Saturday, July 25, 2009

With all the games we own played out, we find ourselves in a quandry

So Aaron and I decided to break out of the funk of just going through the motions and playing Call of Duty 4 over and over by purchasing Battlefield 1943. I had heard some positive things about the game, and seemed like a pretty cool shooter for 1200 Microsoft Points. After a half gigabyte download, we jumped into a game pretty quickly and started up the action.
The game is pretty simplistic - the only game mode is point capture; you use various weapons/vehicles to achieve your objectives, and you can form up squads with friends, or join open squads with random XBOX Live or PSN users. There are three kits/classes - Infantry (a short range class with submachine gun, a repair wrench and a rocket launcher), Rifleman (a long range class with a semiautomatic rifle, rifle grenades and a bayonet) and Scout (a sniper class with a sniper rifle, semiautomatic pistol, and satchel charges). Each class has its own nuances and subtleties to learn so you can play them well.
For some reason, the only map we could play was Wake Island (the free map that was unlocked when the community reached 43 million kills), but I didn't mind. The amount of time we spent on the map meant we could learn all the points, the placement of vehicles and anti-aircraft guns.
We played with two mutual friends, and found the squad mechanics pretty easy to work around, though weirdly squad invites work through XBL's invite system, rather than being in-game.
The visuals are pretty decent - the engine is that from Battlefield: Bad Company, meaning that almost all of the buildings, trees, sandbags, towers, bunkers, hangars and bridges are destructible. This adds a pretty awesome element to the game - order an air raid on the Airfield in Wake Island, and you can drive up a minute later and see the entire place in rubble and on fire. It looks different from Bad Company though - 1943 has a stylized, colourful look, as compared to the cold, greyness of the Eastern European landscape of Bad Company.
The game has some pretty awesome "HOLY SHIT" moments, whether it's dodging tank fire by running into a building, only to have the building blow up around you, or having a fighter plane chasing down your jeep, only to zip over your head and crash into a tree, or pulling off a successful sniper shot from a kilometer away.

We'd have to play more maps to get a definite opinion on the game, but so far, it's definitely one of the best XBLA games I've ever downloaded. I would absolutely recommend the game for purchase!

Thursday, July 23, 2009

Holy crap, we made it into the iTunes store!

Thanks to the combined efforts of all of us here, a certain member's credit card and Jellycast, we have now arrived on the iTunes store! You can visit our iTunes Store URL HERE, and subscribe to our brand spanking new podcast.

First episode is up; only Nick, Josh and I managed to record one, and we record on a plethora of subjects - Diablo 3, shit movies, is Kane and Lynch a good game or not, and many more.

Hopefully you guys enjoy, and appreciate the effort it took to arrive here (not much really).

Thursday, July 16, 2009

NvGs? I thought that was a movie...

Hey BodyCounters. Sorry about my absence. Life’s been a bit hectic. *ahem* Without getting into the messy details, just know I’m back writing for no one else but you. (Ok, maybe for myself a little, but I swear it’s not a whole lot)

Now what I’d like to write about today is Modern Warfare 2. Yes! I know right. Excitement fills the air. (Just like on prom night, except you actually get to have a little fun. No thanks to conservative parents. Sorry Mom.) Anyway, as I’m sure you are all aware; there are three versions of the game. The stand alone hobo copy, complete with instruction booklet. (If you’re just going to buy it for the multiplayer, this is for you….and maybe me, but we’ll get into that a little later) Nothing special, unless of course it was bought for you by Nanni Smithers who on her death bed gave you the necessary funds to purchase said game. Tops out at $59.99.

The next edition of the game is the Hardened Edition. Ohhhs and Ahhhs ensue. In this one you get a metal case, an art book, and a code used for downloading the original CoD, topping out at $79.99. Yea Boi! This leaves the last but, (in a perfect cliché ladies and gents) certainly not least version, Prestige. Now let me explain something about this one first. Not only are you getting everything included in the Hardened Edition, but you’re also getting real NvGs. (for those of you who aren’t military or FUN literate, that stands for Night Vision Goggles) Really?! It even comes with a replica of ‘Soap’ MacTavish’s head to display them on when you’re not wearing them sneaking around your mother’s panty drawer. I mean, hey, alright…I bought the Halo 3 Legendary Edition and it was pretty sweet. But, c’mon. I was still in High school and still dating my first girlfriend. We all make mistakes don’t we?

What bothers me is the fact that it just seems like they’re afraid the game is going to fail by including a show offy product. Or maybe, just maybe it’s yet another item of geek fandom we just can’t live without. For $149.99 I’m going to try my best to live without it. There are too many hotly anticipated games coming out around then to drop that kind of cash. (Assassin’s Creed 2, Drake 2, just to name a couple.)

