Showing posts with label graphics. Show all posts
Showing posts with label graphics. Show all posts

Friday, September 19, 2014

Destiny: Does It Deliver?


Developed by Bungie and published by Activision, Destiny is the newest FPS making headlines. Touted as "an online, persistent world, first-person shooter", the game was released earlier this month on current- and last-gen consoles. As the "next big thing" from Bungie since they started the Halo franchise, Destiny has endured a lot of hype over the last few months.

Having gotten my hands on the game first during the final beta test and now after the official launch, the game can be summed up as  Borderlands in a Halo-esque universe. Unlike Borderlands, the laughs are few and the tone is serious. Unlike Halo, loot grinding and exploration are core gameplay components.


What do they mean by "The ultimate adventure that unfolds over the next 10 years"? 
Let's hope they mean that the game will get better...
Gameplay: Destiny's gameplay is perhaps the greatest disappoint of the game if only because it was the biggest victim of the hype. The simplest way to describe Destiny is "Halo with loot". While that isn't an insult, it doesn't describe the sort of game that will define a console (much less a generation of gaming).

Destiny is not "the ultimate adventure" in many ways. Classes are limited to just three, and the difference between them amounts to a choice of super power. While the action is frenetic and fun, the levels and missions that the player is given are contrived and linear . While performing "impossible" tasks time and again, I actually suffered more deaths from falling off of cliffs than from actual gunfire.

Advancing and upgrading throughout the game is simply a matter of grinding experience points, which leaves a lot to be desired in the way of RPG elements. I figured that once Call of Duty eventually figured out that I should be able to allocate my progress where I want it to be the rest of the gaming world would be smart enough to follow suit, but Destiny is hardly so customizable. Traits are earned in a specific order and only after achieving certain levels. Not only does this vastly underserve lower level players who try to compete with higher level players in the PvP modes, it takes away the pleasure of connecting with your particular character if every Titan, every Hunter, and every Warlock level in exactly the same way. At the higher levels, when choices have been unlocked, there is a degree of choice in how you want to play, but tucking this away at higher levels is just unnecessary. Bungie said that 20 hours into Destiny you'll feel like you're playing a new game, and that's somewhat true, but the cost is keeping good parts out of the beginning of the game.

Loot is a major aspect of the game as well, but this, too, has its flaws. Finding chests and getting good drops are infrequent enough that when they do happen you get excited, but like any lottery you lose more often than you win. Most of what you find is more or less just a chance at getting a good item, and most of the time you come away a little disappointed. Unlike Borderlands, where loot was nearly constant if not always beneficial, Destiny gives you half the loot and a slim chance at any real reward.

Ultimately, Destiny is a mix of good and bad. Enemies don't overwhelm you and yet they still challenge you at points, which is good. The "sticky" targeting controls are friendly, but take away from the competitiveness some look for in an FPS. Maps and modes are well matched in PvP matches, but the player's levels make for such a disparity in ability that lower level characters just aren't welcome. Pick-up missions keep the leveling goal-oriented when the main story does not, but fail to impress the player and are solely used for grinding reputation points, money, and experience. In the end, Destiny's gameplay amounts to endless repetition and, as Nerdist says, it feels "spiritless".

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Visual Effects / Art Style: Visually, Destiny is immediately reminiscent of Borderlands and I felt the influence of Bungie's last few Halo games as well. So, simply put, nothing you wouldn't expect artistically. While there isn't anything wrong with doing what works, there are a number of vistas in the game which are quite striking, but then turning back to face your mission becomes a bit of a bummer.

For the first ten levels or so there is little to differentiate new enemies from old enemies, and that underwhelming feeling bleeds into the later levels when the biggest difference is whether the critical point is the head or the belly. Every enemy race has fodder, bigger fodder, shieldies, and heavies all of which move, hide, fight and die alike. Moreover, set piece environments and retraversing old ground serve to shrink the environments and bring the player to boredom more quickly than they should. Seeing the same cave three times turns what should be a planet into a sandbox--and an unimaginative one at that. While this lightens the load for level designers on the production side, it costs the game its potential to immerse every player deeper into the game's universe.

