Fahrenheit (Indigo Prophecy) - Review (PlayStation 2, Xbox and PC game)

Fahrenheit' was released in 2005 by Quantic Dream and was really a sort of early experimental game that would set the stage for their later games of 'Heavy Rain' and 'Beyond: Two Souls

Never Alone - Review (PC, Xbox One and PlayStation 4 game)

‘Never Alone’ is one of those games that test the traditional boundaries of what a video game should be as it really is a vehicle for telling a larger story, one of the Iñupiat people and it goes about this in such a heart-warming way that it’s difficult not to enjoy it.

Last Inua - Review (iOS and PC)

‘Last Inua’ is set in a frozen tundra and is an icy tale of a father and son’s journey to vanquish evil from the world in the form of a demon named Tonrar. The son, Hiko, is blessed with supernatural powers strong enough to defeat Tonrar but his frail, adolescent body is unable to handle these powers and as such he is too weak to embark on this quest alone.

Machinarium - Review (PC and Mobile game)

'Machinarium' is a point and click puzzle game where you take control of a small, unassuming robot in a robotic society that’s victim to a gang of antisocial thugs.

Harvest moon, A Wonderful Life, SE: Befriending villagers and receiving gifts

Friendship points can be acquired in the traditional, ‘gift-giving’ method but also by giving villagers discounts at your store. This means that if you give them three discounts a day (the maximum number) and one gift a day then you’ve acquired four friendship points.

Showing posts with label PlayStation 3 game. Show all posts
Showing posts with label PlayStation 3 game. Show all posts

Tuesday, October 14, 2014

5 Most Disappointing Games of 2014 (So far) - #1: Watch Dogs

Watching the release trailer for ‘Watch Dogs’ was exciting, I had remembered its reveal at E3 2012 and that futuristic characterization of Chicago looked and sounded stunning, imaginative, game changing. As the release date crept closer the hype didn't die down; it intensified and I too was excited, I was expecting something along the lines of 'Deus Ex: Human Revolution' I guess but with a bit more 'Grand Theft Auto' thrown in for good measure. There was to be an open world; that part was important. Open world settings all the rage right now and if your game lacks one then prepare for criticism as its such a commonplace practice now in this genre of games that there's simply no reason not to. The hacking spin was, of course, extremely important as well as there's simply not enough good quality, intelligent futuristic games out there on the market right now so 'Watch Dogs' proved to be a valuable addition to the genre. So, did it live up to the hype? Unsurprisingly, no. In typical modern AAA game fashion it was little more than a huge wave of anticipation followed by the sound of lots of games clicking into consoles, boot screens, updates, some silence as players had a little whirl in their new playground followed by a gradual feeling of, 'well this is a mediocre experience' coupled with an intense desire to find something positive to defend their pre-ordering decision. Why is this? So many reasons, none of which make this a bad game (I cannot stress that enough for these posts) but plenty of which make it a disappointing game.

#1 Watch Dogs

Developer: Ubisoft Montreal

Genre: Action/Adventure 
Release date: 27th May 2014
Platforms: PlayStation 4, Xbox One, Windows, PlayStation 3, Xbox 360
ESRB: M - Mature

So after all that disk tray clicking and riding the hype train for two solid years what I ended up getting was something that looked pretty, though unworthy of a 'next gen' console, but which was weighed down by a predictable storyline, bland characters and a half-assed attempt at integrating hacking into a traditional action game. You play as Aiden Pearce, who turns out to be the most boring character ever to be conceived, who is doing all of this illegal stuff as a revenge mission because his niece was killed and sister kidnapped. In terms of storyline, that’s about it. It’s all extremely generic and clichéd and despite the rather disasterous situation poor Aiden's been put in somehow remains  completely unemotional. Perhaps it's the diabolical awful voice acting that's most noticeable in Aiden as his droning, stereotypically hoarse 'tough-guy' voice is simply a chore to listen to and does very little to offer him any character or emotional development. 


Voice acting aside, Aiden himself is a relatively poor protagonist and whilst I'm not getting into the debate of 'he's like Batman because he's on a revenge mission and is a criminal to stop criminals, and has a hoarse voice' I will point out that he has no redeeming qualities. He's an incredibly inconsistent character and never owns up to or accepts the terrible things he's actually doing to people resulting in a you having to play as someone who is formally known as a 'dickhead'. Whilst I accept that sandbox games tend to leave moral choices to the player this is no 'Skyrim' or 'Dragon Age' type game; Aiden Pearce is a character already conceived with scripted sequences and set choices, he has a backstory, sort of, a motive for his actions, in a sense, and a personality, if you can call it that. Games like Uncharted dealt with the moral inconsistency in a pretty simple way; they ignored the rising kill count and just gunned on with the storyline as though you'd never mowed down those hundreds of innocents. I don't like that, but you know, fair enough, you can't control a player's actions. Some games like 'GTA' and 'Saints Row' just let you loose on the world and don't apologize for how much of a sociopath you are; that's also fair enough, they leash those psychotic actions in and make them their own and that's kind of what I wanted 'Watch Dogs' to do, but it didn't; it copped out of it. So whilst you're running around as a vigilante, becoming more of a mass murdering monster hacker rather than a force for good, the game spends the rest of its time playing catch up and trying to account for why you're doing all these things. If I was supposed to pity Aiden for bad things happening around him, I didn't. He's pretty much impossible to love and even though his actions often turn out justified you only tend to find that out after you've already killed someone making it conveniently ok now. Well, that's not good enough really, nobody goes around just murdering people based on hearsay and scant details, nobody except Aiden and, for a vigilante, that makes him a pretty unprofessional one. Worse still, the guy doesn't even enjoy himself when he was doing all of these bad things so you can't pass him off as a regular video game sociopath and, whilst he doesn't enjoy it, he doesn't hate it either. When I said Aiden Pearce was the most boring video character I meant it; he has no personality, not even a negative one, there's just nothing going on in that little head of his except a serious revenge plot that never comes up for a breather.

