L.A. Noire
Developed by Team Bondi
Published by Rockstar Games
Released for Xbox 360 (5/17/2011) | Xbox One (11/14/2017)
Also on PS3/PS4/Switch
L.A. Noire puts you in the shoes of police officer Cole Phelps as you investigate the seedy underbelly of 1947 Los Angeles. The game had a rocky 7 year development cycle and it became known after release that the business practices at Team Bondi weren't exactly ethical. Despite all the issues plaguing the game during its creation, the final product turned out quite well. The title feels right at home under the Rockstar Games label and in 2017 would see an updated port to newer systems. However this review was written while playing through the Xbox 360 version.
L.A. Noire features a nice sized chunk of Los Angeles for you to explore. The environment is well detailed as you'd expect from an open-world Rockstar published title. According to the developers, 1947 Los Angeles has been 90% recreated in accurate detail. The characters in the game feature some of the most realistic facial features that had been seen in a game at the time of the release. The voice acting is superb and the sound/music design fits the action perfectly. Radio stations play music proper to the '40's, and fans of the Fallout games will recognize a few of these tracks. Overall, the visual and sound design is rock solid.
While L.A. Noire is an open-world game, it tends to be more linear than most others in this genre. The cases generally have a set path you're going to follow, sometimes with a few options as to where to go next. You do have the option to answer your radio during a case to take on street crimes which serve as side missions, but these are completely optional. As you work your way through each case, you'll usually begin by investigating the crime scene. Here you'll search around and examine clues, which will usually give you a lead as to where to go next. You'll also frequently be able to interrogate witnesses and suspects and will have to decide whether you believe what they're saying. You have the option of truth, doubt or lie during the interrogation sequences. If you accuse somebody of a lie you'll be able to select from a list of all the evidence from the case to back it up. The game has distinct musical cues to let you know if you made the proper assumption.
Cases in L.A. Noire will also feature action segments and you'll engage if fist fights, shootouts, tailing missions and chases. These are all well done and are diverse enough so that it doesn't feel like you're constantly doing the same thing. If you fail an action sequence a couple times, the game will give you the option to skip ahead so the game should be accessible to anybody. My only gripe with the action segments would be a few of the tailing missions aren't that fun, but I don't really enjoy these types of missions in general so it's just my opinion. As you complete cases you'll move up in rank, staring as a patrol officer and moving up to traffic, homicide, vice, etc. Each time you're assigned a new desk you'll also receive a new partner who will follow you around and provide assistance. For an NPC they do a good job of staying out of the way and I never once had any issues with them walking in front of my gunfire or anything like that.
Scattered around the city are a few types of collectibles in the form of golden film reels, hidden vehicles and landmarks. The hidden vehicles will be revealed on the map as you level up, however the landmarks and golden film reels you'll have to seek out on your own (or with a guide of course). In order to obtain a full 100%, you'll also have to operate each type of vehicle in the game, of which there are 95. This will no doubt prove to be a bit lame as many vehicles look the same, making them hard to distinguish from one another, not to mention it feels a bit out of place with a detective hi-jacking civilian vehicles all over the place. Also required for completion is to obtain a 5-star rank in every case, which means you'll need to find all clues and correctly branch most questions during interrogations. Those expecting to run around in free roam causing chaos like the Grand Theft Auto games will likely be a bit letdown as there's not really a whole lot to do in the world except look for cars and collectibles. You can cause some damage and injure civilians, but these will affect your case ranking and are therefore discouraged.
L.A. Noire is a fresh, fantastic experience in the realm of open-world games, but no game is without its flaws so I'll take this section to point out the issues I had with the game. The framerate is constantly dipping under the 30 FPS mark, especially easy to notice when driving around. While it is annoying and does detract a bit from the overall presentation, the game is still very playable as is and I never really had any issues lining up shots or anything like that. Still, it does feel like the game could have been optimized a bit better, but I suppose that's what the re-release on the newer systems is for. There is a bit of graphic pop-up in the distance while driving around but after playing for a while you'll hardly notice. While the facial animations on the characters are very impressive, a few of them are a bit
over-exaggerated and look a bit silly. Whenever a
character is out of focus they look quite pixelated, likely a sign of
the hardware limitations. Many textures look low-res, even when close up, and clash with the surrounding environment. Civilian cars occasionally disappear into thin air, though this was not a frequent occurrence. The dithering effect used for shading is quite tacky and stands out, though this is a common effect developers used during this console generation. These issues are for the most part minor in the grand scheme of things, and none of them diminished my enjoyment of the game but I did want to at least point out the issues I had with the game.
L.A. Noire is definitely one of the more unique open-world titles I've played and does a commendable job in creating a world with believable characters and interesting scenarios. The 1947 time period is wonderfully represented and there's an air of realism to the whole ordeal. The rank progression system works well in delivering some variety with the cases. If you somehow skipped over this one like I did and you enjoy open-world/detective/cop games, do yourself a favor and give this one a go!
Final Verdict: L.A. Noire is a fantastic open-world cop/detective game where you take on the criminal element in 1947 Los Angeles. Don't miss out on this one!
Rockstar Season Pass
L.A. Noire would receive downloadable content in the form of four additional cases. If you purchased the Rockstar Season Pass then you are granted access to each of them or they can be purchased individually. The cases fit right into the main story to the point where it feels like they were just chopped out at some point to make a few extra bucks. The cases themselves are all fun however so at least the content is worth playing. While it does bother me a bit these weren't just included in the game, in this generation of video games DLC is pretty much standard for big-budget releases like this. If you see the Season Pass on sale for cheap I'd definitely recommend giving these a go!
Final Verdict: The Rockstar Season Pass provides four additional cases that fit right in with the original material. If you like the core game you'll enjoy these too!
Purchase Links:
Buy L.A. Noire (Xbox One Digital) - Microsoft Store
Buy L.A. Noire (Xbox One Disc) - eBay
Buy L.A. Noire (Xbox 360 Digital) - Xbox Marketplace
Buy L.A. Noire (Xbox 360 Disc) - eBay
Related Links:
Open-World Games - Xbox Overview
Rockstar Games - Xbox Overview
Rockstar Games - Official Site
Whistleblowing at Team Bondi - Games Industry
L.A. Noire - Metacritic
L.A. Noire - GameFAQs
L.A. Noire Achievement Guide - Xbox Achievements
Handy Vehicle Loactions Thread - Playstation Trophies
Saturday, April 7, 2018
Friday, March 23, 2018
Fist of the North Star: Ken's Rage (Xbox 360, 2010)
Fist of the North Star: Ken's Rage
Developed by Koei
Published by Koei Tecmo Games
Released for Xbox 360 (11/2/2010)
Also on PS3
There have been several efforts over the years to make a video game from the popular anime/manga series Fist of the North Star, but most were either disappointing or never left Japan. Koei seems like a good candidate to develop the game, given their track record with the long-running Dynasty Warriors franchise. Fist of the North Star: Ken's Rage is incredibly faithful to its source material. If you are a fan of the story and characters you will definitely find something to appreciate here. There's a sizable cast here and all are easily recognizable, the story remains true to the original and the voice acting is quite good in both the English and Japanese variations.
The menus, stage and character select screens are all well composed and attractive. The in-game graphics themselves are a bit of a mixed bag. The characters are well detailed and look nice, though you will tire of beating up the same handful of thugs hundreds of times over. The environments are somewhat detailed, though suffer from some drab design which we'll get into shortly. The gore effects are quite detailed and are pleasing to look at, as you'll constantly see groups of thugs exploding into blood and guts in appropriate Fist of the North Star fashion.
The gameplay in Ken's Rage is basically a beat 'em up, or hack 'n slash as they like to call it these days, but that term feels a bit out of place as you'll be pulverizing your enemies with your fists here. You beat up everybody in a particular area and then move on to the next area where you'll beat up some more dudes. Every now and then the game has some light platforming or random obstacle but it always reverts back to beating up waves of thugs quickly. You have punch, kick and jump attacks in addition to your spirit meter you'll fill up as you hand out beatings. Once you have enough spirit meter you can activate a signature move or go into "spirit aura" mode where your attack is temporarily boosted.
The bulk of Fist of the North Star: Ken's Rage lies in the legend and dream modes. There is also a tutorial, challenge and gallery mode option as well. Legend mode follows the story of the original manga and will let you select from Kenshiro, Raoh, Toki, Rei and Mamiya. Dream mode features new "what-if" stories based on the manga characters, and allows you to select from Kenshiro, Raoh, Toki, Rei, Mamiya, Jagi, Thouzer and Shin. Some of these are fun and it's interesting playing from the side of some of the villains. Challenge mode offers two different challenges, one where you'll face off against the guardians of Hokuto and the other where you'll take on the five guardians of Nanto. These feature ranked leaderboards so you can compete with other Xbox 360 players for high scores. The gallery mode will let you look at an encyclopedia which has entries for all of the game's characters, moves, locations, etc. There is also a movie and music gallery which you'll unlock content for as you play. Options allow you to tweak the difficulty, adjust subtitles, change the violence level, turn the life gauge on or off and change the voices between English and Japanese. Overall, the game provides a wealthy amount of content particularly for a game of this nature.
Both legend and dream mode feature cut-scenes before and after each level explaining the plot. These are all quite well done but the amount of them can become a bit overbearing at times. Luckily they can all be skipped with a press of the start button. Dream mode differs a bit in that there are way more characters on the battlefield at once, resulting in some clutter and frame-rate stutters here and there, but nothing game-breaking. Dream mode also offers two-player coop.
There's a good variety of characters to choose from as you play through Ken's Rage, each of them featuring their own expansive skill tree. As you progress through the game, you'll earn spirit points that you'll use to unlock skills, perks and upgrades for your character. Each skill tree is massive and I'd estimate it'd take upwards of 20+ hours to max just one of them out! This is a bit overboard and I really wish your characters would start off with at least some of the skills unlocked. You do start off with a single signature move at least, but all the rest is up to the player to upgrade themselves. It seems more like a cheesy way to try to force replay value out of the game, which really isn't necessary, since if the gameplay is good enough people will keep playing it.
The stage design is probably the weakest aspect of Ken's Rage. The surroundings are all composed of drab browns and grays, which is intentional as the game takes place in a post-apocalyptic world. However, hardly any of the levels are discernible from one another so none of them really stand out. The stages are rarely linear, and while you do have a mini-map that will point out where your objectives are, most levels are filled with branching paths with power-ups laid out to reward exploration. I feel that the length of the levels in general is a bit too long, and some tightening up in the stage design aspect would have benefited the game a lot. In general it will take anywhere from 30-60 minutes just to clear a single scenario, which add ups to a really long game when you take into account how many different stages are offered.
While I enjoyed my time with Ken's Rage, it's not a game I'd recommend to everybody. Hack 'n slash and Fist of the North Star fans should definitely give it a look, but outside of that I couldn't see many others playing it through to the end. It's repetitive nature definitely makes it a good game to play inebriated, where you can just kind of zone out with all of the body parts and blood flying all over the place as you beat down wave after wave of punks. The game is well-designed in the sense that it never froze or glitched on me at any time which is a bit of a rarity these days. The main knock against Ken's Rage is that it's extremely repetitive and very grindy by nature, but if you enjoy these types of games that's not necessarily a bad thing.
Final Verdict: Fist of the North Star: Ken's Rage will definitely appeal to fans of the anime/manga and beat 'em up/hack 'n slash junkies, but most others will likely find it far too repetitive.
DLC
Fist of the North Star: Ken's Rage would receive seven additional DLC packs, some featuring new characters and missions with others featuring new costumes for existing characters. Overall the grand total is just under $40 if you wish to access all the extra content. This is quite ridiculous and in previous generations this is the type of content would have been included in the base game as a bonus for meeting certain conditions. While it's cool that they added additional characters (Heart & Outlaw) and new costumes for several characters, by the time I'd achieved 100% on the base game I'd honestly had my fill and certainly didn't want to invest any additional money into the game as I'd rather just move on to the sequel (which will be covered later when I get around to snagging a copy). There is no additional gamerscore attached to this DLC so you won't need it to unlock all the of the game's achievements.
