Geek Gems
Showing posts with label FPS. Show all posts
Showing posts with label FPS. Show all posts

Monday, April 18, 2011

Crysis 2 A Virtually-Perfect FPS



crysis_2_fire_feature
Though I’ve played a few stand-out titles, first-person shooters don’t rank highly among my most preferred games. That prejudice alone handicaps most FPS titles (admittedly, not always fairly) and amplifies every grating minor irritation like dragging a rusty nail across a chalkboard next to a microphone plugged into a Marshall stack. That acknowledged prejudice toward what I often regard as a repetitive genre that’s ever reinventing the wheel actually amplifies my respect for what a complete, enjoyable game this really is.
Crysis 2 is developed by Crytek for Electronic Arts and powered by the debuting CryEngine 3. Over-the-top bastardization of a single prefix? Perhaps. But when your game looks and plays this smoothly with nary a hitch, you’ve more than backed up the bravado. An engine producing graphics, textures and shadows this crisp, detailed and flawless comes along rarely. Only one other engine truly belongs anywhere near this one in terms of visual presentation, and it’s another engine forever bearing the name of its legendary debut appearance: Unreal.
What sets EA's latest superb shooter head-and-shoulders above nearly every other I've played? Find out right here, right now.

Friday, April 8, 2011

Homefront Review: Well-begun is half done....where's my other half, though?




Homefront is an exceptional first-person-shooter. That makes it a disappointment only because it clearly could’ve been so much more.

John Milius (writer of Apocalypse Now, writer/director of Red Dawn) penned Homefront’s single-player campaign. He revisits his Red Dawn vision – ever rooted in contemporary international realities – of an America first caught unaware and then overwhelmed and conquered, and stains it with Apocalypse Now’s grit, humanity, blood and naked horrors of war.

From its very initial moments, Homefront never lets you escape or withdraw from an emotional involvement in Milius’ bleak, near-future American landscape. The game’s opening moments aren’t a rendered cut scene, but a roughly five-minute crash course montage of both real newscasts and fully-produced live mock-ups that begins with Hillary Rodham Clinton addressing the press regarding true-life 2011 sanctions against North Korea. From that point, Asia spiraled into chaos following North Korean dictator Kim Jong-Il’s 2012 death and the ascension of his son Kim Jong-un – the one this speculative America quickly realizes should’ve been the one they were really worried about.   

Kim Jong-un unites North and South Korea and drives American forces from the Korean peninsula. Meanwhile, continuing conflict between Saudi Arabia and Iran drives gas prices above $20 per gallon, crippling America’s infrastructure. Elsewhere, Japan surrenders to and becomes a vassal state to the Greater Korean Republic as America declares Martial Law in the face of its crumbling society.

Finally – following the combination of a deadly bird flu epidemic, drastic Korean military expansion and detonation of an EMP over Kansas – the Korean People’s Army invades and occupies America starting with San Francisco and Hawaii. That brings us to 2027.

The relentless pacing won’t so much “suck you into” or “draw you into” the game. From the moment the 16-year opening rehash ends, it throws you violently out your present-day comfort zone’s door and deadbolts it behind you. You’re now former U.S. Marine helicopter pilot Robert Jacobs and his eyes will be your eyes for the next five to 10 hours of game-play. Including not a single third-person cinematic cut scene is a brilliant tactic for a first-person game rendered in such striking real detail as this one via the Unreal Engine 3.0 with its dynamic lighting and shadow, destructible backgrounds virtually perfect NPC and enemy movement. There will never be a moment where you will detach and an end-of-mission summary or seeing your character from a different vantage point will remind you make a subtle reminder that it’s a game.

As the Korean People’s Army rousts you from your home and onto a bus bound for a re-education camp, never look anywhere but left. You’ll see fellow Americans similarly taken and swept away. Blood flies against your window as a countryman is executed curbside. See a child toddle howling to the parents just executed before his eyes.

Later, following an intense and vengeful firefight through a Korean prison camp, you’ll hide helpless from KPA patrols beneath a mass grave’s blanket of nameless corpses – with a dead man’s hand dangling over the camera and another victim’s empty eyes staring into yours.

Until a brief fly-over pan of a battle-torn Golden Gate Bridge you just fought and clawed your way across minutes earlier, this will be your vision. This will be your world. Jacobs’ face may as well be your face, because his eyes won’t cease being yours.

It’s something in gaming that rarely ever receives the praise it deserves, but a nod for such an immersive experience must be given to the sound design. My ears still echo now with the whistle of every bullet that whizzed inches from Jacobs’ ear on the battlefield and every equilibrium-rocking RPG and frag grenade that detonated at my fight. It’s a complete sensory battlefield replication right down to the challenge of adapting to finding enemies in rifle sights backlit against the blinding sun.

