Tuesday, 28 January 2014
Thursday, 23 January 2014
Tuesday, 14 January 2014
Let's Talk... Darksiders 2
The original Darksiders, although a great game, bordered the
dangerous line between being a respectable homage to the Legend of Zelda series and just being a straight up knock-off. Vigil
Games could have easily crossed that line with Darksiders 2, but with a solid
formula already established and a potentially vast world to dig into, Vigil
Games has kept much of the original game’s original concepts and expanded on
them in a way that feels both smart and natural.
In Darksiders 2, you play as Death, one of the others
horsemen of the apocalypse, as he attempts to get his mighty unpopular brother, War (the protagonist of the first game and
another horseman of the apocalypse), out of a whole heap of trouble. Although
knowledge of the events of the first game would make it a little easier to
follow the story of this game, you wouldn't be at a major loss if you have no idea
who the four horsemen are or who belongs to which faction etc. Also, instead of
taking place on a ruined Earth like the first, the game is instead set in an
entirely different world and is constantly switching between the land of the
living and the land of the dead. The change of scenery adds some much needed
variety to the environments and allows for some much more interesting and far
more fantastical set pieces.
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| Death looks and plays very different to his brother, War |
Unlike the heavy and powerful War, Death is a significantly
quicker and more agile character straight from the get-go with a trusty pair of
dual-wielded scythes being the main tools of your arsenal. Of course, scythes
aren’t the only weapons at your disposal. The game’s new and engaging loot
system offers plenty of opportunity to frequently upgrade and replace your
current equipment with armour and weapons. As with any loot-driven game,
weapons are totally defined by their attack speed (there’s essentially one type
for slow, medium and fast) and the various attributing stats they may wield
(which include things like critical strike chance, life on hit, life on crit
etc.). Naturally, the addition of loot makes Darksiders 2 as much an RPG as an
action game.
The same can be said for the addition of the very standard
quest system that allows you to track the main quest and side quests. The side
quests are fairly standard for the most part and you’d do well to get through
them all without getting bored of their repetitive fetch-y nature. These quests
are usually simple tasks like searching a dungeon for a particular item, or
killing X for Y, but some more interesting side content begins to open up
later, such as the round-based survival arena that will offer you loot for an
exit every five rounds. For some, changes like adding loot and quests, although
pretty smart changes, may move the feel of the game too far away from what made
the first Darksiders feel so different and it almost feels like Darksiders 2 has
lost some of its identity by doing so.
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| The world is enormous compared to the first game, but it's easy to forget that with all the immediate fast travelling the game offers |
The combat isn’t exactly difficult but sure is satisfying
when done right. The different weapon types and the variety of stats available
from armour and weapons allow you to build your character in rather dynamic
ways. For example, my preference was to equip the fastest weapon type, a pair
of claws, and attempt to max out my critical strike chance and life on kill as
much as possible, which paved the way for me to just tear through some areas.
On top of the gear is a two-sided talent tree that basically has one side for
ranged attacks and summoning minions, and the other for melee-focused
obliteration.
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| Floating combat numbers aren't the only thing that make the game feel more like a standard RPG, but its a nice addition nonetheless |
Overall, Darksiders 2 does a great job of expanding on the
story and gameplay of its predecessor whilst still adding enough to keep it
fresh and iterative enough. The change of protagonist and change of setting are
both smart and natural changes that do the game a great service. However,
although the addition of loot and a standard quest system are positive changes,
they take away a significant part the series’ identity. Either way, with two
solid games under their belt and still another two horsemen of the apocalypse
to explore, Vigil Games have plenty of room for another sequel.
Tuesday, 7 January 2014
Let's Talk... DmC: Devil May Cry
As someone who has never been a fan of the Devil May Cry
series in any capacity, DmC: Devil May Cry was a pretty great surprise. This
flashy reboot moves away from the series’ traditional roots of extreme
difficulty and replaces it with a considerably less challenging and more
accessible experience. The game’s extremely stylish art style and excellent
level design easily outweighs the satisfying yet simplified combat system, and
it certainly seems to be more the focus of the game.
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| A satisfying and rewarding combat system is great fun, but it certainly isn't as difficult as previous DMC games |
When compared to the previous games, the combat certainly
appears considerably “dumbed down” at face value. But as new weapon unlocks and
a whole host of purchasable combos add layer upon layer, it eventually becomes
pretty complex. Some enemies appear in ethereal forms that will only become
solidified when using the right weapon. Some enemies require you to pull off particular
combos to leave them vulnerable. And, of course, the Devil May Cry trademark of
knocking up enemies and juggling them in the air with your guns is well intact.
