Showing posts with label PS3. Show all posts
Showing posts with label PS3. Show all posts

Friday, October 30, 2009

I’m Batman…no, seriously, I am!

Batman-Logo
Batman: Arkham Asylum is easily one of the best games of the year and if you haven’t played it then you are missing out on arguably the finest superhero video game of all time. I have to admit I wasn’t a believer at first when I started hearing all the hype, and even when I saw it at E3 this year I still wasn’t that impressed. But after playing the game in its entirety, I was glad to find out how wrong I was.

Batman_Joker
Part of the experience that really impressed me were the cinematics. Now mind you, I am not one to normally watch movies in a game -- I would rather play than be a spectator. But considering how well these movies were made, how good the 3D models looked and the overall quality of the voiceover work, who wouldn’t be impressed? One beef that I had is that the in-game cinematics were made half-heartedly and were like watching lifeless marionettes. Fortunately, they weren’t that prevalent in the game.

Batman_Combat
The combat turned out better than I expected. When I was at E3 this year I felt that Batman’s moves weren’t as fluid as they could have been. Granted, I made these comments as a mere over the shoulder spectator and not as a player. Now that I have fully played the game, I want to retract that statement. I believe the combat delivered in this product and the ability to fight multiple enemies at one time, dodge, jump and throw weapons all worked out pretty seamlessly. My only complaint was that the combat occasionally broke down if you had to fight enemies in tight corridors. This was something that didn’t occur often after the beginning of the game however.

Batman_Stealth
Another positive about Batman: A A, is that the game really lets you play as you see fit. You can be heavily combat oriented or you can be completely stealthy. I enjoyed doing both depending on my mood, but I have always liked stealth games and getting to perch up high on a gargoyle ledge and fly down to dispatch an opponent was quite satisfying. Hiding in grates in the floor and taking the enemy by surprise or sneaking up behind them to quietly dispatch them before another enemy confirmed the kill was also quite fun. All of these things along with the array of Batman weaponry truly made the gameplay for me.

The game also has quite a Metroid feel to it, exploring areas for the first time, seeing new areas you couldn’t reach quite yet and then eventually returning to that area of the level once you acquired a new ability. Batman: A A also introduced abilities quite well. You are given a new ability, the game instructs you how to use it immediately and it is continually useful throughout the rest of the game. inFamous did this really well too, but I was disappointed with how Prototype dealt with this very same situation by overwhelming you with unlockable abilities that you never had time to master.

Batman_Xray
Graphically the game is very nice looking. The interiors of the buildings look significantly better than what you encounter outdoors, though. The vision modes were all quite useful, but I did find that I used the X-Ray mode the most out of all of them. Even though that mode was very useful, I used it so much that I didn’t experience the levels as they were intended to be seen. That is a detracting factor of the mode.

Batman_Riddler
I especially enjoyed the Riddler puzzles where you had to use a vision mode to find the question marks around the levels. Figuring out what angle to view the question marks from in the levels and matching the upper and lower portions of the image were very intelligent design choices. And even though we never really saw the Riddler in the product, all of the audio tapes you found and all of the riddles that were scattered through the level really sealed him as the most enjoyable villain in the game. I was determined throughout playing the game to leave no Riddler stone unturned.

Batman_Scarecrow
Of course, there were some things that could have been done better. Aside from the Scarecrow portions of the game which were all very well done and quite trippy, like Psycho-Mantis from the Metal Gear games, the mini-bosses in general were a bit too repetitive. Enemies that charge and try to ram you as you dodge their attacks were fun at first but got old after seeing it three to four times. Even the Joker fight at the end utilized this gameplay pattern (with a slight twist).

Batman_Croc
The Croc fight was probably the worst in the game because the whole experience left you wondering what you were even supposed to be doing. It just wasn’t that clear and ultimately left you confused. The Poison Ivy was one of the better bosses in the game, but even that fight wasn’t that engrossing. Hopefully when a sequel comes out, the boss fight designs will be more inspired and better to play, more along the lines of the Scarecrow sections.

So even though I had a few minor gripes with Batman: A A, overall I was pleasantly surprised by its level of quality in graphics and gameplay. I finally got to play a superhero video game where I became the character. Thanks for delivering one of the best games of the year, Rocksteady. You earned all the praise you are receiving!

Tuesday, August 11, 2009

It’s The End Of Video Games As We Know It – I Don’t Think So.

