Showing posts with label First-person shooter. Show all posts
Showing posts with label First-person shooter. Show all posts

Saturday, September 24, 2011

F.E.A.R. 3

f you’re like me, you preordered F.E.A.R. 3 sometime around January and had to wait, only for it to be pushed back month after month. Needless to say, when June 23rd came around, I was more than eager.
F.E.A.R. 3 is a first-person shooter and the third installment of the paranormal series that follows the spectral girl/woman Alma. After the, um, shocking and graphic ending to F.E.A.R. 2, Alma is expecting. What else can bring a murderous family together like a bouncing bundle of hate? Point Man, the protagonist from the original F.E.A.R., is back. This time he has an uneasy alliance with his psychotic and spectral brother Paxton Fettel. When boiled down, this game is about two brothers who hate each other attempting to work together, settle some family drama, and reach their mother in time to meet their new sibling. In this sense, it sounds like a heartwarming TV movie. Add guns, wraiths, cannibalism, and an abusive father figure and you got yourself a game.
You play F.E.A.R. 3 as Point Man—-the familiar nameless, gun-hoarding, bullet-time wielding mute. Do not fret! He still has the slow-mo power (reflex-time) that has been getting you easy head shots since 2005. This slow-mo power is similar to Max Payne and the soldier from Mass Effect 2. Point Man can also melee attack, baseball slide (as I call it), and jump kick. As a side note, I played F.E.A.R. 3 on Xbox and the default input for the kick is A + R.stick. Who thought that was easy? After you finish each level, you unlock play as Fettel.

Playing as Fettlel is a completely new and enjoyable experience. The ghostly brother of Point Man is completely self-efficient. This means there’s no need for guns or other pick-ups. His abilities include firing an energy bolt, picking up enemies and suspending them in air, picking up explosive environmental objects and tossing them, melee fighting, and possessing enemies. The possession ability makes the controls the same as Point Man minus the slow-mo ability; he can pick up ammo, throw grenades, etc. At any time, Fettel can burst though the body he is occupying and kill it, reverting to his natural state. One combo suspends an enemy in air and melees it for an instant kill.
F.E.A.R. 3 has a coop mode so two players, either via split screen on internet, can play as both the brothers at the same time. Fettel enters slow-mo whenever Point Man uses it and Fettel can give Point Man a damage-resistant shield. My suggestion is to raise the difficulty if you go coop since the game doesn’t compensate much for two characters at once. A coop mode is not something I would have expected from a title like F.E.A.R., but I had a blast playing it.
Gameplay is pretty standard for the other F.E.A.R. games besides what has been previously mentioned. As usual, there are opportunities to combat and control mechs. There are new Armacham challenges, as well. The Phase Casters create replica soldiers around them until you kill the Caster and Phase Commanders, who walk through walls and teleport around the environment. F.E.A.R. 3 also adds a cover system for combat. This makes for more exciting gun fights and allows you to volley over certain terrain. F.E.A.R. 3 no longer uses heath bars or armor bars. Instead it has adapted the popular FPS health system of regeneration if you stay clear of combat for a short while (like CoD).

The AI highly increases per difficulty level. On Insane, the replica soldiers become sharpshooters with sub-machineguns. The AI are entertaining in their speech during gunfights. They yell out to their squad mates so you know when they have a visual of you, and they like to mention what you are hiding behind. One even told me I was hiding behind a vending machine.
The graphics and environments are delightful for a horror setting—-jails, sewers, cult homes, meat freezers, post-apocalyptic bridges, and my favorite, a whole goods store. While the environments are set, F.E.A.R. 3 fails at scares. The backbone of the F.E.A.R. experience is, well, fear. While Alma had a few appearances, I felt disappointed by the lack of cheap scares. F.E.A.R. 2 was such an improvement over the original in this department, and F.E.A.R. 3 did not continue the trend. If you play through the game for the first time in coop, you are going to miss many of the scares since they only happen once and for whoever triggered the event.

