Showing posts with label review. Show all posts
Showing posts with label review. Show all posts

Monday, 27 May 2013

Tomb Raider Review

So, I'm a bit behind the times with games these days. While people are having fun playing the sequel to one of my all-time favorites (Metro 2033), I'm just finishing up with Tomb Raider.

Anyway, here's the gist of it. The game is good. If you've ever played Uncharted, think that. Lots of climbing and shooting and environments blowing up and breaking apart and last second jumps to salvation - basically, it's like playing a Hollywood blockbuster action flick.

Is that good? Well, sometimes. But the game really got away from the original adventure aspect of it, with pretty much nothing I could consider a "puzzle" in the game. At most there's 2 switches or some object you need to use your rope-pull on, but it's all pretty obvious and this is a complaint I've heard from many.

On the flipside, the game takes you through a pretty neat environment, an isolated island with constant storms  that demolish any nearby ships or planes. The so-called enemies in the game are mostly all survivors of said crashes, but who are brought under control of a pretty psychotic leader. Basically, the island used to be home to an ancient Japanese tribe with an immortal leader who could control the storms, and now that she (the Queen) is dead, the storms are raging crazily. The psycho survivor leader thinks he needs to perform the ancient sacrificial rituals involving any women he finds, in order to appease the Queen and get off the island.

Our hero, Lara Croft, is quite young in this game - in fact, it's her first big adventure. The character development is quite well done, as she starts off as a scared and poorly equipped survivor looking for help. In the end, she's quite the bad ass and is dead set on her mission. Overall, it's quite enjoyable and fun to get through the campaign.

There's collectibles and the like to be found, but only the Scrap is of any use - the rest is just busy work to hit 100% at the end. Scrap can be used to purchase/construct weapon upgrades. In addition, you occasionally find a weapon part in the scrap boxes, and with 3 or 4 weapon parts you can upgrade the whole gun. For example, the scrap might let you put leather on your wooden bow for better grip/accuracy, but with the upgrade parts you can turn the wooden bow into a composite bow (all upgrades carry over).

My final thoughts are this: it's a well made AAA action adventure video game, but lacks the gameplay depth I was hoping for in the form of some complex puzzles and secrets. It's a nice, casual, and entertaining romp and certainly worth playing if you enjoy cinematic 3rd person shooter games, but it doesn't do anything special and will probably be forgotten by the time we get to our year-end top 10 roundups.

Wednesday, 27 February 2013

Dead Space 3

Well, I know this might be a little late but I beat Dead Space 3 and needed some time to simmer on it.

First and foremost, there's 2 things I feel I need to talk about. One, is the micro transactions. EA, the publisher, seems to have decided that micro transactions are the future - at least for their games. So, for Dead Space 3 (DS3), they added micro transactions in the form of upgrade supplies. Basically, at any time you could spend your real life dollars on in-game materials in order to build more health packs, ammo, or weapons. I'll talk about this a little more later on, but while I was very worried about how micro transactions would affect the crafting components of this game, in the end my fears were not realized.

Co-op!? Damn!
The second major thing I want to talk about is co-op. No whether it is good or not, because I don't know (I played single player), but whether it should even exist and how it affected my game. I was a big fan of DS1. I didn't quite know what to expect going into it, and ended up completely in love with it. It may not have been a pure horror game, but it had a wonderful combination of scares, isolation, action, and especially exposition and story. In DS3, though, a lot of that seems to have gone out the window and I think co-op is kind of the blinking danger light warning us of this. The most frustrating part, though, is the times where there was a door locked to me because it was for "co-op only". Really?

Ok, so what about the actual game? You know, the shooting scary aliens' limbs off and exploring derelect space stuff... well, it was pretty good. The game definitely has become more of an action romp, with very few surprises. Enter room, necromorphs. Wait for elevator, necromorphs. Finally about to turn on a huge generator... necromorph boss thing. Etc. It is fun, though.

I enjoyed upgrading my guns once I got a few different things to try out and resources became a little less scarce. It was fun to change things up as the game went on, since you can only equip two guns (instead of 3 like previous games), but each gun can have up to guns essentially stuck together. I tried a lot of combinations, like dual plasma cutters, or plasma cutter with flamethrower, or rifle with grenade launcher. There's also small addons, like a scope, an ammo box that auto-reloads the gun, and even addons to give each shot a bit of fire, electric, or stasis.