The combat is certainly no cakewalk, especially at the higher difficulties
(which actually get quite creative in how they alter the challenge of the game,
for example, all enemies die in one hit but so do you) and involves a lot of
switching between different weapons and doing your best to look as stylish as
possible.
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| A gorgeous art style and some great art direction elevate every inch of this game's appeal |
Fortunately, the game’s reasonably deep scoring system incentivizes
you to do just that, and plays its way into almost every aspect of the game. At
the end of each level you’ll be given an overall score based on how fast you
beat the level, your combat rating and how many collectibles you found. The
score is an arbitrary completionist figure aside from the upgrade points you
obtain from higher ratings, but the drive to get those S ranks is a great way
to encourage you to experiment with the game’s angel and demon weaponry, which
act as light and heavy attacks respectively. Although the combat is relatively
easy on the default difficulty, the way that the game’s scoring system is
constantly rewarding and punishing you during combat can actually make it
rather brutal. An excellently executed combo can get your score right up there
but your letter grade score drops a couple of levels whenever you’re hit.
The fact that all of the gameplay takes place in the demonic
limbo/fake reality allows the designers to truly go crazy here. Mundane
environments like warehouses or just typical streets are mutilated, twisted and
transformed into the most ridiculous and just unrecognisable landscapes of such
incredible creativity. As well as bringing some extraordinary environments, the
game also throws some truly memorable boss sequences your way, too, which,
whilst not exceptionally difficult, won’t be forgotten for a good long time. It’s
difficult to explain some of the crazy environments and do them the justice
they deserve; they’re certainly something to be experienced first-hand. The way
that the things form and explode all around, the way that titles and
information appears and overlays on screen, and wonderful usage of a varied
colour palette makes for some visually stunning and truly unforgettable set
pieces.
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| Screenshots alone don't do the crazy level design justice |
Overall, DmC is a super stylish and hugely enjoyable
experience with a couple of truly outstanding moments, but having the Devil May
Cry name stamped all over it may in fact be its downfall. Fans of the older
games will probably hate that this game even exists, whilst anyone who hasn’t
played a Devil May Cry game will probably just be put off by the notorious
difficulty of the earlier games. Nonetheless, DmC is an incredibly stylish
reboot with some decent promise for another great sequel, and although the
action is solid it’s the game’s amazing level design and awesome art direction that
elevates this well-made and accessible character-action reboot into crazy
levels of stylishness.
Tuesday, 31 December 2013
Let's Talk... Incredible Adventures of Van Helsing
Action-RPGs in the vein of Diablo or Torchlight are some of
the few games that I can infinitely enjoy, even if it brings nothing new to the
table. Perhaps it’s the lust for an endless loot grind, or maybe it’s simply my
fondness for stats and basic number-crunching. Van Helsing is definitely one of
those games for me. It may offer very little in the way of original ideas and
may suffer from some uneven design, but the core loot-driven experience is
still well intact here and the $15 price tag can easily make up for a lot of
the game’s rougher edges.
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| From the outset, the gameplay appears extremely familiar and standard, but there plenty of interesting concepts and quirks. |
Aside from the ability to freely activate one-time
“PowerUps” which give your next attack an added effect, such as increased
damage or an area of effect bonus, the game features nothing that makes it
really stand out from any other standard action-RPG/Diablo clone. Something
that should probably be noted right away, since Van Helsing is by no means a
game-changer and is very much a just competent and very standard ARPG. The core
gameplay is essentially a combination of everything that makes an ARPG of this
type work well. And if you’ve played any sort of hack ‘n’ slash-type game
you’ll know what to expect from Van Helsing’s hordes of monsters and array of disproportionate
Area-of-effect spells and abilities.
Van Helsing does make some attempt to venture outside the
norms of a well-worn genre, however, by not featuring any of the standard
classes you’d expect to see. Instead of being given a choice between some
obscure extension of a warrior or a mage, the game simply has a default
jack-of-all-trades template for you to specialise into a number of different
playstyles. The game’s “PowerUps” allow you to effectively combine keeping
enemies far away with slows and snares, and bunching them up and simply
clobbering them all together. It’s this freedom that allows Van Helsing to play
as dynamically as its rivals and competitors without following the standardised
Mage, Warrior, Rogue trope.
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| Loot. So much damn loot. |
The game also attempts, somewhat successfully, to have a
fairly distinctive art style and direction. The Flintlock weaponry, the spinning
cogs and rising pistons that fill the HUD and countless industrial environments
indicate a clear Steampunk-inspired visual style right. And yet this is quite
heavily contrasted with the Fantasy world of magic and mythical creatures. A
blend of Steampunk and Fantasy is an interesting (and potentially really cool)
combination and, although not entirely original, it would certainly help the
game stand out amongst others. It’s just a shame that it feels out of place
more often than it fits, but when it does work the combination of Steampunk and
fantasy can actually be quite compelling (see enormous industrial drill/giant
worm boss fight, for example). In most cases, it’s the enemy design that’s fun
and imaginative whereas the environmental design often lacks that same
creativity.