Besides the story mode, there are also four multiplayer modes, each with a few levels. My favorites of the four are Contractions and F***ing Run!  Contractions is very similar to Call of Duty’s popular Nazi Zombies. You and your teammates are bunkered down in a multi-floored structure, where you can put up barriers to the outside to stop enemies from entering. Each wave gets more difficult. Alma wanders around the map laughing and playing hopscotch during the action. If you look at her for too long or shoot her, your screen goes dark and your movement is slowed, often resulting in death. Alma adds an extra element that can cause an instant lose or at least block an exit for a period of time.
F***ing Run is exactly what it sounds like. You have to keep moving or you are going to be consumed by a soul wall. You and your squad need to battle though enemies on your way to checkpoints to rearm and take a breather. If one squad mate is killed by the wall, you lose. While this might not sound difficult, it is heart-pounding. The later you get in the maps, the harder it gets. More difficult enemies, harder terrain, ladders, paths that make you run perpendicular to the wall, etc.

In conclusion, F.E.A.R. 3 is a good shooter with unique elements that make the FPS stand out. The coop mode is an experience I definitely suggest. While the story mode is not particularly long, the multiplayer adds more game time. F.E.A.R. 3 has replay potential. Since there are two characters you can play as, that is at least two play-throughs and one more for a coop play-though. The game on Insanity proposes a challenge but is very beatable if you take your time. While the “fear” element decreased, the gameplay increased greatly with the third game of the series.

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Deus Ex: Human Revolution

Deus Ex: Human Revolution is finally upon us. If you’re a purist who will be looking at Deus Ex with a very skeptical eye, you’ll find that the game has definitely lived up to its incredible amount of hype.
In a quite dystopian future, a Globodyne-like company named Serif Industries is hard at work trying to unlock the full human potential. It’s this society, people replace their existing limbs or organs with enhanced robotic ones called augmentations. However, not everyone sees these “upgrades” in the same light as Serif does, and they stand firm by acting against the human evolution. You step into the role of Adam Jensen, head of security for Serif Industries that mildly looks like Neo from the Matrix—he even has the same manner of speech. On top of it all, Jensen’s love interest, Megan Reed, was in the process of making a huge scientific breakthrough when the “purists” made an attack on the building, taking out your beloved and nearly killing you in the process. Jensen wakes up six months later to find himself armed with Augmented body parts that make him a force to be reckoned with, as he tries to figure out the real motives behind these attacks.



The big deal about Human Revolution is the fact that it touts itself to let you play how you want. Do you want to go the Metal Gear Solid route and sneak your way into facilities without alerting the guards, or go Call of Duty and unleash a hail of bullets? Unfortunately for fans of the latter, the game lends itself to be played using stealth, and the biggest reason is the AI. It seems to react (or not react if you don’t get caught) more naturally to you when you try sneaking in, rather than when you’re running and gunning your way in. Even something as trivial as a door will confuse them and will leave them just aiming at it, rather than opening it and trying to take you out. On the flipside, the stealth gameplay feels so fleshed out, that I don’t understand why the game doesn’t opt to use it when fighting bosses. Even MGS let you use a tranquilizer gun to deal with bosses, but here you’re forced to rely on pure gunpower.
A cover system which is usually not prevalent in First Person Shooters is not only available in DX:HR, it’s almost a requirement. A quick hold of the Left Trigger will make Jensen hug a near object or wall that you can move along. It’s a necessary tool both in stealth and gunplay. When sneaking, it allows you to move unseen and generally as long as you have the trigger held down, you can rest assured enemies won’t detect you. In gunplay it’s an effective way to ensure Jensen’s survival from a hail of bullets, but it also enables you to move from cover to cover quickly to get better vantage points.
Making choices on how to tackle your enemies isn’t the only thing Deus Ex presents players with. Facilities usually have multiple ways of getting in, whether it’s from a roof ventilation shaft or a side door. Locked rooms can either be hacked into or codes can be found to gain access without the alerting suspicion. Even side-quests can be tackled in various ways. Do you try to win back the favor of an old friend who holds you in disdain to gain access to the police station, or do you say f*ck it and climb your way in through the sewers enter through the police station’s underground prison. It’s these underlying choices that make Human Revolution a joy to play through, not only the first time, but again, if only to figure out yet another way you can accomplish the same goal.