That's another thing; this is a serious, serious game. So serious it's boring and whilst I understand it's a serious topic with serious consequences and serious things going on... there's a reason why, in the 'Assassins Creed' series, nobody liked Altair and everybody loved Ezio; he had a goddamned personality and a sense of humour to boot. I'm going to leave Aiden alone for a bit because he's had enough stick from me and instead I'll focus on the 'glued together with string and cheap sellotape' storyline. 'Watch Dogs' is a game that takes itself too seriously and the very least I was expecting from it was some substance that justified the setting and premise the developers had been cawing about this whole time, but no. Maybe I was being naive or expecting too much but I was genuinely looking forward to a game that grabbed an extremely important political issue by the horns and tackled it in a way that was well written, well thought out and well researched. Mass surveillance and living inside a society that is terrified of being observed, especially with the frequency of hacking scares and institutes like Anonymous should have been enough fodder for a fantastic and insightful game. If you want it to be an action/adventure game with a shit tonne of shooting and driving then fine, that's ok, you can have you fun with it but remember what makes a game memorable and stand apart from the competition. If you're having trouble remembering I'll give you a hint; it's not six shirts all layered on top of one another,  and constantly being on your mobile phone, even in the presence of friends and family. 


Watch Dogs never quite gets to where its going, it has a good idea but the writing is terribly weak and unfounded in reality, its one of those games where it's really fun as long as you're not looking for anything with meaning or personality. There are plenty of minor irritants in the game such as a lack of jumping, no, really and the inability to shoot whilst in a vehicle, although considering how difficult it is to effectively drive what feels like a metal skip on roads covered in black ice it probably would be impossible to shoot and drive at the same time anyway. Strangely, you also cannot attack pedestrians with melee attacks except a scripted animation of a takedown where you tackle someone, this would be reasonable if you couldn’t due this due to a ‘don’t beat up innocents’ rule but you can shoot them to death and with almost no consequence as police presence is extremely limited. Strangely, the police AI is also something to be wary of as they'll always turn up with a shoot to kill mentality and will never attempt to arrest you and, if you happen to see a civilian commit a crime, they'll never bother attempting to do anything about it. Frustratingly, whilst the police have absolutely no way of entering the water they do have the ability to locate you even when you're neatly tucked away behind several walls in what was, presumably, an impenetrable hiding fortress. 

Now, whilst the game is by no means short it may as well be because after a few hours you’ll have seen everything there is to be seen in terms of gameplay and missions. As if that's not bad enough there are no more skills to utilize and you're left to trek diligently onwards through a deplorable storyline as you're left with very little reason to continue playing unless you're a completionist. What this necessarily results in is a game which is extremely easy as, having unlocked all of your potential abilities, you’re now incredibly overpowered and fighting against easy enemies for the rest of the game. In order to upgrade your equipment you must procure yourself some money but that too is extremely simplistic as you can hack approximately 25% of all NPCs and quickly acquire masses of wealth with nothing to spend it on. Similarly, whilst I was expecting a glorious, sprawling open world of future day Chicago where I could go anywhere, do anything, hack everyone, what I was left with were very few and limited opportunities to actually be the magnificent hacker I supposedly was and whilst the city is certainly an open world experience, it’s not a very interesting one due to the lack of interaction. 


Watch Dogs is essentially only successful because it's a laugh. There's not much depth to it, the side missions are extremely irritating and repetitive though are essential for leveling up so you just kind of have to put up with it. There are some pretty annoying mini-games that are surprisingly frequent but tolerable but overall the game is lacking in personality, originality and intelligence. It feels as though 'Watch Dogs' has picked up loads of gameplay elements from a lot of other games, mashed them all together in a new setting, put in some awful driving mechanics and thrown in a lazy explanation for why you're on a hell sent vengeance mission where you can do whatever the hell you want. On a positive note, the game is sort of fun if you can get beyond all of its negative points and if you enjoy messing about and don't care about the substance behind it all then it's a good game for that purpose. But for a game that’s supposedly digging at the political issue of living in a surveillance state it comes across from the point of view of a child who only understands it as a way of reading bits of information about people and stealing their money. All in all, the writers appeared to have either played safe to the point of boring or they cobbled together something at the last minute and given this game was announced two years ago and was pushed back a further 6/7 months that seems fairly unlikely. What this game boils down to is your usual sub-standard action game that's all bark and no bite; nothing really grabbed me, nothing made it stand out and whilst I would play it if I was really tired and just wanted to dick about for a bit I would never sit down, engage with it, and love it to the end. It's just not that good of a game. 

The Good:
  • Some fun gameplay elements
  • Nice setting; futuristic Chicago is very cool
  • The open world setting is good, though didn't take advantage of its setting
  • Graphics are decent, could have been better for PS4/Xbox One though
  • Nice mission variety
  • Good stealth elements
  • Understated but effective skill tree
  • Very good animations
  • Fantastic soundtrack
  • Enemy randomization offers up new experiences
The Bad:
  • Aiden Pearce
  • Money is far too easy to obtain and becomes meaningless
  • The driving is awful, unable to shoot from a vehicle
  • No storyline, diaboloical writing, flimsy
  • Terrible voice acting
  • Side missions are irritating
  • The game is both far too serious yet unintelligent
  • Morality is ignored then scraped back to no avail
  • The hacking is quite tedious and not very dynamic
  • Police AI is irrational
  • Gunplay overshadows the hacking aspects
  • Dodgy checkpoints, a lot of mission restarts, lots of insta-fail missions.
The Score: 7/10

Final thoughts: "It's surprisingly average for an action game but seems to think it's better than it is, that's probably the advertising budget right there. Aiden is a chore to work with, I have never hated a character as much as this guy, apart from that guy from Soul Suspect... Simply, this feels like a game that any developer could make, change a few elements and re-release it as the next big thing. Sadly, this game just doesn't impact on me in the slightest."