Purchase Links:
Buy Ken's Rage (Digital) - Xbox Marketplace
Buy Ken's Rage (Disc) - eBay
Related Links:
Koei Tecmo - Official Site
Ken's Rage - Metacritic
Ken's Rage - GameFAQs
Ken's Rage Achievement Guide - Xbox Achievements
Ken's Rage - True Achievements
CGR Reviews Ken's Rage - YouTube
Developed by Koei
Published by Koei Tecmo Games
Released for Xbox 360 (11/2/2010)
Also on PS3
There have been several efforts over the years to make a video game from the popular anime/manga series Fist of the North Star, but most were either disappointing or never left Japan. Koei seems like a good candidate to develop the game, given their track record with the long-running Dynasty Warriors franchise. Fist of the North Star: Ken's Rage is incredibly faithful to its source material. If you are a fan of the story and characters you will definitely find something to appreciate here. There's a sizable cast here and all are easily recognizable, the story remains true to the original and the voice acting is quite good in both the English and Japanese variations.
The menus, stage and character select screens are all well composed and attractive. The in-game graphics themselves are a bit of a mixed bag. The characters are well detailed and look nice, though you will tire of beating up the same handful of thugs hundreds of times over. The environments are somewhat detailed, though suffer from some drab design which we'll get into shortly. The gore effects are quite detailed and are pleasing to look at, as you'll constantly see groups of thugs exploding into blood and guts in appropriate Fist of the North Star fashion.
The gameplay in Ken's Rage is basically a beat 'em up, or hack 'n slash as they like to call it these days, but that term feels a bit out of place as you'll be pulverizing your enemies with your fists here. You beat up everybody in a particular area and then move on to the next area where you'll beat up some more dudes. Every now and then the game has some light platforming or random obstacle but it always reverts back to beating up waves of thugs quickly. You have punch, kick and jump attacks in addition to your spirit meter you'll fill up as you hand out beatings. Once you have enough spirit meter you can activate a signature move or go into "spirit aura" mode where your attack is temporarily boosted.
The bulk of Fist of the North Star: Ken's Rage lies in the legend and dream modes. There is also a tutorial, challenge and gallery mode option as well. Legend mode follows the story of the original manga and will let you select from Kenshiro, Raoh, Toki, Rei and Mamiya. Dream mode features new "what-if" stories based on the manga characters, and allows you to select from Kenshiro, Raoh, Toki, Rei, Mamiya, Jagi, Thouzer and Shin. Some of these are fun and it's interesting playing from the side of some of the villains. Challenge mode offers two different challenges, one where you'll face off against the guardians of Hokuto and the other where you'll take on the five guardians of Nanto. These feature ranked leaderboards so you can compete with other Xbox 360 players for high scores. The gallery mode will let you look at an encyclopedia which has entries for all of the game's characters, moves, locations, etc. There is also a movie and music gallery which you'll unlock content for as you play. Options allow you to tweak the difficulty, adjust subtitles, change the violence level, turn the life gauge on or off and change the voices between English and Japanese. Overall, the game provides a wealthy amount of content particularly for a game of this nature.
Both legend and dream mode feature cut-scenes before and after each level explaining the plot. These are all quite well done but the amount of them can become a bit overbearing at times. Luckily they can all be skipped with a press of the start button. Dream mode differs a bit in that there are way more characters on the battlefield at once, resulting in some clutter and frame-rate stutters here and there, but nothing game-breaking. Dream mode also offers two-player coop.
There's a good variety of characters to choose from as you play through Ken's Rage, each of them featuring their own expansive skill tree. As you progress through the game, you'll earn spirit points that you'll use to unlock skills, perks and upgrades for your character. Each skill tree is massive and I'd estimate it'd take upwards of 20+ hours to max just one of them out! This is a bit overboard and I really wish your characters would start off with at least some of the skills unlocked. You do start off with a single signature move at least, but all the rest is up to the player to upgrade themselves. It seems more like a cheesy way to try to force replay value out of the game, which really isn't necessary, since if the gameplay is good enough people will keep playing it.
The stage design is probably the weakest aspect of Ken's Rage. The surroundings are all composed of drab browns and grays, which is intentional as the game takes place in a post-apocalyptic world. However, hardly any of the levels are discernible from one another so none of them really stand out. The stages are rarely linear, and while you do have a mini-map that will point out where your objectives are, most levels are filled with branching paths with power-ups laid out to reward exploration. I feel that the length of the levels in general is a bit too long, and some tightening up in the stage design aspect would have benefited the game a lot. In general it will take anywhere from 30-60 minutes just to clear a single scenario, which add ups to a really long game when you take into account how many different stages are offered.
While I enjoyed my time with Ken's Rage, it's not a game I'd recommend to everybody. Hack 'n slash and Fist of the North Star fans should definitely give it a look, but outside of that I couldn't see many others playing it through to the end. It's repetitive nature definitely makes it a good game to play inebriated, where you can just kind of zone out with all of the body parts and blood flying all over the place as you beat down wave after wave of punks. The game is well-designed in the sense that it never froze or glitched on me at any time which is a bit of a rarity these days. The main knock against Ken's Rage is that it's extremely repetitive and very grindy by nature, but if you enjoy these types of games that's not necessarily a bad thing.
Final Verdict: Fist of the North Star: Ken's Rage will definitely appeal to fans of the anime/manga and beat 'em up/hack 'n slash junkies, but most others will likely find it far too repetitive.
DLC
Fist of the North Star: Ken's Rage would receive seven additional DLC packs, some featuring new characters and missions with others featuring new costumes for existing characters. Overall the grand total is just under $40 if you wish to access all the extra content. This is quite ridiculous and in previous generations this is the type of content would have been included in the base game as a bonus for meeting certain conditions. While it's cool that they added additional characters (Heart & Outlaw) and new costumes for several characters, by the time I'd achieved 100% on the base game I'd honestly had my fill and certainly didn't want to invest any additional money into the game as I'd rather just move on to the sequel (which will be covered later when I get around to snagging a copy). There is no additional gamerscore attached to this DLC so you won't need it to unlock all the of the game's achievements.
Purchase Links:
Buy Ken's Rage (Digital) - Xbox Marketplace
Buy Ken's Rage (Disc) - eBay
Related Links:
Koei Tecmo - Official Site
Ken's Rage - Metacritic
Ken's Rage - GameFAQs
Ken's Rage Achievement Guide - Xbox Achievements
Ken's Rage - True Achievements
CGR Reviews Ken's Rage - YouTube
Wednesday, March 21, 2018
Xbox 360 Standard Controller (Xbox 360, 2005)
Controller Review | Xbox 360 Standard Controller
Developed by Microsoft
Original Controller Released in 2005
Revised Controller Released in 2010
Microsoft got the controller right (for the most part) the first time with the 360, as opposed to the original Xbox controller which received a drastic makeover during that console's lifespan. The standard 360 controller design remained mostly the same throughout the consoles almost decade-long lifespan. There were some variants with d-pads more suited to 2D games that were released in 2010, but the stick and button layout stayed consistent for better or worse while also laying the groundwork for the Xbox One controller.
Microsoft's controller obviously borrows some inspiration from Sony's design, containing the same amount of buttons in a similar layout with the main differences being the analog stick positions and the back "trigger" button styles. While the PlayStation's back buttons are more like actual buttons, the 360's triggers give these a different feel that seems a bit tacky at first, but is quite nice once you warm up to it. Being very familiar with the PlayStation stick layout and with the 360 being my first console from Microsoft, I initially was very skeptical of the analog stick positions. After a few months of consistent gaming on the system I failed to even really notice any difference and the analog stick position works just fine if not even better with this layout. All of the face buttons are responsive as well as the triggers. I've been through many of these controllers over the years but the buttons are never a point of failure. The first thing to go will typically be the analog sticks as they experience the most wear and tear over time.
Microsoft would of course release a ton of variants in the form of controller colors, some with designs and in limited quantities, making them something that could be a collectible if you're into that kind of thing. There were also two standard variations: wired and wireless. The advantage of using a wired controller, other than not having to use batteries of course, is the ease of use with your PC. The ports on the 360 are USB so you can plug it right up on your computer and start playing a good majority of PC games. The wireless controller will eat up your AA batteries pretty fast, so you'll likely want to purchase one of the rechargeable batteries which is sold separately. Be weary of buying the play & charge kits second-hand since these batteries do still die out and you never know how much those used ones have been through.
While these are solid first-party controllers for the most part, of course everything isn't perfect. It's common knowledge at this point that the d-pad pretty much sucks. It's more of a disc rather than a cross which makes it very difficult to have any kind of precision, particularly in 2D titles where the pad will get the most use. Later releases of the controller feature a transforming d-pad that actually rectified this problem but these are nowhere near as common as the standard disc d-pad. My other issue with these controllers is that the rubber material used for grip on the analog sticks is really not that durable, and this is most always the first thing on a controller to show deterioration. While this is understandable considering how much action the sticks will see, I just wish they were a bit more durable. Microsoft did a great job making the analog sticks a lot more sturdy on the Xbox One controller.
Other than my somewhat minor gripes with old standard 360 controller, overall it's a good product that's comfortable to use and works great with all the 3D titles and games that use both sticks. It's biggest weakness is the d-pad (unless you have the transforming d-pad), so it's not optimal for your 2D action but there are other solutions for that available on the 360. The controller can also be great to use for your PC gaming and is often as easy as just plugging it in and playing!
Final Verdict: A good first-party controller that will also work with your PC. You definitely need to have a few of these around if you have a 360.
Related Links
Buy it at the Microsoft Store
Microsoft Xbox 360 Controller Variations at ConsoleVariants
Every 360 Controller on XBLA Fans
Xbox 360 Controller on Wikipedia
33 Xbox 360 Controller Variants by Metal Jesus Rocks - YouTube
Evolution of Xbox Controllers by PapiGFunk - YouTube
Developed by Microsoft
Original Controller Released in 2005
Revised Controller Released in 2010
Microsoft got the controller right (for the most part) the first time with the 360, as opposed to the original Xbox controller which received a drastic makeover during that console's lifespan. The standard 360 controller design remained mostly the same throughout the consoles almost decade-long lifespan. There were some variants with d-pads more suited to 2D games that were released in 2010, but the stick and button layout stayed consistent for better or worse while also laying the groundwork for the Xbox One controller.
Microsoft's controller obviously borrows some inspiration from Sony's design, containing the same amount of buttons in a similar layout with the main differences being the analog stick positions and the back "trigger" button styles. While the PlayStation's back buttons are more like actual buttons, the 360's triggers give these a different feel that seems a bit tacky at first, but is quite nice once you warm up to it. Being very familiar with the PlayStation stick layout and with the 360 being my first console from Microsoft, I initially was very skeptical of the analog stick positions. After a few months of consistent gaming on the system I failed to even really notice any difference and the analog stick position works just fine if not even better with this layout. All of the face buttons are responsive as well as the triggers. I've been through many of these controllers over the years but the buttons are never a point of failure. The first thing to go will typically be the analog sticks as they experience the most wear and tear over time.
Microsoft would of course release a ton of variants in the form of controller colors, some with designs and in limited quantities, making them something that could be a collectible if you're into that kind of thing. There were also two standard variations: wired and wireless. The advantage of using a wired controller, other than not having to use batteries of course, is the ease of use with your PC. The ports on the 360 are USB so you can plug it right up on your computer and start playing a good majority of PC games. The wireless controller will eat up your AA batteries pretty fast, so you'll likely want to purchase one of the rechargeable batteries which is sold separately. Be weary of buying the play & charge kits second-hand since these batteries do still die out and you never know how much those used ones have been through.