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Hard Reset

Forget run and cover mechanics, regenerating health, or constantly reloading weapons.  Hard Reset is straight-forward, shoot-anything-that-moves game that harks back to the simplistic days of first person shooters.  This action-packed shooter will test your skills, reflexes, and patience as you run-and-gun your way through a cyberpunk environment destroying everything you see.
Don’t expect much in terms of plot.  Between the mayhem are comic-style drawings that poorly attempt to explain what is going on.  It’s your typical man vs AI story.  Hard Reset takes, what I like to call, “the Michael Bay approach”.  Ridiculous explosions and nonstop action.
Though simplistic in design, this game is definitely a challenge.  Armed with two bad-ass transforming weapons (more on that later) and an environment filled with explosive barrels, cars, and electronic machinery, you must annihilate hordes of enemy robots as they endlessly swarm from all around.  Don’t expect a second of downtime in Hard Reset.  Lurking behind every corner is a wave of merciless enemy robots waiting to tear you limb from limb.

Watch the Hard Reset story teaser
Hard Reset successfully combines the nostalgic feel of an old-fashioned shooter with the glorious HD environment of a modern game.  Though fairly linear in design, with only slight room to explore in search of “Secrets”, Bezoar City is as nice to look at as a lifeless, futuristic city overrun by rampaging robots can be.  The city’s sprawling skyscrapers are loaded with art deco styled detail and corporate advertising reminiscent to Blade Runner.  The cluttered streets and tight alleys are littered with abandoned vehicles and run-down architecture defaced with graffiti.
The environment isn’t without purpose, however.  The futuristic Bezoar City is filled with cold, neon-tech and explosive debris which you must use to your advantage.  Strategically placed cars, machinery, barrels, and boxes can all easily be ignited, sending electric currents and burning shrapnel in all directions.  You can (and definitely will) use the volatile environment to your advantage and take out large numbers of enemies, but one stray bullet could also spell doom for yourself.
As I mentioned earlier, you are armed only with two weapons that transform to meet your needs.  These are the CLG, which uses a more primitive bullet/explosive ammunition, and the N.R.G., which gives off a more futuristic vibe using electricity.  As you earn experience, you can upgrade each weapon enabling it to transform into other configurations like a shotgun, grenade launcher, or mortar.  Eventually, upgrading each weapon further will lead to secondary firing modes like stuns and AOE damage.  In addition to weapon upgrades, you can choose to go with the more passive upgrades, like greater damage resistance or a radar to track the enemies.

See the chaotic gameplay of Hard Reset in this video
Those of you from the less-forgiving generation of games will find Hard Reset as a refreshing challenge.  You will often find yourself in small combat areas filled with explosive objects that splash damage or a wayward bullet will easily ignite, resulting in your death.  Or there may be times when you are thrown in the middle of two giant robots with little navigation room, while smaller robots chomp away at your health.  These “cheap” deaths, as they are often referred to, are a testament to the challenges and difficulties we faced when playing old-school games that didn’t coddle it’s players.  Is it sometimes frustrating?  Of course it is.  But when it’s all said and done, and you complete the level, by carefully plodding your movements and strategically blowing up your surroundings, you get that sense of fulfillment and completion that many modern games don’t offer to today’s generation.
The game is not without flaws, however.  Switching weapons is often difficult and they don’t necessarily respond in the timely manner that you need them to.  In a game that depends on quickly equipping the right weapon for the situation I would’ve liked it to switch more quickly.  The textures, while nice from far away, are not as detailed as you’d expect form a modern game.  Lastly, the game is very short (roughly 4-5 hours), but it does have some replay value if you are looking to find all the “secrets” and get a high score for the level.
While Hard Reset is a fun play, it is by no means groundbreaking.  It’s a fun throwback for old-school gamers looking to get their fix of explosions.  It may appear like mindless running and shooting, but there is more strategy involved than that which meets the eye.  The game depends on your reflexes and carefully timed, precise shots to fully maximize the environments destructive potential.
A simple rule to play by: if it moves, shoot it.  The second rule to play by: if it doesn’t move, you should still shoot it because it will probably explode.

