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 Xbox 360 game. Show all posts
Showing posts with label Xbox 360 game. Show all posts

Sunday, December 21, 2014

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



This is perhaps the first encounter I ever had with an interactive drama game and, quite honestly, I never would have thought it a genre that would become popular. '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'. For its time, 'Fahrenheit' looks amazing and upon returning to it, understanding a lot more about the genre now that 10 years had passed, I found the experience to be significantly more enjoyable. 

Developer: Quantic Dream
Genre: Interactive drama
Release date: 2nd October 2005
Platforms: PlayStation 2 and Xbox
ESRB: T – Teen

Fahrenheit’ starts in a dingy men’s bathroom at the back of an equally grim American diner. An ordinary man murders another patron for seemingly no reason but everything isn’t what it seems as the murderer, Lucas Kane, wasn’t in control of himself when he committed this brutal killing. In fact, he barely has any memory of the incident and now he stands there, staring down at the bloodied bathroom floor, the body of his victim still lying there when, just a few feet away a policeman turns up. Lucas has limited time to dispose of the evidence, clean the place up, hide the body and escape the diner unnoticed whilst, all the while, the policeman draws closer and closer to the scene of the crime. This is where you’re dropped in and as the screen splits into two, simultaneously showing what you, as Lucas, is up to it tracks the cop’s conversation and movements in the next room. This is a game that throws you in the deep end and I experienced true panic as I matched the button combinations to mop the bloodied floor, pounding away at the triggers to drag the heavy corpse into a toilet stall and feeling stupid but desperate for dumping the knife in the bin by the sinks before hightailing it out of there. Walking past that policeman, casual as can be, and out into the wintery street was a true adrenaline rush and every moment was fraught with the terror of being discovered and the confusion of what the hell just happened. If anything, ‘Fahrenheit’ really does make you feel as helpless and confused as Lucas does within its opening moments and this deep character connection is only intensified as the game goes on. 



Now, this game is an interactive drama so there’s a great deal of cinematic style in there that makes you feel as though you’re part of a film such as those black bars at the top of the bottom, faux widescreen style. Quite often the screen will also show you two different perspectives when things are happening simultaneously. In times like this you can frequently choose who to take control of as the game consists of four main characters. We’ve already met one; Lucas, but his brother who happens to also be a priest, Markus is also playable. Then we’ve got the other side of the coin, a detective called Carla and an NYPD agent called Tyler who are both trying to figure out why ordinary people are killing total strangers all the way across New York. It’s a murder mystery with a difference for these detectives as the only similarity between all of the murders is that they all share the same ritual patterns. Yes, there’s some kind of witchcraft at work here, but in modern day New York that’s basically madness. The constant switching up of perspective is far from confusing and I actually found it really refreshing to switch between the official side of things and then the everyday madness that is now Lucas’ life whether that’s trying to cover his own tail by laundering his bloody sheets or cowering in his office cubicle as disturbing visions plague his every waking moment. 


 
The game holds a real mystery even though satanic ritual stuff is hardly new ground but, quite honestly, ‘Fahrenheit’ manages to get such a hold on you that you don’t mind a few clichés here and there. The narrative is interesting and the storytelling rather superb and, with alternate endings, there’s a nice amount of re-playability as you explore how things could have turned out had you acted otherwise. An interesting feature of the game is that Lucas Kane has a mental health meter which deteriorates as bad things happen to him and which can be improved by looking after him. Now this isn’t the Sims but you will experience a Game Over if the meter is empty as Lucas will, depending on the scene you’re in, commit suicide or experience a mental breakdown. It’s an odd thing to do but simple things like having Lucas eat, urinate, receive good news or made a positive discovery that aids him in some way all add on points in making the poor guy feel better. Counteracting against your efforts at keeping him mentally healthy are generally just the in-game events such as the opening scene which, unsurprisingly, cause Lucas a fair bit of stress. 