While these are solid first-party controllers for the most part, of course everything isn't perfect. It's common knowledge at this point that the d-pad pretty much sucks. It's more of a disc rather than a cross which makes it very difficult to have any kind of precision, particularly in 2D titles where the pad will get the most use. Later releases of the controller feature a transforming d-pad that actually rectified this problem but these are nowhere near as common as the standard disc d-pad. My other issue with these controllers is that the rubber material used for grip on the analog sticks is really not that durable, and this is most always the first thing on a controller to show deterioration. While this is understandable considering how much action the sticks will see, I just wish they were a bit more durable. Microsoft did a great job making the analog sticks a lot more sturdy on the Xbox One controller.
Other than my somewhat minor gripes with old standard 360 controller, overall it's a good product that's comfortable to use and works great with all the 3D titles and games that use both sticks. It's biggest weakness is the d-pad (unless you have the transforming d-pad), so it's not optimal for your 2D action but there are other solutions for that available on the 360. The controller can also be great to use for your PC gaming and is often as easy as just plugging it in and playing!
Final Verdict: A good first-party controller that will also work with your PC. You definitely need to have a few of these around if you have a 360.
Related Links
Buy it at the Microsoft Store
Microsoft Xbox 360 Controller Variations at ConsoleVariants
Every 360 Controller on XBLA Fans
Xbox 360 Controller on Wikipedia
33 Xbox 360 Controller Variants by Metal Jesus Rocks - YouTube
Evolution of Xbox Controllers by PapiGFunk - YouTube
Monday, March 19, 2018
8-Bit Adventure Anthology: Volume One (Xbox One, 2017)
8-Bit Adventure Anthology: Volume One
Developed by Abstraction Games
Original Games by Icom Simulations/Kemco
Released for Xbox One (10/2017)
Also on Linux/Mac/PC/PS4
8-Bit Adventure Anthology: Volume One features the Nintendo Entertainment System (NES) versions of three different point & click adventure classics: Déjà Vu, Uninvited and Shadowgate. These were all originally developed by ICOM Simulations and released for the Macintosh in the '80's. Kemco Seika would later port these titles over to the Famicom/NES, and these ports are the versions offered here in this collection. The games are all presented in their 8-bit glory, pretty much exactly how you would have played them on your NES back in the day.
When you first boot the game up you'll be greeted with some nice chiptune music and a menu where you'll choose which game you'd like to play. There is also a settings menu which allows to use a few different filters and adjust the volume. The available display options are CRT, old TV, terminal and black/white filters. Saving and loading your games are done within each title, giving you the option to come back later and resume from where you left off (this was still a pretty rare feature back in those days).
Gameplay-wise, all three titles in 8-Bit Adventure Anthology play similarly and feature the same user interface. On the bottom of the screen you have a list of commands, the upper left shows the current location and the upper right shows your inventory. While these games obviously play most intuitively with a mouse, Kemco Seika did a commendable job setting everything up for a controller, especially considering how long ago these were released. The cursor movement still feels a bit clunky, but there aren't really any quick reactions required that make it much of an issue. The analog stick moves the cursor quickly while the d-pad is slow making it easy to line up your pointer. I found the analog stick difficult to use and the d-pad, while slow, definitely made everything a bit easier. There are also some shortcut commands new to this version, making it easy to quickly open doors and move without having to access the open and move commands at the bottom of the screen.
Déjà Vu begins with your character awakening in a toilet stall with blood on his hands and complete amnesia. The story will slowly unravel as you explore the environment around you. There's some excellent chiptune music, which is important as you will hear the same handful of songs repeatedly throughout your time with the game. There's not much for sound effects except for a few here and there, but the music does a good job of setting the mood. There's a good variety of locations to explore and lots of items/people to interact with. The game is a bit easier than the other two featured in the compilation, but is still quite challenging if not resorting to a guide or walkthrough. The game is also a bit more grounded in reality than the other two games and I feel is a good entry point for somebody who wants to check out these style of games.
Uninvited has your character start out in a crashed car with his sister missing. Now it's up to you to explore the area and find out what happened to her. The game features some unsettling music and some genuinely creepy moments. Some of the puzzles here are a bit tough and I don't think I'd ever have figured some of these without a guide. There's quite a bit to see and do in this one and I always enjoyed figuring out what the next gruesome way to die would be. The game deals a lot with the supernatural, and your character will even learn spells he can cast in the game! This one's a good time and there are some gruesome deaths you can get yourself into.
Shadowgate is the third and final title included in the anthology, and this is another one that's really tough to crack without a guide of some sort. I remember thinking this game was impossible as a youth when I only had access to a few hints in an issue of Nintendo Power. Now playing through it with a guide makes it feasible, but it's pretty insane the amount of stuff the developers assumed the player would be able to figure out. One unique feature to Shadowgate is the fact that you have to carry around a lit torch and if at any point the torch goes out you die. It sounds much worse than it actually is, since there are ample torches available for pickup and even if you die you can just continue from the previous screen with a freshly lit torch. This is yet another solid port from Kemco and probably the hardest, most involved of the three.
These point 'n click titles were a niche genre back when these originally came out (especially on the NES) and still remain as such to this day. I think most people can tell pretty quick if they're going to have the patience for these types of games. These being such text-heavy games also require the use of your imagination quite a bit and I know that's something many people just don't want to mess with these days. However, if you're the type that enjoys a good retro point 'n click adventure you definitely want to get this one! I'm interested to see if they intend to release a volume two of this anthology, and wonder what could be included? Deja Vu 2 was ported to the Game Boy Color later on down the road, so I suppose that's a possibility.
Final Verdict: If you're looking for some 8-Bit point 'n click adventure style retro gaming goodness, 8-Bit Adventure Anthology Volume One should fill that void.
Related Links:
Buy 8-Bit Adventure Anthology - Microsoft Store
8-Bit Adventure Anthology - GameFAQs
Abstraction Games - Official Site
8-Bit Adventure Anthology Achievement Guide - Xbox Achievements
Developed by Abstraction Games
Original Games by Icom Simulations/Kemco
Released for Xbox One (10/2017)
Also on Linux/Mac/PC/PS4
8-Bit Adventure Anthology: Volume One features the Nintendo Entertainment System (NES) versions of three different point & click adventure classics: Déjà Vu, Uninvited and Shadowgate. These were all originally developed by ICOM Simulations and released for the Macintosh in the '80's. Kemco Seika would later port these titles over to the Famicom/NES, and these ports are the versions offered here in this collection. The games are all presented in their 8-bit glory, pretty much exactly how you would have played them on your NES back in the day.
When you first boot the game up you'll be greeted with some nice chiptune music and a menu where you'll choose which game you'd like to play. There is also a settings menu which allows to use a few different filters and adjust the volume. The available display options are CRT, old TV, terminal and black/white filters. Saving and loading your games are done within each title, giving you the option to come back later and resume from where you left off (this was still a pretty rare feature back in those days).
Gameplay-wise, all three titles in 8-Bit Adventure Anthology play similarly and feature the same user interface. On the bottom of the screen you have a list of commands, the upper left shows the current location and the upper right shows your inventory. While these games obviously play most intuitively with a mouse, Kemco Seika did a commendable job setting everything up for a controller, especially considering how long ago these were released. The cursor movement still feels a bit clunky, but there aren't really any quick reactions required that make it much of an issue. The analog stick moves the cursor quickly while the d-pad is slow making it easy to line up your pointer. I found the analog stick difficult to use and the d-pad, while slow, definitely made everything a bit easier. There are also some shortcut commands new to this version, making it easy to quickly open doors and move without having to access the open and move commands at the bottom of the screen.
Déjà Vu begins with your character awakening in a toilet stall with blood on his hands and complete amnesia. The story will slowly unravel as you explore the environment around you. There's some excellent chiptune music, which is important as you will hear the same handful of songs repeatedly throughout your time with the game. There's not much for sound effects except for a few here and there, but the music does a good job of setting the mood. There's a good variety of locations to explore and lots of items/people to interact with. The game is a bit easier than the other two featured in the compilation, but is still quite challenging if not resorting to a guide or walkthrough. The game is also a bit more grounded in reality than the other two games and I feel is a good entry point for somebody who wants to check out these style of games.
Uninvited has your character start out in a crashed car with his sister missing. Now it's up to you to explore the area and find out what happened to her. The game features some unsettling music and some genuinely creepy moments. Some of the puzzles here are a bit tough and I don't think I'd ever have figured some of these without a guide. There's quite a bit to see and do in this one and I always enjoyed figuring out what the next gruesome way to die would be. The game deals a lot with the supernatural, and your character will even learn spells he can cast in the game! This one's a good time and there are some gruesome deaths you can get yourself into.
Shadowgate is the third and final title included in the anthology, and this is another one that's really tough to crack without a guide of some sort. I remember thinking this game was impossible as a youth when I only had access to a few hints in an issue of Nintendo Power. Now playing through it with a guide makes it feasible, but it's pretty insane the amount of stuff the developers assumed the player would be able to figure out. One unique feature to Shadowgate is the fact that you have to carry around a lit torch and if at any point the torch goes out you die. It sounds much worse than it actually is, since there are ample torches available for pickup and even if you die you can just continue from the previous screen with a freshly lit torch. This is yet another solid port from Kemco and probably the hardest, most involved of the three.
These point 'n click titles were a niche genre back when these originally came out (especially on the NES) and still remain as such to this day. I think most people can tell pretty quick if they're going to have the patience for these types of games. These being such text-heavy games also require the use of your imagination quite a bit and I know that's something many people just don't want to mess with these days. However, if you're the type that enjoys a good retro point 'n click adventure you definitely want to get this one! I'm interested to see if they intend to release a volume two of this anthology, and wonder what could be included? Deja Vu 2 was ported to the Game Boy Color later on down the road, so I suppose that's a possibility.
Final Verdict: If you're looking for some 8-Bit point 'n click adventure style retro gaming goodness, 8-Bit Adventure Anthology Volume One should fill that void.
Related Links:
Buy 8-Bit Adventure Anthology - Microsoft Store
8-Bit Adventure Anthology - GameFAQs
Abstraction Games - Official Site
8-Bit Adventure Anthology Achievement Guide - Xbox Achievements
Friday, March 16, 2018
Uncraft Me! (XBLIG, 2013)
Uncraft Me!
Developed by Team Shuriken Studio
Released for Xbox Live Indie Games (6/2013)
Uncraft Me! is a tough 2D-platformer with a touch of that perversity that the XBLIG platform is often associated with. The in-game graphics are rendered in 3D blocks, similar to Minecraft, though the illustrated babes that make up the background are composed of high-def artwork. The women look like something you'd see in a Japanese anime and the game offers an option to switch the art from "goddesses" to kitties, which will replace the busty women with digitized kitty pics. This can be nice if you genuinely enjoy the gameplay and just want to play the game without being made fun of for doing so by onlookers, though it's arguable if the kittens in the background will necessarily prevent this.
Each level, of which there are a total of nine, features a unique picture which will be blocked at the beginning of the level. Each checkpoint you reach is a cannon that will blast out a portion of the concealed backdrop until you reach the final one at which point the entire picture will be exposed. The pics themselves are suggestive but there really isn't anything that racy, plus as mentioned before you do have the option to view kittens if you so desire. The stage layouts are well done for the most part, though there are some irritating sections in the later levels. Instead of a double-jump, your character in Uncraft Me! has a jetpack with a limited boost that recharges upon setting foot on solid ground. This gives the challenges a bit of their own flavor and makes for some very difficult stage designs especially when you get towards the end of the game. You will die a lot in this game, but the checkpoints are quite generous so you're never placed too far back and you're quickly respawned upon death. Along the way through the stages you'll face various obstacles, like giant laser beams and lava all over the place.