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Tuesday, May 24, 2011

Operation Flashpoint: Red River Review

The Good

  • Tactical missions with challenging objectives   
  • Assists let you tailor the game to your abilities   
  • Cooperative campaign is great fun.

The Bad

  • Poor AI often spoils the game's realism   
  • Lackluster visuals.
UK REVIEW--The challenge of creating a truly realistic battlefield is rarely attempted in video games, but Operation Flashpoint: Red River takes it on and comes very close to succeeding. Unfortunately, the intensity of its highly tactical warzone is often broken by AI issues, poor checkpointing, and the need for a trial-and-error approach in some areas. Red River includes a well-presented and methodically paced campaign as well as some enjoyable cooperative multiplayer modes, but a long list of design and technical problems ultimately prevent this competent first-person shooter from being a great one.
Check out the marines securing an enemy compound in our PC gameplay video.
In the campaign you play as the leader of Fireteam Bravo, a four-man team that is part of a larger marine squad sent into Tajikistan to chase down insurgents who have fled the conflict in Afghanistan. What starts out as a small operation quickly escalates as China's People's Liberation Army forces move into the country to wipe out insurgents who have been attacking the Chinese border. The story is well-presented with great looking cut-scenes that mix footage from the game with video from the real-world conflict in Afghanistan. However, the plot is a little lacking in originality.
To control your team amid the increasing chaos of the Tajik battlefield, you can issue a variety of specific orders to your brothers in arms. These start with simple commands such as "follow me" or "hold position" and then progress to orders such as assaulting buildings, suppressing targets, and calling in airstrikes or artillery. The key to success in the single-player game is to make sure your team is always in a position to respond quickly to new situations.
However, despite your best efforts, your AI squadmates show very little awareness of what is going on around them, and don't have much sense of self-preservation. They often wander off on their own even if told to hold position, for example, and when complying with the "follow" command, they walk into your crossfire with alarming regularity. During particularly intense firefights, you sometimes spend as much time healing your teammates as you do shooting at the enemy. Friendly AI shows little desire to stay behind cover, and one hit is enough to incapacitate them. Healing your friends takes quite some time too, because there is one process to stop bleeding and another to heal wounds. Healing your team often leaves you exposed to the enemy, risking a quick death that forces you to start the firefight all over again. The careless AI dampens the realism of the battles and often forces you to repeat sections multiple times. This is made even worse by a checkpoint system that regularly forces you to replay overly long sections when you're killed.
While these moments of the campaign are supremely frustrating, there are others that offer great satisfaction. Performing the perfect flanking maneuver is almost an art form and is a great way to surprise the enemy. This element of surprise is often the key to succeeding in Red River's lengthy and difficult missions, because your enemies are deadly accurate even from several hundred yards away. Make your approach too obvious, and you might quickly find yourself in a bottleneck with enemy forces bearing down from all sides. Most battles take place at a range of around 100 to 150 yards, but if your enemies see a chance to get up close and personal, they will take it. If you let them get too close, the fight will be over very quickly, because they use similar tactics to your own, attempting to suppress and flank your position. The realistic, tactical ebb and flow to the battles is one of Red River's biggest strengths.
This level of depth is great for shooter fans looking for a more strategic and challenging experience. However, some players may lack the tactical awareness needed. This is where Red River's assists come in. Rather than affecting the competence of your enemies, turning the difficulty up turns off some of the assists, most of which are on by default in normal mode. Some of these aids, such as aim assist, are familiar from other first-person shooters, but in this strategic game, the most important assists are those that improve your situational awareness on the battlefield. These include radar to show the location of your team and the enemy, objective icons on the map, and markers that suggest the best route through the environment. If you turn these assists off, you can create one of the most intensely authentic military experiences available in a video game. Without the assists to rely on, the game becomes even more demanding, but because of the AI issues, it rarely becomes more satisfying.