Everything is interactive as I mentioned before, if you’re familiar with Quantic Dreams more modern games you’ll know exactly where I’m coming from. Conversations are led by you in that you pick dialogue options and action sequences require a fair bit of button pressing at the right time where, if you mess something up, you can often die instantly. I had real trouble during a chase scene through the office with Lucas and it did take me several attempts to get it right due to my apparent inability to put the analogue stick in the right direction when commanded to. It wasn’t too frustrating however as the checkpointing system is done really well and you rarely have to go back over new ground. What struck me as another unique feature, ‘Fahrenheit’ seems to be full of them really, is that conversations have a ‘suspicion’ meter when you’re controlling Lucas in conversations. An example of this is that, directly after the murder, a policeman comes and knocks on Lucas’ door and asks to look around his flat. If you hadn’t done things like cleaned up the bloodied bedsheets and your blood stained clothes then the suspicion meter will instantly rise but it’s not just obvious indications of murder like that that you need to watch out for. If Lucas fails to give convincing answers to probing questions then the NPC will become more and more suspicious of Lucas. To make matters worse you need to answer questions in an allocated time slot, failure to do so either ends the conversation abruptly or leads to Lucas answering in a sort of ‘default’ manner.



The plot of the game is described by the developers as ‘elastic’ in that it follows an overarching plotline but will stretch to accommodate player decisions. What I particularly love is the way in which your decisions and actions as Lucas effects the information the other characters you play have to go on. At the beginning of the game if you fail to clean everything up in the bathroom then Carla and Tyler have much more information to go on and, later on in the game, Lucas’ identity will be discovered much more easily by the police. This quite subtle evolution in which the way you play the game effects the way the story progresses is really quite enjoyable and, alongside those alternate endings I mentioned, means you can run through the game a few times to explore the differences you can inflict upon the world. Of course, the plotline is the same and does not really deviate from itself but the game isn’t exactly lengthy and there’s enough there to warrant a second playthrough.



Graphically the game isn’t exactly stunning, especially not in late 2014 what with the release of the PlayStation 4 and Xbox One and all of the sexy games that we’re so used to now but, it’s not bad looking either. Weather is quite a big focus in the game, as you’ll discover if you play it, and the entire time you’ll be experiencing a sort of eternal winter’s scene in New York which looks really quite lovely and is fairly well done. Characters are all very unique with defined personalities and facial features that aren’t exactly smooth but which are surprisingly individualised and you’ll be coming across quite a range of NPCs to converse with. The music composed for the game is actually from a film composer, Angelo Badalamenti and the expertise shows as the background music is particularly atmospheric and very subtle. Its general purpose is to provide an emotional backdrop to the scenes in the game and it does this well, never feeling like a generic haze of instruments and instead coming across as a part of the story rather than something overlaid with it. 



At times I found ‘Fahrenheit’ to be a little slow paced and sometimes I struggled with the times where fast reflexes were required but, aside from this, the experience was thoroughly enjoyable. When I first played it upon its release I found it far too intimidating to even get very far in it as the pressure it puts you under is instant and incessant. There came a point where I was less worried about Lucas having a mental breakdown and was more worried for my own sanity as, upon realizing I hadn’t tidied up after the murder before answering the policeman who was essentially trying to hammer the door down with his knuckles, I was verging on a panic attack. You only make the mistake once though and, upon retrying the level, I learnt to be cautious about the way I went about playing the game. Turns out there are no second chances when you’re playing as a murderer.

The Good:

  • Fascinating premise, brilliant opening scenes 
  • The ability to change between characters offers up new perspectives on the same story 
  • Well written narrative and excellent storytelling  
  • Although I’ve seen the occult re-written in lots of different ways, this one was still new to me 
  • Quite beyond its time in terms of atmosphere and game mechanics 
  • Lovely music, not bad looking 
  • Decent characterizations and you do tend to emphasize with Lucas 
  • Interesting gameplay features like mental health meter and suspicion meter 
  • Feels like a film with faux widescreen shots, chapters and split perspectives
The Bad:
  • Some lip syncing problems and graphical constraints due to the age of it 
  • A little slow paced at times may turn some people off  
  • Stressful quick time events can lead to frequent retries  
  • Tyler is a pretty lacklustre character who doesn’t really have enough impact 
  • A sort of ‘Simon says’ button mashing system is confusing and flawed
The Score: 8/10

Final thoughts: “Quantic Dream’s first real mark on the gaming industry as they pioneered into the interactive drama genre was a complete success. I found the game rather stressful because I can’t handle pressure when on a time limit but once I got into the swing of it I really enjoyed myself.”