The soundtrack for Uncraft Me! is fantastic, composed of some hard-hitting chiptune tracks from Fantomenk. Fans of YouTuber Keith Apicary will recognize the name as he's used several of their tracks for his videos. The game allows you to view unlocked pictures for the stages you've completed, giving at least some incentive to play each stage. The challenge ramps up considerably towards the end, to the point that only the most persistent will be able to finish the final levels. I still haven't completed the final two levels myself after many, many tries. Uncraft Me! is successful at delivering a rock-hard 2D platforming experience that gives quite a bang for the buck it went for when the 360 indie games store was still rockin'.
Final Verdict: Uncraft Me! is a solid entry into the tough-as-nails 2D-platformer genre ideal for those who like a stiff challenge.
Related Links:
Uncraft Me! - GameFAQs
Team Shuriken - Official Site
Uncraft Me! Rage Quit - Rooster Teeth on YouTube
Uncraft Me! GFZ Review - YouTube
Uncraft Me! on Sad Games - YouTube
Developed by Team Shuriken Studio
Released for Xbox Live Indie Games (6/2013)
Uncraft Me! is a tough 2D-platformer with a touch of that perversity that the XBLIG platform is often associated with. The in-game graphics are rendered in 3D blocks, similar to Minecraft, though the illustrated babes that make up the background are composed of high-def artwork. The women look like something you'd see in a Japanese anime and the game offers an option to switch the art from "goddesses" to kitties, which will replace the busty women with digitized kitty pics. This can be nice if you genuinely enjoy the gameplay and just want to play the game without being made fun of for doing so by onlookers, though it's arguable if the kittens in the background will necessarily prevent this.
Each level, of which there are a total of nine, features a unique picture which will be blocked at the beginning of the level. Each checkpoint you reach is a cannon that will blast out a portion of the concealed backdrop until you reach the final one at which point the entire picture will be exposed. The pics themselves are suggestive but there really isn't anything that racy, plus as mentioned before you do have the option to view kittens if you so desire. The stage layouts are well done for the most part, though there are some irritating sections in the later levels. Instead of a double-jump, your character in Uncraft Me! has a jetpack with a limited boost that recharges upon setting foot on solid ground. This gives the challenges a bit of their own flavor and makes for some very difficult stage designs especially when you get towards the end of the game. You will die a lot in this game, but the checkpoints are quite generous so you're never placed too far back and you're quickly respawned upon death. Along the way through the stages you'll face various obstacles, like giant laser beams and lava all over the place.
The soundtrack for Uncraft Me! is fantastic, composed of some hard-hitting chiptune tracks from Fantomenk. Fans of YouTuber Keith Apicary will recognize the name as he's used several of their tracks for his videos. The game allows you to view unlocked pictures for the stages you've completed, giving at least some incentive to play each stage. The challenge ramps up considerably towards the end, to the point that only the most persistent will be able to finish the final levels. I still haven't completed the final two levels myself after many, many tries. Uncraft Me! is successful at delivering a rock-hard 2D platforming experience that gives quite a bang for the buck it went for when the 360 indie games store was still rockin'.
Final Verdict: Uncraft Me! is a solid entry into the tough-as-nails 2D-platformer genre ideal for those who like a stiff challenge.
Related Links:
Uncraft Me! - GameFAQs
Team Shuriken - Official Site
Uncraft Me! Rage Quit - Rooster Teeth on YouTube
Uncraft Me! GFZ Review - YouTube
Uncraft Me! on Sad Games - YouTube
Sunday, March 4, 2018
龍炎高校伝説 The Legend of the Dragonflame High School (XBLIG, 2011)
龍炎高校伝説 The Legend of the Dragonflame High School
The Legend of the Dragonflame High School Trial for PC - DLSite
Developed by HUNTERS
Released for XBLIG (1/2011)
Also on PC
The Legend of the Dragonflame High School was released for the Xbox 360 via XBLIG back in January 2011 and also received a port for the PC. The PC port does have a trial up for download but if you can't read Japanese it can be a bit of a pain to get it running. The developers of the game were obviously inspired by the 8-bit NES classic River City Ransom, to the point where you can pretty much call it a rip-off. That's not to say it's bad as I actually enjoyed my time with the Legend of the Dragonflame High School, though it is a very short experience. Overall the game running time is maybe 1/4 of the length of River City Ransom and can be cleared within an hour or two, depending on how much grinding for cash you do.
The Legend of the Dragonflame High School is a simple beat 'em up with some light RPG elements in the form of levelling up your attack, defense, overall HP and acquiring new moves. New moves are gained via books you can buy at one of several shops you'll encounter. Each of these shops carry different inventory and overall there's a pretty good range of moves you can arm yourself with. Your attack, defense and HP can be boosted by purchasing various food items. The game has something of an open-world, allowing you to backtrack though it doesn't serve much purpose other than going back to shops or beating up the easier enemies for some easy cash. Every foe that you beat down will leave a coin which you'll be spending at the shops. It's a bit of a bummer that every enemy gives the same coin value ($50) as it really feels like some of the tougher bosses should give you a bigger money bonus. The game allows you to save at any point and when you return all of your character's attributes will remain intact. Some of the enemies and bosses can be a bit tough at first, but a little time spent levelling up will make it easier.
The main protagonist, Ryuichi, is trying to save his sister Miyuki who's been kidnapped and is being held at the school by Enma. You have punch, kick and jump buttons at your disposal in order to beat your way to justice. There are also a few weapons scattered about, such as a baseball bat or a bamboo stick, that can be picked up and used to hit your opponents. Other weapons like the trash can and soccer ball can alternatively be kicked, sending them flying towards your enemies.
The graphics in Legend of the Drgonflame High School are incredibly basic, even less detailed than the NES game that inspired it. Everything looks like it could have been made with MS Paint and the use of color is very basic, but it does look like some effort was put forth especially in regards to the enemy design. I really appreciate how just about every screen presents a new group of thugs to beat up rather than just fighting the same handful of sprites repeatedly. When defeated, enemies will usually have some dialogue and some of them are quite funny due to the mangled translation. The music sounds like Midi music from an early '90's PC and some of the tunes are quite catchy. After beating down the final boss on the rooftop of the high school the player is presented with the stage one music now featuring a Japanese female vocalist singing over it. The oddly translated ending and song lyrics are very amusing. If you don't mind a spoiler (I doubt anyone will play this but just in case), check them out here. The sound design is very simple but the hit impact sounds good which is very important to me in my beat 'em ups. While the game is quite short and not as good as River City Ransom, it's a safe bet that beat 'em up fans will enjoy it while it lasts. It's a shame it didn't sell better on the XBLIG marketplace, which perhaps could have prompted HUNTERS to make a sequel as there was lot of promise in this one.
Final Verdict: The Legend of the Dragonflame High School is a nice River City Ransom clone that is an enjoyable play for beat 'em up fans that unfortunately ends a bit too soon.
Released for XBLIG (1/2011)
Also on PC
The Legend of the Dragonflame High School was released for the Xbox 360 via XBLIG back in January 2011 and also received a port for the PC. The PC port does have a trial up for download but if you can't read Japanese it can be a bit of a pain to get it running. The developers of the game were obviously inspired by the 8-bit NES classic River City Ransom, to the point where you can pretty much call it a rip-off. That's not to say it's bad as I actually enjoyed my time with the Legend of the Dragonflame High School, though it is a very short experience. Overall the game running time is maybe 1/4 of the length of River City Ransom and can be cleared within an hour or two, depending on how much grinding for cash you do.
The Legend of the Dragonflame High School is a simple beat 'em up with some light RPG elements in the form of levelling up your attack, defense, overall HP and acquiring new moves. New moves are gained via books you can buy at one of several shops you'll encounter. Each of these shops carry different inventory and overall there's a pretty good range of moves you can arm yourself with. Your attack, defense and HP can be boosted by purchasing various food items. The game has something of an open-world, allowing you to backtrack though it doesn't serve much purpose other than going back to shops or beating up the easier enemies for some easy cash. Every foe that you beat down will leave a coin which you'll be spending at the shops. It's a bit of a bummer that every enemy gives the same coin value ($50) as it really feels like some of the tougher bosses should give you a bigger money bonus. The game allows you to save at any point and when you return all of your character's attributes will remain intact. Some of the enemies and bosses can be a bit tough at first, but a little time spent levelling up will make it easier.
The main protagonist, Ryuichi, is trying to save his sister Miyuki who's been kidnapped and is being held at the school by Enma. You have punch, kick and jump buttons at your disposal in order to beat your way to justice. There are also a few weapons scattered about, such as a baseball bat or a bamboo stick, that can be picked up and used to hit your opponents. Other weapons like the trash can and soccer ball can alternatively be kicked, sending them flying towards your enemies.
The graphics in Legend of the Drgonflame High School are incredibly basic, even less detailed than the NES game that inspired it. Everything looks like it could have been made with MS Paint and the use of color is very basic, but it does look like some effort was put forth especially in regards to the enemy design. I really appreciate how just about every screen presents a new group of thugs to beat up rather than just fighting the same handful of sprites repeatedly. When defeated, enemies will usually have some dialogue and some of them are quite funny due to the mangled translation. The music sounds like Midi music from an early '90's PC and some of the tunes are quite catchy. After beating down the final boss on the rooftop of the high school the player is presented with the stage one music now featuring a Japanese female vocalist singing over it. The oddly translated ending and song lyrics are very amusing. If you don't mind a spoiler (I doubt anyone will play this but just in case), check them out here. The sound design is very simple but the hit impact sounds good which is very important to me in my beat 'em ups. While the game is quite short and not as good as River City Ransom, it's a safe bet that beat 'em up fans will enjoy it while it lasts. It's a shame it didn't sell better on the XBLIG marketplace, which perhaps could have prompted HUNTERS to make a sequel as there was lot of promise in this one.
Final Verdict: The Legend of the Dragonflame High School is a nice River City Ransom clone that is an enjoyable play for beat 'em up fans that unfortunately ends a bit too soon.
Related Links:
Beat 'em Ups - Xbox Overview
XBLIG Games - Xbox Overview
The Legend of the Dragonflame High School - Ending Spoilers
The Legend of the Dragonflame High School Trailer - YouTubeBeat 'em Ups - Xbox Overview
XBLIG Games - Xbox Overview
The Legend of the Dragonflame High School - Ending Spoilers
The Legend of the Dragonflame High School Trial for PC - DLSite
Tuesday, February 27, 2018
Battlefield 3 (Xbox 360, 2011)
Battlefield 3
Developed by DICE
Published by Electronic Arts
Released for Xbox 360 (10/25/2011)
Also on PC/PS3
Backwards Compatible on Xbox One
Battlefield 3 is the follow-up to the highly successful PC multiplayer first-person shooter Battlefield 2. After developing two Bad Company games that were specifically designed with consoles in mind, Battlefield 3 was a return to the series PC roots and the version released for consoles is a vastly inferior port when compared to its PC counterpart. That's not to say it's a bad game at all though as the console game can still be very enjoyable, so without further ado let's get into the 360 console port of Battlefield 3.
While the game does have a single-player campaign, it's more of an afterthought and you wouldn't want to buy the game just for the campaign alone. It's pretty much your standard fare for military FPS games, very similar to the Call of Duty campaigns with lots of action-packed scenarios and a couple standout segments, but ultimately quite forgettable. I played through the campaign back when the game was released and have only a few vague memories of it, but it was enjoyable enough for me to go through and earn all the achievements. The game also features six co-op missions, where you can team up with a friend and take on a number of different scenarios. These are good fun for a few plays and are something I wish the Battlefield games that followed would have expanded on.
