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Saturday, 28 June 2014

Betrayer – Review


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This game was tested using an AMD Radeon HD 7790 graphics card kindly supplied by AMD.  
Platforms: PC
Tested On: PC
Blackpowder Games, the developers of Betrayer, is a studio composed of numerous veterans from Monolith, the company that brought you No One Lives and the F.E.A.R. series. For their first game Blackpowder have chosen to stick with the horror theme, crafting a first-person horror survival game that introduces some fascinating concepts into the genre. Betrayer is unique, and I got a chance to get some hands on time with it thanks to Blackpowder.

The first thing to smack you in the face like the hand of a vengeful God is the game’s striking monochromatic visuals. The entire world is painted in black and white, with the occasional splash of red used to highlight enemies and items of interest. LIke any unique style the black and white imagery of Betrayer is going to be divise and likely take the centre stage in most arguments about the game. A brief visit to the forums reveal that gamers are already split down the middle, arguing for and against this unusual chouce. And indeed it does take a while yo get used to the graphics as they give the world an almost 2d appearence and your eyes have to adjust to picking things out.  But while it may not be too everyone’s liking the black and white style of Betrayer does exactly what it sets out to do, invoking an incredibly tense atmosphere.
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This is coupled with a brilliant use of audio, or more specifically by a very careful lack of audio. There’s no background music, only the gentle sound of wind, the occasional bird and the creaking of an enemy that’s gotten close. It’s a quiet, eeiry world that leaves you feeling constantly unsettled, always wondering if there’s something lurking within the trees, watching you.
The game is set in 1604 where you’ve just sailed from England to Virginia, intending on helping a struggling colony.  The preview build begins on the beach. A wrecked ship is was my first sight, and a sandy beach strewn with debris the second, indicating that I was a survivor, and probably the only one. It’s made clear from the very beginning that Betrayer is a game of little instruction: a few brief tutorial messages pop up and provide a quick and simple explanation to how the basic controls work, but apart from that there’s nothing else. The game just dumps you on a beach and lets you get on with things. It’s a wonderful sensation of freedom that is not often found it today’s rigidly scripted games.
So, as you do I smashed up a few crates, took the cash that came from them and sidled up the beach, intent on finding out just what the hell was going on. I didn’t get very far before I spotted a woman in read who delivered a message via arrow explaining she didn’t want to come near me, and warning me of the dangers ahead. Now exactly a warm welcome then. Still, here warning proved true because the Spanish Conquestadors roaming the land have all gone a little bonkers, red mist of a sorts emanating from them. Upon spotting me the first one that I encountered ran headfirst toward me, intend in causing some serious bodily harm. Not to worry, though, because I had scavenged up a bow and a few arrows in the face put him down.
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It’s not much further on when I encounter a large wooden fort. Considering the atmosphere of the game up until this point I’m wary about entering a confined space because enemies can kill you very, very quickly, but caution is my is friend and I advance in to discover…nothing. Well, no dangers anyway, I do find several clues alluding to the fate of the people that once lived within the wooden walls, and a chest from which I can purchase some new equipment in return for money, though the nature of the chest breaks the illusion a little. This hunt for clues that provide small snippets of backstory forms the basic premise of the game: people are missing and there’s evil walking the land, so just what the hell is going on? Again, I was left to my own devices more or less, free to roam the open world and gather clues. Thus, full of slightly nervous optimist I ventured forth and was killed by…something. I’m still not entirely sure what happened because as far as I can tell there was nothing around me capable of doing such a thing.
Still, my demise gave me a chance to check out how death works in the world. Upon dying your valuables will dropped to the ground and you’ll be brought back to life at one of the checkpoint areas around the map. If you want your stuff back then you’ll need to go and hunt it down again, being a bit more careful in the process.
The act of combating the menaces walking the land is remarkably simple, largely because of the braindead way in which enemies behave: they either run straight for you, or remain stationary and take potshots. There’s a few different weapons like bows, pistols and muskets for you to use. Muskets and pistols may seem like an obvious choice to the unitiatated over a bow, but their long reload time leaves you very vulnerable to the enemy rabble, while a bow is quicker to draw and use. Regardless of which you choose to use, though, your attacks will often be deflected by the enemies metal armor, leaving you desperately back-pedalling as you reload. I found it helpful to have several muskets equipped, that way I could cycle through each of them rather than reloading. There’s also a tomahawk which gets introduced early on and proves to be the best method for taking down enemies who are a little close, while your knife is capable of doing heavy damage but also requires you to get very close, making speed and precision important.  Combat is usually just about getting a few ranged shots into an enemy as it charges (or floats) toward you, or playing a game of strafe and shoot against ranged weapon wielding foes.
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The bow currentlys feels a bit too powerful in comparison to the musket, and in comparison the beautiful physics seen in recent games feels completely unrealistic. You can land headshots from a vast distance by simply pointing the aiming reticle at the enemies face, rather than having to adjust for drop off. The speed at which you can draw and release an arrow also feels a bit fast. Adding in some realistic drop-off physics and slowing down the bow a little would help add some more tension to the combat, I feel.
The only true sense of direction within the game comes from the interesting “listen” mechanic. Press X at any time and the wind will gently blow. Listen carefully enough and you can hear the faint haunting sounds which guide you to points of interest. It’s a cool mechanic, but the sounds at the moment are pretty faint, so I do worry that those with hearing problems are going to struggle, and I also found that sometimes the system wasn’t very accurate in portraying direction. Still, a few small adjustments could fix up both of these problems and leave us with a neat system.
After exploring the landscape for a while I wind up back in Fort George, chatting to a ghostly occupant about the various clues and things I’d picked up. His insights help me piece together a few bits of the narrative, enough for me to start forumulating some theories. The current running favorite  is that Godzilla showed up and just smashed the shit out of everything, although after some consideration I’m willing to admit that this may not be entirely likely. It was back at town where I began to experiment a bit with a pecuilar bell, which when rang suddenly transports you into a different version of the land you’re in where the predominat color is black and the enemies change to wierd floating ghouls who can only be defeated by hitting their floating skull head. Within this version of the realm there’s also ghostly people to hunt down and chat to, once again giving you an opportunity to fill in bits of the overall plot.
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Though the concept of Betrayer intrigues me greatly I do have some significant concerns about the game at this point in its development. As creepy as it may intitially be, once I spent some time wandering the world it lost that pervading atmosphere and a lot of its interest, leaving me free to notice that it really is a pretty sparse environment with nothing outside of  direct story clues to discover. Likewise the enemies who were rather chilling to begin with became less so after just a few battles as they’re relatively easy to deal with unless one manages to catch you completely unaware. They terrify because they charge straight at you or choose to swarm you with their numbers, but once you learn to keep calm and hit those headshots the sense of panic diminishes quite a bit.
Ultimately Betrayer has my interest, sporting a unique and engaging concept. It’s promising, but it needs to prove to me that it’s going to have enough to hold my attention for hours upon end, because from what I’ve seen thus far it’s going to struggle to do so.  Still, it’s early days yet and only a small portion of the map is available to explore, so who knows just what is hidden in those other sections, and what new gameplay surprises await us.
Betrayer is currently available to download via Steam’s Early Access program, so you can help shape the game’s development by reporting bugs and providing thoughtful criticism.
watch the gameplay here:- www.youtube.com/watch?v=hkkoflJ1S0s

Next Car Game – Preview


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Note: Shortly after publication a massive new update was released that adds in a figure-8 track, a new car and makes various tweaks to handling and other aspects of the game. Please be aware that this preview does not reflect that update.
This game was tested using an AMD Radeon HD 7790 graphics card kindly supplied by AMD. Click here for details on that, the Radeon HD 7790 and the test system used for all PC games.

You can stop frowning like someone just stole your Mars Bar, it’s just a place-holder name. Indeed, Bugbear’s newest racer is still so early in development that it is yet to be properly named, the honor of doing so having been handed off to the fans who are currently working their way through just about every possible combination of words in the English language. But that’s not important, because what you really need to focus on is that Next Car Game is infused with the DNA of the Flatout series.

