Saturday, 24 September 2011

Deus Ex: Human Revolution Review

They say good things take time. What they never detail, however, is the excruciating pain that comes with waiting for something to come into fruition, or reach physicality, in this case. It's been well over a decade since the thinking man's shooter was released, with its sequel, Deus Ex: Invisible Wars hitting our shelves but a mere seven years ago. Regarded by quite a large crowd as one of, if not, the best games ever made, Deus Ex's legacy is present in even the most minor of gaming museums. If you haven't played it, chances of you hearing it's orgasmic-to-some title, or references to it, are highly likely. This Mona Lisa of gaming position it acquired came from the sheer depth contained in a game that looked about as appealing as your wife's make up applied by a shogun. It's varied gameplay, open environments and thoughtfully layered storyline, full of intrigue, twists and turns, political struggles, social commentary and literature-filled influence gave it an auro of sophistication, keeping it very satisfying in terms of gameplay and repayable at the same time. Name one game in our most current time that's come anywhere at dreaming and achieving such an ambitious feat. That's right, you can't. BECAUSE SUCH A THING EXISTS NOT'ETH!


Fast forward to 2011, you can most certainly understand why this supposed prequel making a trilogy of a franchise that doesn't need another entry is making fans sweat waterfalls and general gamers to turn their heads and acknowledge its presence. It's a pair of massive shoes this young one is attempting to fit in, and whether it does or not is for YOU to decide. Here is but a collection of a simpletons opinion, so if you haven't experienced it yet, do so before reading ahead. Not only will it keep some of the surprises hidden, it will also make much more sense in understanding the qualms one may have about it (that is, unless you're the type that enjoys acting surprised. In that case I hate you.)


Enter Adam Jensen, the Head of Security for Sarif Industries which are a firm that prides itself on building augmentations for beings that are human. The central theme Human Revolution focuses on is indeed whether or not human augmentation is a way forward for a society at the very pinnacle of technological advancement. It raises some very relevant questions regarding the real world we live in today, what with our attachment to things made out of processors and wires. You can either remain a fundamentalist on your embracement of human purity or join the Power Rangers club by becoming better in every physically conceivable way than others to gain that employable edge. Wherever your moral stance, there is much to contemplate and set straight by the time the end credit roles.


Since this is a Deus Ex game, there is of course a large conspiracy gearing behind the scenes, making you seem like but a pawn in an overly complicated chess match. There are places to go, people to meet and grand ambient tracks to listen to, all the while deciding who is in fact vying for control of whom and how they're going about doing it.


The places you will go in HR are few in technical terms, but how they've been realized is something to admire. Aside from specific missions set in specific places, you will spend the majority of your time in medium scaled 'hubs'. These hubs, ranging from Detroit, America to Hengsha, China present quite acutely the impact a future of heavy advancements in technology has had in its infrastructural development. Afterall, Hengsha is a double deckered city. Each location has a distinctive look and feel to them, allowing you to separate them from each other quite rapidly. There is some revisiting of said places, but what little repetition there is, is more than compensated for by the vast amount of alternative routes you can take to get around the world. The adventures type will be greatly rewarded for their knack for exploration, as there are always places hiding goodies and experience points upon charting.


The realization of these maps is further enhanced by the positioning of everything navigable. Alternative routes mean alternative ways to tackle any given mission to suite your gameplay style. Can't be bothered squeezing through a conveniently sized vent? Bribe the man at the door for entry. Want to keep your visibility purely confidential? Take the rooftops. Don't like the faces of those two men over there? Double-backhand their faces for ultimate pimp-man satisfaction. The world is very much set-up as an open ended playground, it's design allowing you get around it in any play style that suits you, something that is cleverly extended into how you deal with people getting in your way.


You can complete HR without killing a single person. Although there is large contradiction that will challenge this remark, generally speaking, you don't need go the way of other murderous protagonists to further your experience. It's very much like Hitman: Blood Money. You do have the power to go in guns blazing, but not only does that decrease your chances of survival, it also takes away the satisfaction of infiltrating a building, getting your mission done and exiting it in one fluid motion, without having a single soul hear your peep. Another incentive to play like an non confrontational bi-sexual is the fact that you get a helluva lot more XP. Bonuses such as 'Ghost' and 'Merciful Soul' are only awarded when you eliminate enemies non-lethally, whilst presenting your friend bullet to an unknown persons head offer no such bonuses. It's all about offering the player the freedom of choice and the ability to experiment, rather than giving them AIDS and telling them to 'deal with it'.