5 Most Disappointing Games of 2014 (So far)

Sunday, October 5, 2014

5 Most Disappointing Games of 2014 (So far) #2: Thief

The game that has so far proven to be the second most disappointing game of the year was 'Thief', a much anticipated revamp of the cult classic series that was kicking about in the late 90s and early 2000s. Whilst some praised its stealth gameplay and graphics, not all were as easily impressed and fans of the original series were unsurprisingly unsatisfied with initial details such as the replacement of the protagonists voice actor and an unimaginative storyline. Here I'll look into what made this game so disappointing and what has rendered this game worthy of this placement in this list. 
 

#2: Thief

Developer: Eidos Montreal
Genre: Stealth
Release date: February 25h 2014
Platforms: Windows, Xbox One, Xbox 360, PlayStation 4 and PlayStation 3.
ESRB: M - Mature


In the end, 'Thief' turned out to be a watered down clone of 'Dishonoured' that insulted fans of the original series and bored those new to the game. I’m of the latter group; I never played the original Thief but knew of it and knew how much beloved it was but, without playing it, I can only talk about this 2014 revamp from my direct experience. To begin with, it doesn’t feel particularly up to date as everything is extremely linear and limited whilst I was expecting a more fluid, open world environment with some minor limitations. Worse still, the environments you’re limited to are extremely bland with hardly anything to interact with and without much room for experimentation leaving you very little point in trying to be creative about the way in which you go about things. Garrett, a character with very little personality and shoddy voice acting, is supposed to have a huge variety of gadgets and tools that you may select from and let loose upon the world but there’s very little opportunity to use them to their full potential. Almost every single gadget may only be used in one particular way so, again, your creativity is squashed and your game experience forced through a narrow tunnel of ‘the way it’s supposed to be done’. This claustrophobic feeling of restriction extends into the main missions where everything is rigid, linear and scripted which is strangely at odds with the more flexible and ‘thank god I can breathe for a moment’ style of the side missions. The side missions, though better than the main ones, still are by no means perfect as everything is split into segments due to the huge amount of loading screens you’ll encounter that totally destroys any illusion of an open world game. 
 

I haven’t actually mentioned the entire point of the game yet and that’s being a Thief, shock horror surprise, so you’d expect a pretty robust thieving and looting system that would justify its position as a strong, substantial stealth game. Well prepare to be disappointed, some more, as Thief is less about being a professional thief and more about picking up any old shit you find lying around that may be of worth. It’s rather like Garrett has found a way to curb his uncontrollable kleptomania by taking it on as a profession as rather than saving up all his skills and energy for one big heist he tends to just grab anything within reach, particularly low valued items that nobody else would bother themselves with. Once again, the influence of ‘Dishonoured’ reared its head as whenever you pick something up its converted into money leaving you with grabbing bits worth 3 gold, 5 gold, 7 gold and so on. At this point, Thief’s lack of individual identity is becoming self-evident and you’re probably wondering what sets it apart from the crowd. Well, not much actually. The storyline is very longwinded and seems to just go on and on endlessly with no sign of stopping and, when it finally gets there, the ending is weak and unsatisfying. 



As a next gen console game it’s also graphically inferior with nothing particularly attractive or noteworthy and the overall appearance is simply bland, the controls are clunky and slow leaving you hobbling rather than sleuthing and the FPS is diabolical with long loading times and plenty of stuttering during cinematics and periods of lots of activity such as combat. Oh and by the way, the combat too is just like the rest of the game; slow, irritating, restrictive and clunky. It’s as though the developers attempted to put in some action game features and just ended up with something that was a mix of awkward button smashing, poorly animated takedowns and, due to the loading screens, almost no way to flee effectively from a situation. In fact, the only redeeming feature about the combat system in ‘Thief’ is that you can bypass it entirely and opt for sneaking around enemies instead of confronting them head on. Overall, Thief is unable to live up to the expectation of becoming the next big stealth game and just feels far too restrictive and uninspired. It’s boring, bland, slow and with very little to lift it up from a pit of poor storytelling, poor gameplay and a poor engine. If you are a diehard lover of this genre of game then I’m sure you’ll find some way of getting some fun out of it solely because it’s a new game but I’d recommend waiting until the price drops first as, in this form, it’s simply not worth your money. 

The Good:

  • Some fairly entertaining moments
  • Can be quite cinematic, when it wants to be. 
  • It's a stealth game and the industry need more stealth games
  • The graphics are ok, but not for a next-gen game.
The Bad:
  • Substandard AI
  • Set paths leaving you very room to move
  • Awful voice acting and lip syncing
  • Agonizingly boring storyline
  • Clunky controls
  • Very poor FPS especially during busy periods and cutscenes
  • Weapons and gadgets offer little room for creativity
  • Garrett is a pretty bad thief; more of a klepto than a professional
  • Very little interaction in the environment
  • Not actually an open world experience
  • Spits on the name of the original series.
The Score: 3/10

Final thoughts: "Thief is a decidedly unworthy addition to the cult classic series of games and will disappoint not only long standing fans but those new to the series as well. Whilst it's a reasonably alright stealth game it's not a patch on 'Dishonoured' and lacks some core fundamentals of a good stealth game such as intelligent AI and flexibility in what you can do and where you can go."  

5 Most Disappointing Games of 2014 (So far)

Sunday, September 28, 2014

5 Most Disappointing Games of 2014 (So far) - #5: Destiny

2014 was set to be a year of fantastic, next gen games to celebrate the release of the Xbox One and the PlayStation 4 and whilst there are plenty of new additions that are worth wasting your weekends on, there are plenty that failed to live up to expectations. In this countdown of the 5 Most Disappointing Games of 2014 so far I spell out the drawbacks, point out the restrictions and remind us all that with big budgets and fantastic advertising there's still plenty of opportunity for hyped up games to fall short of their target. Consider these 5 short reviews, released individually, of some of the biggest games to hit in 2014 that simply weren't as good as everyone was expecting them to be, starting with one of the most advertised and hyped up games we've seen for a long time; 'Destiny'. 