The first port of call was naturally a full-on 24-car destruction derby, perhaps not the best place to get a firm grasp on the handling model but certainly the perfect choice for checking out the impressive physics which allow for amazing displays of destruction. Also, I’d been having a bad day and nothing makes me feel better than smashing shit up. As 24 beautifully realised cars collided in the centre of the arena I was genuinely taken aback by the level of destruction on display, vehicles being ripped apart through sheer force, creating a brutal, almost balletic display. There’s a wonderful sense of weight to everything that make crashes look and feel fantastic, while the audio also does a great job of selling the impacts. It’s an overused word, but Next Car Game feels visceral. Cars are brualised, mangled and destroyed. There’s more skill involved here than you might first expect, because your car can’t take too much damage, and thus looking for the best time to attack is key. You have to strike fast and then get out before other cars pile into you, so situational awareness is very important, as is some fancy driving.
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Yet it was in the lunacy of a 24-card race that my appreciation for the Bugbear’s work really began to show through, the sheer destructive capabilities of the engine working in tandem with satisfyingly weighty handling to create a challenging racing experience, one that I almost immediately fell head over heels in love with. With so many cars on track the first corner closely resembles World War II in a highly localised area, entire cars spinning through the air before crashing into the pack sending shards of metal flying. It’s while plowing headfirst into this mess, witnessing cars crumple and concrete barriers wrecked, that realisation dawns: despite the seeming encouragement of the on-screen destruction this is a racing game that demands patience and careful control of the throttle. Scream into the first corner and you might just make it out alive, but it’s far more likely that you’ll end up nearly destroyed. The smarter option is to go in careful, picking your way through the inevitable pile-ups, contacting other cars when its beneficial to you. It’s like a tactical shooter: you line up the perfect shot, and take it when you need to. Smashing into others is tons of fun thanks to the convincing way that they crumple, but a well placed slam into the side of another car can send them spinning into a wall with minimal fuss, and so every race is like a deadly dance, one that’s flirting with you, trying so hard to simply make you hit the accelerator and ram everything, only to lose it all. The steering has a real sense of weight to it, still far from the deadly lands of realism but nowhere near being “Arcadey” either. Perhaps the best way to think of the handling is believable. You can believe that this is what cars of this nature handle like, even if you know it really isn’t. In its current form driving the vicious muscle car requires some deft throttle work as it likes to step out and spin the wheels, slowing you down. To my surprise I’ve only recently began earning podium finishes and I love that fact. Next Car Game isn’t forgiving; it wants you to try hard.
Indeed the on-screen lunacy effectively hides the fact that Next Car Game is a surprisingly nuanced game, requiring far more skill than your average racer. Keeping your ride on track and getting the maximum speed from it takes constant work, and the AI you’re up against are an aggressive bunch, showing no hesitation when it comes to using use as a way of getting around corners. Their savagery is refreshing, even if it’s partially because they sometimes seem unaware of your existence. But even when not tangling with you they’re fighting with each other, shoving and pushing to claim dominion over the track. The end result is circuits which becomes littered with chunks of concrete barriers, tires and the wrecks of cars as the race progresses. Each lap presents more and more debris, with the husks of AI controlled vehicles often providing obstacles to avoid, bringing a nice dynamic to the races.
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Things are far from perfect, mind you: cars feel like they wallow too much and the physics need just a bit of tweaking to ensure that being spun out isn’t quite as easy, because at the moment the slightest tap can send you completely out of contention. This might sound like a contradiction based on what I was saying earlier, but the thing is with so many cars on track and so little required to send you hurtling to your demise races can become a little frustrating. Likewise it’s actually a little too easy to spin your opponents out. Your cars damage also doesn’t translate very well to changes in handling, either. Finally the handling could do with being a little more responsive.
Other elements of the game are currently grayed out or limited, but serve to provide an idea of what else we can expect. Cars can be customised with different parts like a new engine or tyres for specific terrain, while  a selection of driving aids lets you customise the handling, gently prodding it toward either end of the spectrum. And thus we arrive at a small point of contention: in its current form Next Car Game feels like it’s trying to appeal to everyone, and therefore may struggle to please either crowd. The handling model sits firmly in the middle of the realism/arcade spectrum, perhaps leaning more toward realism, and while it feels nice to me I can imagine people wishing it would fully commit to one or the other.
In terms of tracks the designs are firmly within the realms of realism. On a completely personal level I’m hoping to see a few added with some low-key jumps and maybe some high embankments on the corners to play up the destruction. Nothing to over-the-top, mind, but in its current form Next Car Game is a surprisingly po-faced racer, but then  that makes it fairly unique on the market as we’ve rarely had a destruction derby style racer that isn’t purely arcade in nature.
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Alongside the normal Early Access section of the game Bugbear also kindly permitted me access to their aptly titled Technology Sneak Peek, a virtual playground where they test various aspects of the physics and handling. It’s a sleek, white world filled with weird things, many of which are built for the simple purposes of wrecking cars in numerous different ways, pushing the engine as far as it can go. Perhaps more interestingly it gives fleeting glimpses of other, more wacky modes that could turn up in the full game. Again, anyone with a few memories of the Flatout series will recall that Bugbear were fond of presenting players with various distractions, like bowling with cars and ski jumps. If this playground of destruction is any reliable indication we could be in for a wide variety of activities.
At this point the most exciting prospect about Bugbear’s latest project is multiplayer, a feature that’s definitely coming but that has not yet been added to the Early Access program. Racing against the AI is brilliant fun, but the idea of taking part in a destruction derby with 23 other players sends tingles down the spine. I’d be lying if I said  I wasn’t a little concerned, though: even with AI-controlled races can on occasion be a frustrating experience, so with real gamers in play there’s just a little seed of doubt sitting within my soul. Could standard races become far too irritating, as any chance of winning is stripped away because of the game’s strongest asset, the physics? What’s to stop every race devolving into a destruction derby? It’ll be interesting to see how Bugbear handles this potential problem.
It’s also important to for me to stress that Next Car Game is very much an Early Access title as the system feels like it was originally intended, by which I mean your money buys you a barebones package. Alongside the destruction derby there’s just two different races to partake in, and two vehicles in which to do so. The Early Access scheme is for people who want to actively help fund the development of games and provide direct feedback, and this regard Next Car Game feels like an almost perfect example of what Early Access titles were likely originally envisioned to be, giving you a sampling of what you can expect the finished game to be like. It’s just a shame that the relatively high entry price may put some people off. It’s here we encounter what I view to be the biggest flaw in the Early Access scheme: you have to trust the text and video information provided to give you an accurate representation of what the developers are aiming for, otherwise you could find yourself paying to access a game only to discover upon playing that you have no interest in funding its development. As it stands the Early Access scheme is a powerful tool, but one fool of potential pit-falls. But that’s a topic for another time.
It’s also worth noting that by heading over to the official Next Car Game site and signing up for the newsletter you’ll be provided with a code to access the Sneak Peek Tech Demo absolutely free, which should be enough to give you an idea of whether it’s worth purchasing Early Access.
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 Let’s me stop for a brief second and play the dreaded What If game. If this had been a demo rather an Early Access scheme, a chunk of the game made freely available to the public,  then after playing through it I would have immediately taken out my wallet and placed an order for the full game without hesitation. Even in its current form Bugbear have convinced me that their new project has what it takes to be a damn good game.
But this isn’t a demo, and I need to maintain a calmer head than that. The simple truth of the matter is that Next Car Game is an Early Access project, and appears to be far away from becoming a full-fledged product sitting on store shelves, thus I can’t claim that it will be a good game, because I have no way of knowing. Anything could happen between now and the projects final minutes, including cancellation or complete overhaul. So I must fall back on an often used word when describing Early Access titles: potential. Next Car Game is brimming with potential, the DNA of the Flatout series mixing with an incredible physics engine to produce something…special.
watch the gameplay here:- www.youtube.com/watch?v=2sMeY6fENdE

Wednesday, 25 June 2014

Enemy Front Review - action/shooter 1st person game


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Platforms: Xbox 360, PS3, PC
Reviewed On: PC
Developer: City Interactive
Publisher: Namco Bandai
Singleplayer: Yes
Mutliplayer: No
Having once been flooded with a seemingly never-ending wave of shooters set during WWII it almost feels strange to once again be staring down the barrel of an MP40 in City Interactive’s latest title, Enemy Front, a game which makes incredibly bold promises on its Steam page it cannot hope to keep. Despite the sales jargon, this is not ” first truly modern WW2 FPS, featuring stunning visuals, open-ended levels and a richly interactive combat experience.”