These freedoms, however, come at a cost, and to an extent, a rather expensive one. There are exactly four boss battles in HR, with the last one probably being an unnecessary homage to horror sci-fi films. The crime isn't the bosses themselves -- if anything, they're quite well developed to look at. It's how the gameplay shifts into a bottleneck, rather, that become the problem. In a game that condones and promotes choice and specific play styles, being deliberately thrown into a situation you are illequiped for leads to frustrating times for players and question the decision opted by the developers. They're still fun in their own respects, with each of them set in unique environments matching their equally unique abilities, but put simply, it disrupts the brilliant flow HR starts from the moment it begins, at the same time gravitating from the principles it faithfully upholds. The fact that you don't know what their conflict with you is (aside from leaving you for dead shortly after the game begins, wherein a quick ride to the chop shop sees you return with some modifications), as well as a lack of justification for wanting Adam dead makes for some confusing and wholly forgettable moments. The best way to go about enjoying HR is to simply act like these boss fights don't even exist. Frankly the story is better without them (with the exception of Vasili, the augmented Russian with an attitude).


Another minor problem arises from the games integral component; augments. Being pimped out harder than a black man with gold teeth, Adam acquires life saving components without a say of his own [read: because his stomach dropped out after he was thrown through a pane of glass]. Moving on from whether he asked for it or not, you can acquire more augments by earning praxis points which you can then put into specific traits that will give you an edge in gameplay. Said augments range from hacking appliances, punching through walls and landing safely when falling off any height. Although varied, some are just plain useless, whilst the main problems comes from turning into a mechanical Jesus by the end sequence. You simply level up too fast, and with findable and purchasable praxis points throughout the world, there are times where you will feel as if you're too well prepared for a certain situation. Whilst some may argue that's a good thing, it takes away from being a unique character and destroys any potential 'water cooler moments', where you would otherwise talk about how you approach the game (ie. being a hacking genius rather than an unstoppable brute and vice versa).



The most offending part of HR, however, has to be the ending itself. Imagine spending countless hours playing a game, putting in your utmost moral efforts as well as game playing ability only to be shuffled into a room where pressing one of four buttons ends the game.


Such is the anticlimactic reality of HR. Experiencing an overall engrossing storyline that's been thoroughly explored both realistically and fictionally only to have it all end by the press of a red button is offending at best. Here Adam stands, the vanguard of humanity, the decider of humanities fate for decades to come, and all his actions committed, all his experiences had amount to nothing more than applying downward force into an object we're all too familiar with. If you havn't noticed by now, I hate the decision taken to end HR, but more importantly I hate buttons. It undermines the credibility of an otherwise astonishing game for an unnecessarily silly reason. Then again it was developed by a French team, so I guess it at least makes sense.


If there's one thing the original Deus Ex was, it would be how smart a game it was. It presented you with moments you couldn't fully comprehend, with references to literature that went in over your head. It made you think it terms of the characters and their decisions, and how they might be applied to our real world. As hard as HR tries to reach this summit, it never quite does. HR does make you think, but not nearly as much as the original did (although this may vary person to person). It's a detailed world, but the details come in the form of how augmentations work and what the immediate effects they're having on society rather than, say, how it is the answer to the future of humanity or how it will have a negative impact in the long run. It also dosent respond well to a violent playthrough. If you were to murder everyone in the first mission, the only grilling you'll receive is for the death of the suspect you could have interrogated. The fact that you've slaughtered all hostages dosent seem to bother anyone. Jews, maybe? Whatever the case, HR has every potential to be a smart game, but seems to be comfortable by simply remaining a smartly made game. It's shame that they couldnt capsize on the chance to enrich to plot as a whole (reading emails, for example, proved to be a very entertaining pastime), taking full advantage of the exceptional voice work and impressive acting. But this will do, pig. This will do.