The game-play itself is smooth as could possibly be. Credit to Kaos Studios for a game in which I never experienced a single hit-detection, wonky clipping or many cheap deaths. Even at a default difficulty, Kaos found a line between challenging enough to taunt a gamer into continuing and the “f*** this” line of obscene difficulty.

It’s a tremendous, white-knuckle experience that has just one drawback, and if you ask me, it’s a big one: a seven-mission campaign? Just seven? Really? Five to 10 hours to complete the single-player mode? It’s a gripping, harsh experience that doesn’t feel remotely like an equivalent to the two-hour Red Dawn or the two-hour-plus Apocalypse Now.

I feel like the FPS genre should somehow be past this by now. I get that few genres – fighting and traditional sports included – lend themselves so well to great multiplayer experiences as the FPS. Thus, I can understand that being an emphasized selling point, and thus the most emphasized aspect of a shooter’s development. But without the kind of incredible storytelling that the Gears of War and Halo franchises displayed, so many shooters just feel like half-completed games to me.

Believe it or not, some people don’t game online frequently. It might not even be so frustrating if the single-player mode had been very, very bad. But on the contrary: it’s extremely good and highly intense, but what’s there is burned through too quickly and reaches a rushed, sharp conclusion.

I’ve heard rumors that Homefront’s saga will continue later this year with downloadable content. That’s even more disappointing. I love great DLC but only in a context where it expands upon an already great ending and the main game’s ending doesn’t drop off sharp. DLC should be an optional but attractive expansion on a complete game, not a means of bilking me out of coin for game-play that would’ve made the main game even better had it been included in the first place.

My verdict? Rent it. Play through it, even play the predictably enjoyable multiplayer maps. It’s a memorable experience while it lasts, and an admirable effort of a gripping solo campaign. It can be finished over a single lazy afternoon, with really little single-player replay value outside ratcheting up the difficulty setting. If you only care about multiplayer, I must wonder why you wouldn’t just buy Call of Duty: Black Ops.

Thursday, March 24, 2011

Bulletstorm Review





Bulletstorm does so many things exceptionally, outrageously well as to eclipse the one area where I could argue it fails.

You’re Grayson Hunt. He’s a perpetually sloshed 26th century dime-store-Duke-Nukem space pirate and ex-assassin who wants off the horror-show wasteland of a former resort planet called Stygia where he crash landed with his crew’s sole survivor, the bitten, sullen half-cyborg Ishi Sato. See, getting off that rock full of genetically enhanced mutants, Godzilla-esque monsters, criminals and flesh-eating flora would make getting revenge the Army General that lied to and betrayed him and his crew so much easier.

I’m really not dumbing much down. That’s your story. It plays out over seven acts plus a prologue, and completing “Campaign” mode shouldn’t take a first-person-shooter veteran much more than a lone lazy afternoon.

That’s really a damn shame, because despite an unremarkable single-player campaign scenario, the big-and-loud action, hilarious voice performances and acerbic script, and refreshingly skill-based mechanics make a very enjoyable FPS experience.

Look, it’s not an Earth-shaking generality that whatever game aspect a developer emphasizes gets the extra loving at some other area’s expense. It rarely occurs to us as gamers that there’s a finite amount of data, code and of course time – however astronomical “next-generation” technology has made that ceiling – that developers have to craft any given game. Nor is it beyond comprehension that studios and developers realize something very simple: gaming is the business of capturing an audience. Gamers who buy first-person shooters buy them mostly for the online/multiplayer experience. Therefore, if that’s what the audience wants, sliding attention from the less-important-to-buyers single player campaign to the crucial-selling-point multiplayer experience makes perfect sense.

Still, the game feels so incomplete without a solid single-player mode. If EA’s sports franchises can develop infinitely deep full-season, single-player franchise modes for Madden every single year without ever sacrificing a satisfying online experience, I don’t see how developers emphasizing other genres can’t match that.

Bulletstorm’s game-play mechanics and presentation simply couldn’t excel beyond the standard run-gun-and-melee FPS pale with any engine except Unreal Engine 3.5. When you tag a game’s packaging “Kill With Skill” because you’re encouraging and giving players almost unheard-of tools to kill and destroy as creatively as possible, every viscera-coated death’s ultimate visual had better be worth the carnage’s elaborate, skillful execution. From dynamic rag-doll physics to some glorious bullet-time style slow-downs to ratchet up painful impact, Unreal just does what Unreal always does best: some of the most satisfying game-play visuals any engine can provide.

