Friday, November 4, 2011

Greatness from Small Beginnings... the Uncharted 3: Drake's Deception Review

Note - The gameplay videos and some things I'll talk about will likely contain spoilers, so watch at your own risk!



Nathan Drake's amazing adventures for treasure and lost cities continue in Uncharted 3: Drake's Deception. Lots of expectations have been set for this sequel to top the last game, Among Thieves since it was able to set new standards for the third-person shooter and gaming in general. Naughty Dog elevated things up to eleven last time as it seems like they're trying to turn it up to sixteen with the new scenes Nate has to survive if you have seen glimpses of them in trailers. While the campaign is still filled with memorable moments that are unmatched in most games today, I do have little issues with it that prevent it from perfection. Despite that, Uncharted 3 is still the one of the best complete gaming packages you'll get this year with improved multiplayer and better co-op.

The story in Drake's Deception is a little more personal this time as it centers around Drake and his mentor Sully's friendship as someone they knew from their past, named Katherine Marlowe, is after the same thing they're going after which is the Atlantis of the Sands. It is up Nate and his crew to get to the lost city before Marlowe and her bodyguard Talbot do, something that even Sir Francis Drake did not achieve back in his days. Along the way, you'll have your supporting cast travel to various locations as you'll run into Chloe and Elena at certain points of the game. Their roles are not as significant as they were last game, so if you're wishing to see more of them, you're not going to get that as this is more about Drake and Sully (you got a lot of them last game). Their friendship and banter is just one of the many special things in this new entry as Naughty Dog once again did a great job with the character interaction being more human than what games allow them to be. You can't just help but love the characters for who they are and how fleshed out they are as if they are better than most characters you see in Hollywood movies today. The storyline does have its crazy twists and turns as certain scenes are still something the developers can only pull off extraordinarily well even though it does follow a similar structure if you played previous games in the franchise.

The core gameplay in the campaign is still the same as Uncharted 2 as there are platforming and climbing sections, puzzles to solve, and of course the shooting. Melee combat has been improved as they feel more like Hollywood-like brawls with normal punching especially against big enemies and groups. What I mean by Hollywood-like is that even though Drake will have certain moves, some animations of the melee feel more normal than just resorting to game logic. Platforming and climbing sections didn't really improve that much, but I do have an issue with them more in this game than last time. Usually these sections are pretty linear as there is only one way to transverse through. Sometimes, there will be moments where you can just jump down because it is not that high of a jump, but in the campaign at certain times, you'll die because you didn't use a ladder or edges to climb down. This got annoying to me as they got more scripted even though I know the developers are so cinematic when it comes to certain sequences. This is not an issue in multiplayer, which I'll talk more about it later, as you can take a pretty big leap and not die as dumb as you can sometimes during the campaign.



Then there's the shooting sections as they are still fine for the most part. It has the same progression of weapons to use as you start out with normal pistols and an AK-47 till more of the power weapons kick in later in the game as well as certain situations. Personally, I didn't have any problems with the aiming as some claimed have as there is some input lag. Cover is still useful in the campaign compared to multiplayer especially when you're in a bad spot or just taking out enemies on a methodical pace rather than rushing in like a maniac with melee attacks (There's vertical cover segments straight out of Dark Void too). The firefights obviously get a little more difficult later on as you have to be smarter and patient tackling these. The enemy AI will flak and move in on you when they can even in on normal difficulty and there are tons of armored guys that will have lots of bullets to kill in the later half of the game. In a nutshell, the firefights will make you work and that's still a good thing to me being a challenge. Of course there are the crazy, memorable sequences to deal with as well as they are still amazing, but some of them are feel like they did them before, but with some slight twists. For example, remember the train level from Uncharted 2? Okay, let's try to replicate that in a boat level and a plane level too. Another example would of a certain sequence from the last game being somewhat replicated here is the level with multiple trucks as horseback gets thrown in the equation too, which is still a cool scene to play through, but it still felt like I did this before. Despite my issues with the campaign, I still had a great time with it as it is still one of the best single-player experiences you'll play this year, but the formula that was set in Among Thieves is starting to feel a little too familiar.