Primarily tracking the events that took place in Warsaw during World War II Enemy Front attempts to tackle far lesser known chunk of the war, providing the chance for the Polish development team to give us a unique and fascinating look at their country’s history. This, however, is quickly shown to be a wasted opportunity as we’re introduced to Robert Hawkins, an American journalist lacking any discernible personality. Given the choice to tackle an area of the war relatively unknown by the majority of people, why oh why must we once again be saddled as an American? Worse, an American that within the space of an hour somehow becomes a great figure within the Polish war efforts, effortlessly pushing the resistance forward through his fantastic combat skills which he learned from…uh, nowhere.
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The basic premise is that Hawkins goes from douchebag reporter simply hanging around for the story, to genuinely supporting the resistance and actively fighting with them, broadcasting their story via radio to the rest of the world. Aside from the fact that City Interactive opted to go for the typical American lead character where it was not needed, it’s a solid setup for the story, but the writing is painfully thin throughout, throwing Hawkins from scenario to scenario with minimal connection. While most of the game focuses on Warsaw, Hawkins somehow also gets involved in resistance cells across Europe, each story told via flashback. His journey from moron to bonified resistance member is poor, as Hawkins motivations or reasoning is never explored, leaving his transformation feeling completely empty. Why didn’t he care about the resistance to begin with? How did he come to respect them? “Pfft, no idea!” shouts the game as it throws you into the next level.
As a reporter the best moments of the game’s narrative should have come from Hawkins radio broadcasts, perfect opportunities to provide a unique telling of the story of Warsaw. Sadly, though, these few moments are pitifully short and fall flat due to Hawkins having the personality of an onion. As an apparent war correspondent, it seems baffling that his radio transmissions contain exactly zero information on the current situation. He provides no insight into the resistance, no updates on how the effort is going or what they’ve been doing. He fails to talk about the struggle, the difficulties facing them or anything of importance, instead opting to throw out a couple of vague lines.
Those that surround Hawkins are equally lacking personality, a minimal amount of dialogue and screen-time giving them not even the remotest chance of becoming interesting with horrid voice-acting to boot. Just who are these brave resistance fighters that took on the Germans? Hell, for that matter what were their names? The narrative is so weak as to be almost laughable, a wasted opportunity to deliver something different, something powerful. It all wraps up in a rather anti-climatic ending around 5-6 hours after you star playing.
Naturally shooting is the name of the game here, so it’s good that the weapons feel universally nice to use, packing a decent wallop and satisfying audio, although the MP40 has a strange glitch in which single shots don’t use the correct sound. It’s the rifles that manage to steal the show, especially those of the sniper variety, which is perhaps unsurprising given City Interactive develops the Sniper: Ghost Warrior series. The controls are a tad sluggish and floaty, with  walking speed is annoying slow, but though these things do somewhat tarnish the game they’re not overly problematic. Still, they could certainly do with being tightened up, and the default movement speed increased.
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Far more of a  problem is the brain-dead AI who are incapable of attempting even basic flanking maneuvers. The German soldiers you fight against have a worrying habit of standing in the open or sprinting across open spaces when they need to be hunkering down, making defeating them a cinch even on the hardest difficulty, and that’s if they actually decide to move at all, as just sticking to a patch of ground a few feet across seems to be their primary tactic, turning battles into a shooting gallery. When they do manage to get a grip on the situation you can soak up considerable damage. Even on the hardest difficulty it’s entirely possible to stand behind a wall with the entire of your torso visible, and gun down every enemy while taking fire, completely taking away the sense of danger.  It’s also to possible to abuse the AI by simply hiding round a corner and killing the soldiers as they blindly come charging round to see where you went, each soldier clearly witnessing the death of his comrade in front but choosing to copy his fate anyway. Likewise you can sit at the top of some stairs or  behind a doorway and allow the opposition to come storming through.  The lack of challenging foes quickly saps the enjoyment out of the combat.
A couple of other problems are worth noting. Upon hitting an enemy a white X will show, while a red X indicates that you’ve killed them, but the game has a bad habit of mixing these two up, and thus on several occasions I was almost gunned down by an enemy it claimed was dead. Furthermore, enemies usually don’t visually react to anything less than a kill-shot, making your vicious sounding rifle feel considerably less awesome.
The health system needs some work, as well. Enemy Front opts for the standard regenerating health system with the edges of the screen turning slowly red to indicate how much damage you’ve taken, but it does a poor job of telling you how close to death you actually are.
From time to time you’ll come across opportunities to kill Nazis using the environment, such as cutting the brakes on a truck so that it rolls down a hill or shooting the metal holding rods on a pile of logs so that they crush a passing patrol. These bring a nice dynamic touch to whatever levels they’re included in, but are incredibly underutilized throughout the entirety of the, only occasionally appearing.
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Another feature that seemingly got forgotten about during development and therefore only appears sporadically the opportunity to make a small decision. In the opening hour of the game, for example, you’ll be asked to choose between taking an MP40 or a Kar rifle, saving a parson or grabbing the explosives first and then between either sneaking into a church via catacombs or blowing through the wall. However, past this point choices seem to fade away, and only reappear occasionally. Furthermore it’s clear that the development team either did not have the money or the time to fully utilise these moments, as the choices you get to make amount to little in the grand scheme of things. Choose to save the parson, and you’ll still have to go get the explosives after. Opt to blow the wall to the church, and it just means entering from a slightly different direction. Later on choosing to provide sniper cover merely means a grand total of about a minute difference in how the level plays out. Fully fleshed out these choices could have provided replay value, and made the game far more interesting.
While simply shooting every Nazi in sight is the most straightforward approach, stealth is actually a viable alternative, the relatively open level design giving you plenty of opportunities to sneak past enemies without being seen or picking  them off from the shadows. At the most basic level you have a standard takedown move which doesn’t alert any nearby enemies, despite the gurgling sounds of someone having their throat slit. This method of dispatching a foe leaves you vulnerable for far too long, though, making it awkward to use unless you can truly be sure that nobody is going to come round the corner in the next 30-seconds or so, while the clumsy, stiff animation lacks the savagery of something like Far Cry 3′. The bodies of those you’ve knifed or shot can be picked up and hidden in a dark corner somewhere, but again picking someone up feels too slow, as does the movement speed the game allows when carrying a corpse. Enemy Front would have benefitted greatly from raiding Far Cry’s moveset and incorporating the ability to kill and drag an enemy into one seamless move. Indeed, as it stands the standard melee attack actually kills enemies instantly, making it considerably more effective and potentially encouraging the player to sneak up on foes from the side in order to use rather than the takedown.
Your stealth arsenal is bolstered by a couple of weapons that include silencers, such as a single-shot pistol and a submachine gun, and being able to throw rocks to cause a brief distraction. By far the most entertaining stealth feature is being able to time shots with things like the screeching of a train’s brakes, a tannoy or planes going overhead, using the loud noise to mask your gunshot. Naturally the developer’s tend to leave a sniper rifle around for those sections, and indeed they present some of Enemy Front’s finest moments. There’s just something awesome about using the binoculars to pick out a lone enemy, lining up a shot and then waiting for the loudspeakers to fire up, using the noise to pop a headshot. Nice.
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Speaking of the binoculars that’s one area in which Enemy Front does take a leaf out of the Far Cry book, although of course Ubisoft’s open-world shooter is hardly the only game to use the tactic. By staring at an enemy through the binoculars you can “tag” them and thereby keep an eye on their movements. Strangely, though, tagged enemies don’t show up on the mini-map as well, which feels like a strange choice.
Stealth also encourages you to check out the levels a little more than the straight shooting does, which is great as this is one of the few areas Enemy Front manages to separate itself from the rest of the field a little.The third level of the game is easily the best example of this and Enemy Front at its clear best; a high vantage point gives you the chance to scope out the upcoming group of buildings and enemies. Heading off to the left at the beginning lets you sneak through a river to a sniper rifle hidden in a wheelhouse, giving you a good opportunity to pick some Germans off or to simply grab a weapon that could come in handy, while going right rewards you with a silenced pistol. The areas are small, but have enough space to move around and try a couple of different methods of progressing. Continue through the level and two side-missions pop-up, the first asking you to help out some resistance members who are under fire, the reward being another chance for a sniper rifle and a trench gun to boot. A bit further on you’re presented with a chance to save a resistance member about to be executed by firing squad, the dilemma being that to save him you’re going to have to become embroiled in a full-on firefight, as stealth isn’t an option.