And as long as I'm on the subject of aesthetics, my experience with piecing armor together has been far from satisfying. When granted to good fortune to upgrade a piece of armor, more often than not that upgrade is a different color or style from my various other pieces of armor. As a result, the players armor is seldom uniform and (at least in my case) the character ends up as mismatched as a birthday clown from Craigslist. With color being the primary aesthetic difference between pieces and dye items unavailable until later on, there is little in the way of satisfaction throughout the first fifteen to twenty hours of Destiny.



Sound Effects / Music: Happily, the sounds in Destiny are a brighter spot. Through some levels, ambient environment sounds feels out of place and become repetitive after just a short time, yet these tend not to be obtrusive or detrimental in any significant way. This can be said of the gunfire or the reloading sound effects as well, but less so as both of those come with the distraction of action. And, in any case, the upsides here outweigh the downsides.

The game's music is great. It's evocative and effective, though certainly not ground-breaking. The game's soundtrack is recognizable on the whole, and even though I would be hard-pressed to match certain music with certain game sequences, it does carry a uniqueness that allows the music to be identified immediately with the game. There are flashes of Halo's influence here as well, with chanting and bass drums, but they are too much mixed together for my taste. Gregorian chant has an eerie sense of isolation that was so fitting for playing as the Master Chief in Halo that I could see it fitting my Guardian as well (after all, the characters are virtually identical, but more on that later). As it is, the chanting comes with too much accompaniment and the accompaniment with too much chanting, but, all in all, I was very pleased with this aspect of the game.

The glaring issue with the games sounds is the complete absences of voices. There is no voice chat. Not in PvP. Not in the quest hub. Not in proximity to other players. Nothing. It's utterly, rampantly, infuriatingly, foolish. I don't care if they are pre-teens spouting inflammatory gibberish, at least they would make the world feel alive. As it is, the only way to communicate with other players is to do so through Xbox Live's party chat, and it's just unacceptable. This alone prevents Destiny from being a place to make friends. It restricts it to a game for you and the friends you already have, which is a major problem as it is also a game that is only worth sticking to if you have friends around you.

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Story and Narrative: If you check out other reviews, they probably describe the story as "shit" or simply "not good". Let me try to do a better job of explaining the nature of the problems.

The story lacks substance in the same way that Halo once did, and that's a reason to be hopeful. At the moment, however, the game lacks a strong main character. In part, this is a hazard of the various options given to the player at the start, but on the other hand this is exactly the sort of issue that game designers should be solving. Mass Effect, for example, balanced providing the player choices while still telling a character driven story, so Destiny comes in well under that bar. Most characters are never even given real names. Everyone is known simply by a cryptic title: Guardian, Speaker, Stranger, Gunsmith, Cryptarch, etc. This leaves you feeling disengaged from a personal connection with anyone and makes everyone feel distant. Something as simple as a name is a first step toward knowing a character, but when even that is kept away the player is never invited to care for the characters in the game. Couple this with repetitive appeasement of seemingly menial tasks assigned by your "Ghost" (think, Na'Vi from Ocarina of Time) and there just isn't a story that engages you and draws you into the world.

This lack of story building elements extends into the PvP element. With no reward for a Guardian that performs well relative to one who does not, there is no sense of accomplishment. With only a thin explanation as to why these exercises are even being conducted, the PvP matches feel disconnected from the rest of the world. While this is advantageous as a way of stepping back from the story missions, it means that half of the game contributes nothing to the overall story.

Bungie promised an MMO-length game, but the gameplay and story don't comprise something worth that amount of commitment. The background narrative is passe, Light versus Dark, and the actions of the player are soon erased by short respawn timers. All in all, what story is made available is not made exigent, and so most gamers are left wondering why they should bother to listen to the story at all when they can just follow their objective indicator and clear the waves until they level up.