The real meat and bones of any Battlefield title lies in the competitive online portion of the game. As stated before, this port had to make a lot of sacrifices in order to run on the consoles of the era. While the PC version of the game offers 64-players in a game, the console was only able to handle a maximum of 24-players. On a high-end PC the game runs at 60 fps, while on console the game aims to run at 30, though it will dip occasionally when the action or destruction is intense. The graphical fidelity took a pretty big hit as well when compared to the PC version, with textures looking ugly and low-res from a distance. The player count is the biggest downside of the console ports, considering that most of these maps were designed for a much higher player count. While DICE did modify the maps by having fewer capture points and keeping the action confined to a smaller area by changing the boundaries, some of the more open maps still feel a bit dull compared to others.
Battlefield 3 features four different classes to select from in online play: assault, engineer, support and recon. Each have their own specialty gadgets and a squad properly utilizing all four classes can dominate the playfield. There's a nice variety of weapons you'll unlock as you level up, and each gun can be customized using items unlocked by getting kills with that weapon. You'll get an assortment of scopes and attachments like suppressors to change up your weapons performance a bit. It's a decent system and makes the player progression feel somewhat meaningful. Overall the class system is mostly well balanced and it's fun using their various gadgets in different scenarios. Another feature introduced in Battlefield 3 are the squad specs. As you level up, you'll unlock perks that can be assigned to your soldier. These range from a slightly faster sprint, heavier suppression from gunfire and flak for increased resistance to explosions. Each squad member, of which you can have a squad of four, can equip a different perk and each player will receive the bonus. These don't stack so make sure you and your squadmates don't have duplicate specs equipped!
In addition to infantry combat, one of Battlefield's most distinguishing features are the vehicles. You'll be able to drive tanks, jeeps, hummers and LAV's on land. There are also scout and attack choppers as well as bomber and fighter jets for air combat. Select stages also feature boats you can use. With the size of many of the maps, utilizing vehicles is key to getting around quick. Certain vehicles like tanks and choppers can drastically change the tide of the battle in skilled hands. A knowledgeable squad on foot can make quick work of vehicles if they work together, so the vehicles are not terribly over-powered in the grand scheme of things.
The vanilla maps contain a decent variety of environments and for the most part are a solid bunch. Operation Metro has always been a fan-favorite, a map with no vehicles and lots of close quarter combat set in a subway station. Seine Crossing has always been one of my personal favorites, despite some very cramped areas and terrible spawn points. The map features tanks in close-quarter urban combat in downtown Paris. Grand Bazaar features the center capture point in the middle of an alley, providing for some pretty intense firefights. Caspian Border is easily one of the best maps in the game with a more wide-open classic Battlefield style, while the larger maps like Operation Firestorm and Kharg Island tend to be the maps where the low-player count hurts the most as they are quite huge and as a result feel a bit vacant. Noshar Canals is an awesome map set on some industrial docks, featuring one team spawning on an aircraft carrier and the other on land. This map gives both teams scout choppers leading to some fun action in the sky. Damavand Peak features a giant mountain with tunnels passing through it and scout choppers in the sky. Tehran Highway is easily the least favorite map, featuring a rather boring layout with very little destruction in the environment.
The main game modes are rush and conquest. Conquest mode will have several capture points spread about and whichever team holds more control points the longest wins. It's a simple game mode but helps keep the action focused and objective oriented, so you're never really stuck wondering what you need to do next. Rush mode will have players on either the attacker or defender team. The attackers attempt to arm and detonate two stations while the defenders try to stop them. Once both stations are destroyed a new set will spawn further down the map. If the attackers advance through several rounds of this they win, but if they run out of deployment tickets the defenders win. Some maps work better in conquest and others in rush. Damavand Peak has the central capture point located within the mountain in conquest while in rush mode the map plays drastically different with a section where you base-jump off the top of the mountain. In rush mode Tehran Highway is actually a pretty fun map while the conquest variant is a bit weak.
In addition to conquest and rush, Battlefield 3 also features team deathmatch, squad deathmatch and squad rush. In the deathmatch game modes, the maps are sectioned off into small areas so you never have to walk to far before you die (or if you're better than me, maybe you'll shoot some people first). While I feel like an above-average player at the conquest mode, many of the skills that work well in that mode don't transfer over into deathmatch style gameplay. I personally never liked this mode in any of the Battlefield titles as it takes out all of the vehicles and sprawling maps the series is known for, but I understand why DICE felt the need to include it due to the massive success of the Call of Duty games at the time. The gunplay and controls aren't quite as tight as the Call of Duty titles so if you're really into deathmatch modes I'd suggest just sticking with Activision's titles.
Getting into an online match is simple as is getting into a squad with your friends. There's an option to just join in the first available match or there is a server browser where you can pick the game you'd like to join. It's great to have this option and it'd be nice if more console games would give you options like this. One thing to note about the Battlefield 3 servers, later on in the game's life span EA decided to start renting out servers to players, allowing them to create their own map playlist and also moderate the match to an extent. Unfortunately you'll be team-switched or killed by a server moderator if you do something they don't approve of and being at the will of these control-freaks can sometimes prove a frustrating experience. I've been killed and switched teams for shooting a server owner too many times among many other silly shenanigans. For this reason I tend to always look for official Dice or EA servers as you won't have anybody kicking or switching your team on you.
The sound design in the Battlefield series has a track record for being fantastic and Battlefield 3 is no exception. The explosions and gunfire all sound great, and the attention to detail in the sound department really shines through all the way down to the bullets that miss whizzing by your ear. This is one of those games where you will suffer if you play without the sound on loud and clear. For the best results play it on a surround sound speaker setup or some high-quality headphones. You can't always rely on teammates to spot out the enemies for you, so it's best to actively listen as you'll hear the footsteps of an approaching enemy often before you see them.
Another feature new to the Battlefield franchise are the blocked off sectors in the enemy deployment areas. You can no longer wait right behind spawn points and shoot players as soon as they spawn in, at least not in their main base. It's still something that can and will happen on regular flag spawns or spawning on your squad-mate, but this does at least somewhat help a little with spawn camping which was a huge problem in the Bad Company games. There's nothing like dying as soon as you spawn in to motivate one to do something other than play video games!
Battlefield 3 is far from perfect and over its existence has a been a host to numerous bugs and glitches. The map Operation Metro has a glitch where you can hop into the ceiling and fire down on players all while they can't even see what shot them. This is an incredibly annoying glitch that some of the nastier online folks love to pull and shame on DICE for never fixing this in one of numerous updates to the game. Tehran Highway also had a well-known exploit where players could get on top of the highway and fire down on players. The only way to access the highway was to stand on top of an MAV and fly yourself up there as there were no air vehicles on this map. This issue was later resolved by DICE in a later patch. Another big change to the game was the nerfing of the attack helicopters. Initially, both the pilot and the gunner had their own set of flares, and a coordinated chopper team working together was damn near impossible to take down. Pretty early on the game's life-span the developers removed this from the gunner seat, making it much easier to take down helicopters with lock-on rockets if you just simply spam them.
Despite the game's issues and obvious downgrade from the PC original, Battlefield 3 is still an excellent shooter and still stands as a fun game to play today. Major credit to EA for keeping the servers up after all these years, and it goes to show that if the fans support and actually play a game enough then there is a chance that the servers can be kept up and running well beyond the game's shelf life. I've never had trouble finding a game on Battlefield 3, and that's really kind of amazing considering the game was released seven years ago! A Wii U port of this game was also planned, but was cancelled before it ever hit retail shelves.
Final Verdict: Battlefield 3 is an excellent online competitive first-person shooter. Though the game has a fair share of bugs/glitches and is a big downgrade from the PC version, even on consoles the ambitious Frostbite engine separates this game from the majority of its competition.
Battlefield 3 Premium Pass
The Battlefield 3 Premium Pass will grant you access to all of the DLC maps. It can be purchased digitally or in a physical copy if you pick up the Premium edition, though if you buy it second-hand the codes will likely have been used. The game received a decent amount of additional content, including five different map packs each with four maps. There was Back to Karkand, Close Quarters, Armored Kill, Aftermath and Endgame.
Before going into the content I would like to state that there are two glaring issues with Season Passes, particularly in regards to online-only content such as this. First of all is the obvious fact that you have to pay almost full retail ($50!) price in order to get all of the maps released for the game. The second issue is that it fractures the game base, as obviously not everybody is going to get the extra maps therefore it goes without saying that there will be fewer players in the servers for the DLC maps at any given time. I'd almost rather they just charge $100 upfront for the game and give everybody access to all the maps, ensuring a decent player-base for the added content.
As of today I haven't been able to find any active servers running any of the DLC maps with the exception of the occasional Gulf of Oman, which is a shame as there were some really fun maps tucked away in some of these map packs. Back to Karkand, the frist batch of maps released for Battlefield 3, was a tribute to fan favorite maps from the PC classic Battlefield 2. The four featured maps were Strike at Karkand, Gulf of Oman, Sharqi Peninsula and Wake Island. This was an excellent group of maps and a great fan-service on behalf of DICE. The maps were all faithfully recreated but added in some perks of the Frostbite 2 engine.
The second map pack was Close Quarters, and this one ditched the normal vehicular combat for all infantry battles taking place in tight areas. DICE likely did this one both due to the overwhelming success of the Call of Duty games and the popularity of the vanilla Battlefield 3 map Operation Metro, which played out similarly being a map with no vehicles. These maps were all good fun and introduced a lot of destructibility on a smaller scale. Close quarters would also introduce the gun master mode, which played a lot like gun game from Counterstrike.
The third and fourth DLC for Battlefield 3 were Armored Kill and Aftermath. Armored Kill featured four gigantic maps, with Bandar Desert being billed as the biggest map ever seen in the Battlefield franchise. These were great fun on PC on a full 64-player server, but with the small player count seen on the console version these maps felt too vacant. Aftermath had four maps set right after an earthquake hit and had some pretty cool maps that I haven't seen in rotation in years. The final map pack was Endgame, which featured four more maps and introduced the capture the flag mode. Endgame wasn't bad but I think most fans were ready for a new Battlefield game by this point.
Final Verdict: The Battlefield 3 Premium Edition grants you access to some solid maps, but unfortunately due to the age of the game you'll rarely ever see any of them in the server rotation. Don't stress yourself getting the premium upgrade and just get the base game instead.
Purchase Links:
Buy Battlefield 3 Premium Edition (Digital) - Xbox Marketplace
Buy Battlefield 3 (Digital) - Xbox Marketplace
Buy Battlefield 3 (Disc) - eBay
Related Links:
DICE - Official Site
Electronic Arts - Official Site
Battlefield 3 - Metacritic
Battlefield 3 - GameFAQs
Battlefield 3 Achievement Guide - Xbox Achievements
Battlefield 3 - True Achievements
Developed by DICE
Published by Electronic Arts
Released for Xbox 360 (10/25/2011)
Also on PC/PS3
Backwards Compatible on Xbox One
Battlefield 3 is the follow-up to the highly successful PC multiplayer first-person shooter Battlefield 2. After developing two Bad Company games that were specifically designed with consoles in mind, Battlefield 3 was a return to the series PC roots and the version released for consoles is a vastly inferior port when compared to its PC counterpart. That's not to say it's a bad game at all though as the console game can still be very enjoyable, so without further ado let's get into the 360 console port of Battlefield 3.
While the game does have a single-player campaign, it's more of an afterthought and you wouldn't want to buy the game just for the campaign alone. It's pretty much your standard fare for military FPS games, very similar to the Call of Duty campaigns with lots of action-packed scenarios and a couple standout segments, but ultimately quite forgettable. I played through the campaign back when the game was released and have only a few vague memories of it, but it was enjoyable enough for me to go through and earn all the achievements. The game also features six co-op missions, where you can team up with a friend and take on a number of different scenarios. These are good fun for a few plays and are something I wish the Battlefield games that followed would have expanded on.