Besides the campaign, Uncharted 3's multiplayer and co-op elements have been improved significantly. The developers have learned some lessons from the last game and most of them have been fixed. They made as feature-heavy as they can to complete with the other shooter juggernauts out this holiday season from competitive loadouts seen in Call of Duty games, the leveling up system making a return (Sidenote - stats from the Subway beta will carry over and campaign stats are not factored in here like it was last game), weapon mods, replay and party systems, boosters and kickbacks that are basically perks, sprinting, Facebook support, character customization, and more. While they have able to fit in all these features to make it robust, the multiplayer still feels like Uncharted with the climbing and cover. Good thing Naughty Dog released two betas before the game's release to get it right as there were problems especially in the Subway version. Blindfire arguably was better than just aiming as you can rush in on a guy Rambo style and then rifle butt them to finish them off. Firefights became more chaotic than the developers intended it to be I guess as balance to me seems to be fine so far in the final version. Aiming still works to get kills and blindfire when things get tense and up close. No booster or kickback (you earn kickbacks by attaining a certain amount of medals doing specific tasks) combination doesn't feel overpowered and most of the maps are fun to play. The modes are still the same from the standard team deathmatch, team objective, plunder, hardcore, and so on as there is still that diversity if you're tired of playing one mode consistently. Co-op is also better with a five-level adventure mode that has its own storyline takes place in different versions of levels seen here and past games as well as past villains being up to no good again. There's also co-op arena, Uncharted's horde mode with its own twists, and hunter too as ways to get lots of money to level up. Competitive multiplayer and co-op is still a blast to play as more is to come in the future with downloadable maps and patches if Naughty Dog works on them.

It probably an understatement that Uncharted 3 looks gorgeous and jaw-dropping as it was expected to be. From the characters (maybe some characters look a little off as they were in UC2), the various environments, the water/sand effects, and sequences you're thrown in, it is one of the best looking games in this generation of consoles. There are certain moments where the camera pans out seeing how big the area you're in and how crazy the situation you're in, which is also a nice touch and pretty much only seen in Sony's first party games, mainly also in the God of War franchise. In addition, the urban environments are unmatched in terms of interaction of the surrounding characters with Yemen being the specific example. The sound production also remains unmatched compared to most games today as well. Nolan North again reprises his role as Nathan Drake as he delivers another amazing performance along with the rest of the voice cast that has worked with the franchise. The voice acting here is still better than most Hollywood movies too along with the soundtrack too.


It is pretty safe to say that Uncharted is arguably Sony's number one franchise now and it shows in Drake's Deception with Naughty Dog's development. This is as a blockbuster game as it gets being the complete package from the amazing campaign even though it sticks to a familiar formula that was established in the last game, the feature-heavy multiplayer that can stand up to the other shooter juggernauts, and improved co-op. I do have my nitpicky issues with the campaign, but the memorable moments you play through that feel like cutscenes but they're not and character interaction still overshadows them. Multiplayer is still a blast even though I have been playing it for months with the summer and Subway betas. The graphical and sound quality is still as top notch as it has been for the whole franchise as well. While it is another home run yet not a grand slam, Uncharted 3: Drake's Deception is still one of the best games you'll play this year and even this generation, so do not miss this one at any cost.

Score = 9.5/10

Pros:
  • Memorable moments throughout the campaign, still one of the best single-player experiences this year
  • Great and lovable characters as expected from Naughty Dog
  • Core gameplay still great and improved melee combat
  • Better multiplayer and co-op from last game (very feature-heavy too)
  • Graphical and sound production/quality unrivaled
Cons:
  • Nitpicky issues with the campaign as it sticks to a familiar formula and structure (same goes for the story too). Some sequences feel like retreads from the last game but with a slight twist and the platforming/climbing sections are a little too scripted.

Thursday, November 3, 2011

This HD Collection is Keeping It Stylish...



The HD collection train continues next year with Capcom's Devil May Cry franchise. The first three games will be bundled together for release early next year on PS3 and the Xbox 360. Its also another way for fans to warm up for Ninja Theory's reboot of Dante even though the hardcore franchise fanboys still wouldn't give it a chance. Anyway, here's the trailer for the Devil May Cry HD Collection as its going to be interesting to revisit one of my favorite series of last generation (DMC4 was okay, but DMC3 is still the pinnacle of the franchise for me). The one inclusion that will be curious is obviously the weak link of the franchise, aka Devil May Cry 2, and how it will probably be hated again.

Wednesday, November 2, 2011

Rockstar brings GTA back to LA...



The long awaited trailer for Grand Theft Auto V is here (well not really long awaited since we knew how official it is a week or two ago) and Rockstar North is bringing it back to Los Angeles. Maybe in their own words, it would be Los Santos from San Andreas. Glimpses of places to visit range from the Vinewood sign, mountains that remind me of the Angeles National Forest, the wind plants straight out of Palm Springs, a look-a-like of Venice Beach, Santa Monica Pier, and more. It is still early to tell how big this version of Los Santos will be as it could be the whole LA vicinity (imagine that folks!) with its freeway system, but I don't think its going to be San Andreas all over again with San Francisco and Vegas thrown into the mix.

