Sunday, April 28, 2013

Review: Dead Island Riptide

Title Artwork
Finally the time has arrived.  Time for this review that I admit have been pushing this back for a bit.  Dead Island Riptide is a first-person role-playing survival horror game (wow that is a long title) developed by Techland and published by Deep Silver in April 2013.  The game is a sequel (although the developers feel it is more of a interquel than a sequel) to the 2011 title Dead Island.  This game is very strange to review mainly because it has so many pros but so many cons.

Visuals                                         

The flooded city of Henderson
The visuals are one of the most conflicting part of this game.  The visual look great.  They let you see every hair and scar of the survivors and the guts of the "infect,"  The problem is, if you get a close look at the details, if up close, the visuals look like total crap (forgive my language).  The real beauty of this game though is the environment.  The textures of the areas surrounding you easily give a strong sense of immersion and are amazing.  You easily get the feeling that people once roamed the beaches and cities where the undead now inhabit.  The only problem was how the world loaded.  Whenever you return from a loading screen, the world loads but it takes a few more seconds before any of the textures load.  This, which is another big immersion problem, isn't even a new issue.  The original had the exact same problem, but it seemed that the developers no intention on trying to fix this mainly due to it not being too game breaking.  This disappointed me because it was very apparent.  The game also implemented an amazing weather system.  You can occasionally see the world darkened with clouds as rain pours down.  The attention to detail is great because you actually see the movement of the large bodies of water when the rain hits it.  The only problem is that, the programmers didn't put much attention into how to implement it.  You will literally be walking on the beach when in 2 seconds the sky will become dark and begin pouring.  This looked extremely unnatural and ruined the immersion.  Worse is that the weather changes very often so you soon lose the feeling that you are actually in the game.  And one final detail which bothered the hell out of me (kind of going on a rant here) was the water.  Yes I understand that the island of Palanai was just hit by a monsoon, so I should expect water, but the water was so bothersome.  For some reason the developers made it so that you can not swim, which honestly didn't bother me too much because it sets boundaries for the island, but the water made trying to swim a slow death.  If you fell into the water, whether from a shore or a porch, your screen just blurs up so that you feel that you really are underwater.  The problem was that the screen becomes too blurry, to the point that I became disoriented and couldn't find my way back to shore.  So unlike other games where you just drown, here you are forced to watch your health meter deplete while you struggle to find the ground you were so close too.  But the water issues didn't stop there, because it also applied to the waterfalls.  In new game, to provide immersion, game developers make water fall on your screen when under running water such as a waterfall, but Riptide when too far.  When you go under a waterfall here, your screen becomes almost completely opaque, meaning you cannot see a thing.  This easily kills you if you are trying to run away from any nearby enemies (Alright the rant ends here).

Harlow, the survivor who tells the
heroes what happened to Palanai

Next are the characters.  During cutscenes, the character models look fine for the most part, nothing really worth mentioning.  But during the gameplay when you start talking to them, they look absolutely dreadful.  The light on their bone structures make them look dead themselves.  And, in my opinion, the worst part of the characters are their eyes.  People usually look at you when you talk, so you would expect the characters in a game to do that too, right?  Nope.  The characters, I'm assuming to give you a sense that they are afraid, constantly move around and look like they are avoiding eye contact with you.  And when they do look at you, it looks like their faces are turned toward you but their eyes are somewhere else.  And almost every characters eyes tend to be off balanced.  I understand that not everyone's eyes are perfectly straight, but every single person looked strange because of it.  


Music                                            

Well the music section is going to be pretty short.  To sum it all up, there was almost no music at all.  This game wanted to be taken very serious so no music during the actual gameplay.  I tend to not even notice whether there was music during the cutscenes, mainly because I had already accustomed myself to ignore my ears.  There were still impressive sounds though.  As you walked by the beach, you would hear the sounds of the waves.  As you walked through the jungle, you would even hear monkeys (although you never see any).  And one of my favorite parts was a loud suspenseful roar by what sounds like a giant zombie for a majority of the game.  Whenever I heard this, I always stopped and looked around to make sure I wasn't about to die.  Overall, no music but great sound effects.

Gameplay                                            

One of the heroes running out of stamina, while fighting a Walker
This game, as mentioned previously, is set in a first-person point of view.  This has its ups and downs.  First is the combat.  This is a definite up.  This made you feel like you were actually fighting zombies.  If I may, I would actually like to compare it to another big first person game, Skyrim.  Unlike how Skyrim moves, in this game, you can feel a lot of resistance when walking or fighting.  This is, what I assume, to make you feel like you are your character.  Whenever you swing a weapon, your camera moves along with it so you can see that your character is really swinging with all their might.  Although this helps with the immersion, it gets extremely annoying when fighting.  You will have your enemy right in front of you, but after you swing, there is just a few seconds before you can see your opponent clearly.  This easily makes you feel uneasy because you might feel like your are going to get hit in that brief moment.  And when its a group of zombies, you will easily get disoriented because you will swing and just face another zombie, all the while being attacked.  Overall, the camera helps feel like you are in the world of Dead Island but it really faces a lot of trouble when you try to do anything.  This also brings me to the stamina bar.  Stamina is used to perform almost all physical actions such as running, jumping, or swinging a weapon around, though it does regenerate  it takes some time.  This sometimes can be an ingenious design which makes you avoid wasting all your stamina and plan accordingly on how and when you will use it.