It’s just a shame that Enemy Front struggles to keep this level of quality in its level, with only a few more brief flashes on something great. Levels become less interesting while secondary objectives almost disappear, helping our resistance fighters replaced with far more boring missions that provide no reward or reason to complete them, past the game asking you to. Still, the levels are open enough to allow you to breathe far more than we usually see with todays tighter, scripted shooters, although you’ll still find yourself stuck in quite a few confined and considerably less interesting areas.  The game describes itself as being open-ended, but its far from that.
Going the sneaky route is by far the more enjoyable way to tackle Enemy Front as it largely avoids the AI issues. It’s a barebones system with nothing in the way of nuance, but stealth has a nice, simple flow to it. A meter provides a guide as to when an enemy can see you, and the time given to duck into cover or hide in a bush feels fair. Sneaking up behind an enemy also grants the ability to take them hostage, where you can then gun down his comrades with a pistol or slit his throat, a tactic which is actually faster than the regular stealth takedowns.
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Scattered around the place are boringly named Secrets, which…do nothing. Collecting them serves no purpose, a missed opportunity, perhaps, to present us with some historical facts about the situations we find ourselves in. You can also draw the symbol of the resistance on certain walls, but again there’s no actual reason to bother doing this.
Graphically the game is pretty good,  running on the usually impressive CryEngine 3, although barely putting a dent in what its capable of. Textures are a little weak and character models more so, while animations are wooden, with lip-syncing in particular being incredibly poor. But overall the game looks solid when running at the highest settings, and there’s some nice detail in the weapon reloads, with each one having two animations depending on whether the clip is empty or partially empty, a nice touch. The art-direction in regards to some of the locations is quite good, and a strong color-palette full of vibrant colors is a welcome change from the drab shooters that we normally get to see. The presentation really stumbles, though, during cutscenes, which look crap.
For those with a competitive mind there’s an incredibly barebones multiplayer offering here that feels like it was included merely to conform to the norm. There’s a grand total of three modes – deathmatch, team deathmatch and Transmission, where you capture and hold points – that take place on just four maps, although they are very well designed maps, it must be said. That’s not exactly a lot of content to sink your teeth into, and even this soon after launch its damn near impossible to get a full game, making testing it for this review a little tricky. If you do find a game you’re in for a mildly enjoyable but completely average experience. This is as straightforward as multiplayer shooting gets, and I’d be surprised if you sink more than a few hours into it.
You may not even make it that far, though, due to the genuinely atrocious spawning system. In my first game I died a total of 17 times, 12 of which were immediately upon spawning. The game spawned me in the same spot five times in a row, right across the street from a sniper who quickly introduced my skull to some bullets. There’s just a couple of spawn points per map and the game has a very nasty habit of throwing you into the game right next to an enemy, making for a frustrating experience. Only Transmission partially escapes this as both teams spawn at opposite ends of the map, though spawn killing is still possible.
There’s other problems, too. There’s no map rotation on the servers, so in order to launch a new map the host must shut down the server and fire up a new one, which is baffling. There’s also no method of switching teams, and players cannot join a game that’s in progress, so if you get stuck battling a team of six on your own then prepare yourself for a miserable time. There’s a baffling glitch that causes a cursor to appear in-game after playing a single multiplayer match, and there’s no way of getting rid of it apart from restarting the game entirely. It’s not a huge problem, but it is distracting and is simply downright odd. Finally there’s no hit markers during multiplayer, so you’re never sure as to whether or not you actually shot the enemy. Finally, there’s no custom classes so you need to handle loadouts mid-game, which is a cumbersome way of handling things.
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The ability to create a dedicated server was patched in during this review process, which is a nice addition, but for reasons beyond me you cannot host a dedicated server and play at the same time.
Enemy Front’s multiplayer is the very definition of half-assed, and the meagre resources used in its creation would have been better spent crafting a more polished singleplayer that could deliver on its own ambition.
So, by this point if I’ve successfully conveyed what Enemy Front is you’re probably thinking it’s an unspectacular WWII shooter, a game that won’t blow you away but could offer up some solid entertainment in a setting we’ve not been to in a while. However, what goodness exists here is hidden under a stinking pile of technical problems, at least on the PC version of the game, though consoles seem to have plenty of issues too. Keep in mind that these problems affected me personally, and as always could be due to the specific setup of the computer used to test the game or the mixture of components.
At the most basic level the optimisation seems poor, with the framerate constantly fluctuating even on lower settings. Considering this is running on the CryEngine and the likes of Crysis 3 can maintain good performance with its wonderous visuals, Enemy front’s average graphics and poor performance is almost insulting. Furthermore in an attempt to get a more stable framerate I first opted to turn on V-sync, but this resulted in the FPS being capped at 24, a problem which can be fixed by editing the config files. Therefore I decided to switch the game from using  DX11 to DX9, thinking that if the visual impact was not huge I’d prefer to have the smoother framerate. The first time I switched to DX9 the game was enveloped in a murky, brown cloud , rendering it unplayable, and the second attempt to utilise DX9 later in the game caused the character models to vanish, leaving floating guns in their place. DX9 is currently unusable for myself and many other people.
Bringing up the in-game options and attempt to either switch to windowed mode or change the resolution resulted in the game crashing complete, forcing a reset. The game was plagued with terrible screen-tearing until I discovered that going into options from the main menu and switching to windowed mode and then back again magically fixed the problem. This issue in particular seems to be effecting a lot of people, as is a glitch where simply crashes the game entirely after a few minutes of play, a problem that I mercifully did not encounter. Audio glitches were rampant, with one frustrating one causing a strange screech to emanate when characters spoke or weapons fired. I also encountered enemies that were frozen in place. For a while the game also insisted on starting with a half-size screen, despite the options saying it was running in fullscreen,
Here’s where things become complicated, however. All these problems occurred on the first computer I tested the game on. Out of curiosity I loaded the game on to a second, more powerful computer and had considerably less problems. The framerate was still very unsteady, keeping in mind that both computers should have been able to run Enemy Front without a hitch, but screen tearing largely vanished while crashing became a rare occurrence, with mid-game changing of resolution no longer being a problem. The audio glitches were still present,  V-sync was still largely useless and DX9 still refused to work.
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The thing is that in between testing the game on one computer and other a total of two small patches were released, and the developers have not stated what these fixed or changed within the game. Changing back to the first computer the problems were still present, though. Screen tearing was heavily present, changing resolution mid-game caused a crash and even changing to windowed mode from the main menu twice caused a crash, too. Considering that the hardware in the machine meets Enemy Front’s requirements with ease, and that the forums have a large number of problems being reported as well, with a great many people suffering far worse problems me, I must conclude that in its current for Enemy Front is a game with serious issues.
These problems are all the more frustrating when you consider that there’s a genuinely solid game buried beneath them all, but in its current state this is not a game that should have been released, and serves as just one more example of the shoddy state of the industry. Having been announced back in 2011 the game was originally due to be shipped in 2012 before being delayed until 2013, and then 2014. One cannot help but wonder what the hell City Interactive were actually doing in all that time. A quick dig into the game’s development reveals that features were cut and added constantly, but details as to exactly what are thin on the ground. However, considering elements of the game such as the environmental hazards, choice system and secondary objectives feel like they weren’t correctly worked into the game I have no problem believing that Enemy Front’s development has been a mess. It reeks of having been pulled apart and rebuilt over and over with no focused, creative direction.
Still, once you get it working and keeping a playable, if still unstable, framerate then there’s fun to be had. It’s a purely average shooter that does absolutely nothing particularly well or different in comparison to the competition. With updates that improve the AI and fix the technical problems, you could add half a point to the final score. With heavier updated it could even reach a score of 3 But in its current messy state, wait until you can grab this one on sale.
watch the gameplay here:- www.youtube.com/watch?v=lGs4V1umk8Q