Disappointing game of 2014 Destiny gameplay

#5. Destiny
 
Developer: Bungie
Genre: First Person Shooter, Action, RPG
Release date: September 9th 2014
Platforms: PlayStation 4, PlayStation 3, Xbox One, Xbox 360
ESRB: T - Teen


Whilst Destiny is by no means a terrible game it still did not manage to live up to the expectations that players expected of a game with a $500M budget and the most prolific video game advertising of the year. As the release date snuck closer and closer everybody descended into a full scale, frenzied hype that this was the game that would define a next gen console and, when it was released, you could almost hear the sighs of disillusionment sweep across the country. I was expecting a game that was something a lot deeper and more fulfilling than Destiny turned out to be and, even with its non-existent storyline, you would expect its actual gameplay features to be well thought out. As it turns out, Destiny’s primary redeeming factors is it looks pretty and has a nicely implemented co-op experience in that there are plenty of dungeons, patrols and raids that you can experience with your friends. On the other hand, the deathmatch multiplayer mode feels suspiciously similar to ‘Halo 4’s version of PVP with very little chance to employ strategies and, due to everybody having their own guns and power ups, it’s unbalanced and unfair from the very start of the match. What with this and the reliance on good old twitch shooting but with controls that are significantly more sluggish than better games such as ‘Titanfall’ you’re unlikely to stick it out long enough to get good at it. Quite simply, there are better games with better PVP features and there’s nothing about this mode to make you rely on Destiny for your shooter fix. You really begin to notice Destiny’s drawbacks the more time you spend in the game and whilst the initial experience is overwhelming you quickly realize that everything feels very constricted, repetitive and shallow in its underlying features. You will never want to actively seek out missions after the first few as they are all very much a rehash of the same basic structure where, ‘go to planet, kill things down linear pathways, deploy robot at station, kill more things, kill boss, go home’ is all you have to look forward to. Except these incredibly dull missions there is very little filler in the game and whilst I was expecting a thriving world full of things to do, the game world itself feels very empty and underdeveloped. Having become used to the thriving worlds of Borderlands there is simply not enough going on around you as you travel from one side of the map to the other and with very little loot to grab there’s not much reason to explore anyway. Worse still, the game world is not as open world as I expected it to be and instead feels like a compilation of seperate areas rather than new and interesting planets to explore. This is also combined with agonizingly long loading screens between areas where you are forced to tackle this feeling of disappointment on a frequent basis, having nothing else to do during these periods of inactivity.


Disappointing game of 2014 Destiny gameplay screenshot

Though characters and storyline may not be a genre of some fans of the FPS genre it’s a concern for me and the utterly non-existent storyline is something that continues to grate on me as the game wears on. Worse, the aliens have absolutely no personality and are essentially just there to be killed whereas I prefer to have enemies that aren’t little more than cannon-fodder. Strangely, the AI of your opponents is significantly lacking and it's most notable when you're fighting a boss whose sole 'tactic' is to just, well, shoot you. They have no special moves and you require very little strategy to take them down and, without any unique battle features, you may as well be fighting the same boss over and over again. The lack of customization options is also rather irritating where many similar games have a treasure trove worth of guns and vehicles but Destiny is very limited in what it can give to you so there’s very little chance to play about with different configurations. The levelling system is very grindy which would be alright if all the other problems in the game didn’t exist and the missions were worth pursuing to gains some experience but, since they’re not, it feels a great deal like an all work, no reward kind of set up. If you’re looking for another Halo style game from Bungie you’ll be disappointed; the aliens you encounter have no personality and are essentially just there to die, there’s little variety in vehicles and weapons, the storyline is basically non-existent and the missions are repetitive. Whilst there are many positives it’s simply not enough to elevate the game to its pre-supposed status as the next 10/10, 5 star, it’s so amazing, game so I’ll end it by saying this; people compare this game to 'Halo' constantly and whilst there’s a lot of back and forth about how they’re similar or dissimilar all you need to know is this; 'Halo' is better.  


Up Next: #4: The Elder Scrolls Online

The Good:
  • Decent co-op experience
  • Beautiful graphics
  • Amazing music
  • Can be fun, if you're easily amused
  • Fun if you enjoy multiplayer shooting stuff with no other content to enjoy
  • Potential to be updated later down the line.
The Bad:
  • Poor AI, enemies have zero personality, lack of enemy diversity
  • Bosses are predictable with no special moves
  • Not really an open world experience - lots of loading screens
  • Repetitive missions are extremely boring
  • Game world feels empty, bleak and desolate
  • Non-existent storyline
  • So much grinding
  • Lack of single player offline experience
  • Multiplayer PVP unbalanced and offers little opportunity for strategy
  • No personality
The Score: 5/10 

Final thoughts: "Very undeveloped, feels empty, not sure what the point is in playing this game over every other FPS ever as there's very little originality, if any at all."
    5 Most Disappointing Games of 2014 (So far)

      Friday, August 22, 2014

      Beyond: Two Souls - Full Review (PlayStation 3 game)


      If you’re looking for something that’s intense, cinematic and extremely immersive then 'Beyond: Two Souls' may be exactly what you are looking for. More like an interactive film than a game, 'Beyond: Two Souls' follows the life, jumping through random points in time, of a young woman called Jodie Holmes who has been connected to an invisible, mysterious entity since birth. This unknown entity is called Aiden and, in single player you control both characters whilst, in co-op one player plays Aiden and one plays Jodie. 