Sam B getting ready to use
a work bench
Alright, next is the weapon system.  This sort of goes well with character abilities, so I might as well just explain it now.  There are four returning players, and one new one.  Each has a specific weapon that they are stronger with than other players.  These include Sam B who is good with blunt weapons, Logan who is good at throwing weapons, Purna who is good with firearms, Xian Mei who is good with sharp weapons, and the new player John Morgan who is the master of close ranged weapons like brass knuckles and claws.  So for each character there are the five weapon types which any player can use but each are best with their own.  Along with the weapons, each weapon can be modified with blueprints and ingredients at repair benched where weapons can be fixed that can be found throughout the island.  This can include adding poison, electric damage, and fire damage.  You can also make new weapons out of the ingredients such as deodorant bombs, Molotov cocktails or explosive mines.  Each have a set amount of base damage but the overall damage they can cause will change depending on what level you are at.   

This brings us to the RPG element.  Just like any RPG, you must defeat enemy to gain EXP and after earning enough EXP, you level up.  With each level you gain, you get one skill point to use on a certain skill.  This can be used in one of three skill trees.  The trees are based around combat, survival, and an ability called fury.  These skills can vary from taking less damage, gaining more EXP, regenerating more health, or having a stronger fury attack.  Before I forget to mention, the fury attack is a move that can be used after hurting enemies enough to gain "rage".  While in this state, you can punch much faster without using any stamina, and taking less damage.  To balance it out, the fury only lasts a few seconds so you have to be careful not to waste it. 

Logan trying to get back onto the boat after being pulled down by a Drowner
Next is the exploration of the world.  The island of Palanai is a giant place where if you want, you can walk across the entire thing, but luckily the developers provided vehicles.  These things are life savers because walking is very slow in this game.  The vehicles range from cars to boats.  The cars are extremely fun because it allows you to run over zombies and not need to worry about losing health.  The next was new to incorporate the new gameplay.  The boats were actually very fun to use because just like the cars, you could ram into zombies and escape without a problem.  And a great addition was to allow certain zombies to reach out of the water and try to pull you off the boat.  This keeps you aware and I am disappointed this was also incorporated into the cars.


Multiple players trying to take down a Grenadier
Finally, its very necessary that I mention the multiplayer.  This has to be one of the series' best attributes.  The MP is done in a drop in/drop out style where you can either join others or have others join you.  This allows you to play as either different characters or even as two of the same players.  Don't thin this would make the game too easy because as soon as the number of players in a game rises, so does the number of spawning zombies and levels of those zombies.  This has to be the best part mainly because not only do you work together to clear mission and earn EXP, but you can also trade items or even just explore this immense island together.  The only problem I found with this though was how it started in the beginning of the game.  The first Dead Island started you off with the MP set to LAN, or local area network, which only allowed you to play with others whose consoles were nearby.  This actually made me forget that MP was even an option.  So you could only enjoy it once you search through a few menus and set it for online.  In Riptide, the MP setting was turned on but set to accept everyone.  This got extremely annoying because when I wanted to do a simple task, new people would occasionally jump into my game and hold me back from doing something.  The solution is to, once again, search through the menus for a way to turn it off.  Nothing too bad, just nit-picky.

Story                                                   

Alright, all that's left is the story.  Honestly the story is a little disappointing.  It starts you off directly where the first game ended.  You are flying away in a helicopter with all of the 4 original playable character, a native girl (whose blood contains the original source of the zombie outbreak, although she doesn't show symptoms of it) and a prisoner from a jail on the previous island who helped you escape.  As soon as they are off, they notice that they are running out of gas, and encounter a nearby military aircraft carrier where they land.  Once they all get off, they are cuffed and having the 4 original survivors sent to a containment room where they meet the new survivor who is also immune to the virus and they all get drugged and experimented on to find why they are immune to the zombie virus.  This is where you first get control.  While waking up from being unconscious, you find that the outbreak has reached the ship and the ship starts going down.  You quickly team up with the soldiers that are still alive to kill the zombie captain and try to get control of the ship again.  Unfortunately the ship crashes onto the new island of Palanai, which has also been infested by the zombie virus.  Just like the first, you must continue to find a way off the island.  Unlike the first though, this island has just experienced a serious monsoon which has destroyed most of the cities and flooded most of the jungles.  Though the transition is nice, the use of the almost identical story of the original game made it seem like the developers didn't really try too hard on the story.  I would tell more, but honestly I don't want to ruin it for many who would still like to play it after reading this review.

Overview                              

Dead Island Riptide is overall a very fun game to play with friends.  Alone, it might get very boring very fast.  Though the game included a few new mission type, such as a defend the castle type of gameplay, it really isn't anything new for players from the original.  The game also has A LOT of problems, none too game breaking, but if you are really picky, like me, you will find them instantly (one thing I found was that the zombie spawn points were way too close, and they would spawn seconds after I killed their predecessors,   this made it a pain to get across certain points that were spawn heavy).  With an average combat system, mediocre visuals, and many missed opportunities for great music, Dead Island Riptide isn't much to miss.  As a lover of the original, I was seriously disappointed at the lack of issues fixed in general, let alone the new problems.  I don't recommend this game to any newcomers unless they REALLY like zombie games or if they loved the original.
The new hero, John Morgan






I rate this game 6.5 zombies out of 10












Notes: Sorry if I took long, been doing my reviews in between study sessions for my upcoming finals.  Due to technical problem, I lost my home page so I will be posting a new one soon.  Remember, if you want me to review any particular game, just shoot me an email at gabezune.1@gmail.com, and I will get back to you as soon as possible.  Otherwise, feel free to comment and share.  See you next time.