Tuesday, 24 June 2014

Broken Age: Act 1 – Review

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Platforms: PC
Reviewed On: PC
Developer: Double Fine
Publisher: Double Fine
Singleplayer: Yes
Multiplayer: No
This game was tested using an AMD Radeon HD 7790 graphics card kindly supplied by AMD. Click here for details on that, the Radeon HD 7790 and the test system used for all PC games.
Expectation, and it’s more dangerous sister hype, can be terrifying things within the videogame industry. When you have a legend like Tim Schafer making his grand return to the point and click adventure genre after a 16-year absence expectation is high,  and that creates the potential for vast disappointment. Even if the game is terrific, can it ever truly live up to such expectation? And then there’s the fact that Broken Age comes with a pre-built fanbase who funded its  development via Kickstarter, all expecting the old-school, classic adventure they were apparently promised.

And then there’s me, a gamer who literally grew up playing games like Monkey Island, Discworld, Day of the Tentacle, Grim Fandango and more. While I didn’t fund Broken Age’s developement I’m still a part of the same community who did, a community that like myself grew up with these games and yearns for more. This raises an important question: should I judge Broken Age by those expectations, or should it be judged for what it is. Ultimately when reviewing anything I try to cast aside any expectations I have and judge the game in question for what it is, but in this case there’s no getting away from what Broken Age was promised to be to the very people who had a hand in its creation. So, my final verdict is going to be based on what Broken Age is and how it compares to other modern examples of the genre, but along the way I’m going to tackle those expectations.
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Anybody who attempts to be cheerful in the morning around me is likely to be involved in a nasty “accident”
But lets begin with the basics: the game’s narrative is split between two very different people who at first seem to be connected by little more than an overarching theme. Shay is the only human aboard a spaceship, raised from birth by an over-protective AI who continues to mother him despite his being a teenager. The ship is filled with baby toys, with even the bridge featuring a fake steering wheel and large buttons to play with. Shay’s days are spent embarking with heroic missions like rescuing a runaway train or helping a ship in distress. But these “dangerous” missions are nothing but cute scenarios set up by the ship’s computer, all featuring cuddly creatures, bright colors and absolutely no danger, the highlight of which is an Ice-cream avalanche. Doomed to repeat these daring outings every day and follow the same old routine Shay is understandably depressed, sensing no escape from monotony, until one day something rather unexpected happens, kickstarting an exciting adventure.
Meanwhile Vella is facing a rather odd situation: her home village of Sugar Bunting is planning on sacrificing her and several other girls to a giant monster named Mog Chothera in the Maiden’s Festival, done in order to appease the beast, and everyone’s quite alright with that, because that’s just how things are done. Vella’s parents and sister are all disconcertingly cheerful about her getting picked for this great honor, while the other maiden’s go to their death willingly, even going so far as to try to deliberately attract the monster’s attention in a variety of ways. But poor Vella certainly doesn’t feel honored, and rightly asks why nobody is willing to take up arms and wage war against Mog Chothera. Only Vella’s crotchety old grandpa, who remembers the days when the village was called Steel Bunting and was full of warriors, urges Vella to fight. The bulk of her story is spent trying to find a way of bringing Mog Chothera down.
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Heaven or many years of hell?
The tying theme, then, is one of breaking free of expectations and routine, of forging your own path through the world, but of course eventually the character’s individual stories do come together in more ways than just theme, though not properly until the very end of Act 1. This duality manifests itself as a gameplay mechanic, allowing the player to switch between characters at will, an idea that would seemingly make for some interesting puzzle ideas, but that in reality is never actually used.  Broken Age doesn’t encourage you to swap between Shay and Vella nor does it require you to through puzzle design or plot, which is a shame as some of the  twists could have greatly benefited from this. Ostensibly this mechanic is included so that if you get stuck on a puzzle you can jump away, but as we’ll cover later that’s just not needed. I would have liked to have seen this element of the game emphasised more, but still it is at least nice to have the option to swap present.
As a point and click game Broken Age doesn’t break tradition in that you spend your time exploring environments, chatting to various people and picking up everything that isn’t nailed down along the way on the basis that it will inevitably be used for something. Where the game does differ slightly from others is in the use of a single context sensitive button to do everything, a control scheme that works well enough. Coming from the warped mind of Schafer, who helped design some of the cunning, if often illogical, puzzles seen in the Monkey Island games, I went in expecting my intelligence to be tested in a marvellous display of devious challenges, yet this is far from the case as Broken Age’s puzzle designs and solutions are remarkably simplistic. There is, of course, plenty of room for clever design within a simple framework, but sadly Broken Age’s conundrums just aren’t very memorable, with only a couple throughout the entire 4-hour playtime standing out in my mind. The puzzles are simply very easy to solve, and incredibly generous hints via dialogue can sometimes make it feel like you’re getting hit over the head with the answer. Genre veterans will fly through the game, coming up with the correct answer to every problem as soon as it’s presented, while even  newcomers to the cult of point and click adventure games will never find themselves stumped  for more than a few seconds at a time. Nor does the difficulty of the puzzles increase as the game goes on, rather they’re consistently basic throughout.
A highlight of the game involves making a tree spew.
The flipside to this is that the game does follow a flowing thread of logic which is never broken. Since you’re adventuring through spaceships, towns full of bakers, exploring a realm of clouds and battling baffling monsters that sense of logic is obviously a little skewed compared to our every-day, boring brand, but the mental leap required is relatively tiny, and once you’ve got a hold of the thread solutions feel like they make complete sense, ensuring you’re never left fumbling around with numerous objects in order to make something happen by complete accident.
The basic puzzles further emphasise the fact that Broken Age is a more story and character driven game, as you’ll spend far more time chatting to the various people than you will coming up with answers to the challenges presented. When you tie this together with the relative ease in which you’ll progress through the game, some player’s may find themselves feeling unsatisfied by time the credits role. Personally I constantly found myself wishing for more clever puzzle designs and cunning solutions.
So, as a story-driven game how does Broken Age fair? It almost sounds insulting to say this, but the writing in Broken Age is far more subtle than I expected from a Schafer title. Not that the legendary man isn’t capable of it, but I had gone in expecting the zany, in-your-face humour usually associated with his work, but that’s simply not the case here. Broken Age isn’t a laugh-out-loud game, but rather one that constantly elicits a smile through its clever dialogue, charm and brilliant characters, most of whom sadly never get anywhere near as many lines as they truly deserve. The humour here simply feels more subdued, taking a backseat in order for a more heartfelt, charming experience.
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A cast of exceptional voice actors helps sell the characters and world. Elijah Wood plays the role of Shay, and while he can occasionally come across as a little flat and emotionless he generally brings a satisfying amount of warmth to the character, completely selling the worn out, tired attitude that one would expect of a young lad being subjected to hug attacks. Jennifer Hale more than manages to stand with Elijah in her performance as Vella, again sometimes lacking range but still doing her character complete justice. In truth both actors occasional lack of emotion largely comes down to the script, because characters within the game often don’t seem to react as very much  to big events, although in fairness this is a problem that runs throughout the genre. Meanwhile Jack Black and Wil Wheaton also lend their ample talent to the game, but sadly both of their characters don’t get as much screentime as they deserve, especially true of Black’s entertainingly weird leader of a sky cult.
The writing really is spot-on for most of the game, balancing out the plain weird with making it all seem so very…real. While it’s not as in-the-face as before Schafer’s wit is has not been dulled by time, or if it has then the talented team of writers at Double Fine are more than making up for it. Shay’s overbearing “mother” is fantastic to watch and listen to as she takes such pleasure in looking after her son, even as he is clearly becoming more frustrated, while the knitted little creatures tasked with enacting the fake missions which Shay embarks are so enthusiastic that they border on being psychotic, which wouldn’t be a surprise given that they’ve been having to play out these little fantasies for years. The village that Vella lives in is populated entirely by bakers with sweet cakes everywhere, making the ease with which girls are sacrificed all the most disconcerting. In some ways it reminds me of modern fairytales, all calming colors and charming people, while paying homage to original stories with its slightly dark edge.
It’s all so pretty.
And yet there is something of a lack of depth. Both Vella and Shay are interesting characters but they feel more like outlines rather than real people, while both the NPCs you meet along the way and most of the environments never get fleshed out fully. This is most noticeable in Vella’s half of the game as she passes through several areas populated with characters which are really cool, but doesn’t spent much time there and can only explore them in a very limited capacity.
There is also the problem that Broken Age: Act 1 is one game split into two, a fact that becomes very apparent in its fairly short play time and the slightly jarring cliffhanger ending that merits both praise and criticism. This raised some serious questions about exactly how I should tackle reviewing the game. Is criticising its short length of just four hours justified when Act 2 will be free, and presumably be another four hours in length, doubling the total playtime?  Ultimately I feel that I’m here to review this product as it stands here and now. I was provided a code to review this game, invited to critique it as a complete product available to buy.
Therefore let’s talk about that ending, though obviously in no great detail so as to avoid spoilers. Episodic games, written from the very beginning with being split into chunks in mind, generally manage to work because each episode’s narrative is created with a beginning, middle and end. Sure, the overall story will continue in the next release, but in a good episode you should still feel like you got a complete and enjoyable experience which also just so happens to leave you anticipating the next installment. The problem is that Broken Age clearly was never originally intended to be split in half, and as a result there’s no middle or end, just a beginning. Shay’s story is easily the most frustrating of the two because it quite literally just stops without any sort of build-up, which left me staring at screen with a vague sense of disappointment. Vella’s, on the other hand, at least gets a more climatic sequence to end with. The difference between the two also means that it feels like Broken Age should actually be played from Shay’s perspective first, before swapping over to Vella, that way you at least get a semi-climatic ending to the first half of the game, but with the option to switch characters whenever you want there’s a good chance players will end up with what definitely feels like the “wrong” order, creating an even less satisfying ending. But regardless of the feeling that I was left with a narrative that was only just really getting going the finale reveal for the cliffhanger was at least effective in that it left me intrigued and waiting for Act II.
Co-ordinates are set by a computer that knits them into a blanket. Genius.
Co-ordinates are set by a computer that knits them into a blanket. Genius.
But criticisms aside the story of Broken Age manages to hit the sweet spot, evoking a sort of classic kids story feeling, which of course is bolstered by the truly outstanding graphics. Broken Age looks like a mixture of watercolor, pastels and crayons, designed to sooth the soul, while fluid animations bring the characters to life. Cutscenes that zoom in to tend to make the low resolution backgrounds painfully apparent, but it’s far from enough to really damage the overall look of the game.
With this review dragging itself slowly to a close let’s head back to those pesky expectations I mentioned earlier, because it’s in that context I need to utter some harsh but true words: Broken Age will be disappointing to anyone who plays it those expectations firmly in place. It doesn’t have entirely the same tone or feel as those older adventure games, and the lack of any degree of difficulty within the puzzles will leave veterans of the genre with a sour taste in their mouth, although it’s altogether possible that you might actually find yourself stuck a few times because, like me, you initially assumed that the obvious solutions were red herrings. Broken Age: Act 1 feels like it has been designed for a modern audience and not in a good way. The thing is there are things like Daedelic’s bloody awesome Deponia trilogy that manage to marry the joys of old-school adventure games with a modern feel, great characters and killer humour, essentially beating Broken Age at its own game in many regards. If you really, really want that classic tone with more complex puzzles, and sadly some examples of the baffling logic that plagued the old games, then go play those.
Exactly how the wind feels in Scotland.
Exactly how the wind feels in Scotland.
Does this mean you’re going to dislike playing Broken Age if you funded its developement? Hell no! As we’ve already discussed this is a charming, beautiful adventure game with a fascinating world and characters, and I’d be genuinely surprised if you don’t find yourself having a good time. Just be sure to curb those expectations and go in with the understanding that this isn’t a hardcore point and click full of challenging puzzles and zany humour. It’s simple stuff, but good stuff. Some would even argue that it’s a puzzle game stripped down to its core, and is all the better for it. Not a view I hold, but an understandable one.
Many of the flaws and criticisms I’ve mentioned here may also be addressed in Broken Age: Act II. With presumably another four or more hours of play on the horizon the story and characters may get more fleshed out, the environments may be expanded upon and the puzzles could become more complex and challenging. But that’s pure speculation at this point, and as I’ve said I have to review Broken Age for what it is right now.
The puzzles may be lacking but the clever writing is more than enough to pull you from scene to scene of this beautiful game. Perhaps it’s not what those who funded its development wanted, but Broken Age is a damn fine game in its own right, albeit half of one. Do yourself a favor, pay the entry fee and get lost within another Double Fine game.
watch the gameplay here:- www.youtube.com/watch?v=bn_r7oK3qQA

Octodad: Dadliest Catch – Review

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Platforms: PC, PS4
Reviewed On: PC
Developer: Young Horses
Published By: Young Horses
Singleplayer: Yes
Multiplayer: Local co-op for 2-4 players
This promotional copy was provided free of charge by Young Horses for review purposes.
This game was tested using an AMD Radeon HD 7790 graphics card kindly supplied by AMD. Click here for details on that, the Radeon HD 7790 and the test system used for all PC games.
Octodad is the simple story of a man trying to just live his life, balancing being a loving husband with work and looking after the children. He mows the lawn, cooks the burgers, goes shopping for groceries, gives his little girl a cup of milk in the morning and generally tries to tackle each day as it comes. He’s an everyday man. Did I mention he’s an octopus? He’s an octopus. That’s kind of important.