Oh yeah I forgot, we do have a sense who the main protagonist (some Frank West look-a-like) is with no name other his voice probably narrating the clip of wanting to live a certain lifestyle.

Anyway, watch the trailer multiple times as Grand Theft Auto V should come out next fall on 360 and PS3 (maybe day and date for PC version too?).

Monday, October 31, 2011

Rocket Raccoon and Frank West UMvC3 Clips...

Happy Halloween everyone as Capcom finally shows off the last two characters yet to be seen in Ultimate Marvel vs. Capcom 3, which is out in two weeks.



There is a lot of hype for Rocket Raccoon, a Marvel character that was unexpected and hope he would continue a certain tradition. I'm not sure if that tradition is back, but this raccoon definitely has his own bag of tricks to be not the joke character some feared he would be. The burrowing concept for instance is somewhat new for a fighting game like this, but he has projectiles and traps that can OTG. Being a small character means he'll probably won't do that much damage, but if you want to style on dudes, give Rocket Raccoon a shot on your main team.



Frank West from the Dead Rising series returns to the fighting game world after his debut in Tatsunoko vs. Capcom. For those thinking he will be the same from that game, think again as he has some differences. Taking snapshots with his camera increase some level for something (perhaps more damage?). He doesn't have a level 3 hyper move, but his three level 1s have their uses. His cart hyper is OTG (the other OTG move is a sweep, which is probably crouch H), a rush-like combination hyper that can go through projectiles if timed right, and an anti-air giant swing where he puts on the Servbot head on you.

There's more what these two characters are capable of than my descriptions as I will update this post with the match videos as soon as they get up on the interwebs. Maybe I'll just the man himself Seth Killian demo these guys off for the IGN folks.
UPDATE - Match videos below! (What's up Chuck Greene Chris & Ken, oh wait its just Ryu with Ken colors)



Wednesday, October 26, 2011

Let's Go Away, Let's Go Away... The Daytona USA (PSN) Review



One of Sega's greatest arcade games finally gets the downloadable port treatment on Xbox Live Arcade and Playstation Network, which is Daytona USA. Back in 1993, this was a game that started a train of arcade racers by Sega and the one setting standards for the genre in general. After numerous disappointing ports on the Sega Saturn, PC, and the Dreamcast, Daytona finally gets a proper home port it deserves even though it is based on a HD re-release back at arcades called Sega Racing Classic, which was basically the same game without the name due to rights issues. Sega now has the rights back to use the Daytona name for this PSN/XBLA port and while they have done a lackluster job with their Genesis game ports on these consoles, they have done way better with their arcade games as this one was no exception. Daytona USA is still as good and fun as it was back in 1993 and easily worth your ten dollars.

The same arcade game is intact in this version from the three courses, the catchy soundtrack, and the intense racing action. This was arcade racing at its finest as it is the same infamous Hornet car, automatic or manual transmission, and overtaking the opposition, whether its the CPU or online opponents. Daytona was also one of many racers back then that had a pick up and play mentality, but deeper than you think gameplay once you learn more of the tactics especially drifting in sharper turns, drafting as seen in a NASCAR race, and boost starting at the harder courses. There is a rewind feature new to these versions, but its one of those unnecessary things to have even though today's racers have something similar. Besides the main arcade mode, there are actually some extra modes to keep players going for a bit solo on these new home versions. Besides the standard time trials, there are challenges to complete ranging from mastering the game's tougher turns at the various courses to learning the tactics I mentioned earlier. In addition, survival mode lets you stay on the track as long as you can till the timer runs out as you extend time performing certain tasks. Then there's the karaoke mode seen in the Saturn version where you can recite the lyrics of the game's catchy songs while driving, which is a neat bonus for fans. Even though it doesn't seem to be enough content considering it is still the three courses and their mirrored versions, there is online multiplayer to round out the package.