The real meat and bones of any Battlefield title lies in the competitive online portion of the game. As stated before, this port had to make a lot of sacrifices in order to run on the consoles of the era. While the PC version of the game offers 64-players in a game, the console was only able to handle a maximum of 24-players. On a high-end PC the game runs at 60 fps, while on console the game aims to run at 30, though it will dip occasionally when the action or destruction is intense. The graphical fidelity took a pretty big hit as well when compared to the PC version, with textures looking ugly and low-res from a distance. The player count is the biggest downside of the console ports, considering that most of these maps were designed for a much higher player count. While DICE did modify the maps by having fewer capture points and keeping the action confined to a smaller area by changing the boundaries, some of the more open maps still feel a bit dull compared to others.
Battlefield 3 features four different classes to select from in online play: assault, engineer, support and recon. Each have their own specialty gadgets and a squad properly utilizing all four classes can dominate the playfield. There's a nice variety of weapons you'll unlock as you level up, and each gun can be customized using items unlocked by getting kills with that weapon. You'll get an assortment of scopes and attachments like suppressors to change up your weapons performance a bit. It's a decent system and makes the player progression feel somewhat meaningful. Overall the class system is mostly well balanced and it's fun using their various gadgets in different scenarios. Another feature introduced in Battlefield 3 are the squad specs. As you level up, you'll unlock perks that can be assigned to your soldier. These range from a slightly faster sprint, heavier suppression from gunfire and flak for increased resistance to explosions. Each squad member, of which you can have a squad of four, can equip a different perk and each player will receive the bonus. These don't stack so make sure you and your squadmates don't have duplicate specs equipped!
In addition to infantry combat, one of Battlefield's most distinguishing features are the vehicles. You'll be able to drive tanks, jeeps, hummers and LAV's on land. There are also scout and attack choppers as well as bomber and fighter jets for air combat. Select stages also feature boats you can use. With the size of many of the maps, utilizing vehicles is key to getting around quick. Certain vehicles like tanks and choppers can drastically change the tide of the battle in skilled hands. A knowledgeable squad on foot can make quick work of vehicles if they work together, so the vehicles are not terribly over-powered in the grand scheme of things.
The vanilla maps contain a decent variety of environments and for the most part are a solid bunch. Operation Metro has always been a fan-favorite, a map with no vehicles and lots of close quarter combat set in a subway station. Seine Crossing has always been one of my personal favorites, despite some very cramped areas and terrible spawn points. The map features tanks in close-quarter urban combat in downtown Paris. Grand Bazaar features the center capture point in the middle of an alley, providing for some pretty intense firefights. Caspian Border is easily one of the best maps in the game with a more wide-open classic Battlefield style, while the larger maps like Operation Firestorm and Kharg Island tend to be the maps where the low-player count hurts the most as they are quite huge and as a result feel a bit vacant. Noshar Canals is an awesome map set on some industrial docks, featuring one team spawning on an aircraft carrier and the other on land. This map gives both teams scout choppers leading to some fun action in the sky. Damavand Peak features a giant mountain with tunnels passing through it and scout choppers in the sky. Tehran Highway is easily the least favorite map, featuring a rather boring layout with very little destruction in the environment.
The main game modes are rush and conquest. Conquest mode will have several capture points spread about and whichever team holds more control points the longest wins. It's a simple game mode but helps keep the action focused and objective oriented, so you're never really stuck wondering what you need to do next. Rush mode will have players on either the attacker or defender team. The attackers attempt to arm and detonate two stations while the defenders try to stop them. Once both stations are destroyed a new set will spawn further down the map. If the attackers advance through several rounds of this they win, but if they run out of deployment tickets the defenders win. Some maps work better in conquest and others in rush. Damavand Peak has the central capture point located within the mountain in conquest while in rush mode the map plays drastically different with a section where you base-jump off the top of the mountain. In rush mode Tehran Highway is actually a pretty fun map while the conquest variant is a bit weak.
In addition to conquest and rush, Battlefield 3 also features team deathmatch, squad deathmatch and squad rush. In the deathmatch game modes, the maps are sectioned off into small areas so you never have to walk to far before you die (or if you're better than me, maybe you'll shoot some people first). While I feel like an above-average player at the conquest mode, many of the skills that work well in that mode don't transfer over into deathmatch style gameplay. I personally never liked this mode in any of the Battlefield titles as it takes out all of the vehicles and sprawling maps the series is known for, but I understand why DICE felt the need to include it due to the massive success of the Call of Duty games at the time. The gunplay and controls aren't quite as tight as the Call of Duty titles so if you're really into deathmatch modes I'd suggest just sticking with Activision's titles.
Getting into an online match is simple as is getting into a squad with your friends. There's an option to just join in the first available match or there is a server browser where you can pick the game you'd like to join. It's great to have this option and it'd be nice if more console games would give you options like this. One thing to note about the Battlefield 3 servers, later on in the game's life span EA decided to start renting out servers to players, allowing them to create their own map playlist and also moderate the match to an extent. Unfortunately you'll be team-switched or killed by a server moderator if you do something they don't approve of and being at the will of these control-freaks can sometimes prove a frustrating experience. I've been killed and switched teams for shooting a server owner too many times among many other silly shenanigans. For this reason I tend to always look for official Dice or EA servers as you won't have anybody kicking or switching your team on you.
The sound design in the Battlefield series has a track record for being fantastic and Battlefield 3 is no exception. The explosions and gunfire all sound great, and the attention to detail in the sound department really shines through all the way down to the bullets that miss whizzing by your ear. This is one of those games where you will suffer if you play without the sound on loud and clear. For the best results play it on a surround sound speaker setup or some high-quality headphones. You can't always rely on teammates to spot out the enemies for you, so it's best to actively listen as you'll hear the footsteps of an approaching enemy often before you see them.
Another feature new to the Battlefield franchise are the blocked off sectors in the enemy deployment areas. You can no longer wait right behind spawn points and shoot players as soon as they spawn in, at least not in their main base. It's still something that can and will happen on regular flag spawns or spawning on your squad-mate, but this does at least somewhat help a little with spawn camping which was a huge problem in the Bad Company games. There's nothing like dying as soon as you spawn in to motivate one to do something other than play video games!
Battlefield 3 is far from perfect and over its existence has a been a host to numerous bugs and glitches. The map Operation Metro has a glitch where you can hop into the ceiling and fire down on players all while they can't even see what shot them. This is an incredibly annoying glitch that some of the nastier online folks love to pull and shame on DICE for never fixing this in one of numerous updates to the game. Tehran Highway also had a well-known exploit where players could get on top of the highway and fire down on players. The only way to access the highway was to stand on top of an MAV and fly yourself up there as there were no air vehicles on this map. This issue was later resolved by DICE in a later patch. Another big change to the game was the nerfing of the attack helicopters. Initially, both the pilot and the gunner had their own set of flares, and a coordinated chopper team working together was damn near impossible to take down. Pretty early on the game's life-span the developers removed this from the gunner seat, making it much easier to take down helicopters with lock-on rockets if you just simply spam them.
Despite the game's issues and obvious downgrade from the PC original, Battlefield 3 is still an excellent shooter and still stands as a fun game to play today. Major credit to EA for keeping the servers up after all these years, and it goes to show that if the fans support and actually play a game enough then there is a chance that the servers can be kept up and running well beyond the game's shelf life. I've never had trouble finding a game on Battlefield 3, and that's really kind of amazing considering the game was released seven years ago! A Wii U port of this game was also planned, but was cancelled before it ever hit retail shelves.
Final Verdict: Battlefield 3 is an excellent online competitive first-person shooter. Though the game has a fair share of bugs/glitches and is a big downgrade from the PC version, even on consoles the ambitious Frostbite engine separates this game from the majority of its competition.
Battlefield 3 Premium Pass
The Battlefield 3 Premium Pass will grant you access to all of the DLC maps. It can be purchased digitally or in a physical copy if you pick up the Premium edition, though if you buy it second-hand the codes will likely have been used. The game received a decent amount of additional content, including five different map packs each with four maps. There was Back to Karkand, Close Quarters, Armored Kill, Aftermath and Endgame.
Before going into the content I would like to state that there are two glaring issues with Season Passes, particularly in regards to online-only content such as this. First of all is the obvious fact that you have to pay almost full retail ($50!) price in order to get all of the maps released for the game. The second issue is that it fractures the game base, as obviously not everybody is going to get the extra maps therefore it goes without saying that there will be fewer players in the servers for the DLC maps at any given time. I'd almost rather they just charge $100 upfront for the game and give everybody access to all the maps, ensuring a decent player-base for the added content.
As of today I haven't been able to find any active servers running any of the DLC maps with the exception of the occasional Gulf of Oman, which is a shame as there were some really fun maps tucked away in some of these map packs. Back to Karkand, the frist batch of maps released for Battlefield 3, was a tribute to fan favorite maps from the PC classic Battlefield 2. The four featured maps were Strike at Karkand, Gulf of Oman, Sharqi Peninsula and Wake Island. This was an excellent group of maps and a great fan-service on behalf of DICE. The maps were all faithfully recreated but added in some perks of the Frostbite 2 engine.
The second map pack was Close Quarters, and this one ditched the normal vehicular combat for all infantry battles taking place in tight areas. DICE likely did this one both due to the overwhelming success of the Call of Duty games and the popularity of the vanilla Battlefield 3 map Operation Metro, which played out similarly being a map with no vehicles. These maps were all good fun and introduced a lot of destructibility on a smaller scale. Close quarters would also introduce the gun master mode, which played a lot like gun game from Counterstrike.
The third and fourth DLC for Battlefield 3 were Armored Kill and Aftermath. Armored Kill featured four gigantic maps, with Bandar Desert being billed as the biggest map ever seen in the Battlefield franchise. These were great fun on PC on a full 64-player server, but with the small player count seen on the console version these maps felt too vacant. Aftermath had four maps set right after an earthquake hit and had some pretty cool maps that I haven't seen in rotation in years. The final map pack was Endgame, which featured four more maps and introduced the capture the flag mode. Endgame wasn't bad but I think most fans were ready for a new Battlefield game by this point.
Final Verdict: The Battlefield 3 Premium Edition grants you access to some solid maps, but unfortunately due to the age of the game you'll rarely ever see any of them in the server rotation. Don't stress yourself getting the premium upgrade and just get the base game instead.
Purchase Links:
Buy Battlefield 3 Premium Edition (Digital) - Xbox Marketplace
Buy Battlefield 3 (Digital) - Xbox Marketplace
Buy Battlefield 3 (Disc) - eBay
Related Links:
DICE - Official Site
Electronic Arts - Official Site
Battlefield 3 - Metacritic
Battlefield 3 - GameFAQs
Battlefield 3 Achievement Guide - Xbox Achievements
Battlefield 3 - True Achievements
Wednesday, February 21, 2018
Shadows of the Damned (Xbox 360, 2011)
Shadows of the Damned
Developed by Grasshopper Manufacture
Published by Electronic Arts
Released for Xbox 360 (6/21/2011)
Also on PS3
Shadows of the Damned brought together the collaborative efforts of Suda 51, Shinji Mikami and Akira Yamaoka. Suda 51 was responsible for such titles as Killer 7, No More Heroes and Killer is Dead. Shinji Mikami was the director for classics like the original Resident Evil, the 2002 remake of Resident Evil, Resident Evil 4, God Hand and Vanquish among others. Akira Yamaoka is best known for composing the Silent Hill soundtracks along with some other old Konami classics like Contra: Hard Corps. Given the credentials of those involved this is quite an impressive group at the helm of Shadows of the Damned. You definitely have to give EA credit for going outside their comfort zone to publish this title as its not everyday you see a western publisher affiliate with eastern developers like this.