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Entertainment Value: For a AAA title, Destiny falls short of providing the player with the experience that it should. The best chance that the game has for being worth its cost is the promise of future support, and since that means waiting for the game to get good you might as well wait for the game to get cheaper. There is just too much missing at this point, most importantly the lack of social mechanics. If you've got a few friends who want to play with you then the game is well worth the cost, but as a single player the story isn't strong enough and the game does nothing to help you make friends.

The PvP is the stronger part of the game overall, but what you'll encounter there is mostly the standard fair that you could get anywhere else. King of the Hill, Deathmatch, and Free-For-All are studded with the occasional, "special" Capture gametype, but there's nothing "special" about any of them. While PvP makes a distinct and refreshing break from the single player mode, the disconnection between them will leave some players only really wanting half of the game. Matchmaking does a poor job of matching players with similar levels, gear, or attitudes, leaving every match dominated by those who have unlocked more high-level skills.

But far and away the greatest detriment to entertainment in Destiny is the loading times.They are incessant, interminable, and before very long you know you will be loading again. Mass Effect gave you snippets of conversation, Skyrim let you fiddle with game objects, but Destiny makes you watch the same lame videos over and over again. There was little to no thought put into this aspect of the game, which comes as a huge disappointment considering how much time is spent with them.  One can only hope that current-gen consoles have an easier time of it, but in any case it is a seemingly minor issue that makes the game a whole lot less fun to play and should be addressed sooner than later.

Conclusion: Destiny is not a game to play for a single player experience. It is a relatively long grind up to the top tiers of level and gear, and only from there can the PvP experience can be a satisfying one. Destiny is a game to play with your friends, and not a game to play to make friends. It is a game to enjoy for the thrill of the gameplay, and not a game to play for a compelling story. What the future holds for the game as DLC is rolled out I cannot say, but there are some glaring issues which Bungie and Activision would do well to repair before they try selling more of the same thing.

I've been very critical throughout this review, but in the end I still enjoy playing the game because it's the sort of game I like to play. Let me put this very simply: Destiny is Halo with loot. If you read that as criticism, this isn't a game for you to play. If you read that as interesting, though, and you think loot is just what Halo has been lacking all these years, Destiny is absolutely worth playing (just bring along a friend or two).
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Wednesday, February 19, 2014

Loadout



Loadout is a new free-to-play, over-the-top, third-person action shooter. In addition to being a magnet for compound adjectives, Loadout is being touted on the virtues of its in-game customizablity. The game's developers, a company called Edge of Reality, have been in the game industry for over a decade, but this game isn't like most of the work they have done in the past.

Gameplay: Loadout doesn't innovate. You've played it's gametypes, you've fired it's weapons, and you've traversed it's maps. If I was going to forgive that, I'd say so about now, but I'm not. The biggest problem with Loadout is that it fails to stand out and try new ideas. When I think about the gameplay I'm reminded of another F2P game from last year called Renaissance Heroes that closed down last December. The games had a lot in common in terms of how they feel to play, and that was enough to keep me entertained for at least a few weeks. What sank Renaissance Heroes, in my opinion, was the exorbitant costs of the "micro" transactions. Loadout shouldn't have this same problem, but the fact remains that the gameplay has been tried and has failed.



If the customization options were truly deep, or if there was really much of an option at all, there would be more to say for this game. While the options are there for higher level or premium players, for most the game doesn't live up to its promise. Between a tech tree for new weapon options and experience points to spend upgrading and customizing your loadouts, the game has a capacity for depth that isn't realized until days and hours have already been sunk into playing it. The customization options should bemore readily accessible to new players if that's what this game is going to seel itself on. Without something special, without something to tell your friends about, Loadout doesn't stand a chance against the superior gameplay of its competitors. 7/10