Over the years games have thrown out some pretty barmy situations, the kind that could only ever be gotten away by using the magical laws of videogame logic, which essentially state that anything can go. In this case an octopus has seemingly managed to fool everyone, including his wife, into believing he’s a regular human. Hell, he has even managed to have two children, which I’m going to assume, for reasons of my mental health, were either adopted or created via artificial insemination, otherwise images of Japan’s fascination with hentai and tentacles begin to appear in my mind.
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Parental bliss.
The developer himself has hinted that this game is just one metaphor for how we really don’t tend to look around and take note of our surroundings, albeit an incredibly stretched metaphor, one that’s possibly in need of medical aid by this point. Yet as a rather cynical human being I can’t help but see darker flashes: if everyone really sees this squidgy thing as a human, what are their eyes telling them? This strange man galivants around the house, accidentally smacking wife and children alike with his clumsy attempts to do even the most basic tasks. He swings the lawnmower around like an instrument of death, accidently pours hot coffee all over his wife’s face, crashes into furniture and struggles to convey simply messages. Perhaps they take him for a drunken abuser, or some sort of crack addict. The benign, almost creepy cheerfulness of the wife and kids nothing more than a disturbing mark of a family trapped in an endless cycle of violence.
Or maybe it’s an octopus in a suit, and I’m reading far too much into this.
Regardless chaos ensues thanks to the use of a deliberately obtuse control scheme which tasks you with commanding each tentacled limb individually. To propel yourself forward, for example, you must raise one tentacle at a time, wrestle it into position, bring it down and so on, while the “hands” and sucker action are also controlled in such a fashion. Even walking around is a challenge. Combine this with a fantastic physics engine and you’ve got a recipe for hilarity as you blindly flop around the levels, your legs stretching across the screen in an obscene imitation of humans, your body and limbs usually spiralling quickly out of control, those usually so able gaming fingers failing to keep up.
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The look on his face is priceless. This entire level set inside a grocery store is the pinnacle of the game.
It’s a game based played, in my experience, with an Xbox 360 controller firmly plugged into a USB slot. The triggers control each leg while pressing A lets you grab onto things, with the sticks controlling your general direction of movement. Using this method of control the game then tasks you with a series of seemingly everyday tasks like getting your morning coffee or mowing the lawn, all complicated by your inability to even open doors without catastrophe occurring.
Concessions are made, though, and rightfully so, because without them the game could quickly fall from being fun to downright frustrating as your seemingly straightforward objectives became little more than torture. Take chopping wood, for example: simply get the log you want to chop fairly close to the stump and the game will automatically flip it the right way up and place it, ensuring you don’t have to spend another few minutes fumbling with the keyboard or controller. It’s clear that the developers completely understand that with a game like this they’re walking on a tightrope covered in butter, and the helping hand they give player’s is just enough.
It’s a little sad, then, that they fall off their precarious tightrope in much of the second half of the game. Octodad can be completed in around two or three hours, and the first half of that playtime is spent blissfully flailing about in typical domestic situations where the contrast between everyday life and octopus is at its comedy best. A suspicion meter resides at the bottom the screen, but it’s so incredibly generous that it feels almost pointless. Even when crashing into just about everything the meter barely registers a change, and honestly that’s a good thing as it allows the player to focus on simply enjoying the spectacle. With simple goals at hand it’s easy to enjoy the mayhem that comes from attempting to control Octodad, but later in the game more situations are introduced where precision and speed are required, and here the game falls apart, that suspicion meter suddenly becoming a dangerous adversary. Those wonderfully messy controls become a chore when pressure is added into the equation, tipping the game into the realms of frustration as you attempt to pass through areas undetected or battle a boss. Sneaking past a shipload of people or some marine biologists simply isn’t all that fun because you have to curtail the very thing which is Octodad’s primary selling point: mayhem.
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It’s common knowledge that octopuses don’t handle houses well.
One could certainly make the argument that attempting to master the devious controls and attain a degree of precision is a worthwhile game goal, and that’s a view which holds indisputable weight, albeit it not an opinion that I can share in. Some player’s will doubtless take satisfaction from mastering the controls and sneaking through areas undetected, but for me this then renders the game as nothing more than a stealth title with daft controls. It’s the joy of bumbling through everyday tasks and causing carnage where Octodad is, in my view, at its very, very best. I found more pleasure from hunting down a frozen pizza in a store than I did battling  a crazed sushi chef who plagues Octodad’s life.
Octodad is also a game that you’re either going to love or utterly hate, and I’m not of a mind to even begin to try to guess which it would be. Normally I can pinpoint whether a friend or fellow gamer will like a certain title, but in this instance there’s only one warning I can provide: if you’re short on patience, just forget Octodad and move on. It’ll kill you. You’ll either find the bumbling antics hilarious, or you’ll find yourself cursing the Gods for putting you in such a daft situation.
I’d also hazard that even if you love the insanity of it all, by time the game is coming to a close you’ll likely be tiring. As gimmicks go watching an octopus attempt to navigate the rigors of everyday life is a brilliant one, but it’s the kind of gimmick that’s absurdly funny for a while  until you hit a certain point where it just stops being amusing. In this regard the game’s relatively short  length is perfectly judged, because just as watching a tentacle slap someone in the face was losing its luster the game finished.
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Marriage serves as the game’s opening tutorial.
In a rather surprising turn of events Octodad even manages to tell a rather heart-warming tale of family and love. Make no mistake it’s not a wonderfully written masterpiece with witty dialogue and voice-acting deserving of awards, but the characters and visual style of the game is so endearing that it’s nearly impossible not to root for the tentacled father and his brood of…well, whatever they are. The game’s script knows its stupid, and firmly takes advantage of that fact.
Octodad doesn’t exactly push the boundaries of what is possible with the current technology available, featuring fairly basic textures and models, but it has a clean, simple cartoon look that works perfectly in conjunction with the mental physics engine. To put it very simply, it’s a nice looking game.
Special mention must also be given to the brilliant burbles that emanate from the mouth of Octodad, whether they be because of his stumbling over something or by way of harried explanation to his kids, I couldn’t help but grin every time the game provided a vague subtitle explaining what his watery vocals were saying. Combined with Octodad’s “moustache” it just adds this magnetic personality to the suit-wearing cephalopod
Camera problems do make their presence felt at times. Due to the nature of the convoluted control scheme there’s no way of operating the camera yourself, so you must leave it to the sometimes cruel whims of the developers. It’s not terrible, but there were a few sections where the camera placement was jarring, working in tandem with the controls to rip away some of my enjoyment.
A trip to the aquariam has our hero blubbering.
A trip to the aquarium has our hero blubbering, and makes up a good chunk of the game.
Worth mentioning is that Octodad supports the Steam Workshop and there’s already a thriving community tossing together all-manner of wacky stuff for you to try out, increasing the game’s limited lifespan. On top of that there’s a co-op mode for up to four people where you all take control of different limbs and attempt to complete the levels, a game mode that naturally suits itself to getting some beer in and friends round.
It’s bloody hard not to like Octodad: Dadliest Catch. I mean, it’s about an octopus in a suit trying to act like a human, and the absurdity that results is pure slapstick genius. What isn’t to like? Well, as I’ve said it does make a couple of slip-ups along the way, the primary of those being the need to feel like a more traditional game using stealth sections and a really dull boss battle at the end. In a longer game these moments perhaps wouldn’t have stood out in my mind so much, but in a title that lasts just 3-hours they stick out like a sore thumb.
A funny little diversion filled with charm, and in a world of brown shooters it’s a wonderful reminder that game’s can be just about anything, including a suit-wearing cephalopod that may or may not be viewed by the rest of the world as a drunken, fumbling mad-man with a serious speech impediment.
watch the gameplay here:- www.youtube.com/watch?v=VFYASrCcxdQ

Monday, 23 June 2014

Castlevania: Lords of Shadow 2 – Review

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Available On: Xbox 360, PS3 and PC
Reviewed OnL Xbox 360
Developer: MercurySteam

Publisher: Konami
Singleplayer: Yes
Multiplayer: No
PEGI: 18+
This game was supplied free of charge by Konami for review purposes.
As Dracula, the legendary vampiric Prince of Darkness and slayer of entire armies, I never envisioned myself crouched behind a box in a bland, generic secret evil lair, desperately attempting to avoid the massive guard or else face instant failure by way of explosive cannon round to the face. Nor did I ever imagine myself transforming into a rat in order to scuttle through the level, avoiding contact with the foes on patrol. When one thinks Dracula, this isn’t quite what comes to mind.