Tuesday, April 16, 2013

Random Retro Review: Wario Land: Super Mario Land 3





Wario Land Cover Art
Looks like it's time for another Random Retro Review.  Yeah, I know its been two in a row, but this is an easy way to give more content to my review page as I try to use every free minute to make the reviews on the bigger titles.  Nonetheless, this review will be packed full of great information because this in fact was one of my absolute favorite games on the original Game Boy.
To start, I will mention that I have literally played through this game dozens of times, so if it seems like I am being a little biased, it's because I am but I will definitely provide you with the negatives just to be as honest as possible.  Well, let's start.

This game was a direct sequel to the amazing Super Mario Land 2: 6 Golden Coins and also developed by Nintendo R&D1 (who have made classic like Metroid NES, Ice Climbers, and Kid Icarus).  As a child, while everyone I knew overlooked this game for its predecessor, I actually like this game a lot more than the last.  First off, this was the first (and to my knowledge) and only Mario game that has someone else besides Mario as the main protagonist (I don't count any of the spin off titles, and technically this game was part of the Super Mario Land trilogy).  This was the game that paved the way to all the Wario spin off games, and although I really dislike all that follow this game, Wario Land is an amazing game.  So, shall we begin?


Visuals                                                


This game was amazing to look at.  Wario is the perfect size.  It may sound weird to say but Wario fit the screen so nice, unlike may other games where your player happens to be too big for the screen (such as in games like Sonic the Hedgehog Genesis or Metroid 2: Return of Samus) where you can't see enemies and you get hurt because the camera doesn't pan out enough to show enemies until it's too late.  Or even as the original Super Mario Land where your sprite was too small and you couldn't appreciate the sprites.  And not only that, Wario was actually great visually.  Not to go off on a tangent, but at this time, Wario wasn't who he is now.  He didn't have a motorcycle, he wasn't as taunting as he is now, and he wasn't obsessed with farts yet.  At the time, he was only a stronger, rounder version of Mario who is crazy.  And in his sprites, he is depicted amazing.  I always loved how they actually gave him crooked wacky eyes, to show that he is insane but was meant to be silly.  It is impressive to see how much effort they put into making Wario, and I can truly appreciate it and hope everyone else does too.  As for the atmosphere, it is creepy to say the least,  This game is a lot darker than the original Mario games.  Although there are many similarities to Mario's games such as having a lot of weakling enemies, the enemies hold what appear to be spears and other spiked and sharp obstacles.  The environment also has darker shades than in the rest of the Mario games and there are even skulls in a lot of places.  This makes the game feel like it isn't meant for kids, but Wario's crazy eyes and demented smile just manage to lighten up the mood.  And some how the graphic are actually a lot better then the following game: Wario Land II, which I will review one day.  

Music                                                            

The music is actually very catchy.  To give to the crazy atmosphere, the songs just seem to be off-key, but still some great 8 bit tracks.  There are unique tracks for multiple area, and they are an absolute joy to listen to.
Here is the general song for the first few levels and even some down the road.

Ahh, such a joy to listen to.

Gameplay                                                     

Wario about to throw a
Wanderin' Goom at a Pirate Goom
This game had so many great things about the gameplay.  Just like Mario games, it is a side scrolling platformer.  Luckily, Wario plays differently from Mario by having more abilities.  Wario, can walk, jump, but then had things like his infamous body slam (although I always saw it as more of a ramming movement, but according to every official site I found, it is called a body slam).  Wario can bump into enemies, making them fall over, and then Wario can pick them up and throw them, either upward or forward,  This opens so many possibilities, which Wario Land took full advantage of.  Not only can he pick up and throw enemies, he can even pick up and throw a coin worth 10 coins.  This is used for killing enemies, using checkpoints and opening doors.  This is where the game had its goods and bads.  Wario jumps surprisingly high for a fatter version of Mario, and is very float (which is why I assume Wario is a floaty character in Super Smash Bros Brawl).  He jumps and falls extremely slow which can sometimes help you but will usually hurt you.  Next is a huge let down for me was that Wario can not run.  This makes the game extremely slow paced sometimes.  Along with the slow jumps, you can expect not to be speed running this game.  

Jet Wario using a coin to activate a checkpoint
Next come the power-ups.  Just like Mario who used his famous Mushroom and Fire Flower, Wario has pots (which look like hats to me but once again the internet disproved me).  And luckily this time around, there are multiple pots.  First there is the Bull pot which makes you Bull Wario.  This gives Wario horns and a few more abilities.  As Bull Wario, you can body slam into bricks, breaking them in one hit.  He can also ground pound like Mario in many other titles, but unlike Mario's, Wario's cause a mini earthquake that make enemies fall over and can smash them if you pound on them.  And finally, if you hold up while you jump under a platform, your horns will allow you to hold on for an unlimited amount of time, which is very helpful when you have enemies walking below you.  Next is the Jet pot, which makes you Jet Wario.  As Jet Wario, your body slam becomes an air body slam that travels a lot farther than it normally does.  If you use it in the air, you can glide very far distances.  And the last benefit is that it makes you jump higher.  And finally is the Dragon pot that makes you, if you can't guess yet, Dragon Wario.  This replaces your body slam with the ability to shoot fire from your hat,  If you get hurt in any of these forms, you become Small Wario, which is a shorter Wario who can only walk, jump, and throw enemies.  There will occastionally be Garlic pots that will turn you into regular Wario.  If you grab any of the other pots as Small Wario, you will get the power-up from the pot as well.  
Jet Wario finding a treasure
 in the skeleton door
Now I bet that was a lot of information to take in, but I'm almost done with this part.  Finally is the actual levels.  Like Super Mario Bros 3, you have an overworld map that lets you choose the levels you wanna play, and even lets you play previous levels, giving plenty of replay value.  Next is in the levels themselve, you will find 3 items (excluding the power-ups).  These consist of coins, hearts, and keys.  The coins work just as they do in other Mario's games except that after you finish a level, the coins are put into a big counter that will keep track of the
m for the rest of the game.  As for hearts, if you collect 10 hearts, you get an extra life.  And finally are the keys, in which you need to find, and then pick and throw at skeleton doors.  In each of the doors, you will find a treasure which are collectibles.  After each level, you can see the numbers coins you collected and the treasures you have found.  This gives even more replay value to find all the treasure.  