The graphics, before I forget, are pretty good, though they won't be rivaling the likes of Crysis or any other game with a high graphical output. It does more than work, but it can be very 'edgy' at times; I don't think I've encountered a single, fully circular object in the whole game. The hubs are given more of a life with appropriate shades, and the color scheme overall works in sync with the given environments. There a missing blocks here and there coupled with the odd 2-D texture sprayed across some canvases, but it's nothing that will create a visible eye-sore. NPC's could have done with a better drama teacher, as their canned acting is basically the same for every one of them, which can get tiresome to see. Stiff facial features also fall into the 'Bummer, dude' list, but as said, nothing too problematic.


Deus Ex: Human Revolution is a compelling experience from start to finish. It does what it's set out to do, and although it hits a few glitches in expression, it manages to keep itself in check but offering you the power of choice. Choice to do whatever the hell you please, whether it be hacking Asian prostitutes or bashing walls open into toilets where Asian prostitutes are present. It also has the most rewarding stealth seen in a game since Theif. It breaks from the trend of mindless corridor-shooters and reminds us of a time when gaming was at its best, honoring those veterans that came before. It dosen't quite touch the sun, but it comes so achingly close. That is in itself a Falcon Salute worthy effort.

Sunday, 7 August 2011

DOTA Clone v0.6 Casualafied

AKA League of Legends (LoL). This MOBA genre game has an interesting community. Everybody in it has an opinion and believes it to be better than high-tier players. Due to this, Designers have many problems with balancing champions. There's a problem of whether to suit gameplay to lower-tier summoners, or high-tier summoners. This leads to the designers constantly breaking champions into uselessness.

An example of this would be Evelynn, low-tier players cannot handle facing this champion in the enemy team, so they whine to Riot. Evelynn is an invisible-based champion, meaning an invisible-seeing ward can pretty much fuck her over.

That being said, I believe, personally, that the summoner spell Flash should be removed from the game entirely for a few reasons. The first being is that it promotes being reckless with no danger to yourself. I've been in several situations where only Flash could save the enemy from dying, and hey, it works.

The second reason is that the only way to counter a Flash is to pick up Flash yourself (unless you happen to be one of the few champions with insta-mobility spells). I pick up flash with 90% of my champions for the only reason that if an enemy flashes, I can flash too to ensure the kill.

For characters, such as Kassidin and Leblanc, Flash goes too well for their skillset, allowing for double jumps, and in Leblonc's case, triple jumps. Personally, I think that this is just not fair.

Ussually, with summoner spells, such as Ghost, there are multiple other summoner spells to counter it, such as Exhaust or Flash (lol). Not in the case of Flash.

Another issue with this game, is the fact that most players build items and/or skills according to the champion they pick. While this is ok (to a degree) for cookiecutter champions like Sivir or Tryndamere, for most champions you should build according to the enemy you face. Too many times I've seen an ally pick berserkers over mercurys despite the enemy team being full of crowd control. Hey man, don't do this.

The biggest problem I've seen so far, are allies that randomely go AFK near friendly towers. If you begin a game, then at least have the decency to actually play. I imagine, if told, these players would believe that /dance ing gives free experience. This is... a disgrace. I do imagine there are players like this, and this is the sort of thing that contributes to my lack of sleep, thinking of all the inhumane acts people commit.

People need to understand that LoL is a game, and not to take it too seriously. We make mistakes all the time, but it's wrong to get mad at someone for one little thing, like over a lost game. I myself suffer from this to a degree.

Yeah.

Saturday, 6 August 2011

The Stanley Parable

As the title suggests, this is a story about a man called Stanley, in the form of a HL2 mod.

This game is certainly interesting and appeals to a certain crowd. It's a short game that attempts to tell a story and explore some phsychological ideas. It presents real choices, and the player can pick whichever he wants. From the choices made, the player experiences one of six endings.

The voicework is great, he has a soothing voice.

There are a few problems with prop positioning, and replaying the game again to view a different ending is a bit tedious.

What else can I say? It's a short game, worth your time checking it out at least once.

Friday, 5 August 2011

Gibbage goes free and the Humble Indie Bundle goes 11

Remember the indie game studio named Zombie Cow and the two hilariousy brilliant side-scrollers, Ben There, Dan That and Time Gentleman, Please!, they realeased back in '09? Come to think of it, I don't know why I asked that question as if I were expecting an immidiate response from you, the reader, but hey, those are the facts nontheless.