The Resident Evil 4 influence can be felt immediately as the behind the back camera perspective and controls are very reminiscent of that title. The player takes control of Garcia Hotspur, who is a wise-cracking macho man not unlike a Mexican Duke Nukem. Garcia takes a venture through Hell in an effort to rescue his kidnapped love Paula who has been captured by the lord of the underworld. The dialogue and action are often ridiculous, perverse and profane so if you're offended easily this is probably not going to be the game for you. Just as a small example, your pistol firearm is called the boner. At one point in the game, the talking skull (named Johnson) which possesses your weapons calls into a 1-800 sex line and the gun increases in length turning into the big boner! The humor is hit or miss, but there were several instances where I was genuinely laughing. I'd imagine the younger you are the more you'll connect with the humor.
The visuals are well done throughout the game, presenting some very detailed surroundings. The level layouts are quite linear, featuring all kinds of twisted imagery throughout and the enemy design is appropriately gruesome. Levels are a mix of real world type settings with a sort of nightmare vibe going on throughout while others are more traditional depictions of Hell. Throughout the game you'll encounter areas of darkness which will consume Garcia if he stays within them for too long. There are candles hanging about that can be shot to vanquish the darkness. The candles have live goat heads next to them on the mantle, the type of stuff you'd only see in a Suda 51 game. Later levels will introduce other methods, some temporary, in order to clear out the darkness. The game builds around this feature quite a bit, with several enemies and switches that can only be shot while consumed by darkness.
Like most Suda 51 titles, there are numerous efforts to break up the action and add some diversity. There are a few stages that play like a 2D horizontal shoot 'em up, with your character portrayed as a paper cut-out flying to the right. Other levels will have light puzzles you'll have to solve in order to progress. The majority of the game will see Garcia blasting demons who will drop white gems upon death. The gems can be spent at shops to buy ammunition, alcohol (which grants health) or even red gems at certain vendors. The red gems, which can also be found hidden throughout the game, can be used to purchase upgrades for your weapons or character. Finally, there are also blue gems you'll pick up as you progress the story which will provide new weaponry or boost your existing guns.
While Shadows of the Damned is considered a third-person shooter, it doesn't feature any of the cover mechanics the genre is known for these days. You have a roll maneuver for evasion and your melee attack is not the most effective, so you'll most often be using your firepower to stay alive. The weapons are are a decent bunch, and even though there are only three guns there is a bit of variety between them. You have the Skullshot, which performs basically like a shotgun that fires skulls. Once upgraded you can load up to four skulls at once or even launch a skull cannon projectile. The boner is your standard pistol which will eventually gain a special shot type that will stick to enemies and explode when shot. The third gun is basically your automatic weapon. It fires teeth and can eventually be armed with multiple barrels and lock-on shots. Though the weapons initially fit into the typical pistol, automatic and shotgun template, they eventually come into their own once you've amassed enough blue gems. Certain enemies are more vulnerable to particular weapons and I found myself using them all pretty consistently throughout the game.
Unfortunately all of the cut-scenes (of which there are many) are unskippable, which will become an annoyance to those doing repeat playthroughs of the game. Luckily checkpoints tend to occur after lengthy scenes, often preventing the player from having to watch anything too long upon restarting sections. I've always found the over-the-shoulder aiming style of the later Resident Evil games a bit awkward, and this is prevalent in Shadows as well. It's something you'll likely warm up to over time, but initially lining up shots can be a bit of a pain. The whole red gem upgrade system seemed a bit unnecessary, as there is no way to restart with your obtained upgrades after beating the game so you'll have to start from scratch every time. I would've rather just had the guns perform at max efficiency without all the upgrading, but I suppose that may have rendered the game too easy.
The achievement list for Shadows of the Damned is pretty straight-forward for the most part, I thought it was worth noting that the difficulty related game completion ones do not stack so those looking to 100% the game will need at least three playthroughs. In closing, if you're a fan of Suda 51's other works then you'll most likely enjoy this one too. Shinji Mikami fans looking for the next Resident Evil style game may not dig it quite as much as he was only credited as the creative producer while Suda was the creative director for the project. The game was released to mostly positive reception from critics and gamers, but performed poorly in sales for EA, at least partially due to not knowing how to market a title of this nature. While I personally find Suda's later work on the 360 a bit more enjoyable, I'd still say Shadows of the Damned is easily worth a look if you're even slightly interested.
Final Verdict: Shadows of the Damned is a third-person shooter where you traverse through Hell, blasting demons along the way. The game packs a humorous punch with loads of style and is worth checking out if you love old grindhouse b-movies.
Purchase Links
Buy Shadows of the Damned (Digital) - Xbox Marketplace
Buy Shadows of the Damned (Disc) - eBay
Related Links:
Suda 51 and the Rise of Grasshopper Manufacture - Euro Gamer
Grasshopper Manufacture - Official Website
Electronic Arts - Official Site
Suda 51 & Shinji Mikami Interview - YouTube
Shadows of the Damned - True Achievements
Shadows of the Damned Achievement Guide - XboxAchievements
Developed by Grasshopper Manufacture
Published by Electronic Arts
Released for Xbox 360 (6/21/2011)
Also on PS3
Shadows of the Damned brought together the collaborative efforts of Suda 51, Shinji Mikami and Akira Yamaoka. Suda 51 was responsible for such titles as Killer 7, No More Heroes and Killer is Dead. Shinji Mikami was the director for classics like the original Resident Evil, the 2002 remake of Resident Evil, Resident Evil 4, God Hand and Vanquish among others. Akira Yamaoka is best known for composing the Silent Hill soundtracks along with some other old Konami classics like Contra: Hard Corps. Given the credentials of those involved this is quite an impressive group at the helm of Shadows of the Damned. You definitely have to give EA credit for going outside their comfort zone to publish this title as its not everyday you see a western publisher affiliate with eastern developers like this.
The Resident Evil 4 influence can be felt immediately as the behind the back camera perspective and controls are very reminiscent of that title. The player takes control of Garcia Hotspur, who is a wise-cracking macho man not unlike a Mexican Duke Nukem. Garcia takes a venture through Hell in an effort to rescue his kidnapped love Paula who has been captured by the lord of the underworld. The dialogue and action are often ridiculous, perverse and profane so if you're offended easily this is probably not going to be the game for you. Just as a small example, your pistol firearm is called the boner. At one point in the game, the talking skull (named Johnson) which possesses your weapons calls into a 1-800 sex line and the gun increases in length turning into the big boner! The humor is hit or miss, but there were several instances where I was genuinely laughing. I'd imagine the younger you are the more you'll connect with the humor.
The visuals are well done throughout the game, presenting some very detailed surroundings. The level layouts are quite linear, featuring all kinds of twisted imagery throughout and the enemy design is appropriately gruesome. Levels are a mix of real world type settings with a sort of nightmare vibe going on throughout while others are more traditional depictions of Hell. Throughout the game you'll encounter areas of darkness which will consume Garcia if he stays within them for too long. There are candles hanging about that can be shot to vanquish the darkness. The candles have live goat heads next to them on the mantle, the type of stuff you'd only see in a Suda 51 game. Later levels will introduce other methods, some temporary, in order to clear out the darkness. The game builds around this feature quite a bit, with several enemies and switches that can only be shot while consumed by darkness.
Like most Suda 51 titles, there are numerous efforts to break up the action and add some diversity. There are a few stages that play like a 2D horizontal shoot 'em up, with your character portrayed as a paper cut-out flying to the right. Other levels will have light puzzles you'll have to solve in order to progress. The majority of the game will see Garcia blasting demons who will drop white gems upon death. The gems can be spent at shops to buy ammunition, alcohol (which grants health) or even red gems at certain vendors. The red gems, which can also be found hidden throughout the game, can be used to purchase upgrades for your weapons or character. Finally, there are also blue gems you'll pick up as you progress the story which will provide new weaponry or boost your existing guns.
While Shadows of the Damned is considered a third-person shooter, it doesn't feature any of the cover mechanics the genre is known for these days. You have a roll maneuver for evasion and your melee attack is not the most effective, so you'll most often be using your firepower to stay alive. The weapons are are a decent bunch, and even though there are only three guns there is a bit of variety between them. You have the Skullshot, which performs basically like a shotgun that fires skulls. Once upgraded you can load up to four skulls at once or even launch a skull cannon projectile. The boner is your standard pistol which will eventually gain a special shot type that will stick to enemies and explode when shot. The third gun is basically your automatic weapon. It fires teeth and can eventually be armed with multiple barrels and lock-on shots. Though the weapons initially fit into the typical pistol, automatic and shotgun template, they eventually come into their own once you've amassed enough blue gems. Certain enemies are more vulnerable to particular weapons and I found myself using them all pretty consistently throughout the game.
Unfortunately all of the cut-scenes (of which there are many) are unskippable, which will become an annoyance to those doing repeat playthroughs of the game. Luckily checkpoints tend to occur after lengthy scenes, often preventing the player from having to watch anything too long upon restarting sections. I've always found the over-the-shoulder aiming style of the later Resident Evil games a bit awkward, and this is prevalent in Shadows as well. It's something you'll likely warm up to over time, but initially lining up shots can be a bit of a pain. The whole red gem upgrade system seemed a bit unnecessary, as there is no way to restart with your obtained upgrades after beating the game so you'll have to start from scratch every time. I would've rather just had the guns perform at max efficiency without all the upgrading, but I suppose that may have rendered the game too easy.
The achievement list for Shadows of the Damned is pretty straight-forward for the most part, I thought it was worth noting that the difficulty related game completion ones do not stack so those looking to 100% the game will need at least three playthroughs. In closing, if you're a fan of Suda 51's other works then you'll most likely enjoy this one too. Shinji Mikami fans looking for the next Resident Evil style game may not dig it quite as much as he was only credited as the creative producer while Suda was the creative director for the project. The game was released to mostly positive reception from critics and gamers, but performed poorly in sales for EA, at least partially due to not knowing how to market a title of this nature. While I personally find Suda's later work on the 360 a bit more enjoyable, I'd still say Shadows of the Damned is easily worth a look if you're even slightly interested.
Final Verdict: Shadows of the Damned is a third-person shooter where you traverse through Hell, blasting demons along the way. The game packs a humorous punch with loads of style and is worth checking out if you love old grindhouse b-movies.
Purchase Links
Buy Shadows of the Damned (Digital) - Xbox Marketplace
Buy Shadows of the Damned (Disc) - eBay
Related Links:
Suda 51 and the Rise of Grasshopper Manufacture - Euro Gamer
Grasshopper Manufacture - Official Website
Electronic Arts - Official Site
Suda 51 & Shinji Mikami Interview - YouTube
Shadows of the Damned - True Achievements
Shadows of the Damned Achievement Guide - XboxAchievements
Alternate Cover for NTSC-J Region
Wednesday, February 7, 2018
Vampire Rage (XBLIG, 2010)
Vampire Rage
Developed by Tricktale
Released for Xbox Live Indie Games (6/2010)
Also on Windows Phone
Vampire Rage is a vertical bullet-hell shoot 'em up, a genre that is no stranger to the Xbox 360. Rather than piloting a ship like in most traditional shmups, in this title you play as a floating vampire out to revenge the death of his woman. Unlike many vertical shooters, this one is locked in widescreen view so there's no options to support monitor rotation, but the playfield is wide and takes up the screen as opposed to being cropped. As far as I can tell, the game was only released for the Xbox 360 and the now defunct Windows Phone platform. The development team was comprised of only three people and with this taken into consideration, Vampire Rage is quite competently put together and is a game worth checking out for shmup fanatics.