Dragon Wario throwing a
 bomb in the minigame
After you finish each level, you are allowed to play one of two minigames of your choice.  The first is simply a form of gamblimg.  You have an option of two buckets.  One will double the coins that you acquire in the level, and the other will half it.  The other minigame allows you to throw bombs at enemies, if you bomb them all, you get an extra few lives.  If you get less, you get hearts.


Story                   

Wario scaling Mt. Teapot
Next is the story.  This story is the sequel of Super Mario Land 2: 6 Golden Coins.  If you are unaware, in SML2, Wario stole Mario's castle (Apparently Mario can afford a castle on a plumbers salary).  After being defeated by Mario, Wario wants to get a castle that is better than Mario's.  Then he hears about a stolen statue of Princess Toadstool that Mario is looking for.  He decides to search for it and try to get a ransom from Princess Toadstool herself for it.  But the Brown Sugar pirates turn out to have it, but Wario rushes in to steal it from the leader of the Brown Sugar pirates known as Captain Syrup who is hiding in Kitchen Island.  Simple enough story, right?

Overview                                                     

This game is honestly one of the best Game Boy games I have ever played.  It looks great, sounds awesome and has an amazing amount of replay value for a GB game.  Although it may have the problem of floaty controls, it isn't too bad to deal with.  Another problem is that the game is generally pretty easy.  There is no real challenge to beat any of the levels, but if you are just looking for a pleasant experience, you have found the right game.  Sure it's not a conventional Mario game, but its definitely in no way a bad game.  I have played this plenty of times and was actually excited to replay this for my review and serious recommend this to any fans of platformers, Mario, or anyone looking for a great GB game..  
his best friend Wario
BalrogTheMaster and



I rate this game a 8.5 Blargs and 
Warios out of 10


Monday, April 8, 2013

Random Retro Review: Zelda II: The Adventure of Link



Zelda 2 Cover Art

Welcome back to my Random Retro Reviews.  This time I will be reviewing, you guessed it, Zelda 2.  This game was released on the NES and Famicom in January 1987.  This was the first direct sequel in the Legend of Zelda series, coming after the only other game at the time, The Legend of Zelda NES.  This game follows Link in his adventures directly after the events in the first.  So lets get started.

Visuals                                                

The visuals of this game were a lot more varied than the first game, but many visuals looked disappointing.  There were two different styles designed.  There is the overworld sprites and the side-scrolling sprites.  The overworld sprites were the most depressing looking.  The world, although colorful than the first if the series, was still very barren.  All the rocks and paths and everything in between was very block shaped.  This made everything look too pixelated.  Link himself was made very small, allowing very little sight of him.  Even the towns, are designed to look extremely small.  In fact, the town was made even smaller than Link, which made the world seem very unbelievable.  Next is the side-scrolling sprites.  This is where everything looked a lot better.  Link was nicely designed, allowing you to see his sword and shield, tunic, and even his pointed ears.  The areas also looked nice, except they also suffered of the same blocked look.  This was forgivable due to the nice enemy sprites.  
Zelda 2's Overworld

Music                                                            

The music in this game was also great.  The overworld theme is simply a remixed version of the original Zelda theme.  Although it was a nice remix, it doesn't sound as nice as the original but it is still good.  There was a weird wavy sound that was applied to most of the instruments.  Though this made the songs a little annoying, in the end, the music is very memorable.  The great music in this game is found in the palaces.  It is difficult for me to decide between the palace them and the great palace.  Either way, these are two great tracks that will keep the 

Gameplay                                                     

Link fighting a Darknut
This is where the game made a drastic change from the original.  The original Zelda game was entirely overhead view.  This game, as mentioned previously, was made with overview and side-scrolling gameplay.  Link will walk around the overworld, and enemy sprites will appear around him after a few steps.  This allows you to either try and fight the enemies or try to avoid.  Once you run into the enemy sprites, the perspective will go into the side-scrolling parts.  Instead of just attacking with your sword, you must jump over enemy attacks, or protect yourself by with your shield.  The short range of the sword makes for some difficult but interesting gameplay.   This also makes the game very action based, and in my opinion, very very enjoyable.  This is also where you encounter the next big change made in this game.  There were RPG elements thrown in.  In the upper right hand corner, you will have the experience you gain during your play.  Some enemies will give you no "XP" and others will give you plenty of it.  XP can also be acquired by finding "P Bags" or point bags on the overworld or from enemy drops.  As you reach your goal of XP, you can level up either your health, magic or attack power.  This makes your health/magic worth more per bar, or makes your sword kill enemies much faster.  The only problem is that if you gain a lot of XP, and save and reset your game, you will return to 0 which will make you have to grind to get it all back.  
  