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)

      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.”












      Saturday, July 19, 2014

      Viva Piñata - Full Review (Xbox 360 and PC game)

      'Viva Piñata' presents a tantalizingly unusual premise that you’ll either love or hate; attract a variety of Piñata creatures into your lovingly crafted garden on Piñata Island then tame, personalize and manage them all. These Piñatas come in all shapes and sizes but are all based off of real creatures though with quirky names that reflect a type of candy and a strange array of colours that may be changed, if you can figure out how. There’s no denying it, this is a very casual game for the causal gamer but despite its childish appearance it’s a charming and addictive game with great creative opportunities for those who enjoying gardening, designing and pet keeping.

      Developer: Rare (Xbox 360) Climax Group (PC)
      Genre: Life simulation
      Release date: November 9th 2006
      Platforms: Xbox 360 and PC
      ESRB: E - Everyone.


      Story and gameplay

      There’s not a great deal of storyline though there is some attempt to explain what’s going on; you start by walking through a beautiful haven filled with flourishing flowers, trees and crops with piñatas flying overhead, prancing through the grass or drinking from streams and pools. In the centre of all this fluff however is a tiny plot of hard, cracked earth with a woman sobbing in the middle of it all. After comforting her you’re charged with using this plot of land as your own and to turning it from something that resembles the aftermath of an explosion to something more in tune with the surrounding area. You’re given a watering can that’s practically falling to pieces with rust and a shovel that looks like it’ll snap as soon as it touches the earth, armed with these two devices you’re instructed to get to work. The game is vastly open-ended with very few objectives once the tutorial is finished with and though it may appear to be a simple gardening free for all there’s a hidden structure in the way that you progress. As you begin your gardening career you’ll gradually unlock new titles, better equipment, more garden space and different seeds that allow you to garden in more complex ways.


      Viva pinata screenshot garden horse bear pumpkins

      Whilst initially you’ll attract low level piñatas that simply require you to have a certain amount of grass, dirt or perhaps a particular flower or vegetable you’ll soon catch glimpses of wild, black and white creatures as they prowl the outside border of your garden. Attracting the attention of huge eagles, magnificent lions or clumsy elephants will take time, dedication and maybe even a few sacrifices as, after all, the animal kingdom is not known for its kindness towards smaller, weaker creatures. You start out in a very restricted manner; confined to a tiny plot of dilapidated land that’s in need of some serious maintenance but once you’re removed all the junk, beaten out the cracks and grown a bit of grass you’ll be faced with an empty canvass for you to play with. You’re never thrown too far into the deep end yet you’re given just enough freedom to discover a gardening style by yourself. Do you start with patches of flowers and draw in butterflies and bumblebees or do you opt for a vegetable patch to try and allure some rabbits or mice? Either way they’re all low levelled but the way in which you advance and nurture your garden will have an impact on the creatures you’ll lure inside your newly developing patch. Piñatas will only enter your garden once you’ve met their individual ‘visitor’ requirements and, once inside they’ll develop an additional set of requirements in order for them to actually become a resident. Once you’ve finally convinced them that they should inhabit your garden they’ll move in, change into their true colours and settle down to enjoy themselves. Here, they’ll live, sleep, mate and attract other piñatas to become residents too or, if you choose, entertain people at parties should they be that lucky piñata that gets chosen. It’s, admittedly, a very strange concept but still a very entertaining one once you’ve become enthralled in the everyday drama that comes with managing a horde of cute, but ultimately wild, animals.