Indeed, Castlevania: Lords of Shadow 2 is a veritable grab bag of good and bad elements, all loosely bundled together in a confused narrative. To be entirely clear it’s not as good as the first Lords of Shadow, a brilliant adventure that captivated me when I first played it and that garnered itself considerable praise from gamers around the world. But contained within this sequel is a good game, one that is certainly rough around the edges but still ultimately worth playing as it wraps up the trilogy with authority.
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If you have never experienced the original game then Lords of Shadow 2 doesn’t do much to clarify its own complex and baffling lore, a problem made all the worse by the fact that the second game in the trilogy was originally only released on handheld devices, despite containing fairly important plot elements. Thankfully Konami later released the second game on Xbox Live Arcade and the Playstation Network, but a lot of people still missed out on it.  A video package at the beginning of Lords of Shadow 2 vaguely attempts to piece together the jumbled tale, but even if you have played the first and second games you’ll still likely find yourself a little lost, the strange saga of the Belmont family flying past like some sort of corrupted Coronation Street. Twists, turns and mind-bending weirdness abound.
Things, sadly, do not get much better on the narrative front for quite some time. Individual elements of the story are often handled well enough, sucking you into the moment with intense, over-the-top scenes, and Robert Carlyle makes for a chilling Dracula, but when the developers attempt to put everything together in to a 20-hour long game the script becomes a jumbled mess with no regard for pacing, either in terms of gameplay or story. Things just seem to happen because reasons, large chunks of the plot don’t make a whole lot of sense and  the quality of dialogue is pretty poor to say the least, though it must be said that Patrick Stewart does the best he can with the material, lending his natural gravitas to the role. The Castlevania lore has always been bonkers and the original Lords of Shadow was no exception with a fairly twisty plot, so I certainly wasn’t expecting something easy to follow, but Lords of Shadow 2 feels so loosely held together that I’m worried a sneeze would result in the entire thing crumbling. With such a convoluted back story and colorful gallery of strange characters the script needed to be handled with care, especially since their really is so much worth telling and exploring, but the way the story is conveyed feels haphazard. I’d go into details as to what exactly fails to work, but doing so would inevitably ruin too much of the plot. Suffice to say it’s best to go into Lords of Shadow 2 with the simple intent of enjoying the ride rather than focusing too much on the specifics of it all. Successfully do this and you’ll have a good time. Fail to tune out the more critical aspects of your brain, however, and you might just find yourself repressing a lot of heart-felt sighs in between the more awesome moments.
Pay no attention to the elderly vampire.
Pay no attention to the elderly vampire.
As the game opens we find Dracula awakening to a world of skyscrapers, cars and mobile phones, a far cry from the  settings that Castlevania is known for. He’s in a drastically weakened state, his body nearly as ruined as his once magnificent castle. There’s no rest for the wicked, though, as an old face in the form Zobek arrives to inform Dracula of Satan’s imminent return, and only the Prince of Darkness restored to full power can stand against him. In return for Dracula’s help Zobek promises the vampire the one thing he seems to truly desire: an end to his immortal life. And thus begins our journey, complete with handy plot device for starting the player off with a limited selection of powers that must be gained during the course of the game in true Castlevania style. And is if the return of Satan was not bad there’s also have an evil plan involving a deadly gas that mutates humans, while Dracula is attempting to deal with his troubled past. His dead son and wife are appearing to him, and are somehow able to drag him back in time to his vast castle. You know, everyday stuff.
Ultimately in spite of its pacing problems and muddled storytelling I did  find myself enjoying the plot. There are numerous holes and missed opportunities but the story gets by on the simple fact that Dracula is a badass who does badass things against badass monsters, keeping you in the moment and therefore generally managing to stop you from thinking too much, at least until you switch the game off.
Being a Castlevania title battling legions of angry foes makes up a large chunk of the game, and you’re certainly not lacking in weaponry to take them on, starting with the series’ traditional whips. The core mechanics are simple enough: X is your direct, heavier attack while Y offers up sweeping moves capable of hitting multiple enemies at the same time, and the left trigger takes on the role of both dodge and block. Successfully block an enemy attack at the correct time and you’ll be given a split-second to get a few free strikes in. A tap of the A button mid-combo will also send you and the unfortunate victim into the air where a further beating can be applied, although you’ll remain vulnerable to enemies on the ground. Dracula’s other two weapons come in the form of the Void Sword, a glowing blue blade that restores a portion of health with every successful strike, and the Chaos Claws which deal heavy damage to anyone unlucky enough to get punched in the face by them. Both of these require a special kind of energy to use which can be gained in a few different ways, but the primary method during combat is to perform unbroken chains of moves and block attacks, thus causing enemies to drop special orbs that you suck up. By tapping the appropriate shoulder button you can instantly swap to either of these weapons during a fight, thus mixing up your attacks, while a small selection of secondary powers, like a projectile that freezes enemies in place, bring some variety to a combat system that isn’t overly deep but still packs in enough to keep things fun.
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Begin to dissect the combat mechanics, though, and a myriad of problems do start to show themselves, each small in nature but massively important in this style of hack and slash game. The first is that enemies big and small are often able to shrug off your attacks mid-combo and begin their own offensive. Launch into the sweeping Y attacks and there’s little sense of weight to your strikes, which is understandable, but your direct attack also suffers from the same problem and it’s guesswork as to whether or not your blows will actually stagger the enemy or if they’ll just keep charging. Even when using the mighty Chaos Claws enemies often seemed unfazed. In a system like this having the direct attacks stagger the enemy is important for crow control, encouraging the player to constantly monitor the situation in order to keep as many foes off-balance as possible. Not only does failing to do so this ruin any sense of power and weight your attacks are supposed to have, but there also appears to be no discernible pattern behind when enemies will be staggered or when they’ll shrug your blows off, creating an awkward rhythm to combat and making it hard to get a good combo going as you’ll find yourself either constantly getting hit or blocking/dodging. This problem isn’t such a big deal earlier in the game, but as crowds of enemies grow ever larger it becomes far more significant.
Having both block and dodge mapped to a single button is also a gripe I’ve had with other games of this nature over the years, and in Lords of Shadow 2 it did cause me some problems in the heat of battle, where the game sometimes seemed unable to keep up with whether I intended to block or dodge an incoming attack, especially on higher difficulty settings where the difference between victory and defeat is tiny. It’s for this very reason that I generally prefer games to use a control scheme with each action mapped to different buttons, however, in the case of Lords of Shadow 2 the entire controller is utilized already, so it’s hard to see exactly how the developers could have managed it.
Furthermore there’s no couple of frames of invincibility on the dodge mechanic, something which you’ll note that some of the best hack ‘n’ slash games have, and for good reason. The idea behind this is that the developers only care that you did hit the dodge button, that you reacted to the enemies attack, and aren’t bothered whether your character physically evaded the very top of the incoming spear or axe. In Lords of Shadow 2, though, there’s no such thing, and that can cause some small frustrations, especially when it comes to attacks from off-screen enemies or ending up accidently dodging into another attack. There were even occasions where I encountered adversary’s whose blows seemed to be faster than the dodge animation, again making me wish for those few frames of invincibility.
MercurySteam commented that comparisons to God of War pissed them off, but quite frankly their anger is misplaced and a little strange given that Castlevania: Lord of Shadow 2′s combat system is very similar to Santa Monica’s efforts, and thus comparisons are quite justified, and in some regards are flattering. And there’s nothing wrong with that: drawing inspiration from other games is not inherently bad, and indeed the videogame industry has created a deep history of building off of other games. Consider how many of beloved games have mechanics based upon other developers work. But in this instance MercurySteam have crafted a combat system that, deliberately or not, apes the likes of God of War, yet is lacking the small yet important details that elevate the combat from being simply good to great, the same details that made titles like Bayonetta so amazing. And so it’s hardly surprisingly that Lords of Shadow 2′s combat is good. Not great, not bad, but good.
My own critique of the combat in this review stems from my storied history with the genre, and I admit is therefore focused more on the inner workings than most gamers are likely to examine or even care about. I’ve spent countless hours slashing away at a variety of strange monster in weird places, figuring out how the get the very best from the mechanics presented to me, down to every little frame of animation. So don’t let my seemingly harsh words fool you, Castlevania: Lords of Shadow 2 boasts a fine fighting system that you’ll have fun with, it simply lacks the refinement needed to elevate it to the upper echelons of greatness.
There’s a parade of well-designed foes to keep you on your toes, and while a few of them are a touch frustrating, such as armored military goons who constantly block your assaults and wield guns for annoying attacks from off-screen, they generally succeed at providing a good challenge, each featuring a range of moves that must be committed to memory so as to best effectively combat them. As one would expect the slaying of said monsters and beasties grants XP that in turn can be spent to acquire new abilities and attacks, while weapons themselves can also be levelled up through the Mastery system, one of the game’s few original ideas. Essentially in the Mastery system using an attack constantly fills said attack’s meter and eventually allows you to transfer that energy over to the appropriate weapon – transfer enough and it levels up. It’s a clever system and one that naturally rewards you. Naturally this could have encouraged player to reuse attacks over and over, but the Focus Meter which grands energy for Void Sword and Chaos Claws fills faster when a wider variety of moves are used, which should hopefully ensure that gamers mix up their offense a little.