Link's many different attacks

  As you travel from town to town, you must go collect items to increase your number of bars for your health or magic or items which can either be traded to allow you to learn new spells, which allow you to survive in a palace to get an item to get to the next town.  This is where Zelda 2 made its mark on this franchise.  Zelda 2 was the first game to heavily rely on NPC communication.  To learn the new spells, you must help citizens of the towns and proceed.  Next is a very big change from the first.  The items have been completely removed and replaced with spells and magic, in which this game was the first to introduce.  These spells are things like shield, which gives you a better physical defense, and life which allows you to regain health.  There are also more eccentric spells such as the fairy spell which transforms you into a fairy and allows you to fly across platforms at the cost of a large amount of magic. 

Story                                                            

Impa telling Link about the triforce symbol on his hand
The story from this game was actually pretty entertaining.  The story is following the same Link, after he saved Zelda.  The now-sixteen-year-old Link notices a strange mark on the back of his left hand, exactly like the crest of Hyrule. He seeks out Impa (Zelda's nursemaid), who responds by taking Link to the North Castle, where a door has been magically sealed for generations. Impa places the back of Link's left hand on the door, and it opens, revealing a sleeping maiden. Impa tells Link that the maiden is Zelda (not the Zelda from the first game), the princess of Hyrule from long ago.  It was revealed that Zelda's brother had tried to force her into telling their recently deceased father's secrets concerning the last of three sacred golden triangle treasures of his kingdom, known collectively as the Triforce. Princess Zelda refused to reveal its location, and the prince's wizard friend, in anger, tried to strike her down with a spell. Zelda fell under a powerful sleeping spell, but it also resulted in the wizard's own death. The prince, unable to reverse the spell, had his sister placed in the castle tower, in the hope that she would one day be awakened. He decreed that princesses born to the royal family from that point on would be named Zelda, in remembrance of this tragedy.  Impa says that the mark on Link's hand means that he is the hero chosen to awaken Zelda. She gives Link a chest containing six crystals and ancient writings that only a great future king of Hyrule can read. Link can read it and it indicates that each crystal needs to be placed in a different palace in Hyrule. This will open the way to the Great Palace, which contains the Triforce of Courage. This, combined with the other two parts, has the power to awaken the enchanted Zelda. Taking the crystals, Link sets out to restore them to their palaces. Meanwhile, the followers of Ganon are seeking to kill Link; to sprinkle his blood on Ganon’s ashes to bring Ganon back to life.
Overview                                                     
Zelda 2: The Adventure of Link is a great game with too many flaws.  In my opinion, the biggest problem the game has is the name.  Zelda 2, had to follow up the masterpiece that was the Legend of Zelda NES.  This gave everyone so much to expectations for the game, which it did not reach due to the gameplay difference.  Next was the difficulty.  This game was pretty easy until about 2 palaces in.  This is around Death Mountain where the game got extremely difficult.  And finally, the game was designed so blocky.  This made the game look like horrible to see.  Although it wasn't the best, the gameplay made me feel a little more excited for fighting these evil creatures, even if it was difficult.  This is mainly due to the game not being cheap, but difficult.  That made me feel that every time I died, it was my fault (unless I fell in lava due to knockback).
Link with the Triforce of Courage




I rate this a 5.5 out of 10 


   



Notes:  Sorry if anything looks a little weird. I was having some technical difficulties

Monday, March 18, 2013

Review: Infamous

Infamous Cover
Infamous, which was developed by Sucker Punch Productions, is an open-world action-adventure game that was released exclusive to the PlayStation 3 internationally in May and June in 2009.  This being the start of Sucker Punch's second big franchise, varied from Sly in many ways.  Infamous circles around Cole MacGrath, a bike courier who is given electric based super powers from an explosion from one of his deliveries.  This power allows him to chose whether he wants to be a hero or "infamous".  To be completely honest, this was one of my first PS3 games and my favorite game series overall, but I will try my best to not make this biased.  Now, onto the review.



Visuals                                         

Cole calling down lightning
In contrast to the very toon based Sly Cooper series, Sucker Punch took a very realistic approach to Infamous.  And what can I say?  It looks fantastic.  Everything looks simply amazing, having textures to match everything.  If you look clearly, you can see all the trash on the floor, every crack on the floor, every spark of electricity and every mark on anybody that passes.  The only time I saw something wrong was usually from the NPCs, but it being an open-world game makes you expect not character models will look great.  Empire city, the setting for this is one of this game's biggest assets.  Everything looks to refined and great.  The designers easily pulled off the post-apocalyptic look that Sucker Punch was going for.  Infamous also presents many of its story telling in a graphic novel/comic style.  As for these, they too look great.  It truly gives you the feeling that you are in some kind of superhero comic book. 

Music                                            

The music in this game was phenomenal.  The music was made to give the feeling of a destroyed world and it pulled it off quite nicely. Whether you are on top of a building hearing triumphant music, or deep down in a sewer hearing scrapes and metallic clanks, you easily felt you were truly there.  

Gameplay                                            

Cole shooting lightning while climbing
Infamous, being a game based around being a super hero or villain, gives you the ability to get around the city in an enormous variety of ways.  The most common is climbing up buildings.  Cole himself feels very floaty when he climbs, making his climbing feel very different from other games such as in Assassin's Creed games. This light weightlessness allows the climbing to get done faster and usually more efficiently.  Next is jumping.  Normally characters can jump, but Cole's floaty property allows him to jump a bit higher and farther than most games allow their characters.  If you think "well jumping is fine but its a little boring" then you will eventually find Cole's ability, static thrusters, which allow Cole to glide from building to building.  These, and many more forms of transportation allow you to get around this amazing city to do the main missions and side quests.