      Viva pinata 1 screenshot hedgehogs and bear

      Although a huge part of the game consists of attracting and taming Piñatas the game is so much more than that and, if you feel like exercising your creative side, there’s huge opportunity to get inventive with your garden’s design. There’s a surprising amount of content packed into this charming game whether that’s levelling up to unlock new features or dressing up your Piñatas to increase their worth before sending them off to children’s parties. If you enjoy gardening then you’ll be delighted at the whole host of trees, crops and flowers you can nurture and at the vast difference a few drops of fertilizer can make. The variety in trees, flowers and crops is actually quite impressive and there are some lovely elements like the magnificent oak tree that, when fully grown, has a trunk that appears to be carved with the forms of many different species of Piñatas. Whilst the huge range of, not only flora and fauna but buildings to, may seem impossible to fit all into one garden due to a build limit of sorts you can have multiple gardens with the same profile. In this case, chocolate coins and your gardening level all pass over so you will still have access to everything that has been unlocked yet now with a completely empty plot of land. It makes sense to have multiple gardens as many piñatas are specialized creatures who will only live in certain environments that would be extremely difficult to integrate into an already beautified and designed garden. Large piñatas such as hippos require gardens that are mostly consisting of water, for example, so attempting to make 80% of your garden consist of lakes and rivers whilst speckled with bulrushes and water lilies will, quite naturally, naturally destroy any attempt you had at a designing a perfectly crafted flower bed and orchard.


      Viva pinata screenshot tree river and ships

      You are not the only non-piñata resident on the island however and throughout the game you’ll be guided and helped by the local residents who offer services in shops and, if you pay for it, services in your garden such as weeding, gathering and as either watchmen or night watchmen. Whilst the first couple are pretty self-explanatory the presence of watchmen in the game is unusual as gardening and virtual pet simulation combinations tend to be of the peaceful variety, not this one. Amidst the everyday scraps and brawls that occur between piñatas that don’t get along you also have to contend with outsider aggressors such as sour piñatas, ruffians and the evil Dastardos who’s the ringleader of all of these. Sour piñatas can be made resident and turned into good variants of their sour selves but ruffians and Dastardos are evil for life. Whilst ruffians simply make a nuisance of themselves by dropping poisonous sweets for your unsuspecting piñatas to eat and throwing up land over rivers and pools you may make, Dastardos is actively violent. When your piñatas get sick, by losing a fight or eating something poisonous, Dastardos will show up and break them open with a stick, effectively killing them. Well, not exactly kill them as this is a nice place so rather than die permanently broken piñatas merely respawn as the black and white variety outside of your garden.


      Viva pinata dog bird and house near trees and pond

      Whilst the standard way of keeping these antagonists away from your garden is by taming sour piñatas and using their special abilities to keep Dastardos distracted you can also buy special upgrades. The game’s in-game currency are, quite appropriately, chocolate coins which can be made by selling piñatas, building a mine and selling what you find within it or making and selling produce for profit. Chocolate coins can be put towards a huge variety of things such as garden items, fertilizer, piñata houses, special buildings, hirelings, fashion accessories for your piñatas, seeds, produce or special services like the doctor or the hunter who can capture piñatas for your garden. In order to keep track on everything that’s going on it’s useful to utilize the in-game journal which is there to not only provide backstory about the island and its residents but also to track your accomplishments and statistics such as whether you’ve achieved maximum growth for individual plants or how many piñatas you have in your garden. The journal brings to light several unofficial objectives as it lists each plant and each piñata with several checkboxes beside them all which are checked as you accomplish things such as finding each of the 3 variants for each piñata or romancing a species a certain number of times. A piñata variant occurs when you instruct your pinata to eat something and, after enough experimentation, you’ll find three different items that will change their colour into something else. Whilst this is of course simply aesthetic it’s a pleasant option to be able to discover more hidden elements within the game.