Parts of the game have you fighting actual humans, and I must say those parts I found myself think "ok, let's just get through it and onto the next interesting bit". I mean, Isaac (the protagonist) might be a pretty hardened guy after his last two adventures, but I don't see him as the type of guy that can murder entire troops of soldiers - up until now he's almost only killed necromorphs. Not to mention, the "bad guy" was extremely cheesy and over the top.

The game was quite long, it must have taken me around 20 hours to complete. This is quite a bit different from the last games, and not necessarily for the best. I just found myself not really caring too much for what was happening. The few NPC characters were forgetful. Even in the first game when you don't see the NPCs I felt more attachment to them. In the first one, you're finding out all kinds of interesting stuff about what happened. You see video and read text logs of people who slowly went insane by the Markers. You piece together the puzzles of what happened, and figure out exactly what happened on the Ishimura - and it was terribly interesting. In DS3, you're entire goal is to end the Markers and so there's very little investment as the game has now become a hero-adventure.

Back to the co-op, besides the disappointment at finding doors locked to my single player experience, at least they made the co-op partner stay out of my game. Basically, he continually winds up on the other side of a door or broken passage or whatever and you end up taking different routes to the objective, so that you don't have a stupid NPC tagging along with you like in that Resident Evil game nobody likes.

My final thoughts are this: the game was mediocre. It was lacking in story and development, and is only a shadow of it's former brilliance (for those who appreciated DS1). While the first game was confusing, you felt like there was enough threads to piece it all together, but in DS3 the head scratching was more about what the writers were thinking. Bad plot devices move the story along, and in the end the game is only really saved by it's interesting crafting feature and still pretty intense action scenes, even if they are horrible obvious.

Worth playing, but only because you've already played the other two... if you've never touched a Dead Space game, please just try the first and maybe leave it at that.





Tuesday, 24 January 2012

Cosmos II: The Biggest, Baddest Case

Cooler Master Cosmos II
Just recently, Cooler Master has released their newest iteration of the Cosmos PC case, the Cosmos II. This is easily one of the largest, heaviest, and perhaps coolest (both literal and figurative) cases available right now. It also comes with a hefty price tag of $350.

The case is actually so large, standing at 13.5" x 27.7" x 26.1", that CM created a new term for it: the Ultra-Tower.

Links
Official
(flash) http://www.coolermaster.com/microsite/cosmos_ii/
(non flash) http://www.coolermaster.com/product.php?product_id=6792

Reviews
http://www.anandtech.com/show/5451/cooler-master-cosmos-ii-large-and-in-charge
http://www.hardwarecanucks.com/forum/hardware-canucks-reviews/50006-cooler-master-cosmos-ii-ultra-tower-case-review.html
http://www.guru3d.com/article/cooler-master-cosmos-ii-review/1

Generally speaking, besides a rich enthusiast who just wants to spend a lot of money, this case has a lot of potential for the water cooling community. Water cooling can take up a very large amount of space, so unless you want to have radiators hanging off the back of your case, you need to go big. Really big.

Corsair Obsidian 800D
In my own opinion, this case really has only 2 competitors that incorporate size, aesthetics, and features. They are the Corsair Obsidian 800D and the Silverstone Temjin TJ07. The 800D is actually the cheapest of the three, coming in at $299.99.

Official site: http://www.corsair.com/pc-cases/obsidian-series-pc-case/obsidian-series-800d.html
Review: http://www.guru3d.com/article/corsair-obsidian-800d-review-test/


Silverstone Temjin TJ07
The Temjin series of cases comes in a few flavors, and the TJ07 is actually slowly disapearing despite being a legendary chassis. On Newegg it is listed as "deactivated". The sad news is that the only other Temjin case to feature a multi-zone interior is the TJ11, which is much larger and much more expensive ($600!). The TJ07 comes in at the same price as the Cosmos II - $350. The TJ09 and TJ10 just aren't as well suited for the water cooling crowd, so it's sad to see the TJ07 being removed from the market one retailer at a time. Being a long time runner, the TJ07 features a black model, a white model, and both window and window-less models.

Official site: http://www.silverstonetek.com/product.php?pid=92&area=en
Review: http://www.techpowerup.com/reviews/Silverstone/Temjin_TJ07/
http://www.silentpcreview.com/Silverstone_TJ07

Thursday, 19 January 2012

Kingdoms of Amalur: Reckoning Demo Review

I just spent most of this evening playing Kingdoms of Amalur: Reckoning. Yikes, what a mouthful. Anyway, the game is an action RPG being released across all platforms (Windows, Xbox 360, PS3). I never really heard about it until seeing that the demo is released, and thought I should try it out. The story, as I understand it, has to do with these Fae creatures, who it would seem are immortal, that run the country. However, an evil Fae took over and began a campaign of murder and conquest and all that other evil stuff - his eyes even glow red, so you know he's really bad.