Cole's electricity changing from red to black from becoming
completely evil
As for the main mission, they will usually give you an objective, and often a karmic choice.  This is where the game will just blow your mind.  There are plenty of moments where Cole will simply stop to think about two choices he has.  The choices are usually based around if he wants to "take a dive", usually leading to him getting hurt, for the sake of others, or letting others take a hit so he will stay safe.  Choosing either will change how Cole looks and his powers look.  When you chose the "good" choices, Cole's electricity glows blue and he has a clean look to him.  But if you chose the "bad" choices, Cole's electricity will glow red, and Cole will appear dirtier and grittier.  This also shapes how the story line will go.  Although not by much, it is still worth mentioning.  For the side quests, Cole will be sent to do some menial task such as find a hidden package, escort prisoners, and defeat all enemies given.  With each side quest finished, another part of the districts of Empire City will become crime free and no longer have enemies inhabiting them.

Trish seeing Cole wake up from his coma
Next are the powers.  Cole will be given dozens of abilities with which, you are allowed to do with what you please.  Some simply shoot a spark of lightning.  Others will lob electric grenades.  You can even chose to heal injured civilians on the floor for good karma, or suck the life out of them for health.  Each can also be made better through a section in the main menu by using your XP you gain from defeating enemies and completing missions.  These upgrades can range from allowing your grenades to multiply on contact, to taking less damage, to even defeating and restraining enemies in a single attack.  Sucker Punch definitely gave players a full arsenal of weapons and upgrades to keep them busy.  

All 350 blast shards scatter throughout Empire City
Finally to end the game play section (which is running way too long) and the collectibles that I must mention.  In the three districts of Empire City, there are a whopping 350 blast shards.  The great thing about it, is that the creators gave you an initiative to collect as many as you can.  The more blast shards you collect, the more electricity you can hold to do more energy wasting attacks.  After finding and collecting 5 blast shards, you are given a blast core (unit of electricity you can hold).  Next you need 10, then 15, then 20.  This makes gathering these collectibles pass much faster,  And finally are the stunts.  Infamous gives you small objectives on how to take out enemies.  These provide even more XP for your power upgrades than just the usual kill but unfortunately these are you usually much harder.  An example is the stunt "blast and bolt" which requires you  to take out an enemy by launching an enemy in the air and defeating the airborne enemy with a basic bolt.  Although there are only 21, these become extremely difficult but just as rewarding.  And finally are the dead drops.  These are usually just chips found inside satellite dishes, on the roof tops.  The only good these do you, are by exposing another part of the story, outside of Cole's perspective.

Story                                                   

Zeke and Trish taking care of comatose Cole
The story in Infamous is amazing.  As previously stated, the protagonist, Cole MacGrath, was delivering a package.  During the delivery in the Historic District of Empire City, the package exploded and took out six block, leaving an unconscious Cole, alive in the middle of it.  As he awakes, he starts to discover his electrical powers, and makes it to his best friend, Zeke Dunbar's, house and goes into a coma.  In his state of comatose, Zeke and Cole's girlfriend, Trish Dailey, watch over him as the city goes to hell.  Thinking it was a terrorist strike, the government locks everybody into the city by blocking all bridges out.  With the city destroyed, the prisoners and criminals of the city come out and become the leaders of the city.  

Cole confronting a Conduit 
When Cole awakes, he tries to escape by either starting a riot at the secured bridges, or by plowing through the security with Zeke.  This plan fails and Cole is rescued by an FBI agent known as Moya who promises Cole freedom from the city with his friends, if he can find and rescue her husband, John White, who went missing while looking for the device in Cole's last package.  Inside the package was the Ray sphere, a device that kills everyone around it and gives superhuman abilities to the wielder.  With no other choices except waiting to be killed by the government, Cole follows Moya's instructions and finds the secrets to the Ray Sphere. 


Overview                              

Infamous is an amazing game with plenty to offer.  With all of its missions, side quests, upgrades and collectible, you have plenty to do in Empire City.  Unfortunately with such a great games, there are some downsides.  As expected, this immense city has plenty of glitches where Cole will either get stuck inbetween two objects of might fall out of the city.  They aren't too many but you will encounter them if you explore it in its entirety.  Next is that some of the power ups are actually missable.  If you are being good, and you decide to do an evil side quest, you will lock out the good exclusive powers out and not be able to get them without starting a different save file.  Although this is a huge let down, the powers aren't necessary, so there's nothing game breaking about it.  The final problem is about the collectible stunts and XP.  If you do all the side quests early, you can make all of Empire City crime free which leads you to a big problem.  With no enemies, there is no easy way to earn XP.  And with no enemies, it is almost impossible to do the stunts.  Although you will occasionally encounter enemies in crime free areas, they rarely appear and don't provide enough XP.  Nothing game breaking, but a big problem for those who don't see it coming.  Other than that, the game is phenomenal, and if you own a PS3 and don't have this game yet, go get it now!




I rate this game a 9.0 out of 10










Note: Sorry for the wait, still busy from school and work.  Will be starting my Infamous 2 review in honor of Infamous Second Son soon.  Til then, feel free to enjoy and previous reviews and don't be suprised by any other Retro Reviews coming up.  If you want me to review any particular game, please leave a comment or send me a quick email.  Til then, see you next time

Thursday, March 7, 2013

Random Retro Review: Metroid NES

Title Screen
Welcome to Random Retro Reviews, where this time I will be doing Metroid for the NES.  The reason i am doing instead of my usual scheduled review is simply because, in between writing my reviews and playing my current game, I enjoy playing retro games, such as those on the Nintendo Virtual Console.  These will not be as long as my previous reviews and they will be posted randomly, as stated by the title.  Now let's get to the review.  Metroid was developed by Nintendo R&D1 and Intelligent Systems and was released in Japan in August 1986, North America in August 1987, and Europe in January 1988 on the Nintendo Entertainment System (NES).