      Developer: Quantic Dream 
      Genre: Interactive drama, action adventure 
      Release date: 8th October 2013 (EU: 11th October 2013, JP: 17th October 2013) 
      Platforms: PlayStation 3 
      ESRB: M - Mature

      This beautifully unique game strongly emphasises player interaction and, in this sense, is considered to be an interactive drama game with some action elements. Whilst I usually hate quick time events in this game it works perfectly and, in a style similar to Heavy Rain, you’ll find yourself performing actions for everything you come across. Through the use of motion capture actress Ellen Page and actor Willem Dafoe star as Jodie Holmes and Nathan Dawkins respectively and, alongside their flawless voice acting, you’ll be hard pressed to find a game that’s more realistic than Beyond: Two Souls is. This is a beautifully crafted, extremely emotional and fantastically animated game that changes the face of gaming. 



      Gameplay and story


      The game revolves around a woman called Jodie who is somehow physically connected to an invisible entity dubbed Aiden. The story flicks about between different times in Jodie’s life ranging from when she was a child to the shocking events we see in the prologue with the premise being that Jodie’s forgotten how she’s come to where she is. Whilst the story is primarily focused on Jodie there will be times when you control Aiden and see things through his ghostly perspective. The ending of the game varies on your decisions and throughout the ‘chapters’ that you play through there will be some room for manoeuvre and make your own decisions but, generally, the overall storyline is a fixed series of events.



      The game is primarily designed to be some kind of interactive film and it is, in this sense, extremely cinematic. There’s basically no HUD aside from a white dot showing what can be interacted with and no map to guide you places. The camera moves very organically and tends to focus on what Jodie is looking at whether that’s somewhere she’s been ordered to go or something that’s just caught her attention. It won’t take you long to adjust to the mannerisms and personality of this game and you’ll almost immediately be sucked into the episodic telling of Jodie’s life. The great thing about dipping and diving between different times in Jodie’s life is the great variation in gameplay that this provides. Protagonists are usually presented ‘as is’ with the occasional reference to earlier events that helped shape them but with Jodie you live so much of her life from the simple times of playing in her bedroom as a young child, through troubled teenage years, to the moment she learned she was to leave everything she knew and join the C.I.A. You follow her through her initial training and, when real life interrupts this and Jodie’s forced to apply these newly acquired skills in desperate, life changing situations, you truly appreciate the depth and breadth of her character. If Jodie was constantly on the run and beating people up it would quickly become a boring, 2D interpretation of life as this is not how people live. Instead, by living through the very normal, domestic aspects of her life you see everything put into perspective. It’s not just watching a troubling childhood it’s living through that and then, when Jodie unleashes her revenge, it’s more than just petty violence but bitterness, hurt and frustration all balled together into an intense and dangerous explosion of emotion. 



      But it’s not just Jodie who tugs you headlong into the immersive nature of the game; Aiden, too, is a fascinating subject though I found his connection with Jodie to be initially a little disturbing. After all, you know nothing about him and for all you know he’s utterly malevolent. However, as you view the tentative interactions between a little girl and this mysterious spirit as he pushes her on the swing, defends her when she’s wronged and protects her from harm you understand just how much they need each other. What’s great about Aiden is even though you never see him and only occasionally see the world through his eyes he still has a very distinctive personality. From the beginning its made clear how quickly things can go wrong due to the sheer power Aiden has but, unusually so, when you yourself are in control of Aiden you feel the exact same way. Aiden’s power and tendency to take things too far is quickly reflected in your own gameplay and sometimes you find yourself doing things that, usually, you’d never do. It’s very much a case of you can break windows, scare people half to death, set a building on fire, tear the world apart so you end up doing so because, God dammit, why shouldn’t you? 



      I think what surprised me about this game was how absolutely terrifying it could make itself as initially the game came across as creepy, a little eerie but otherwise nothing particularly noteworthy, I was wrong about that. The intensity of encounters is very quickly elevated later on and there are some moments of absolute, genuine terror that I was simply not expecting. In particular, the reliance on the player to survive encounters by performing quick time events means that it’s your responsibility to get Jodie to safety and, when required to jump, duck or smash through something there’s almost zero on-screen help and instead you must accurately read what she intends to do by following the movement of her body with your controller. When you’re faced with an extremely pressured situation this can quickly deteriorate into a frenzied attempt to survive but, as you can imagine, shoving your controller every which way is one sure fire way of getting yourself killed. It’s not all fast paced action though as I alluded to earlier but that doesn’t mean you’re not involved in things. Almost everything Jodie does is guided by you from cutting up her dinner during meals, tidying her apartment before a date, training with the CIA to hitchhiking on the side of a road. When Jodie’s working hard, you’re working hard and the ties that this creates between protagonist and player is not just an added layer of immersion but an invaluable approach to ensuring you’re emotionally invested in the storyline and characters. 



      As games go I tend to prefer ones which are open world and, despite this game not being this way it still manages to convince you that you could go anywhere at a moment’s notice. There’s almost always a set path or a few paths that you have to follow but these take place in large, sprawling environments that should not be explored anyway such as a desert landscape or a laboratory. Doors would be, quite naturally, locked in a laboratory where conditions are strictly monitored so it’s unlikely that a little girl would be allowed to go off wandering around as she pleased when she’s being escorted somewhere. So she can only go through one door, so what? That’s where she’s going anyway. What’s interesting is that it’s simply not in Jodie’s personality to run off in any random direction anyway because she’s a very straight down the middle, straight to the point sort of character. When she’s got a job to do by God, she’ll go and do that job and follow it through until the end. In this sense, even though the game’s path is constantly linear that doesn’t ruin the story in any way as even through you’re following this track there’s a fair bit of wiggle room where you can mooch off a little, change the story here and there and choose how you ultimately reach the end goal. Whilst the game didn’t have as much ‘change the story’ elements as I would have liked there’s options and different paths you can take; you can escape from certain scenarios in different ways, take things to far with Aiden or maybe leash him in a bit more, things like that. Either way all of the choices you make will be within the boundaries of what Jodie may or may not do and there are no outlandish choices that would break her character. For a game like this it’s important to remember that you’re not your own character such as in the Dragon Age series or Skyrim and you’re more like… Corvo from Dishonoured, there’s some breathing room in how you do stuff, but you still have to do things his way.