Freshly Reanimated
Your character, however, starts the game as an experiment. Some gnomes, you see, were trying to put people back into their bodies (or maybe new bodies?) using this Well of Souls, and you are the first one on which it succeeds. However, the evil Fae army is attacking the Well so there's plenty of resistance on your way out to the world.

Eventually you find out you are "fateless" and are therefore free to determine your own fate, which is the basis behind part of the leveling system.

The gameplay itself I would say most closely resembles Fable. There's plenty of linear or "corridor" style areas, with almost no branching. In the more open world area, you are still quite restricted in terms of exploration although it's nothing like Final Fantasy XIII. Again, it's like Fable.

As you progress through the beginning of the demo, you are given the most basic weapons for each of the 3 main class types. You can be a warrior, rogue, or a mage, or any combination of the three depending on how you level up your Fate. Warriors favor large weapons like swords and hammers, rogues prefer daggers and bows, while mages prefer staves and magic. That said, at any time you can use any of these weapons, however, your perks and armor will determine the effectiveness.

Whenever you gain a level, you get 3 points to spend on specific perks from either of the 3 class trees. You also get a point to spend on general attributes like black-smithing, alchemy, persuasion, etc. And then at the end of choosing those you can modify your fate, which appears to require a certain amount of class perk points before being able to unlock the next fate upgrade.

Equipment is divided into a multitude of sub menus, which frankly are annoying to navigate. When you hit ESC, it brings up the menu. From there, you can select Inventory, then Weapons, then Primary or Secondary (same weapons are selectable, but you can quick select between the two in real time during gameplay), and then the specific weapon you want to equip. For armor it works much the same, starting from Inventory you would select Armor, and then pick the pieces from a menu showing each type of armor - head, chest, gloves, legs, and feet. On top of that there's yet another menu for Accessories, another for Items, another for Consumables... you get the picture. The menus definitely need to be pared down.

Instant Stealth Kill
Combat in the beginning of the game is pretty much the same for any class. Spam left click for attacks, and right click uses magic. There is no stamina bar, but there is mana which regenerates - there's also, of course, instant potions. You also learn that you can dodge/roll, sneak, and block. A note about blocking - once you equip a shield, it is active on your block button (L Shift) but is not visible on your character. When you hit Block, this massive iron shield comes out of nowhere and you hold it in front of you. It's a bit odd, to say the least. When performing a stealth kill with daggers, you get bonus damage and if it's an instant kill, it also gives a pretty cool kill animation.

Fate Kill
The combat does get more complex later on. As you level up, you can begin to assign perks to give you new attack abilities, passive and active abilities, and higher base weapon damage. There's also an interesting feature where you somehow manipulate fate and can perform some really bad ass kills. Basically there's a fate meter and you can use it to first slow down time and become a killing machine, and secondly when an enemy is downed but not dead, perform a fate kill. It's a bit overwhelming at first, but it gets a little more natural later on.

The story, questing, and narration are... ok. The voice acting is fine, not outstanding but more than acceptable. Story wise, well, after the intro sequence I had one of those "oh... great..." feelings, like this would just be some lame, typical fantasy setting. Sadly, so far, it is. As far as I can tell, there really isn't anything to make this game stand out from a story perspective. I just didn't feel like there was any reason to do things. The whole "evil king" thing is fine as an overarching story element, but there needs to be a reason more personal to the player to want to keep going, and the game failed to give me that. It felt very mediocre and impersonal, rather than drawing me in and making me just itching to get to the next part of the story. I think that with a semi-open world game like this, you need to have strong story elements. It's not like Skyrim, where you can just take off in a random direction and come across all sorts of interesting things.

Dialog Wheel
Interaction in this game has a lot of familiar concepts, but mostly it's pretty well implemented. There's the now standard coversation wheel taken from BioWare games, though for the most part your conversations boil down to asking background questions rather than having interesting things to say. It's definitely not like Dragon Age 2, with the complacent, silly, and aggressive dialog options.

Dialog... box?
Oddly, at certain points you no longer use the dialog wheel but instead have a dialog box. There's no real explanation as to why this is. When there is a dialog box, there is a blue highlighted response that is meant as the "use this to continue the game" option, but even after using it you can still use the other dialog options and are required to use ESC to get out of the conversation to continue on your quest.

