I'd never play it by myself. It's not very interesting or even exciting really. Just a co-op rhythm game with zombies. Strike that. Monsters. Zombies have been downplayed in this one. Too niche.



Borderlands 2 has really refined everything from the original. Smoother, prettier, co-opier. So why don't I really like it? Well honestly it's kinda boring. Accept sometimes charming sometimes campy quest, shoot things, collect guns, sort guns, complete quest, rinse, repeat.

The gameplay is so simplistic I can not bring myself to play it by myself. I can't even play with other people for long stretches. It's just not that enticing. It's addictive, but not really any more so than grinding out your life in an MMO. The bigger badder plot of this one is lost on me. It really doesn't feel like it's grown any since the first. I feel like they were really afraid to take any risks with this one. Gearbox seems like they had their hands full making solid gameplay and any ideas for a broader story had to be edited for time. I suspect By the time I finish BL2 I'll have forgotten most of it and hopefully have forgotten how much I paid for it.



EYE is a weird broken little mess and has really managed to grow on me. EYE is everything that borderlands and RE6 are not. It's a game about strategy and choices. there's no hand holding. In fact the game is kind of dickish in that sense. Missing objectives I thought were bugs were actually just the game making you get off your mental ass and go figure it out. Why would a quest to find something have a map marker?(I'm looking at you borderlands.)

To put the complexity of choice in perspective borderlands has a screen of about 3-6 stat perks to choose from. When you gain a level you get "1" point to place in one of those stat perks. The choice is so negligible you might as well flip a coin and move on. There's a "ballizion guns", but in my most recent play last night as I'm moving through quest after quest I just flipped through whatever guns I picked up. The gimmick of managing guns gets old fast after your 4500th pick up. It's almost demeaning like Gearbox has turned us all into cart pushing gun hobos.

In EYE you have three stats screens. A character screen where you apply points you gain at each level mark to 8 or so stats that affect your character like strength and endurance. A cybernetics screen where you use money to upgrade the titanium plates around your skull, add a firewall to your cerebellum, install a plated ribcage  and a plethora of other crazy crap. The last upgrade screen involves paying scientists to investigate technology upgrades for you based on items you find in the field. This happens realtime as you are completing missions. I recently acquired strength enhancing finger couplers for example another was a cyberbrain template for keeping my mental balance from breaking down in extreme firefights.

The problem with EYE is that it's made by a bunch of nobodies with nothing to lose. They put together a game with so much complexity it's like wading through mud figuring it all out. There's bugs too. Infinitely spawning enemies and other weirdness. It's a tough game. the learning curve is almost too deep.

                                                         
Resident Evil 6 and Borderlands 2 are selling great based on the success of their predecessors and their extreme fear of doing anything detrimental to the brand. In trying to please their demographics they didn't try a single new thing. Each in it's own way put the previous game in a bag, shook it up and put it right back on the shelf. It's a shame they chose the safe way to ensure the investors get paid. I wish EYE had a budget and a team to give it the fine touches of the other two, but to get that it would have had to give up all the complexity that keeps me trudging past the bugs and the shear engine age of the game.

I can't speak for Borderlands 2 but there's a whole lot of "never again" buzz going around in-regards to Resident Evil 6. I suspect they've finally pushed past the patience and forgiving nature of survival horror fans.

*EYE is getting a full review hopefully by Monday. Damn thing is taking a while to finish. I'd review Resident Evil 6 and Borderlands 2 in depth, but that would require depth.


Sunday, October 28, 2012

Shadowgate Kickstarter!

The creators of Shadowgate are developing a new, epic version of the first-person fantasy adventure smash hit. Help make it happen!

We are proud to announce that we are creating a new Shadowgate! While we published the original game on over ten different platforms, this Shadowgateis NOT A PORT. It's a re-imagining that includes a lot of new features, exciting updates and ingenious additions that will add even more to the mythology and expand upon the original story of our fantasy classic. This is the Shadowgate that we always wanted to make and we are thrilled that we have the opportunity to capture the unique excitement of the original while expanding on the world and mythos like never before. And if you've never played a first-person adventure title, this is the one to start with!