Online multiplayer is maxed out at eight players as getting into games are done by simple lobbies. There are options to mess around with when hosting matches such as whether or not to include non-player cars, race in the mirrored versions, and turning tire fatigue on or off especially in longer games. My gripe with the lobbies is that sometimes that if not all the players are readied up (tends to be two of more players though), the lobby resets to the join in screen making matches longer to start than they should. As far as how matches go, they feel great with minimal latency issues. Opposing cars might be slightly not moving as normal as they would due to their connection. Other than that, these races are as intense as they were when racing against seven other players at those big car setups at some Dave & Busters. Even if you had a bad crash at the beginning of a race, there is still an opportunity to come back and no lead is ever safe at any of the courses even if you're doing well. My only disappointment with the online multiplayer is surprisingly a lack of online leaderboards in the menus to track down who are the best players as you're just there racing for fun even though that seems to be enough for most people. The leaderboards only consist of the best times in time trials and distance traveled in the survival mode. The other major missing feature in this port is local multiplayer despite this still being the arcade version as it would been nice to some splitscreen too.

In terms of how HD this version of Daytona USA looks, this is not some full-fledged HD remake with the visuals. It is the same 18 year old game (or bascially Sega Racing Classic), but with widescreen and cleaned up textures. The framerate is consistently smooth with no slowdown at all as seen in past PSN/XBLA releases by Sega's AM2 port team. The soundtrack is still as catchy and memorable as it was back in the day. The intro theme hearing "Daytona... let's go away" is a great nostalgic trip as well as the rolling start at the start of the beginner course. The sound effects and voice overs also remain the same with no issues at all.

Even though it feels like a trip down memory lane, the PSN/XBLA port of Daytona USA is arguably Sega's best downloadable effort on these consoles. It is finally the proper home port fans have been waiting for numerous years after experiencing disappointing versions in the past. Besides the extra single-player modes, the fun and addicting online multiplayer will keep players going for a while despite not noticing any leaderboards for that. The game still looks great despite how old it is compared to today's racing games and the catchy soundtrack is as memorable as it was eighteen years ago. If you're itching for some good old-fashioned arcade racing, Daytona USA is a blast and easily worth the ten dollar price.

Score = 8.5/10

Pros:
  • As arcade perfect as it gets (the best port of this game)
  • Racing as still as fun and intense as it was back in the arcade days
  • Extra single-player modes and online multiplayer to increase replay value
  • The catchy soundtrack
Cons:
  • I didn't see any online multiplayer leaderboards tracking wins or ranking (only for time trial and survival modes)
  • Online matches sometimes take longer to start if not all players are readied up when the countdown goes to zero.
  • No local multiplayer

Monday, October 24, 2011

The Best Superhero Game Gets Better... The Batman: Arkham City Review

Note: The following gameplay videos might contain spoilers, so watch at your own risk.



Batman: Arkham Asylum came out of nowhere in 2009. Yeah, it has Batman in it, but no one expected it to be that amazing considering the track record with games based on popular comic book heroes. Not only the developers Rocksteady created something special with that game, they set new standards with its combat system and nailing down how it truly feels to be the Caped Crusader. They're at it again with Arkham City to make things bigger and better. It is basically a by-the-numbers sequel with incremental improvements, but it doesn't mean it is a bad thing. Those who loved Arkham Asylum's presentation and storyline will be at love with Arkham City from beginning to end as Rocksteady does it again nailing down the important thing that matters with games like these: actually being Batman and the badass he is.

Arkham City takes place six months after the events of Arkham Asylum as the prisoners have moved to a new prison closer to Gotham, which explains the title of this sequel. Hugo Strange has big plans for this new location being the owner of it as the beginning starts off with a twist that I won't spoil. It is up to Batman to stop Strange's Protocol Ten plan from going down, but with his infamous villains such as The Joker, Penguin, and Mister Freeze still roaming around the area, he has his work cut out for him as you figure out how all these villains are connected to the main storyline. Then there's also Catwoman thrown in the mix as well as she is playable only you downloaded the online pass that comes with new copies of the game. Those without an online connection are out of luck seeing how she fits into the equation as the whole issue surrounding that can be debated in another time. Playing through the entire story is one crazy experience seeing how all these villains are thrown together into one huge game and its filled with unexpected twists and turns I didn't see coming. While some villains might not get some attention or have a bigger role as much of other villains as some of them just make a cameo appearance, its still nice to see them in some capacity in Arkham City.