Graphics: The graphical style of the game (reminiscent of Borderlands' "concept art style") is supposed contribute to that "over-the-top" sensation. Effectively, I've seen few players with the premium items and so much of the game looks repetitive. The maps are nice, but nothing special, and, while the projectiles are okay, the explosions don't make much of a visual impact. The animations are good and the way that damage shows on your character is downright admirable--easily one of the best parts of the game. 7/10



Sound: Loadout doesn't fail to utilize sound, but it does fall short of gaining anything form it. The clips of music and the beeping response you hear when you get a hit are effective at giving feedback, but they fail to add much to the experience. Sound hasn't been ignored in this game, but it has again failed to innovate in any way. 7/10

Value: As a free-to-play game, value is usually an easy win. Something for nothing is always worth it, and in Loadout you won't be overwhelmed by pay-to-win players (there just aren't very many of them). The premium currency reasonably priced, unlike it was in Renaissance Heroes, the F2P game I mentioned above, where a new weapon cost around $20. Moreover, daily rewards offer a chance at unlocking some of those premium items for free which is great. 8/10



Playing Time: Daily rewards area  great way to get players into a game day after day, but once you've gotten it there is little reason to stick around. For me, Loadout is a game I'll play for two or three matches (fifteen or twenty minutes) before I move on to something I enjoy more. I play a couple of matches, spend my experience, and move on. This is a game I'll play for a few weeks, and when I find something else I'll move on. While a game like SolForge has kept me playing with it's dailies, Loadout doesn't lend itself to quick sessions quite as well. All in all, I'll be done with this game before I really get a chance to enjoy it's customization options. 5/10

Overall: I'm not impressed with Loadout. The game is fun, but lacks anything to keep me hooked or to tell my friends about. There are no cool gimmicks or refined systems. It is too easily put down and too easily forgotten. I'm disappointed that I didn't have more customization options available to me at the start, and I feel that to be the first and foremost failure of the game. 68/100 F

Tuesday, January 28, 2014

Papers, Please!



I first heard about Papers, Please! over the holidays. It's a puzzle game developed by Lucas Pope wherein the player is an immigration officer for the fictional country of Arstotzka. Since it went on sale, I decided to pick up a copy and try it out. I was expecting something a little prettier, but I'm not dissatisfied with what I got.

Gameplay: As an immigration officer for the nation of Arstotzka, the player's task is to check that the documents provided by NPC's are correct and match one another. Rules change day-to-day based on various conditions relating to the game's story, like whether certain documents are required for certain reasons and how problems should be processed. Overall, this makes the gameplay feel much like working. What alleviates this to some degree is the story. Throughout the course of a day, certain NPC's may offer you choices or there may be a terrorist attack of some kind. These tend to have repercussions on the coming days but also on how well you are able to feed and care for your four family members. 8/10



Graphics: Papers, Please looks like a game from the 80's. That said, if this game had been made in the 80's we would still be talking about it today, though not because of the graphics. Playing the game reminded me of playing Oregon Trail in grade school as much because of the graphical style as for the game's layout. Much of the action happens in the top-left part of the screen, with the rest being reserved for the player to manage their decisions and review documents. Moreover, the graphical style being reminiscent of the 1980's, as well as the fact that Arstotzka is a communist state,  introduces it as a sort of discourse on Cold War politics. 7/10

Sound: Sound is an area where Papers, Please really succeeds. From the menu screen through to every click you make in-game, Papers, Please responds with sound effects that are more than auditory cues. Sure, they get repetitive, but repetition is a part of the nature of the gameplay and so it deepens the aesthetic feel of the game.The words are unintelligible, but the false language of them lends the game a sense of exoticism important to the overall aesthetic. 8/10

Playing Time: The amount of time you will spend playing this game is less than you would hope. Because of the tendency of the gameplay itself to feel like work, it's very easy to quit after fifteen minutes or twenty minutes. When this is the case, a game ought to be easy to come back to and Papers, Please does succeed in this. Your progress it autosaved at the beginning of each day, so you are free to quit out whenever you please or when your day is not going so well. This is not a marathon game, but it is a game to keep around to play little by little. 5/10