      Graphics, animations and audio 

       
      Nothing negative could be said about the graphics and animation of this game, they are utterly flawless and astoundingly realistic. 'Beyond: Two Souls' is more film-like than any other game I’ve ever played and this makes for a totally original experience. A complete lack of HUD adds to the immersion value and the only time you’ll encounter game like elements are when you’re prompted to make a decision in conversation or perform a quick time event. Everything looks stunningly realistic whether that’s water captured on skin or rust etched onto metal, there’s not one aspect of the game that’s not polished to perfection. The landscapes are vast and detailed as you explore a beautiful assortment of locations that range from the super modern such as shiny laboratories or 21st century offices to the totally rustic, somewhat dilapidated Native American farmlands and homeless squatting grounds. This is a game where you will genuinely struggle to find something that’s not flawlessly detailed and utterly realistic. 



      The interesting application of CGI and motion capture for the faces and movements of characters is very effective. Each individual wrinkle, mole, hair, scar and pore is clearly visible adding to a huge range of emotions to be portrayed on a wide variety of individuals. No two people are the same, each NPC is their own person and rather than coming face to face with hundreds of similar looking people this game has opted for a few dozen of totally unique individuals. 



      The animations are something to truly behold and you can instantly tell that this is something the developers should be extremely satisfied with. All of the animations are very organic and natural feeling, for example when carrying a bale of hay Jodie occasionally adjusted it but not in your usual sense; each adjustment was different, realistic, evolving. Tiny, subtle movements ripple throughout every interaction and you are constantly barraged with her conflicting emotions, her moments of feeling self-conscious, her pain or anger and by the time you’ve sunk into the game you realize that this is truly the most human of all game protagonists. It really is incredible to experience. This massive variety of animations whether that’s walking or idle ones and, having experienced a lot of impressive animations in my gaming time, I was taken aback by the sheer detail to the point where I literally made a new category to talk about this in this review. 



      There’s not much that can be said about the audio of this game as, quite simply, it is flawless. The voice acting is perfect, emotional and extremely high quality. Everything, whether it’s gentle breathing or full on screaming is etched with emotion allowing you to truly understand the thoughts, feeling and experiences of the characters. The music isn’t particularly noticeable as its very subtle and only tends to come into its own when there’s a great deal of action on scream, at which point it rises in tempo and intensity to reflect the direction of events. All in all, there’s not a single fault with the aesthetical aspects of Beyond: Two Souls.

      Overall

      Quantic Dream have been in and out of my consoles for some time; I first played their game ‘Fahrenheit’ and for some unknown reason could never get into it, despite appreciating how original it was. I’d toyed with the idea of ‘Heavy Rain’ but again it passed me by and I still haven’t got very far into it. ‘Beyond: Two Souls’ changed my opinion of this genre of games entirely and I found it to be deeply emotional yet incredibly intense experience that merged full throttle action sequences with slower, more tentative gameplay. There are quite a few endings to this game depending on choices made in later sequences which is a fantastic way of rounding off a game that boasts how much the player affects the storyline. Nothing bad can be said about the way it looks, sounds and generally portrays itself as everything is a flawless representation of life however, there’s room for improvement. Critically I would say that there is not a huge number of alternatives when faced with encounters and that sometimes, ok, once, the game didn’t take into account how I’d responded to a scene. Despite this you will find yourself playing a slightly altered version of the game compared to your friends and, taking into account how fantastic the game otherwise is, I think that’s a pretty reasonable expectation.

      The Good: 

      • Looks flawless, very detailed, beautiful lighting
      • Sounds fantastic, voice acting is superb
      • Alternate endings for replayability
      • Controlling Aiden is super fun
      • Great variation in gameplay
      • Something for everybody 
      • Interesting storyline keeps you on your toes
      • Immersive, passionate, emotional
      The Bad: 
      • More impact on storyline by doing things in different ways would be good
      • The fact it's more like an interactive film than a game may put some off
      • Bit of a slow starter
      The Score: 9/10 

      Final thoughts: "I hope there's a second one released for the PlayStation 4 but, how the hell would they intergrate all the possible endings? Maybe they'd do it in the same world but not following Jodie... Hmm..."

      Tuesday, July 29, 2014

      Murdered: Soul Suspect - Quick Review (PS4, Xbox One, Xbox 360, PS3 and PC game)

      Exploring the shadowy afterlife of a recently murdered detective is something quite unforgettable but not for all the right reasons. Murdered: Soul Suspect is a mystery adventure game where, after witnessing his own brutal murder, Ronan O’Connor finds himself locked in the ghostly afterlife with some newly acquired supernatural abilities and a mystery to solve. 

      Developer: Airtight games
      Genre: Action-adventure/mystery
      Release:AQ date: June 6th 2014 (JP: July 17th 2014, NA: June 3rd 2014)
      Platforms: PlayStation 4, Xbox One, Xbox 360, PlayStation 3, Microsoft Windows
      ESRB: M - Mature

      As you prowl the dark, damp streets of a beautifully detailed town called Salem you’ll attempt to bring O’Connor’s mysterious, masked killer to justice. It’s a tentatively emotional game with a strong, powerful storyline and some very interesting gameplay elements in the way of Connor’s unique, unearthly abilities. Walking through walls, possessing the living and reading their minds all become a natural part of your investigation yet it doesn't take long to discover that these ghost abilities are a lot more scripted and limited than orginally portrayed.
       