The core gameplay that Arkham Asylum established is still intact in this sequel. The freeflow combat system is still as good as it was, but the little improvements are great additions to Batman's disposal. You can still mash your way through these fights, but keeping your multiplier alive still makes it deep when you mix things up. What I mean is when you use your gadgets and other special takedowns than just normal strikes. Timing critical strikes is key and quickfiring your gadgets have been improved significantly. As you progress through the game, enemies will get better with their weaponry from knives to guns as when encountering armed foes, Batman needs to be more careful as a smoke pellet can do only so much when escaping. Even though most of his gadgets are unlocked from the get go, the game does a good job of telling you when its the right time certain items are used in battle or just to transverse to the next area. Grappling and gliding from one area of the city to another is fun as well with some improvements done to those mechanics as well such as dive bombing to extend your glide. Along with the freeflow system, there's also the predator combat system as well returning from the last game. One of the flaws from Asylum was about detective mode and how it became essentially a win button of sorts when picking off enemies one by one grappling from one gargoyle to another. Detective mode is still in and the same, but you don't need it as much as you would back in the original. You can still use to plan out your attack and check how the environment can be your friend as well. Eventually enemies will become smarter in later encounters when detective mode can not be as useful and them using thermal vision to track your whereabouts. There is no other franchise than this one nailing down what it is truly like to be the Batman and with the little improvements, it just gets better.

One of the big things promised in Arkham City is supposed to be how more open-ended it was to be than the original. Asylum was also remembered for being Batman in a Metroidvania-like game (structured like Metroid Prime & Castlevania: Symphony of the Night), but in 3D. The structure still holds true here in a sense as there are side missions and collect-a-thons to distract you from continuing the main story, but turns out it wasn't as open-ended people hoped it would be tackling different areas in a different order. The main path is pretty linear if you focus just on that and beat the game in normally a dozen hours. Of course, it takes longer to 100% the game with the Riddler trophies/challenges to collect and side missions to deal with. There's also a new game plus option once you beaten the game to start off with your gadgets intact, but the counter indicators from enemies is off. As with the last game, challenge rooms are back in Arkham City for combat and predator sections. Along with that, there are campaigns that mix the two together in a string of events to add into the absurd amount of replay value.



Graphically, Arkham City looks as good if not slightly better than Asylum. The character models are great from top and bottom especially seeing Batman's status of his suit change from the beginning of the game to the end. The urban environments are a change of pace compared to the island from the last game as you can only go inside certain buildings that are significant for the main story and side missions. While the framerate is consistently smooth at 30 frames per second, I did run into numerous freezing issues during my time with the game where I had to reset the console (it even froze during the last boss fight for example). The sound is still as top-notch as it was last time from the amazing voice acting to the soundtrack. Kevin Conroy reprises his role as Batman from the animated series as well as Mark Hamill's amazing job voicing the Joker, but the rest of the voice cast is great too as fanservice. At this rate, it is never a Batman game or even the cartoon unless Conroy is voicing the Caped Crusader himself.

While Arkham City feels like a by-the-numbers sequel that kept it safe, the little improvements and change of setting still made the best superhero game better. The freeflow combat system remains unmatched by most action games in the market today as well as nailing the true essence of being a character like Batman. The replay value is just absurd with the amount of collectables, easter eggs, new game plus, and challenge rooms to complete that will keep players busy for weeks and even months with downloadable content of more playable characters. Some promises however didn't come as people expected and my personal freezing issues prevent it from pure perfection, but it is still one of the best games of the year and a masterpiece you can't miss out on.

Score = 9.5/10

Pros:
  • The true feeling of being Batman gets better
  • Freeflow combat system still as good as it was and unmatched compared to most of today's games
  • Storyline full of unexpected twists and turns making it one of the best single-player experiences I played through in a while
  • Crazy amount of replay value that will keep players busy for weeks
Cons:
  • Not as open-ended as some hoped it would be (still structured similarly to Asylum)
  • Game freezing issues I personally experienced
  • The Catwoman online pass debacle - if you don't have an online connection, you're out of luck.

Sunday, October 23, 2011

Some Dance Central 2 Vids for your Sunday...

Some folks have Dance Central 2 early and most of the songs are up on YouTube (hard difficulty), so here's some of them.



David Guetta feat. Akon - "Sexy Chick" (Arguably the hardest song in the game tier-wise)



Britney Spears - "Toxic" (NOTE - This is a cover as if we're back in 2006 in terms of rocking cover songs on games. Harmonix I guess didn't get the rights to use the actual song... makes you wander if Britney is really that hard to get in games like these).



Willow Smith - "Whip My Hair" (no surprise that song is in the game)



Lady Gaga - "Born This Way" and "Bad Romance" (Gaga is one of a handful artists that have at least two songs in the game)

More soon... still the Kinect game to get this holiday season (well if you want 4-player dancing rather than two here in DC2, u can get Just Dance 3).