Check it out below!!


Kickstarter Reaching The Point of Diminishing Returns On Indie Games?





Another CrowdFunded game bit the dust this week. Nexus 2 while having an interest premise fell short of the needed funds and the staff at Most wanted Ent. are now forced to reorganize and rethink their approach to getting Nexus 2 made. After this and Shakers recent kickstarter failure I can't help but wonder if kickstarter is reaching the point of diminishing returns for the indie game genre. I think the answer is actually not that far off from the rest of the industry. Kickstarting games is now a business, however instead of presenting your game to publishers you're now at the mercy of gamers with spare change. Surprisingly gamers are not that hard a sell compared to big publishers. Gamers don't need to make a profit. If the game gets made at all it's a solid investment for them. So why are these games starting to fail? Doublefine Adventure, Wasteland 2 and Shadow Run Returns crushed it Kickstarter as well as several other small projects like Paper Sorcerer and Faster than Light. Well when selling any non or not yet tangible product it's all in the pitch and flesh pressing. Frankly I'd never even heard of Nexus 2 until it failed. You just can't put a product on the table and walk away. You have to run it like it is a Campaign. You have to convince people that their money should be spent on you. If two guys walk into a bar and one asked politely for a beer and the other juggles flaming chainsaws who do you think is gonna get that free beer?



Tim, Brian and Jordan walked in like your best friends you hadn't seen in years. They made sunshine on many rainy days. how could you not buy them a beer? They didn't even need to ask. They told great stories and sold you on a night to remember. After that they were at every bar making every night a party(expos) until you couldn't help but miss them the minute they were out of the room. These were industry veterans with resumes a mile long and plans all laid out in their kickstarters. You knew what you were getting and when.

Even the small projects are getting pushed through just fine, but the difference is knowing when you're on unsteady ground. FTL and Paper sorcerer were funded because A. They had a game in hand, an unfinished one, but a game to show none the less, B. They didn't shoot for the moon. Small budgets with clear definition on where the money would go and C. They pressed the flesh, conversing with any media outlet and bystander who would listen.


I was really sad to see the Armada Online Kickstarter fail miserably. I gave them $30 bones without question because I'm a massive fan, but then I watched the video and read the details. It was almost like they phoned it in. Like they didn't even care. There was almost no clarity on why they needed funding for a game that was already functional(I've played it, it's good.) It bothered me enough that I emailed them and politely (trust me I hold these guys in awe.) made suggestions that might help them get funded. I was ignored. I also noticed they didn't seem to be talking to the funders or media outlets. Well of course it failed. No surprise there.

Why did Shaker fail? Well for a number of reasons.

1. A million dollars minimum for game without a name or so much as concept art?  Really?
2. Old School RPG? Whats that? Well they really don't tell you. "Not modern" is all they say.
3. So what's it like? Who knows. They don't even give you a vague definition until around the 3rd update.

The list goes on...

Ultimately they started putting together an idea for a fairly interesting scifi game though oddly all the concept art looked like standard D&D stuff. Despite their claim to fame Wizardy being in my top 10 of all time I didn't end up helping fund the project because I didn't really know if this was even going to be like Wizardry. and admittedly by the time they got moving on it I, like many others, had lost the frenzy that a campaign has to hold you in all the way to the end (Sorry I'm a stupid consumer.) I funded PS because it "was" wizardry and because I knew it would get funded. I was buying a game I wanted.

The truth is I didn't follow Nexus 2 because I didn't even notice it. Didn't hit my radar and if it did it wasn't memorable enough to stay there. It looks good, already published by a successful team, the Kickstarter is well presented, it's pricey but not too pricey. So why did I see it? I don't know, but that's something I think Most Wanted Ent should seriously ask themselves in their next campaign.

The more I think about it I don't think it's a fading fad. I think its problem of organization and goals.


Oo theres a shadowgate kickstarter!