Value: Papers, Please is one of those games where the aesthetics employed make it a work of art as much as a computer game. There are a number of paths  might choose to follow in the game, helping a resistance movement, helping immigrants in need, or just helping oneself to make ends meet. In every case, there are moral issues to wrestle with and subtle discrepancies to inspect that engage the player in his role. For it's regular price, $9.99, one should already have an interest in Cold War politics in order to find that value, but on sale for half that price the game is entertaining enough for anyone. 6/10

Overall: I like this game, and would recommend it if you can get it for five dollars or less. There's no hurry to play it, but the next time Steam puts it up on sale it will be worth picking up. It is interesting conceptually, but the gameplay itself lacks entertainment value. Grade: 74 D 

Friday, January 24, 2014

Robocraft


A friend of mine recently suggested I try Robocraft. It is a free-to-play game that's been in development for about a year by FreeJam, a small developer from the UK. Robocraft's tagline, "Build. Drive. Fight.", encapsulates the basics of a game which appeals to both our creative and destructive appetites.

Gameplay: Robocraft is somewhere between Minecraft, Kerbal Space Program, and World of Tanks. More than this, however, playing the game is reminiscent of playing with Legos--except I get to blow up the other kids with lasers. While blocks are the primary building tool, like in Minecraft, the game has more in common with Kerbal Space Program. You build, you test, experiment, test some more, and eventually you find that an hour has past. The game is weakest when you are actually joining matches and fighting, though even that is not unpleasant. Steering is frustrating at times, but the fighting is good fun. It requires a bit of technique to line up shots and to keep your cannons on your target. In short, Robocraft is good fun whether building or fighting, while driving still needs some work.




Graphics: Robocraft isn't going to wow you with it's textures. The crafts are made from square or angular bricks that don't allow for smooth, rounded creations. The environment doesn't sport an amazing pixel count either, but manages an enjoyable, retro feel nonetheless. Laser beams and explosions are no better or worse than you'd expect given the quality of everything else--satisfying but not impressive.

Sound: In spite of the many ways that Robocraft succeeds, the sound design leaves something to be desired. The background music adds little and the sound effects fall short of satisfying. In a game which features both lasers and explosions, sounds are an area which deserve to see some improvement. Too often, sound gets ignored when it ha the potential to make up half of the experience  and that is the case in Robocraft so far. There is nothing to inspire feeling from the game's sound effects beyond simple confirmation of a kill. I would rather be hearing too many ratchets and gears than not enough.

Playing Time: Downloading Robocraft was pleasantly fast. It was less than 10 minutes between visiting the game's website and creating an account (which was also very easy to do through the game's launcher). My time in game has been split between crafting ships and taking them into matches. I've spent more time fiddling with my crafts than fighting with them, but that's been a lot of the fun. Games tend to go by quickly as you are returned to the "garage" as soon as your craft is defeated. Presently, there is no party mechanic or friends list available which is a limitation to the time I spend playing the game both in a given session and overall. So far I've enjoyed the game for a few days, but without friends list support I expect it will be uninstalled after another week or two.

Value: The game is free to play right now and is in an early alpha stage of development. Given that, the value I see in this game at present is tremendous. It's satisfying on a juvenile, intellectual, and competitive level all at the same time between it's gameplay, physics, and nostalgic feeling. Furthermore, the in-game currency available for purchase isn't expensive. I've played many games where eight or more dollars gets you one, maybe two, upgrades of one kind or another but the currency here is more reasonable. Not so reasonable that I've bought any, but cheap enough that I've considered it. In any beta (much less an alpha) that's impressive and a good sign that the developers have got their heads on straight.

Overall: As this game is still only in an alpha stage of development, I will refrain from assigning an overall verdict. I am hopeful that this promising game will continue to grow and improve itself. Without a doubt it's worth a quick download and a bit of your time.