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Now that I’ve attempted to combat my initial negativity toward the plot with a small dose of positivity from the fighting mechanics, let us turn our attention back to the stealth aspects of the game that I all too briefly talked about earlier. Given that Dracula is in a weakened state there’s several occasions sprinkled throughout the game where you’ll need to stay out of sight, usually from the hulking Golgoth guards who sport chunky red armor and cannons that could rival an estate car in size. Being spotted tends to result in instant failure as the Golgoth are incredibly accurate with their weapons, while being terminally stupid in all other aspects of their job, that rectifying your mistake is damn near impossible at times.
The main mechanics of stealth rely upon are Dracula’s ability to distract guards with a swarm of bats,  his power to possess enemies for a short period and his slightly odd skill of being able to transform into a rat, allowing him to pass relatively undisturbed and fit through grates, granting access to otherwise locked off areas. With these three core powers one could rightfully expect a few interesting situations to crop up, but in practice stealth feels clumsy and the general design of each section poor, indicating that the developers were out of their depth. Melee powers are also forcibly disabled, so if and when you do get spotted fighting your way out is not an option, and given that the rules surrounding when guards will detect you seem to be made up on the spot you will be discovered at least a few times throughout the game.
The ultimate example of Lords of Shadow 2′s clumsy attempts to imitate a stealth game comes when you must evade a monster with dried leaves on the ground alerting him to your presence. To get through the area you avoid the leaves, often by clambering around, and throwing things at bells placed around the level to distract the beast. On paper it sounds interesting but in execution it’s horribly designed and more than a little annoying, especially given that you fight the character straight after completing the stealth section with no reason given as to why you couldn’t just do so before. To put it simply stealth in Lords of Shadow 2 is boring, and I quite honestly hated playing through those sections, wishing with all my might that they would simply vanish. They even fail to justify their own existence within the game as Dracula frequently takes on humongous enemies yet is seemingly unable to plow through Nosgoth guards with no plausible explanation ever provided, and manage drag the entire game down with their mere presence. . Thankfully in the grand scheme of this 20-hour game the sneaking doesn’t make up too much of the gameplay.
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In truth, however, I do greatly appreciate MercurySteam’s attempt to mix up their gameplay by introducing stealth elements, but I can’t help but feel like they would have met with more success by drawing inspiration from something like Batman: Arkham Asylum or even Splinter Cell: Blacklist, creating a predatory  system in which you stalk foes as Dracula, draining them of their precious blood. This would still fit in thematically with Dracula’s supposed need to stay hidden until his powers are fully regained, while allowing players to feel like a badass vampire, because in its current form skulking behind boxes isn’t exactly fulfilling the power fantasy.
The game is something of a graphical mess at times,  the often lovely art design heavily marred by some of the worst jagged edges I’ve ever come across and textures that look like they were ripped directly from the days of the original Xbox. At least the animations and character designs generally manage to impress with fluid movement further enhancing the mystique of Dracula and some awesome looking beasties to battle, but seriously, what  is up with the amount of rough, jagged edges? Given that we’re so deep into the Xbox 360′s lifespan this level of poor quality from a triple A game is simply embarrassing. The only defense the game has from its own horrid jaggies is that it does manage to conjure some beautiful vistas, and in those moments it’s one of the better looking games on the console, but sadly these are generally limited to when Dracula gets to return to the gothic architecture of his castle, the lovely views of crumbling buildings far too often giving way to the modern-day setting’s  mostly dull environments.
That brings me to another gripe with the game, albeit one that is more focused on missed potential than anything else. In Lords of Shadow MercurySteam proved their art design chops with lovely environments and a clear talent for dealing with gothic fantasy, and thus their choice to juxtapose Dracula with our own modern world is intrinsically fascinating. Initially things are promising with skyscrapers boasting a dark, gothic edge and neon signs illuminating streets, but then MercurySteam utterly fail to utilise this setting in two different ways: the first is that a large chunk of the levels not set within the confines of Dracula’s crumbling keep takes place in such interesting locations as underground parking structures, office blocks and bland, generic streets, only occasionally using the setting to its full and true potential. The second is that they utterly ignore the story opportunities that Dracula existing within the modern world presents. Scattered around the environments are things to find which quickly fill you in on the back story which explains how the world was aware of Dracula’s existence and the terror he wrought, and makes for some fascinating reading, but as for the Prince of Darkness himself he seems perfectly at ease in this technological world, indicating that he must have ventured forth from his lair at some point, but it’s never explained when or even why. Even high-tech security lasers didn’t seem to faze him. If they had no plans to take advantage of the contrast between protagonist and setting, then I wonder why bother?
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But when the jagged lines disappear and everything comes together there’s true beauty here, and it’s reinforced by a stellar soundtrack which properly captures the game’s epic tone. The sweeping orchestral sounds fit so naturally with the game that there were times when I almost didn’t even notice the music, a strange compliment but one that rings true.
The platforming has also managed to take a turn for the worse with swarms of angry, loud bats highlighting the route, successfully managing to remove any sense of exploration from the game, although on occasion the handy flying rodents failed miserably to do their job, leaving me feeling oddly liberated as I leapt from handhold to handhold. Given that the platforming is linear the need for route highlighting seems non-existent. It’s also impossible to fail the climbing sections unless you very deliberately hurl yourself into oblivion. To progress you simply push the analogue stick in the vague direction of the bats and tap A – the game will do the rest. Clearly Dracula has been attending the cinematic platforming school that so many other videogame characters have graduated from.
Look, I appreciate that many critics and even gamers seem to enjoy this style of platforming, but I’m not one of them, except in certain circumstances where I feel the cinematic qualities manage to make the experience fun, such as in Tomb Raider where every leap felt death-defying, even though it really wasn’t. There’s no sense of danger in Lords of Shadows platforming, and with the already linear path carefully highlighted the sensation that my hand was being held for absolutely no reason was almost overwhelming. To put it simply I found navigating the many beams, rafters and leaps of Castlevania’s world to be entirely lifeless.
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As for exploration there’s not much opportunity to venture off the beaten path, and often when you can I found that the level design was unintuitive with pointless pathways that led back to where you had just come from. Like the first game acquiring certain powers or items allows one to gain access to areas of the world previously inaccessible, but your reward for backtracking through the environments is a little corridor or room containing one of the many different collectibles, an effort that sometimes doesn’t really feel worth it. A more open world design with room for true exploration, even in relatively limited form,  would have been greatly appreciated. The different powers, tools and abilities you earn are just crying out for more opportunities to be utilized, and this linear adventure simply doesn’t allow for that.
The boss fights are the clear highlights of the entire game, pitting you against wonderful looking  opponents that clearly resulted from artists lavishing great heaps of time upon them. They’re entirely traditional in their design with clear, telegraphed attack patterns to learn and counter, but thankfully don’t fall for the trope of having glowing weak spots and require you to utilise your entire moveset in order to achieve victory. With your focus firmly on one monstrous enemy the design flaws within the combat system are largely banished, leaving in their wake a joyous challenge. It’s in these fights that the combat mechanics shine – when you get hit or die, it’s not because of the system’s flaws, it’s because you weren’t good enough, because you were not quite fast enough. Though they may not win any prizes for originality there’s nothing inherently wrong with that when they are this enjoyable and well put together, and Lords of Shadow 2′s boss fights successfully evoke feelings of old-school throw-downs.
Pacing is a continuous problem throughout the game, the developers seemingly having no concept of editing material in order to get the rhythm right. There’s around 20-hours of action to get through here, and yet it honestly feels like quite a bit of that could have been trimmed down to form a 15-hour game and would have felt much better for it, an opinion likely to get me flayed given how much emphasis is placed on pure content these days, an understandable viewpoint given that people want the most for their hard-earned money. Some aspects of the story go by in blur and never get the fleshing out they deserve, while other elements take far too long to play out. Nor is a steady rhythm ever achieved between the main gameplay mechanics. Even the boss battles suffer at the hands of pacing as they go from sporadic events to nicely spaced out to being hurled at the screen in a furious barrage of angry, giant pain.
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It’s very much a game that does get better as you go, though. The entire first half of the game feels rather weak with straightforward battles, uninspiring locales to explore and a plot which feels like it’s managed to get lost somewhere along the way, but the second half of the game almost feels like a different beast. By this point you’ll have acquired a fair number of new combat skills and thus battles are more intense while bosses keep things interesting. The plot finally gets a grip on its own subject material and while still heavily flawed at least manages to deliver some oomph, and the modern-day setting gives way far more to Dracula’s castle. The final few hours are the best of the entire game, and feels like what the previous 10 or so hours should have been.
Castlevania: Lords of Shadow 2′s biggest problem is simply inconsistency. In some areas it successfully surpasses the original game, and yet in others it struggles. For every good moment or fight there seems to be another lurking around the corner, waiting to mar the overall experience. For every strong environment there’s a boring area to counter it, for every lovely vista there’s terrible jagged edges that draw the eye.. This results in an overall weaker package than the original Lords of Shadows, and yet still one that is worth playing. It’s not the sequel I hoped it would be, but Dracula’s just so cool it’s hard to care.
watch the gameplay here:- www.youtube.com/watch?v=O7MpDGJQilI