Oh look, a glowing plant for alchemy!
Alchemy Shop
Besides that, the game features many other now standard RPG elements, like black-smithing, alchemy, and rune forging. You also collect ingredients from plants scattered around the world, and require certain talents to increase your chances of successfully harvesting the ingredients.

Cities have guards, and since you can lock pick and steal, they can and will arrest you and throw you in jail. You can also turn on hostility and attack any neutral or friendly NPCs, if you so choose.

Aesthetically, the game is alright. So far, it has a pretty consistent design scheme and everything fits pretty well. Graphically, however, the game is a disapointment. It looks rather dated, kind of washed out, like there's too much bloom effect. I had to force 4xMSAA through Catalyst to be able to watch cutscenes, otherwise it was a blank screen with voices. Even so, aliasing is definitely present.

As I mentioned before, the game is a lot like Fable, but I also think that graphically, they took a lot of inspiration from World of Warcraft. Everything is cartoony and overly proportioned. I don't think this is bad on it's own, but my problem is that the game also has an extremely short draw distance, so textures keep popping in as you run, and objects distort to get slightly more detailed which I find very noticeable in outdoor areas. I hope they optimize the graphics for PCs much better at final release, because currently it runs like a direct Xbox port. My GPUs were practically at idle the entire time, holding a solid 60 fps.

I don't expect every game to push the limits of graphics, and especially not multi-platform releases, but I did expect more than this game offered. Screenshots look ok for the most part, but if I can direct your attention to details, just look at how grass is only showing for a few meters around my character. It's not just terrain, either, but NPCs will pop in too. I recall approaching a group of small hostile creatures - little balls with arms and legs - but at a distance they looked like floating wisps or something. Only when I got close did their legs and arms show up, as well as a proper body. Perhaps I'm a spoiled PC gamer, but I really hope that these issues are either fixed for release, or else worst case scenario able to be modded via a config file or the like.

All in all, I can't really say I'm looking forward to release. I'm definitely not putting my money down until after reading some final reviews and watching some gameplay clips. I think there is potential here, but they need to be able to draw the player in much earlier in the game with something exciting. On top of that, I'd like to see some interface and menu adjustments as well as more demanding graphic options, even just increased draw distances and some anti aliasing.












Wednesday, 4 January 2012

AMD Radeon 7970

AMD Radeon is releasing it's latest and greatest GPU on January 9, 2012. There is already many reviews out for it, and it's worth checking out more than one to get a good sense of how fast and powerful this $550 card really is.

But, in my humble opinion, this is probably the best review I've seen yet. It goes over the architecture in extreme detail but also makes it understandable, and then in the benchmarking they are extremely thorough. They are using a new way to represent GPU power that I have not seen anywhere else, where they actually record frame render times, which gives a good indication of any stutters you might experience in a game, even if you have a high average framerate.

Read it here: Tech Report's 7970 Review

Update: Jan 9/2012

Another awesome review featuring a ton of games as well as Crossfire performance:

TechPowerUp 7970 Crossfire Review

Thursday, 29 December 2011

Samsung S23A300B Woes

As I mentioned in the previous post, I decided to delve into Eyefinity. I've been tossing the idea around for a while, either Eyefinity or 3D. I figure 3D needs more time to mature, though. Plus, boxing day sales meant the Samsung 23" 1080p monitor was $65 off, so $135 each. 

As usual with technology, you get what you pay for.

I've been using a Samsung 2494SW for the last year and a half, and I think it's a great monitor. Reviews were pretty good on this 23" model, the price was right, and it has rather small bezels. I thought going with another Samsung was a good choice.

Upon first setting them up, right away I noticed a stuck pixel on the left screen. Great. I got it exchanged rather painlessly, which is nice, however just today I now found a new stuck pixel on the right screen. 2/3 bad monitors is not a good sign.

I have another grievance as well - these monitors have absolutely no way to be repositioned. No tilt, no swivel, no height. Generally that isn't so bad, except that they come stock with a very slight tilt back, which means they don't line up exactly flush. Well, again, no big deal - ideally I'd get a triple monitor stand anyway. Except here's the big kicker - these monitors have no rear mounting brackets at all.

All in all, the only thing these monitors really have going for them is the price. I have until Jan 2 to return them, so we'll see about that. They perform well in game, though. Is the very low cost worth the small hassles?