Your character sprite appears a bit large but the game grants you a generous hitbox and even though it's not clearly defined it never was a problem during gameplay. Similar to most modern shmups, you have two rates of fire, a spread shot while tapping the fire button and a focused laser shot when holding it. Your rate of movement also slows while holding the fire button, making it a bit easier to sneak around some of the tighter bullet spreads. Unlike most shooters, the game doesn't feature a bomb to save you in times of panic, but to compensate for this you have a sword attack that will reflect bullets in addition to damaging any enemies within its radius. The sword attack will only reflect the pink projectiles, so you can't just send everything flying back. The sword can be used as frequently as you need but there is a brief recharge time required after each use. If you use the sword amidst a large number of projectiles, you'll form a vortex that acts like a bomb and will damage all nearby enemies. The sword is a cool feature though it does tend to make the game a bit on the easy side, especially on the normal difficulty.
The graphics and presentation of Vampire Rage are definitely above average. The menus are all easy to navigate and the in-game graphics are composed of high-res art rather than the normal pixel art you'll normally see in shmups. The backgrounds will frequently repeat themselves throughout the levels, but what's there looks good. The enemies are a variety of demon type things, and there's a decent variety of them between stages. There are brief story segments offered before each stage with accompanying artwork that definitely looks a bit amateur but gets the job done well enough. The biggest issue with the game is that there are only three stages on hand. Each stages ends with a boss battle and the levels themselves are of decent length but the entire game can be completed in about 10-15 minutes. The game states that the story is to be continued at the end but with the game being eight years old at the time of this review it's unlikely that the sequel will ever see the light of day. I really feel like the game could have used another two or three stages, but I'm sure the developers have their reasons why corners had to be cut.
Vampire Rage offers two difficulty modes: normal and rage. Normal mode starts the player off with five lives while in rage mode you'll start with only three. Normal mode is good for beginners or those who just want to see the game and rage will definitely be enjoyed by those who welcome a challenge. There is also support for local two-player coop gameplay, allowing the second player to join in anytime throughout the game. The game keeps tabs on your high scores and at one point offered an online leaderboard, but with the age of the game and the deletion of the indie games marketplace this feature is no longer functioning. I really enjoyed Vampire Rage and would have definitely been interested in the sequel but unfortunately it appears the series will never continue as the developers blog hasn't been updated since 2012. The game is incredibly short but I still found it to be a worthwhile experience and one I come back to play again every now and then.
Final Verdict: Vampire Rage is a short game but well worth a look for shmup fans. It's good fun batting bullets back at enemies with your sword!
Related Links:
Tricktale - Developers Blog
Developed by Tricktale
Released for Xbox Live Indie Games (6/2010)
Also on Windows Phone
Vampire Rage is a vertical bullet-hell shoot 'em up, a genre that is no stranger to the Xbox 360. Rather than piloting a ship like in most traditional shmups, in this title you play as a floating vampire out to revenge the death of his woman. Unlike many vertical shooters, this one is locked in widescreen view so there's no options to support monitor rotation, but the playfield is wide and takes up the screen as opposed to being cropped. As far as I can tell, the game was only released for the Xbox 360 and the now defunct Windows Phone platform. The development team was comprised of only three people and with this taken into consideration, Vampire Rage is quite competently put together and is a game worth checking out for shmup fanatics.
Your character sprite appears a bit large but the game grants you a generous hitbox and even though it's not clearly defined it never was a problem during gameplay. Similar to most modern shmups, you have two rates of fire, a spread shot while tapping the fire button and a focused laser shot when holding it. Your rate of movement also slows while holding the fire button, making it a bit easier to sneak around some of the tighter bullet spreads. Unlike most shooters, the game doesn't feature a bomb to save you in times of panic, but to compensate for this you have a sword attack that will reflect bullets in addition to damaging any enemies within its radius. The sword attack will only reflect the pink projectiles, so you can't just send everything flying back. The sword can be used as frequently as you need but there is a brief recharge time required after each use. If you use the sword amidst a large number of projectiles, you'll form a vortex that acts like a bomb and will damage all nearby enemies. The sword is a cool feature though it does tend to make the game a bit on the easy side, especially on the normal difficulty.
The graphics and presentation of Vampire Rage are definitely above average. The menus are all easy to navigate and the in-game graphics are composed of high-res art rather than the normal pixel art you'll normally see in shmups. The backgrounds will frequently repeat themselves throughout the levels, but what's there looks good. The enemies are a variety of demon type things, and there's a decent variety of them between stages. There are brief story segments offered before each stage with accompanying artwork that definitely looks a bit amateur but gets the job done well enough. The biggest issue with the game is that there are only three stages on hand. Each stages ends with a boss battle and the levels themselves are of decent length but the entire game can be completed in about 10-15 minutes. The game states that the story is to be continued at the end but with the game being eight years old at the time of this review it's unlikely that the sequel will ever see the light of day. I really feel like the game could have used another two or three stages, but I'm sure the developers have their reasons why corners had to be cut.
Vampire Rage offers two difficulty modes: normal and rage. Normal mode starts the player off with five lives while in rage mode you'll start with only three. Normal mode is good for beginners or those who just want to see the game and rage will definitely be enjoyed by those who welcome a challenge. There is also support for local two-player coop gameplay, allowing the second player to join in anytime throughout the game. The game keeps tabs on your high scores and at one point offered an online leaderboard, but with the age of the game and the deletion of the indie games marketplace this feature is no longer functioning. I really enjoyed Vampire Rage and would have definitely been interested in the sequel but unfortunately it appears the series will never continue as the developers blog hasn't been updated since 2012. The game is incredibly short but I still found it to be a worthwhile experience and one I come back to play again every now and then.
Final Verdict: Vampire Rage is a short game but well worth a look for shmup fans. It's good fun batting bullets back at enemies with your sword!
Related Links:
Tricktale - Developers Blog
Thursday, February 1, 2018
Asteroids & Deluxe (XBLA, 2007)
Asteroids & Deluxe
Developed by Stainless Games
Published by Atari SA
Backwards Compatible on Xbox One
Asteroids was originally released in arcades way back in 1979, so with this in mind it's understandable that the gameplay is incredibly simple. You control a little ship that you can rotate using the stick and movement is initiated with a throttle button. You also have a button to fire and a "hyper space" button that will randomly teleport your ship to another spot on the screen. Using hyper space is risky as you could teleport in right on top of an asteroid. The goal of the game is to clear each screen of asteroids, which break down into smaller chunks each time you shoot them. Occasionally a UFO will appear on the screen and will try to eliminate you with projectiles which when shot down will net you a nice point bonus. Shooting anything in Asteroids gives you points and at every 10,000 points you'll receive an extra ship. You start off with three ships and once you lose those, it's game over and you start from zero again (this is before games offered continues remember). The game offers a two-player mode, but this is only alternating and not simultaneous play.
Asteroids was an absolute smash success in the arcades in its time and really helped solidify the Atari brand. While the game is about as old as they come, the gameplay is timeless and its simplicity makes it easy to enjoy in quick bursts by anybody really. One thing that never transfers to any home port is the brightness of the arcades vector monitor display. You really have to experience it firsthand but the monitors were really something else on these vector arcade games, featuring an image that shines so brightly it almost feels like its burning into your retinas.
Asteroids Deluxe was originally released in arcades in 1981. It's very similar to the original but with a few new features to justify the "deluxe" in the title. You now have a shield button which can save you in a pinch but wears out with extended use. In addition to the saucers from the original title, there are now killer satellites that break apart when shot and come flying at your ship like a kamikaze. It's a decent sequel that definitely ramps up the challenge level if the first one wasn't hard enough for you. Again, the game was displayed on a vector monitor on the original dedicated arcade machines, and this of course never transfers over to home ports.
The Xbox 360 port combines both Asteroids and Asteroids Deluxe into one package. Each game can be played in their original arcade form or the "evolved" version with new graphics but familiar gameplay. Both the arcade and evolved modes also offer the "throttle monkey mode" which ramps up the difficulty and speed of the game if you want an extreme challenge. Unfortunately, in evolved mode the explosions that occur when the asteroids are shot is way too flashy, making it hard to see the trajectory of the smaller rocks. This unwelcome effect definitely has an impact on the gameplay, and for this reason I found the original arcade versions much more enjoyable on both iterations of the game. If you just want a nice home port of Asteroids I'd recommend this game, just beware that the "evolved" versions aren't all that great. If you're just looking for easy achievements stay away from this one, as only the most dedicated Atari fans will likely unlock the full set.
Final Verdict: The arcade ports of both Asteroids & Deluxe games are solid, though the "evolved" versions feel like more of a downgrade than anything else. Worth checking out if you dig the original or just want some old-school arcade action.
Related Links:
Buy Asteroids & Deluxe - Xbox Marketplace
Asteroids & Deluxe - GameFAQs
Asteroids & Deluxe - True Achievements
Asteroids & Deluxe Achievement Guide - Xbox Achievements
Developed by Stainless Games
Published by Atari SA
Backwards Compatible on Xbox One
Asteroids was originally released in arcades way back in 1979, so with this in mind it's understandable that the gameplay is incredibly simple. You control a little ship that you can rotate using the stick and movement is initiated with a throttle button. You also have a button to fire and a "hyper space" button that will randomly teleport your ship to another spot on the screen. Using hyper space is risky as you could teleport in right on top of an asteroid. The goal of the game is to clear each screen of asteroids, which break down into smaller chunks each time you shoot them. Occasionally a UFO will appear on the screen and will try to eliminate you with projectiles which when shot down will net you a nice point bonus. Shooting anything in Asteroids gives you points and at every 10,000 points you'll receive an extra ship. You start off with three ships and once you lose those, it's game over and you start from zero again (this is before games offered continues remember). The game offers a two-player mode, but this is only alternating and not simultaneous play.
Asteroids was an absolute smash success in the arcades in its time and really helped solidify the Atari brand. While the game is about as old as they come, the gameplay is timeless and its simplicity makes it easy to enjoy in quick bursts by anybody really. One thing that never transfers to any home port is the brightness of the arcades vector monitor display. You really have to experience it firsthand but the monitors were really something else on these vector arcade games, featuring an image that shines so brightly it almost feels like its burning into your retinas.
Asteroids Deluxe was originally released in arcades in 1981. It's very similar to the original but with a few new features to justify the "deluxe" in the title. You now have a shield button which can save you in a pinch but wears out with extended use. In addition to the saucers from the original title, there are now killer satellites that break apart when shot and come flying at your ship like a kamikaze. It's a decent sequel that definitely ramps up the challenge level if the first one wasn't hard enough for you. Again, the game was displayed on a vector monitor on the original dedicated arcade machines, and this of course never transfers over to home ports.
The Xbox 360 port combines both Asteroids and Asteroids Deluxe into one package. Each game can be played in their original arcade form or the "evolved" version with new graphics but familiar gameplay. Both the arcade and evolved modes also offer the "throttle monkey mode" which ramps up the difficulty and speed of the game if you want an extreme challenge. Unfortunately, in evolved mode the explosions that occur when the asteroids are shot is way too flashy, making it hard to see the trajectory of the smaller rocks. This unwelcome effect definitely has an impact on the gameplay, and for this reason I found the original arcade versions much more enjoyable on both iterations of the game. If you just want a nice home port of Asteroids I'd recommend this game, just beware that the "evolved" versions aren't all that great. If you're just looking for easy achievements stay away from this one, as only the most dedicated Atari fans will likely unlock the full set.
Final Verdict: The arcade ports of both Asteroids & Deluxe games are solid, though the "evolved" versions feel like more of a downgrade than anything else. Worth checking out if you dig the original or just want some old-school arcade action.
Related Links:
Buy Asteroids & Deluxe - Xbox Marketplace
Asteroids & Deluxe - GameFAQs
Asteroids & Deluxe - True Achievements
Asteroids & Deluxe Achievement Guide - Xbox Achievements
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Sudocats (Xbox One, 2023)
Sudocats Developed by Devcats Games Published by Silesia Games Released for Xbox One|Series (5/9/2023) Also on Linux/Mac/PC/PS4/PS5/Switch I...







