Seriously though, do developers need to attach things like that to games just to sell them? Or are they just trying to milk money out of us? I mean, say for example I tell you to take a crap. You’d be like there’s nothing exciting about that Josh, I take a crap almost every day and sometimes it hurts. Right…Now say I said you could crap with NvGs on. How much cooler did that certain activity become? My point. You see. Case Closed. We’ll see how they actually fare when it comes out. Who knows, maybe I’m wrong. But, all I’m picturing is Chad playing MW2 with the NvGs on, and the hilarity ensues.

Tuesday, July 14, 2009

Sunday, July 12, 2009

REVIEW: Crysis Warhead

North Korean soldiers on one side, Independence Day-style aliens on the other, and me in my patented nanosuit, smack dab in the middle, fending them off frantically with whatever weapons I have at hand. Humvees are exploding, aliens are falling out of the sky, and my pulse is skyrocketing. This is Crysis: Warhead, and it’s probably one of the most action-packed games I have ever played.

If the review seems a bit dated, that’s because the game actually came out in the fall of 2008. I bought it upon release, but neglected to play it because my computer setup wasn’t too great at the time. I recently purchased a new video card, and being a huge fan of the game’s predecessor Crysis, I fired it up to see how well it ran with the new card. The fast pace of the game and intense amount of action right from the start grabbed me immediately, and around 8 hours of playtime later, the credits were rolling.

The original Crysis was a huge release for the PC in 2007, and they followed it up with Crysis: Warhead, a standalone expansion which followed the same events of the first game, but from the perspective of a different character, “Psycho” Sykes, another member of the Delta Forces Raptor Team. Psycho is tasked with following a North Korean cargo shipment all over the island; originally suspected to be carrying nuclear weapons, Psycho discovers that the shipment contains a dead alien specimen that hasn’t self destructed. The game is focused on getting the specimen into US hands, or at least making sure the North Koreans don’t get their hands on it first. There is some minor backstory involved too, between Psycho and a former Delta Forces operative named O’Neill, who is now a VTOL pilot. O’Neill washed out of the Delta Forces program four years prior, and was replaced with Jake “Nomad” Dunn (the character you play in the first game). O’Neill now provides Psycho with support.

The gameplay is largely similar to that in Crysis and Far Cry – you’re given a primary objective (and at times, several secondary objectives) and a wide-open space to play around with. Barring one or two missions (where the objective is down a set path, or you’re indoors like an aircraft carrier or mineshaft), you’re given free reign to finish off your objectives in whatever direction or manner you want. Assaulting an enemy base? You can approach stealthily and take out the North Korean soldiers with your silenced submachine guns. Snipe them from over a kilometer away with a Precision sniper rifle. Slap a pack of C4 onto a Humvee and drive it into the base and detonate. There are tons of possibilities, and that’s the point of the game – the freedom is there for you to do nearly whatever you want. It really is the thinking man’s action game. Enemies range from regular North Korean forces, elite North Korean special forces who wear knockoffs of your nanosuit, aliens flying around in their suits, and massive exosuit aliens who can take you down with a swipe of their claws. New weapons include a micro SMG that can be dual-wielded, a two handed SMG that is excellent at close range, and EMP grenades that disrupt nanosuit and alien function.

GOOD: Action-packed, balls-to-the-wall gameplay, the new weapons pack a huge punch, better focus than the original game, nearly perfectly paced, a great addition to the series.
BAD: Even with the optimized engine, it can be strenuous for a lot of computers, can be a bit difficult even for FPS veterans, the multiplayer component is not that great.
BOTTOM LINE: If you like first person shooters on the PC, you have a decent rig and somehow you haven’t picked up this little gem, then I really recommend you go buy it now. More than likely you can pick up a retail copy or purchase it over Steam at a reduced price, seeing as it’s nearly a year old.

We don't have a scoring system in place, not yet at least, but for now, I can give it a score out of 5, which will be 4.5. This is a game I absolutely recommend.

PS: I'll be doing a really quick Audioboo later today regarding the high and low points of the game. Hopefully it'll help readers/listeners make an informed decision!



Saturday, July 11, 2009

We're up and live on the iTunes store (well, kinda)!

So we've signed up for the very cool, very new Audioboo service, which is basically like audio Twittering, run by a few dedicated souls in the States. We get to record 5 minute podcasts on our iPhones, and upload them to Audioboo, who in turn have been kind enough to create a podcast on iTunes for us!
While this is not the true podcast, we intend to use Audioboo as much as possible, when we're not all together, and we have a very quick subject to cover. We love the service, and the idea behind it!
Here's the link for our Audioboo podcast, right HERE. Subscribe today!

PS. Don't worry when you click that link, it'll automatically open up your iTunes (or ask you if you want to) and then take you to our page in the iTunes store.

Thursday, July 2, 2009

Prototype

For the longest time I have lamented that there were really no decent free-world super-hero themed video games for the consoles. And along came Infamous and Prototype. Being an X-box-specialized gamer, the latter drew my hand for practicality’s sake.