Visuals                                                

Samus acquiring a missle upgrade
Metroid had very limited visuals.  Being on an 8-bit console gave it a restricted color palate, and limited ability to design.  Though I felt Samus Aran, the protagonist, had a strange walking sprite, I know it wasn't the developer's fault.  This also applied to the enemies, which some times just looked like a mess of pixels.   As for the environment, I can say that it was pretty good.  As I replayed through this classic, I could truly see what the developers were going for and I say they succeeded.  The area gave plenty of designs to the ground beneath you, the walls about you, and every pit of acid or lava you find.  This, though not much, could easily give you that feeling of exploration, and this along with the simple black background made for an amazing world to explore.  This gave the player just a sense of isolation, seeing nothing but the edges of the top and bottom of the screen.  This darkness made you feel like you are truly exploring a dark cavern.

Music                                                            

Samus Aran
The music was also mediocre but it definitely did the job.  The Brinstar theme (which plays in a majority of the game), in contrast to the feeling of the game, was generally adventurous, giving you a sense of power as you platformed from one edge of the map to the next, in search of power-ups.  As for other music such as the Norfair theme, it just gave an ambiance that easily fit the isolated feeling as well as a sense of danger.  Other themes such the item room music, simply seemed as though they did not fit.

Gameplay                                                     

Gameplay in Norfair
This is where the game got a lot more interesting.  It is a mix between a platformer and a shooter, very similar to Kid Icarus: Angel Land Story.  The biggest and most obvious difference was that Metroid was an open-world platformer, in which the world was enormous.  The platforming was usually a lot of vertical climbs, with few horizontal platforming.  While you explore the planet Zebes, you can explore almost the entire map, in which you will find power ups that will help you fight enemies and reach new areas.  Some of the power ups vary from a "Maru Mari" or morph ball, which allows Samus to curl up into an armored ball and roll under obstacles, the long beam which allows Samus to shoot beams across the entire screen, ice beam which freezes enemies, allowing you to use them as platforms, high jump boots which permit you to jump even higher distances, and many more power-ups.  Along with power-ups, you can find many useful items such as energy tanks, which give you 100 more units of energy, or health, and missile upgrades which allows Samus to carry 5 more missiles per upgrade.
Gameplay in Tourian

Story                   

The story of Metroid is completely absent in all of the gameplay.  The closest to having a story in the game is on the title screen after a few seconds of inactivity.  That doesn't mean Metroid doesn't have a story.  The story was presented in the instruction manual.  To avoid making this section excessively long, I will try to provide a quick synopsis.  The game takes place in 20X5, where some space pirates stole a life-form known simply as metroids to their headquarters to multiply them and destroy the galaxy.  The Galactic Federation, a congress of planets, sent Samus Aran, the most feared bounty hunter, to the planet Zebes to locate and destroy the metroids before it was too late.

Overview                                                     

Metroid was honest a great game and one with the biggest shocker for those who played it when it first came out.  Even in the instruction booklet, the secret that Samus Aran was a girl was kept secret until the end of the game.  Though it doesn't seem like it, it was one of the best kept secrets back in the day.  I know this is definitely not for everyone.  Many people instantly get turned off by the simplicity and the lack of instructions or any other driving force.  Those who have time and patience to explore Zebes in it's entirety will very much enjoy platforming, finding all the secret items, and even trying to unlock all the endings.  Metroid was one of the few games at the time that had multiple endings.  This did not affect the story in any way, simply the ending screen.  If the player beat the game in over 10 hours, Samus will be with her back turned.  If beat between 5-10 hours, Samus will look at you with her hand in the air.  If beat within 3-5 hour, Samus's female head is revealed to come out of her armor.  If beat within 1-3 hours, she would be in a leotard, showing her full female body.  And finally if beat in under an hour, Samus would be in a bikini, which truly made your teenagers in that time try very hard to get this challenge completed.
Samus Aran's final ending outfit




I rate this a 7.0 out of 10 

Saturday, March 2, 2013

Review: PlayStation All-Stars Battle Royale

Box Art
For the longest time, there have been many fighting games.  Very few have been in the genre of a single company exclusive fighting game.  The main that comes to mind is Super Smash Bros published  Nintendo.  If you know me, I am an extremely huge fan the SSB series, so I came to PlayStation All-Stars with very high expectations.  PSASBR has been rated good and bad by many different people all by comparing it to such a legendary series, but I believe that it is very different.  PSASBR currently has 22 playable characters and 14 playable arenas with even more downloadable players and stages in the near future.  This variety comes from many PlayStation exclusive games such as God of War, InFamous, Sly Cooper, Killzone, LittleBigPlanet, Uncharted, Twisted Metal, and many more from old such as PaRappa the Rapper to the new such as Devil May Cry.  There are few exceptions of the exclusivity, such as Big Daddy from the Bioshock series and Heihachi from the Tekken franchise.  This game also has similar to other fighters, multiple different attacks (approximately 24 different per character), a guard, a roll, and a few directional throws.  So let's get into reviewing PSASBR.