      Murdered soul suspect screenshot death at beginning

      Unfortunately this feeling of limitation is persistent as you explore a game which feels painfully unfinished and, overall, just a little neglected. Whilst the environments are striking and extremely detailed they’re let down by how often they’re reused during separate side missions. Whilst the game tends to come across as an open world romp it quickly becomes apparent that there's a lot less to explore and, even if you did, there's not much to find anyway. The game features a fair few side missions but these quickly run out about midway through the game leaving you with nothing else to do but doggedly pursue the main storyline as you try and ignore characters repeating phrases like, ‘Sorry, can’t help you’ when you attempt to talk to them. 


      During the missions themselves the writing tends to be quite poor with a lot of inconsistencies and some rather poor characterizations, for example one woman, with no mental health concerns, promptly committed suicide simply due to the suspicion her boyfriend was cheating on her. O'Connor tends to be generally quite thick and, even when things are obvious, he still murmurs to himself in utter confusion about what's going on. The search for clues too is agonizingly boring as things loll about in plain sight and, when trying to piece together evidence by selecting one of several options on screen there's very little challenge as any wrongly selected pieces of evidence just grey out. You can complete every mission through trial and elimination and, in cases where speaking with witnesses, there's no option to slyly question them and usually asking them plain outright is enough to solve the case. There’s this general sensation that the developers never quite got around to implementing as many side mysteries or free roaming aspects of the game as they’d have liked to and, for the missions which are present, they're all rather low quality in and of themselves. 

      Murdered Soul Suspect Bell Killer dragging girl tied to chair


      The enemies that you encounter start off as rather threatening and a little spooky but as soon as you realize how generic and easy to avoid they are then any lingering fear is quickly snuffed out. Whilst you can directly confront them there's alternatively a plethora of hiding spots called soul residue that, by slipping inside them, renders you completely invisible to any demons mooching about. Now, there's nothing wrong with hiding spots but these are excessive in number and, besides, there's no way to be discovered once you're nestled inside one anyway. The lack of variation in enemy encounters and the enemies themselves renders them little more than an annoyance than something challenging or eerie but, by this point, you begin to wonder if there’s anything worth fighting for anyway.

      Murdered soul suspect demon enemy

      The painfully short length of the game doesn’t help matters as the entire campaign will take up a very modest 10 hours of your time with the potential to be even shorter if you’re not up for exploring everything. With only one difficulty level, one which feels incredibly easy, there’s not much room for re-playability either so in this sense some players may find it unfulfilling as there’s not much room for improvement. The complete lack of challenge and the fact that you cannot ramp it up a notch is rather damming but there is some thought put into how players can get more hours of the game. In a rather distinctive ‘L.A Noire’ fashion you can earn percentages and badges at the end of every mission based on how many clues and pieces of evidence that you find, in this sense if you find that you missed some evidence and only achieved 80% on a mission you may attempt to retry it though, truthfully, there seems little point in doing so. The gameplay is extremely repetitive and mostly ends up being a hunt for clues in various, similarly designed buildings before watching cutscenes. 


      Murdered soul suspect the streets of salem

      Murdered: Soul Suspect has a brilliant storyline that never reveals too much at once and which is, right up until the end, gripping. The voice acting is superb and the graphics are bleak but atmospherically so. Unfortunately, that’s all it really has going for it as the characters are lacking in personality and the game, whilst boasting style, lacks substance. Even O’Connor, the one person who should at least have something going on, has very little personality and not particularly likeable due to his rather stereotypical persona. It’s a shame because this game has a brilliant premise and could have been so much more but it seems as though it’s unfinished with gaping holes littering every aspect whether that’s a lack of dialogue with NPCs or a lack of variation in side mysteries. If the game as longer with much more content then it would have been a fantastic edition to the much unexplored territory of mystery detective games. L.A Noire this is not and, currently, it’s far too overpriced for what is essentially a 5 – 10 hour game of scripted repetition.

      The Good:

      • Voice acting is top quality
      • Lovely, detailed environments
      • Powers acquired gradually
      • Great premise of solving your own murder 
      • Gripping storylin, a little disturbing
      The Bad:
      • Very scripted feel
      • Lack of content 
      • Repetative missions 
      • Easily defeated, generic enemies 
      • Quite buggy (as of July 2014) 
      • Extremely short
      • Side missions poorly written
      • O'Connor painfully thick
      • Characters lack personality
      The Score: 4/10

      Final thoughts: “Soul Suspect appears to be lacking some soul, I’m very disappointed as this could have been something really quite special.”












      Monday, May 5, 2014

      The Unfinished Swan - Full Review (PS3 game)

      The Unfinished Swan is a game of childish wonderment and discovery where everything along its path is a new and intriguing curiosity for you to explore. This game is flawless, enriching and deeply enjoyable and has the ability to keep you wanting more even after you’ve completed it. The Unfinished Swan is a beautifully captivating tale that’s told in a storybook manner by a softly spoken woman who straight away manages to captures your attention as though you were back in nursery school. You’re first introduced to a young boy called Monroe and his mother who loved to paint but who was always better at starting things than finishing them. Her most favourite of all her paintings was the Unfinished Swan who’s missing a bit of his neck. When Monroe’s mother dies, leaving Monroe alone in an orphanage, the only thing Monroe has left of her is this single painting. One night, the young boy awakens to find a door in his room that he’d never seen before. The swan in the painting has someone mysteriously disappeared leaving nothing but a blank canvass. Figuring the swan must have gone through this door, Monroe enters it too; and that’s where the story really begins.