The game has a great visual style with some excellent art
direction and feels somewhat like a blend of the semi-realistic-looking art
direction of Diablo 3, and the Steampunk-vibe, creative monster design and fun
weapon design of Torchlight 2. The game has some pretty good sound design with
a decent soundtrack and voice acting of varying quality (Van Helsing and his
spectral companion sound pretty great, but the supporting cast sound a little
rough). And although some of the environments can leave a lot to be desired in
terms of design and originality, they do look quite excellent.
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| Dynamic skill trees and interchangeable weaponry allow for multiple play styles |
If you’re a fan of the genre, or just looking for a fun and
relatively quick co-op game, then Van Helsing is just the thing for you, but if
you’re looking for something fresh and more original then you might want to
look elsewhere. Van Helsing is neither really good nor really bad; for the most
part it’s just a serviceable and somewhat forgettable experience in places. And
the price of $15 is well worth the length and replayability the game has to
offer.
Tuesday, 24 December 2013
Let's Talk... Darksiders
Darksiders is a game that is very much walking a fine line between being a corny and cringe-worthy experience well-worth dismissing and actually being something totally awesome. The game’s Angels vs. Demons setup and notably hammed up character models wielding impossibly large shoulder plates and gauntlets set off immediate warning signals. Along with the corny-looking aesthetic, the game threatens to present a tired and completely unoriginal gameplay formula with plenty of direct inspiration (bordering imitation) from many of gaming’s classic, such as The Legend of Zelda and Portal. However, it becomes quickly apparent that Darksiders’ well-realised world and unique interpretation of borrowed mechanics make it an exciting and well-crafted homage to The Legend of Zelda and all 3rd Person action games.
Although Darksiders may borrow many of its mechanics from The Legend of Zelda, it by no means borrows the bright and colourful tone of fairies and elves. Darksiders instead opts for a darker and very bloody approach by putting you into the shoes of War (yes, really), one of the four horsemen of the apocalypse as he gets caught up in a raging war between Heaven and Hell, a war in which humanity was all but decimated. War aims to figure out how and why these two armies were called to fight one another whilst also clearing his own name of any misplaced blames in the process. It may be a little slow to get going but the game eventually tells a pretty good story of revenge and redemption, if not an entirely unique one, that concludes in a satisfying manner that aptly sets up for a sequel.
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| Combat has a nice weight to it, and is not too dissimilar to God of War or Devil May Cry |
Darksiders makes no secret that its mechanics and formulaic gameplay are overtly borrowed from other games, mainly The Legend of Zelda. But if you’re a fan of the Zelda games, or any games of a similar vein, then Darksiders’ use of Zelda mechanics in a more mature setting should seem quite appealing. The game follows a very standardised “Metroid-vania” formula in that you must acquire particular items and learn new mechanics to progress. The game sends you across on Overworld-like map through dungeons that require you to use a particular mechanic, or combination of, to proceed through puzzles of increasingly complexity before fighting a great big boss fight. The formula is by no means original, but the subject matter and its presentation are enough to keep it fresh and exciting.
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| Darksiders loves its bulky, over-sized characters |
One of the major ways Darksiders manages to keep the gameplay from getting stale is through its excellent and reasonably complex combat system. Darksiders features a lot of combat throughout and in-between its many dungeons, and the game does a great job of maintaining a steady stream of tweaks and alterations in the form of new that keep it from getting stale. Much like God of War or Devil May Cry, the combat features numerous of knock-ups, air combos and a lot of attack, pause, attack-type combos, as well as some awesome looking execution moves. Your main tool of destruction is your 6-foot-tall-beefy-as-hell monster of a sword, which is customisable with a number of obtainable upgrades and enchantments that change its impact and effect. Along with your main weapon, you are slowly kitted out with a number of different weapons such as a large scythe, power gloves, a very Zelda-esque boomerang, and a fairly useless pistol. Unfortunately, most of the boss fights are underwhelming and feel over-simplified, with each boss adhering to the classic rule of three (somebody on the dev team was clearly major Nintendo fan). Much of the hype built up around certain bosses is let down by a lacklustre spectacle of a boss fight.