The original 20 playable characters and  their respective owners

Visuals                                                      

Spike confronting his rival
PSASBR was such a nice sight.  This game provided many different art styles varying on each franchise.  Some characters looked very realistic such as Kratos, from the God of War series, Dante, from the Devil May Cry series, and Nariko from Heavenly Sword.  Others had a much more cel-shaded design such as Sly Cooper and Kat from Gravity Rush.  Although each character has different designs, each was made to look as similar as possible from their original games.  SuperBot Entertainment did a phenomenal job at this.  Each was so specific to details that I was seriously impressed.  You could see everything, from the scars on Kratos, to the ridges on Radec's guns, even to the chest hairs of Sweet Tooth's chest.  Even the stages were beautifully done.  You could see the trash all over Alden's Tower, and every crack in the stones in Hades.

One of the few things done wrong with the visuals were from the story mode.  Although this game is on the PlayStation 3, which has very advanced software, PSASBR felt it necessary to replace any possible cutscenes, with still images and voice overs.  So instead of hearing a monologue from a fully animated character, you are stuck looking at a portrait.  The only exception is the "rival confrontation" where two characters are fully animated, but at the cost of the interesting background.  This only cutscene takes place in a dull blue crystal based background.  This was very lazy on SuperBot's part, but it wasn't too bad, just inconsiderate.

Music                                                        

PSASBR had some truly great music.  From the music at the main menu and onwards, you hear nothing but pumping music.  Each stage has music remixes based on the franchise to which the arena is inspired by.  Along with the stage music, the victory music for each character truly gave you a sense of accomplishment.  I wish I could beef up this section, but unfortunately, music doesn't play too much of a part of this game.  

Gameplay                                                 

Gameplay between Radec, Kratos, Sweet Tooth, and
Fat Princess at Sandover village
Finally we are at gameplay.  This game was truly fun, but this is no where near a perfect game.  As a big fan of the Smash Bros series, I have always been accustomed to a fighter without a life bar.  PSASBR is very similar in this department.  What separates it from Smash Bros is how the killing is done.  In PSASBR, each successful attack done on the enemy fills up a bar at the bottom of the screen under each respective player.  When enough attacks have landed, you can perform a Super attack.  Each character has 3 Super attacks from the level 1, level 2, and level 3, 3 being usually being the best.  Each Super attack, as well as regular attacks, are unique to each character.

Each normal and Super attack is based off the character in the game. A perfect example is how Kratos has an entire button dedicated to his Blades of Athena which do similar combos like in his own games.  The only real problem PSASBR has, is unfortunately the biggest part of the game.  The problem it has is balance.  Each character is good in their own way, but some are made way better than others.  Back to Kratos who uses his Blades of Athena at mid-range, has no competition again Heihachi who is almost completely close-ranged.  Another example is Radec who primarily uses guns, against PaRappa the rapper who is also a very close-ranged fighter.  Along with range is the ability to do combos.  Most known for his ability to do this is Raiden, from the Metal Gear series, who uses his mid-ranged katanas to continually slice at you, which once he starts, can only be endured until the combo ends and an escape route appears.  And even worse is that Raiden has an attack that will send him flying towards the enemies, allowing him to start his combos again.
An epic battle of blades between the new Dante and Raiden
on Sandover Village

Although being able to have combos to build up their meter is important, the ability to ensure a kill with a Super attack is just as important.  This also provides another problem.  Some character's Supers are unavoidable in the wrong hands.  Someone who shows this perfectly is Ratchet, from the Ratchet and Clank series.  Ratchet's level 1 Super seems to be a Gatling gun, which sends bullets flying in one direction for a very short range, but is continuous for several seconds.  This may seem like a perfectly fair attack, but pair with his throw is devastating.  Ratchet's throw is his vacuum gun from his series, which if you haven't guessed yet, pulls you into his gun.  In the time you are trapped in his  gun, he can run and spit you out.  Ratchet players have learned that if you throw an enemy into a corner and activate your level 1 Super from the right distance, the victim cannot escape in any way possible.

Gameplay between Spike, Radec, Sweet Tooth, and Sackboy at Time Station
Now I bet you might think I am just speaking from bad experience with other players.  Though I have been a victim to all the tactics just discussed, PSASBR is still a very fun game.  Honestly there is absolutely nothing good to get from the single player "arcade mode".  Even the final boss, who I will try not to ruin for those out there who haven't seen it, is very boring and seems unimaginative.  The only thing to be gained from the single player, besides trophies is experience and the knowledge of how attacks work. But the multiplayer is where this game truly shines.  I have found myself playing this game with friends online for hours at a time, even after I was awarded the platinum trophy for finishing everything in the game.  Unfortunately the multiplayer isn't as enjoyable after skill is gained.  This is mainly due to the fact that PSASBR loses its fun with competitive play.  But if you really enjoy this game, you can make it last for a long time.

Overview                                                 

PlayStation All-Stars Battle Royale has been such a great experience to play.  Unfortunately, those with little patience for fighting games should stay away.  For those who are willing to give this a try, do not expect this to be the Super Smash Bros. clone it has been put out to be.  This is an extremely unique fighter than some say is actually simpler than SSB.  I have had a blast playing this and hope anyone else who gives this game a try, will enjoy it too.

I rate this game a 7.5 out of 10







Notes:  Thank you for anyone and everyone who reads these reviews, and I hope you stick around for the next.  I have decided, in honor of the soon to be released "InFamous: Second Son", for the new PlayStation 4, I will review the 3 games from the franchise.  This includes nFamous, InFamous 2, and InFamous: Festival of Blood.  In between these review, feel free to send me an email or comment, if you want me to review any other game.  Til then, have a nice spring break and I will see you soon.