In a rather not-so incredibly shocking turn of events, Zombie Cow have now renamed their studio to Size Five Games. The reason for the change is currently unknown, but what is known and frankly of more importance is the release of their newest game, Gibbage, for absolutely nothing. That's right, free! And you know what the best course of action to take on free materials is? Yup, to acquire on sight, post haste (except AIDS). The catch is that it's only so for this weekend. So don't delay, hit this underlined word to start having yer' awesomely olde' side-scrolling action today. They've also made peep on their newest- newest project, The Swindler, but more on that in due time.

Also making news is the Indie Humble Bundle's ever increasing waist line. What they've done now is add last years bundle-o-games to this years, raising this years one to a total of 12 games and a Minecraft trial:


Crayon Physics Deluxe, Cogs, VVVVVV, Hammerfight, And Yet It Moves, Steel Storm, Braid, Cortex Command, Revenge of the Titans, Machinarium, Atom Zombie Smasher and Osmos. Oh, and access to Minecraft until August 14th.

 You may have all of this so long as you offer anything over the average HB3 payment of $5.37. You can make certain that the average will change, increasingthe value in the process, so you might want to get in there fast if you don't think you'll be able to purchase later on for a bit more than $6. It may not be pay-what-you-want aynmore, but if you're prepared to bitch and moan about getting these 12 titles for as little as $0.49 each, you can try eating a dick.

If you already paid above the average for HB3, you should find you’ve been gifted the HB2 games too. Also, if you already have the HB2 and don't want to pay for them again (you could gift them and yourself look like a gentleman but what do I know), all you have to do is pay BELOW to average amount. Then you'll get everything that was initially in the HB3 (including Stell Storm and Atom Zombie Smasher).

Good games, asian-prostitute cheap and the proceeds go to charity. Fellow Globbers, you know what to do. Click here and be amazed at how much they've already raised. Wolfire, you have our utmost respects.

Thursday, 4 August 2011

Brink DLC: Agents of Change is Out Now

For those of you who have stuck by this year class-based shooter Brink despite it's shortcomings,  here is some welcome news. As the title reads, the Agents of Change DLC is out now and ready to download at your leisure for $0.00 [read: free]. The '$0.00 [read: free]' part comes with a catch, however, as it is only so for the next two weeks. Then you'll have to pay money for it. And we all know how much you love doing that.

Agents of Change contains two all-new environments, five new player abilities, two new outfits, and two new weapon attachments. Now heres the previous sentence in dot-point form:

New Maps
Founders’ Tower – The revolution finally reaches the island’s iconic spire and takes the battle for the Ark to dizzying heights.
Labs – Venture into the depths of the Ark’s original research and development laboratories, a submerged high-tech facility so far untouched by the civil war.
 New Player Abilities
UAV – This stealthy and lethal device allows Operatives to automatically mark nearby enemies on their radar. For more explosive fun, they can even take direct control of the UAV and detonate it near unsuspecting foes.
Napalm Grenade – Soldiers can use this new grenade to cover an area in a sea of deadly flames.
Pyro Mine – Engineers can plant these mines and leave enemies in the epicenter of a massive napalm explosion.
Field Regen Unit – Medics can deploy these units to increase the health regeneration of any nearby teammates.
Tactical Scanner – This universal ability allows players to reveal the active buffs of their opponents, allowing them to pick off enemies more strategically.
 New Weapon Attachments
Bayonets – Gain the edge in melee combat and cause extra damage with these deadly blades.
Weapon Shields – Take cover from enemy fire and prevent headshot bonus damage behind riot-style shields.
 New Character Outfits
The Sad Punk – Add a touch of Steampunk to your Resistance character.
The Limey [Nigga] – Bring order to the Ark with this outfit inspired by traditional European police lawmen.
Quite swell if you ask me, but why it wasn't included in the game from the get-go and why you have to pay for it if you don't manage to acquire it within these two weeks is something I'll never understand.

No wait, I perfectly understand. LAZY, LIMEY SCUMBAGS BEING PATHETIC DEVELOPERS!

Here are some pictures of the maps included in the DLC so as to end on a less violent note. Lovely.




HOW LOW CAN YOU GO?