So this morning I read and watched the following news articles/videos in gaming news:

http://www.gamasutra.com/php-bin/news_index.php?story=24208

http://media.digitaltrends.com/players-only/video-games-are-dead-part-1/

After doing so I had a few points I wanted to shout out to the readers.

First off, the game industry isn’t dead, nor will it be any time soon. Are there layoffs? Yes. Are developers closing and shutting their doors? Yes. Has the game industry lost sales over the last few months? Yes. Does that mean that the apocalypse is upon us and that the industry will shatter into the ground? No. To say or imply that it might be is a bit absurd.

What we have here is a recession (in case anyone has been living under a rock for the last year). To think that the game industry is immune to the economic downturn is foolish. What is worth pointing out is that our industry was hit later than most other industries and I expect it to have a shorter nosedive too. Our industry is resilient like the movie industry. If there is anything people want to do right now, it is to be entertained. They want to escape a reality that is disappointing and enter a place that brings them happiness. And there is nothing wrong with that.

This holiday season, the game industry will make a lot of money. Yes, there will be fewer games on the market, but the ones that are released will be strong and profitable. And it is probably a good thing that there will be less competition on the shelves this season, because the games that are coming out cost tons of money to make. Game development costs have risen to all-time highs and this cost will continue to be pushed onto the consumer. You would think in a recession that there would be some give and that we would see more affordable games. Instead we are seeing tons of product shipping with their own unique peripherals and many games will have to fork out the price of a gaming console for one game. Yes, these games have added value. Yes, they will have a plethora of DLC available. And yes, they are selling very well. But is that really good for the average gamer? Most players probably won’t be able to afford these games. And if they go out and spend their hard earned cash on one game, then it will be a long time before they buy another.

Development costs need to be reduced. The industry doesn’t need to spend $20-50 million on one game. In many cases $3-8 million is more than enough. It is very hard to recoup the costs that go into building a game, packaging it and marketing it. If development costs continue to rise, then the buck will be passed on to consumer. If costs come down, then the price of games would fall and the average gamer would be able to play more games a year. Personally, I think that would be better for the gaming industry.

My 2 cents.

Monday, June 15, 2009

Thoughts about inFAMOUS

Sucker Punch Productions has done it again! They have made another great title with solid gameplay, great controls and well written story. The game has just about everything going for it. The open world is large much like a GTA environment. The upgradable powers are worth the investment and the amount of playing time equates to good bang for the buck. Every PS3 owner should buy this game because it is very enjoyable and entertaining.

If you play both paths, good and evil, you would probably get about 20-30 hours out of this title. I played the game on the Hard difficulty setting and was challenged while not being frustrated very often. I only finished the game as the good alignment and still need go back and play through the evil side. I probably won’t get to do this any time soon though because there are other games I want to check out that I recently purchased. I should be able to give it another try sometime later this summer.

I do have a few minor points I want to comment on however…

One of my few complaints with inFAMOUS is that the main character lacks the recognizable and memorable aspects that Sly Cooper possessed. Without looking it up online, I can’t even remember the main character’s name – which happens to be Cole MacGrath. His visual features and design are also a bit forgettable. I am sure that the developers felt that Cole’s jacket would be a unique trait, but it doesn’t really work as well as it could. The gray visuals of the entire city fall into the typical ‘next-gen’ mentality making it look like a lot of other games on the market today. Sly Cooper had a stylized look that really worked for it and made it stand out from the pack. Obviously this game has a serious tone with regards to its story and that is a big difference compared to the Sly Cooper series, but it could still have used a more unique look especially since the 2D/Flash style cut scenes were done so well and had a lot of panache.

There are a few other minor technical issues that gamers might notice as well, like some models that LOD or pop into view when you are traversing the world at a fast pace (i.e. while riding the train or wires that connect to buildings). There are a few surfaces on the facades of some buildings that are difficult to climb because of extruding geometry. There are some collision surface issues where you can actually fall into an object and not get out without reloading your saved game and there was an occasional crash that made me restart as well. Even though these bugs (and probably some others) exist, they don’t detract from the overall experience of the game. It is worth pointing out that these issues exist with many games on the market because you just can’t test every possible scenario that can occur in a game this size. Overall, I found the game to be very solid from a technical aspect.

At any rate, don’t take my word for it. Go out and give it a shot. I don’t think you will be disappointed!