Prototype is a pandemic-themed sandbox game, set in the heart of an alarmingly detailed Manhattan Island. You take control of Alex Mercer, a man who has suffered memory loss at the hands of corporate genetic experimentation. In turn he is infected with a bizarre viral entity. Mercer, being part of the 0.001 percent of humanity who apparently doesn’t turn into a feral monster when infected, has his own unique set of symptoms – superpowers that visually manifest in a spawn-meets-Venom manner. His arms can turn into monstrous melee weapons, he can scale vertical surfaces with almost no difficulty, and in a process that hints at some deep-rooted sociopathic history (a history the game doesn’t particularly explore) Mercer can absorb anyone – a terminal process – in order to mimic their appearance.
As you progress through the game you unlock memories that form a rather jumbled but structurally cohesive whole to the back story behind the infection and Mercer’s involvement.

The game begins in a manner I see fairly frequently in melee-based games – you are dropped immediately into the game to learn the controls through plot-relevant conflict, rather than a paced and patronizing tutorial.
Activision has a history of New York-themed gaming – their hand in the Spider-man franchise has no doubt given them the time and experience to perfect the 3-D map of Manhattan Island down to the buildings and the trees in the sidewalk. The city is under military control and every bridge off the island has been sealed, confining your movement to the island. But there is more than enough room to explore, and as the infection spreads through key hotspots, the chance for action increases.

Prototype brings to city-based melee something the Spider-man games never really accomplished – the thrill of traveling on the ground. As you upgrade Mercer’s powers through experience-points earned in the process of campaign missions, you unlock various boosts to his stock powers, as well as stronger and fancier ways to dispatch your enemies. The results are nothing short of satisfying – sprinting faster than traffic down the street, leaping stories into the air, and an exhilarating process of going instantly from ‘sprint down the sidewalk’ to ‘sprint straight up the side of the building.’ The element of parkour gives the game its brilliance. Mercer can scale buildings, leap between skyscrapers, and a few upgrades in, glide between destinations.
Graphics-wise, the city and landscapes have clearly been given the strongest focus, but the characters haven’t been completely written off. They reflect a level of graphic quality we have come to expect from this style of game. Mechanically the controls are fairly simple and with minor practice the attack moves become second-nature.



How these elements come together is a little different. This is yet another example in my personal history with Activision where I have to question the developer’s understanding of balance.
Mercer carries around this virus, and in tandem with the military control of the city, he has become the country’s most wanted man, hence his need to camouflage. You engage the world and their awareness through a detection meter – if it redlines, you’ve been seen, and the military opens fire. Even the simplest of actions can trip detection – any superhuman movement through a populated area will do. Attacking anyone usually speeds up your reveal, to the point where armed soldiers and strike teams rally to exterminate you. Escaping them is on some occasions no simple task, but one tight enclosed alley and the consumption of a hapless civilian later, you’re off the radar.
The real show of imbalance comes in the campaign missions, particularly in the boss fights. For a boss fight to be practical, the enemy needs to be tougher, but your character has to have some edge. In Mercer’s case, that edge would be the speed and agility. There’s one simple problem: the hunter-mutation enemies are for all intensive purposes exactly on par with Mercer for physical speed and agility, and when they unleash an attack pattern, there is no option to block. Combined with the fact that in sprint, the game will automatically leap over debris and off certain angled surfaces, it becomes a near-uncontrollable process of running circles around an enemy, waiting for it to center itself so you can release yourself from the wall and attempt an attack in the two seconds of vulnerability the enemy offers. Checkpoints provide relief from the multi-phased battles, but in the end there’s a certain tediousness and potentially controller-throwing rage fuel from these battles that offset the greater fluidity of the game.



I’m not saying it’s difficult to have fun with the game. The free-roaming itself is very entertaining. But the free-roam in Prototype lacks a very specific something that the GTA series and the later Spider-man games all offered in droves – stuff to DO. Here, in free-run, you can journey to the infected hotspots and battle various mutating humans and their nastier counterparts, the hunter variants. Beyond the proper campaign missions, that’s it. You’re limited to absorbing people, wandering the map looking for landscape tokens, or scaling a tall building and stepping off to a gut-twisting plunge… where you land without any damage at all. When it’s a 90 story fall, Mercer is apparently Superman.

My final word with Prototype is simply that there was so much the game could have been that fell short. The free-roam concept is perfect for Spider-man – stopping crimes of all shapes and sizes. For Mercer, it’s a constant process of trying to enjoy your powers without dicing a pedestrian and drawing the curious, though rather dim-witted, glances from the soldiers patrolling the island. Being the anti-hero is what stacks the game against Mercer, and though the environmental interaction is nothing short of brilliant, there aren’t enough activities in the free roam world to provide a necessary relief from the halting and frequently frustrating nature of the harder campaign missions. I definitely recommend playing the game, but if you’re a more emotionally controlled gamer, you’ve been warned that by the end you might find yourself replacing a controller.

-Nick-