Limbo is without a doubt a unique game. It is comprised of puzzle and platforming elements with a splash of horror. Everything in this game is shaded in black and white hues, with some film grain effects and eerie ambient music, maybe this is where some people found the horror in this game (lol). You play as a young boy who traverses through traps and obstacles to find your sister. Lacking in any kind of obvious story and narrative factors, you are left to your own devices in figuring out whats what.

You're in a world where you're an insignificant insect and you are constantly reminded of this. The world is extremely depressive, with its art style and death animations.

The gameplay is basically "trial and death". You will die. The point is, you learn from your mistakes and should be able to pass the obstacle easily once you find its trick. Yeah, about 70% of all deaths in the game are probably not your own fault, but the game is coo' (looks quite nice) enough so that you won't ragequit. Much. Probably.

About the puzzling, the first half of the game contains ridiculously simple puzzles, getting more and more intricate the further you advance. From pushing and pulling items, you soon begin controlling gravity, dodging bullets and outrunning huge spiders and tribesmen. After most of the puzzles, you'll wonder how you ever got stuck on the part.

The platforming is for the most part, easy. Your character floats towards ledges and makes grabbing them much easier. Towards the very end, the game pulls some dirty tricks on you, and you can try again and again to complete a certain puzzle, only to have luck screw you over. I despise having aspects of luck ruining your progress in a game, but I understand that luck is essential to most games. It may just be a ploy to extend the gameplay time, but there's nothing I can do about it. All I see it doing is promoting frustration.

Horror. Scares. Some people claim this game is somewhat scary. Maybe if you have a severe case of arachnaphobia. If you find yourself leaking liquads during this game, then I can admit that I'm ashamed as a human being.

The fun part of this, is that you can make whatever assumption you want. Take nothing for granted when playing this game.

Unfortunately, all the fun stuff stop happening halfway through the game and replaced with constant puzzles until its abrupt end. It's quite dissapointing, since there are a few memorable sequences in the first half, and its almost like the level designer had a rebellion and crowned himself king of puzzles at the start of the second half.

Is this game bad? No. Should this game be considered the messiah of modern-day platforming and puzzling? No. Should you play it? N-Yeah, sure.

Monday, 1 August 2011

Dino-D Day

Or better known as everybody rush as Nazis to always make unbalanced teams. As far as most people are concerned, it seems that this game is only worth playing as the more dinosaur-prominent Nazi team.

Did I hear unbalanced? That's pretty much the theme of this game. The Nazis have the most versatile and fun units while the Allies are stuck with one dinosaur that's worse than any the Nazis get and like 7 humans, only half of which actually do anything to win the game.

Because of this, there are ALWAYS 2 more people on the Nazis team. I don't blame those people, but haven't any of you heard of good sportsmanship? Stick with your team instead of constantly team-shifting like a filthy whore hopping on different cock every minute.

Speaking of unbalanced, the Nazis get a slow, but heavily armoured dinosaur capable of locking an entire team in their base. I kid you not, it takes a whole smg clip and two pistol clips to take one of these fuckers down (or two direct hit rocket launcher shots or 3 perfectly aimed grenades). Two of these armadillos will garantee a win in any match.

But is the game unbalanced? The allies get this nigger called Nigel something who has a shotgun for his primary gun. What does this shotgun do? It doesn't. I've tried aiming the thing down a dinosaur's neck and pulling the trigger while paitently waiting to die, because the dinosaur bit my dick off after not even getting hurt.

He's not even the worst. There's this panzy called Hardgrave. He has the worst weapons ever. A rifle that is hard to aim when a dinosaur is tearing your ass and impossible to mannyly reload, and a pistol. Assuming you're some kind of gaming god and can stack up to 3 kills with him, you can make him get all angry and invincible, killing all enemies with one punch each. Then he's pretty ok.

Another huge issue with this game is that nobody seems to understand what a game mode is. You get kiddies running around trying to snipe some kills while the enemy is capping their point. I've had many situations where I've cleared out a whole area of enemies only to be sniped. Surely my allies will easily cap the poin- Oh, nevermind, none of them are even in sight of the darn thing. I've gone velociraptor (the unit with the least health) and capped the point without any enemies interfering. None of the enemy made any move to retake the point at all. It's saddening really. Get your priorities straight.

Is this game worth the five dollars? Yeah, you can easily get that much fun out of it. If we're lucky, the developer might even start fixing the game to make it even the slightest amount balanced. Then he can take my money.