      Gameplay

      This game had me confused when I first played it because you’re quite literally left staring at a blank white screen with a tiny, barely noticeable crosshair in the middle. There’s a grey balloon in one corner and apart from that, no HUD. I wasn’t even sure if the game had started or not but after a tentative press of the controls I heard my own feet on the ground, I pressed X and heard myself jump and land. I was intrigued. After some running about on this blank canvass I found that you could launch what seemed to be large balls of ink and suddenly; I had found a wall, made apparent the large splatter of ink now staining the white abyss in front of me. I did the only natural thing; I spun in a circle and splattered ink in every which direction, revealing above me beams of wood and on one of the walls a door, it’s shape just about recognizable through the contrast of black and white. The door couldn’t be opened and it took me a little longer before I found a corner to the room. I could only see where I was going by splattering ink in front of me and where the very edges of the splat met with the white canvass revealed to me detail; a bench, bamboo, tiny black blades of grass . I could hear birds tweeting and distant the distant twinkling of what sounded like a wind chime. I almost stepped into a lake, so intent I was at exploring this strange new world, but was saved when the embankment was suddenly made visible in front of me. Experimentally I threw some black balls of ink in front of me, revealing a few grasses and whilst some of the ink balls plopped into the white water and sunk beneath the water's surface, those that remained were eaten by a few large fish that leapt from the murky white water before me. A frog croaked and I saw it briefly before a huge sea monster dived out of the lake and snapped it up right before diving back down and out of sight again. Stumbling backwards dramatically I suddenly felt incredibly vulnerable in this blank, white world.



      The entire game isn’t like this; a blank white canvass for you to splatter ink on, but the first few areas are and it’s so satisfying to reveal things like iron gates, a castle, the boardwalks over the lake as you carefully tread only where you’ve uncovered. The game changes things up just when it’s about to start feeling repetitive by adding in very simplistic additions like painted on shadows to help you find your way around. Later on there are some really interesting puzzle elements and environments such as a terrifyingly dark forest where you can activate glowing baubles of coloured light to temporarily illuminate the area before you’re injured by unseen creatures. Every time you’re introduced to a new mechanic for traversing the landscape you’ll be fascinated and amused at this new feature and the sudden contrasts that it has caused in the surrounding environment.



      The gameplay is not challenging and it’s not really supposed to be. There were a few times where I was unsure about how to continue or go about something but after some wandering about and looking around it becomes pretty apparent what you’re supposed to do. It’s not a negative thing that the gameplay is unchallenging because you’re there to experience a journey, not a struggle, and the constant shifting of puzzles means it doesn’t feel boring or one-dimensional. As an added gameplay element there are hidden balloons to find in each level which you activate by throwing balls at. It sounds like a silly, childish thing to find but they’re actually extremely difficult to locate due of the nature of the environments. For instance, balloons early on in the story are pure white to blend in with the blank white canvass of your surroundings and the only way you’ll find them is by seeing them shift against a partially splattered black and white backdrop. Finding and unlocking the balloons is purely optional and you can always go back to levels you’ve already completed to try and track them down. The purpose of them is that you can unlock special abilities such as a balloon locator, a water hose used for throwing ink in a long stream or the ability to stop time, put down a lot of ink balls that remain suspended in the air, then restarting time and allowing them to splatter the scenery all at once. This last one is particularly useful for when you’re throwing water that fades away quickly instead of the permanent black ink of the earlier levels. 


      Though there are no other characters in the game, other than the swan himself, you don’t feel entirely alone due to the narrative and the storyline that you’re following. The story itself is primarily told through simplistic, hand drawn storyboards that are very basic in appearance; black and white outlines with a little delicate colouring in here and there. Some areas have large storyboards on a wall or piece of scenery that, when you throw a ball at them, they melt away into the page of a book with an accompanying image. The same woman who tells the story before and after levels will read out the page in gentle, soothing tones as though reading a children’s book and it’s such a quaint way of finding out what’s going on that you actively search for each and every page so you don’t miss a thing. If you enjoy a good plot then this is the storyline that will keep you playing as more and more is revealed about the unusual, dreamlike world you’ve entered and the ending is a curious, but lovely, thing.

      Graphics and audio

      Though the graphics are simplistic and understated they are extremely pleasing to the eye. The entire world is so perfectly pieced together that the simplistic nature of the graphics merely showcases the confidence of the developers. This game doesn’t need incredibly high definition graphics because it’s a world of paint and canvas and in this world less is more. Colour is done perfectly and there’s a great emphasis on making things stand out like the black on the white, bright vibrant colours on a black canvass and the shocking green of life in a dead city. Nothing looks unappealing or boring and there’s just enough detail to make something feel full yet not overcrowded which is a mistake that could have been very easily happened in the city environments. Overall the game has a lot of levels that it feels really substantial and each chapter has a different element that keeps it really fresh and interesting. What’s even better is that that starting level’s world isn’t just white out of random decision; the storyline explains it as you progress through the game so it’s not just a game where you play at being an artist. There’s a reason and a good, solid narrative behind everything and also lots of interesting little bits that makes every new area worth exploring and appreciating. 


      The game not only looks stunning but it sounds brilliant too. In those early moments of the game sound is all you’ve got to go on to find your way around. That clang of hitting an iron gate with a ball of ink as it suddenly appears before you; strikingly black, now partially swung open is wonderful. The tell-tale clacking of your feet on a tiled roof and the creaking and groaning from an unseen construction tower is all incredibly atmospheric and it’s these little things that you really notice. The music is lovely too. Initially subtle and pleasant, childlike almost, the music dips and dives into something a little more sinister or a little more majestic as your environment changes and the game progresses. The voice acting is also quite simply spot on. The soft tones of the storyteller drops you straight into ‘bedtime story’ mode whilst the odd little grunts and noises that your character plays are cute, simple but effective and really do make Monroe come to life. 


      Overall

      There’s plenty of artistic indie games out there on the market but none of them quite like The Unfinished Swan. The healthy mixture of storybook narration and the constant engagement with your imagination makes this a game that bucks the trend and encourages you to look at the world from a different perspective. If you enjoy games that are different, imaginative and beautifully refined then this game is for you where every new challenge and puzzle is more creative and original than the last. Though it may be a short game it has plenty in it to keep you occupied and it will take a good handful of hours to finish everything and, even then, it’s an experience you’ll really enjoy playing through again. This is quite simply a gorgeous game. 



      Score: 10/10

      To discover more of my PS3 game reviews, check out this page here.