      Part of what makes this game so enjoyable is not just the attention to detail and the open-ended, casual gameplay but also the charming personality of your piñatas themselves. It’s quite easy to form opinions on certain piñatas and pick out favourites as the way in which they interact with each other and the environment differs depending on the species. Syrupents, a snake type piñata, for example often start fights and can be quite stubborn to get rid of yet, if you perform special actions with them, can become entirely different creatures that are extremely useful. Many piñatas also enjoy wearing special accessories and, whilst some have the potential to enhance the piñata in some way or form, mostly it’s just to boost their happiness meter or to allow them to ‘romance’ one another. Swananas, for instance, enjoy wearing diamond collars and strutting about, honking snobbishly whilst Cinnamonkey’s are disturbingly human as they sidle about on two legs and who require a fez hat to allow them to breed. As an interesting addition you can also buy domesticated piñatas from one of the several shops as well as put down fencing to enclose them should they be something like chickens or sheep. Amongst all of this is the actual ability to send your piñatas to parties as, now and then, a crate will be given to you with the request for a certain type of piñata or just one of high worth. By packing your piñata off to a party you receive some ‘joy candy’ that makes piñatas happy in return but, what with everything else going on, this apparent ‘objective’ in the game is lost.

      Graphics and audio

      The artistic style of ‘Viva Piñata’ is both unique and extremely distinctive with its bold, colourful and patterned style. Whilst it may not be to everybody’s taste due to them appearing somewhat childlike it cannot be denied that, visually, ‘Viva Piñata’ is technically impressive and extremely advanced for the time it was brought out. There’s a very fine level of detail in the game that can only really be appreciate when you zoom right in as only then can you witness the growth of plants or admire the little augmentations strewn across buildings and clothing. Every blade of grass can be identified, the clouds roll by as the time ticks by in a well enforced day and night cycle and even your custom designed labels can be seen clearly on the bodies of your piñatas. Not one stone has been left unpolished and everything from the texture of the grass to the beautiful, vibrant scenery has been crafted to maintain that distinctive ‘Viva Piñata’ atmosphere. 



      he music of the game is generally very soothing and not at all irritating though, for very long periods of play, it may start to grate a little. All of the Piñatas have their own individual sounds that tend to a little exaggerated such as a ‘peeping’ noise from worms or a strange, haughty honking noise from those uppity swans I mentioned earlier. The personality of the piñatas are all very well addressed in the sounds that they make but truly it’s the overall ambient noises from the gentle swishing of the wind, the hammering of the rain or the combined snuffling of your piñatas. Now and then there are some very abrasive noises such as when a sour piñata enters your garden or drops a poisoned candy but these simply serve as loud, audible warnings that something has happened and so in this sense are not particularly annoying.

      Overall

      Despite initial reservations ‘Viva Piñata’ is an undeniably good game with a great deal of personality and charm that’s simply hard to resist. With a very solid 30 hours or so playtime the game puts you in a position where you start caring passionately about taming all available piñatas and about making the perfect, piñata paradise. It’s an extremely casual game with some basic multiplayer support where up to four people control the same on-screen cursor and, whilst this is likely to not interest older games, is beneficial for parents and their children. Its very friendly demeanour makes it a great game for beginners with plenty of help at the beginning of the game whereas for those looking for more of a challenge I tell you this; just try and get a hold of a Dragon piñata, then tell me it’s not challenging.

      The Good:

      • Looks fantastic, very detailed, very vibrant
      • Relaxing, casual gameplay 
      • Deceptively challenging at later stages 
      • Addictive and ‘collection’ orientated mentality of meeting all objectives 
      • Fun for all ages 
      • Unique and distinctive gameplay 
      • Lovely audio and music 
      • Multiple gardens a nice addition for allowing themed gardens 
      • Piñatas are very charming, huge variety
      The Bad:
      • Co-op play limited to sharing the same cursor
      • A lot less to do as you level up 
      • Some autonomy happens as you employ staff making you feel a little redundant 
      • Lacks any real storyline and objectives which could have given the game more structure
      The Score: 8/10

      Final thoughts: "This is quite possibly the best 'gardening' game I have ever played, despite there being an updated version of this game (trouble in paradise) I still find this one to be the most accessible."