The campaign can also be played online cooperatively with up to four players. Without the dim-witted friendly AI to spoil the fun, the co-op experience is far more enjoyable. Ideally you need to use voice chat to coordinate your efforts, so this mode is best played with friends rather than by jumping into a quick match online. You can arrange your loadouts to make sure that your co-op squad is ready for any situation and then take to the battlefield to play the same missions as in the single-player campaign. Getting your tactics right when playing with real people is far more satisfying and gives you greater freedom to creatively approach battlefield situations. This makes the co-op campaign by far the most entertaining part of Red River. There are also several other cooperative games called Fireteam Engagements. These quick matches take place on maps separate from the main campaign and offer faster-paced co-op missions, such as rescuing downed pilots, defending an area from waves of attackers, protecting a convoy, or clearing an area of enemies. The great cooperative play goes a long way toward offsetting the disappointing absence of competitive multiplayer.
All of the game modes in single-player and co-op reward you with experience. You can level up in each of the four separate classes: rifleman, auto rifleman, grenadier, and scout. This gives you access to new weapons, attachments, and mods, which function similarly to the perk systems found in many modern first-person shooters. You can also assign upgrade points to particular combat abilities, such as faster sprinting and better accuracy. All of the upgrades and experience that you earn apply across all of the different game modes, so you always feel like you are progressing, even when you're not playing the campaign.
Red River boasts detailed characters and exaggerated atmospheric lighting. Unfortunately, the environment occasionally lacks detail and regularly features low-resolution textures. During the intense battlefield situations, you won't notice this lack of detail too often, but on other occasions the visuals let the game down. During one sequence in an early mission, the staff sergeant warns his troops to be careful in the "forest" up ahead, but there are only a handful of trees to be seen. That said, the view distance and scale in the environments are very impressive, making the battlefields feel large and imposing. On the PC there is anti-aliasing and slightly improved lighting, but these offer only minor improvements over the graphics in the console versions. The voice acting is good, though there is an awful lot of swearing, which makes the dialogue sound more cliched than authentic. At times the game would have benefitted from less profane and more technical military chatter, rather than having the sergeant follow every instruction with a swear-filled simile for how angry he's going to be if you do things wrong.
Operation Flashpoint: Red River is a decent first-person shooter with solid shooting mechanics and great emphasis on a tactical approach to the battlefield. However, the single-player campaign is hampered by poor AI that turns challenging missions into frustrating ones, and lackluster graphics sometimes erode the game's realism. If you play the campaign in cooperative mode, though, you will find a well-balanced game that offers satisfaction and reward for overcoming its high level of challenge.

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Brink Review

On the lively and intriguing battlefields of Brink, technical deficiencies and design issues can be as deadly as enemy soldiers.

The Good

  • Diverse array of class abilities   
  • Movement mechanics mix things up   
  • Stylish character customization   
  • Multiplayer matches can be intense and exciting.

The Bad

  • AI allies and enemies are erratic and unrealistic   
  • Online games suffer intermittent lag  
  • Movement inconsistency is frustrating   
  • Visual shortcomings make things look blurry   
  • Only eight core maps.
Greatness is rarely achieved without ambition. Jumping into the battlefields of Brink, you get the immediate sense that you are playing an ambitious first-person shooter. Four interdependent soldier classes and three distinct body types combine to create a diverse array of ways to kill your enemies, support your allies, and move around the battlefield. Brink's team-based skirmishes are rich with opportunities, but they are also hampered by design issues, including frustrating problems with the movement system and the artificial intelligence. Nagging visual shortcomings and online lag also hamper your immersion in this interesting world. There is definitely some fun to be had in these frenetic firefights, but for all its ambition, Brink falls well short of greatness.

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