The game looks pretty great for 2010, in part thanks to the striking art direction and beefy aesthetic of many of the character models share. A great visual style is accompanied by an excellent soundtrack and some really stellar voice-acting. The writing does a great job of preventing the setup from coming across as very corny and hammed up. War comes across as a tough guy without making you cringe and Mark Hamill puts in an expectedly wicked performance as The Watcher. The game controls refreshingly well on keyboard + mouse for a 3rd person action game and I actually preferred it over a controller.
Overall, Darksiders could easily be dismissed as an unoriginal game that relies too heavily on the mechanics and formula of other games whilst. But its dark and bloody tone, bulky and brutal character models, and a unique and well-realised world make it a thoroughly enjoyable and well-designed experience worthy of any fan of the classic Zelda games. However, if you’re looking for something deeply original and innovative then Darksiders most certainly is not that.
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| There's a nice variation in the types of environments you'll visit along your 15 hour journey |
Thursday, 12 December 2013
Let's Talk... Injustice: Gods Among Us
For anyone who’s played the 2011 Mortal Kombat title, parts of Injustice will feel wholly familiar. NetherRealm Studios makes no attempt to hide the fact that they made the 2011 blockbuster. The excessive super move clone the madness of MK’s fatalities, the graveyard-like challenge mode, and King of the Hill and Survivor online modes make the game feel very similar to MK. But it’s the game’s crazy environmental interaction and hilariously over-the-top super moves that make Injustice also feel like a separate game from MK.
At first glance the combo system appears to be relatively simplistic, but behind the accessible button combinations and easy-to-activate super moves there lies a reasonably high learning curve. Combos use a three button system that essentially has you mixing light, medium and heavy attacks along with your standard uppercuts and air-based juggling. It’s this simplistic control scheme that allows new players to easily chain powerful combos whilst simultaneously opening the door for more experienced players to do perform some seriously crazy combos. The game also just straight up provides you with a moves list on the pause menu for whichever character you’re playing as. It’s some of the deeper and more complex areas, like the clash system that allows you to wager parts of your EX meter for either health or damage, are what prevent it from feeling too simple and certainly keep it from getting stale.
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| This game may as well be called Batman vs. Superman, because that's pretty much all it is |
Along with the combo system, each character has their own character power button which will activate whatever their character-specific power happens to be. For example, Deathstroke’s button will increase the effectiveness of his abilities by giving him longer bursts of gunfire for a few seconds, and Wonder Woman’s will swap her Lasso with a sword and shield. Whilst some have a very basic effect, such as Superman’s, will simply increase damage done.
The game also has a fondness for environmental chaos in the form of environmental interactions, such as kicking dudes into a helicopter that’s just hanging out in the background, that give the game a great 2.5D feel. There are also ways of knocking your opponent straight through the environment into entirely different arenas, some which are pretty incredible. The one for Arkham Asylum, for example, has you throw the opponent through a wall into the Scarecrow’s cell, to then have him inject him/her with his special stuff and then proceed to crush him as an 80 foot tall nightmare. The same craziness goes for the game’s amazing super moves which really are one of the best parts of the game.
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| There's a decent amount of playable characters, of whom I have heard of none. |
The story mode uses a formula almost identical to the later Mortal Kombat games. The narrative has you play as a series of different characters fighting 3 or 4 opponents before moving onto the next dude. Naturally, the story throws you into fight after fight with every character imaginable, and the seamless transition between cutscenes and fights is truly impressive. The story itself is a little crazy and it can be extremely hard to keep track of all the different factions, the different versions of different characters, which is the good Batman, and just generally what an earth is going on, especially if your DC knowledge is as profoundly limited as mine.
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| The game's hilariously over the top super moves are one of the best things this game has going |
In terms of multiplayer, Injustice has a lot of the traditional MK online game modes and features to offer. A King of the Hill game mode allows a room of up to 8 players battle it out to see who the best player is. Whoever beats the king cashes in the exp reward, and spectators can bet on fighters for additional exp. Exp is, of course, used to level up and earn more character skins and profile customisation. There’s also an online practice mode that allows players to demonstrate moves and combos to each other, which is a neat addition. Alongside all that there’s an online Survivor mode, which is effectively the same as King of the Hill except players do not regenerate health after each round.
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| The game's online King of the Hill mode, where players can bet against who will beat the King |
The game’s character models look pretty great (although in cutscenes they loom a little muddy) and the various crazy environments look sharp. The game’s has some satisfying sound design, with some nice physicality to the impacts, and some of the story’s voice acting is pretty hit or miss: some of voices are a pretty great (Kevin Conroy retains his role as Batman) and some could certainly be better. As for the game’s control scheme, its simplistic nature gives the game a refreshing accessibility for a fighting game, but some of the movement feels a little sluggish and a little slow for my liking.
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| There's a nice variety to the arenas, each of which features two different starting areas and can be freely transitioned between during a fight |
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