Unless you’re playing a FPS for the first time since the original Goldeneye or Perfect Dark, I have some bad news: this game won’t exactly overwhelm your eyes. This isn’t exactly cel-shading, but then again, this isn’t exactly Mass Effect 2 or Halo in tone. Given the game’s raucous, dumb-fun tone and dark humor, though, something a little more cartoonish and bigger-than-life rather than life-like feels appropriate. After so many visually stellar games like Mass Effect 2, Heavy Rain, the upcoming L.A. Noirre and The Godfather, a game like this is a good reminder that sometimes a game can’t really help you escape while playing it without a little exaggeration and insane bombast. All the more reason I can’t and won’t fault Gray reminding me of an alkie Deadpool who looks like a ridiculous Hugh Jackman caricature.

But any hot-rod can look pretty when standing still in “Park.” You only appreciate its power when it moves you. Playing Bulletstorm actually made me a little bit . . . . well, angry. Oh, not at People Can Fly or Epic. But developers like Bungie can quite frankly die in a fiery fire, because these lower-on-the-totem-pole developers just proved that there can be much, much more to FPS combat than “run, point, shoot.” I haven’t played many shooters except BioShock and Mass Effect 2 that so effectively combine melee/ranged attacks and firearms to create so many free-form attacks that keep the game so fresh. Using the ranged “leash,” Gray can rip armor from mini-bosses, fling enemies off structures and into nearby hazards or simply rip enemies toward him and riddle them with a mid-air shower of lead.


I must admit, two hours in, and I was one happy little gore-hound. It's not every day I get to laud praise upon a game because it rewards me for the ultra-specific combo of blasting an enemy in the gonads, then kicking him in the skull to finish him off, or rewarding me with this games XP equivalent because I dispatched a foe by literally pumping his anal cavity full of lead. But I've also played few games that make a little resourcefulness so rewarding. Environmental attacks can feel like an after-thought sometimes, when really using them well can be the hallmark of an intelligent, cagey gamer. In Bulletstorm, creative and effective use of the environment can often be preferable over chewing through clips of ammo.


Personally, I several times disposed of enemies that repeatedly dodged my push-kicks with backward jumps by kicking at them until they either backed against a wall against which I could stomp them, or occasionally kicked them straight off a ledge.

It really goes beyond that, though. Not only does the game give players that violently creative freedom and provide big rewards for honing actual technique, but it ties doing so to surviving the game. The bigger and more skillful the kills, the more “skillpoints.” And those skillpoints buy ammunition and upgrades from checkpoint “dropkits” scattered randomly across the maps. Anyone who wants to survive this, especially at higher difficulty settings, won’t think of settling for standard 10-point kills when just a little extra effort could keep you alive by affording you timely upgrades to keep up with the ramping-up strength of enemies.

Best of all, I must admit my admiration for a perfectly balanced difficulty. Things absolutely get hairy, but nothing ever feels insurmountable. I particularly adore the “sniper” mechanic of POV-steering a bullet around obstacles and into a fleeing enemy’s soft tissue. Even when I fired a near-miss, it was never actually frustrating. It just made me knuckle up and say “So damn close! OK, I know I can do this, let’s get this done . . .”

Those are the hallmarks of every truly great game I’ve ever played, the best of the best: difficulty that challenged me but never broke me, and free-form control to pull off visually-satisfying, skillful feats in-game.

I picked on Bungie above for a reason. I must admit, Halo tells a magnificent story throughout the series. That’s never been my problem with the franchise. The combat has just always felt too static to me, much in the same way that the first two Assassin’s Creed games’ combat grew repetitive and would’ve made wanting to see the games through to the end difficult had it not been for those games’ phenomenal visuals and intriguing stories.

To be fair, the frustration with Bulletstorm makes a U-turn and sprints to almost the precise opposite extreme: the game-play and controls could set a new standard for dynamic FPS combat mechanics but just as it proves that the genre can do so much more than run-gun-and-melee, it misses Bungie’s Halo high-water mark for a FPS with an epic, compelling, lengthy solo campaign. In my opinion, it makes Bulletstorm feel like three-fifths of a truly great game – just a little more than halfway there.

I can’t recommend buying Bulletstorm unless one could either find it very, very cheap, or truly loves online gaming and can’t wait to go mano-a-mano with friends using the distinctive combat mechanics. Make no mistake, that’s truly a worthwhile experience and should keep multiplayer-shooter lovers coming back.

Just start that party without me.

I’m Sleepless Colin, and you’re not.