Monday, January 28, 2013

Quick Review - Chivalry: Medieval Warfare

Game Name:    Chivalry: Medieval Warfare
Developer:    Torn Banner Studios
Engine:       Unreal Engine 3
Platform:     PC (Windows - Steam)
Genre: First person, Action, Multiplayer
Release Date: October 16, 2012

Short description: First person, primarily melee based, multiplayer (up to 32 vs 32) medieval combat. Wield a wide variety of medieval weapons between four different classes (Archer, Man-At-Arms, Vanguard, Knight) with four different multiplayer modes (FFA, Team Deathmatch, Last Team Standing, Team Objective).

The Good:

  • Intense, in your face combat. Multiplayer melee FPS games are few and far between, this scratches that itch in a big way.
  • The developers don’t hold back on violence. You can dismember people in a variety of ways. As weird as it sounds to say this, lopping someone's head off with a massive claymore is one of the most satisfying feelings ever.
  • Large collection of weapons to unlock for each class. 9 primary, 6-9 secondary, for each class, with little to no overlap.
  • Quality team based multiplayer; teams that work together have a significant advantage.
  • Huge potential if they decide to open this up to Steam Workshop, or a similarly active modding community.

The Bad:

  • The game is buggy. I’ll note just a few that have gotten my goat.
    • When you start the game, your key binding are messed up.
    • Random key bindings stop working in game, you have to go into your configuration and fix them each time this happens. This can really screw you when your parry key stop working mid-fight.
    • The server browser rarely works correctly. The occupancy levels are always inaccurate. Often times nothing will show up at all and you have to restart Steam in order to get it to show up again.
  • While all the weapons and maps are nice, I want more content, either in the form of modding, DLC, expansions, anything... give me more!!

All in all, should you play this?

  • Despite the bugs, this is an extremely fun game. I would highly recommend this to any fan of competitive multiplayer, particularly of the first person variety. Torn Banner has made a really cool combat system here, and I encourage you to give it a try!


Here's a little sample of some gameplay with myself and a friend of mine playing some Team Objective mode.


Review - Spec Ops: The Line


Game Name:    Spec Ops: The Line
Developer:    Yager Development
Publisher:    2K Games
Platform:     PC (reviewed), X360, PS3
Genre: 3rd Person, Shooter
Engine: Unreal Engine 3
Release Date: June 26, 2012


I ended up buying Spec Ops: The Line during a Steam sale this holiday season. I guess I was out of the loop when this released in June 2012, but thankfully it showed up on so many Game of the Year lists that it quickly became a must play for me (the Steam Winter Sale prices didn’t hurt either). Because I came upon this game a little late, it’s inevitable that my views are somewhat tainted by all of the hype that I heard, but I’ve done my best to make an objective evaluation.
To give you a brief overview of the story, you play as Captain Martin Walker, leading the elite Delta force squad (with a whopping size of... three) into the dust ridden depths of Dubai on a recon mission. You almost immediately make hostile contact with what seem to be American soldiers. This throws up a few red flags, obviously. So you delve down into the rabbit hole, on a journey to discover why these soldiers are shooting at you, and what the hell is going on in Dubai.


If you’ve never seen Dubai, go Google it and check out some images of the city and the insanely badass architecture of its skyscrapers. Now imagine instead of being surrounded by ocean, it’s engulfed in sand dunes. The first time you walk outside a building and see the city, the experience is genuinely jaw-dropping. Within this unique setting, the developers introduce a neat mechanic in the form of massive dust storms that you must trudge through and endure. The wind kicks in, the dust flies, it’s difficult to move around and even more difficult to see. These sequences are downright intense. A feeling of panic strikes, you squint your eyes to see the barely visible enemies, and you do whatever you can, as fast as you can, to extinguish them before making your way through the storm to shelter. The feeling of being truly swayed by these storms is a defining factor of the atmosphere of the game, and the developers did a great job with this.


Outside of these dust storms, you’re not going to see too much new as far as gameplay mechanics go. The gameplay is about as cookie cutter as it gets for a third person, cover based shooter. Moreover, the game doesn’t even fit the mold that well. The controls feel rather rigid. Jumping in and out of cover is sort of clumsy, and not as seemless as a game like Gears of War. It’s not horrible, but it could certainly use some polish.
Thankfully the formulaic mechanics are not the main focus of the game, they are simply the toolset used for conveying a creative and haunting narrative, riddled with atrocities and horrors that you will not soon forget. Because of this focus on such a dark story, I have to go out on a limb here and say that this game is not... fun. At least not in the traditional sense. This game is fun in the same way that a movie like Schindler’s List is entertaining. Schindler’s List is a spectacular film, but it’s not really enjoyable to watch. Spec Ops: The Line is very similar in this regard. It focuses less on innovative mechanics and gameplay, and more on immersing you in the atmosphere and the characters, forcing your character to make tough, “damned if you do, damned if you don’t” choices, all the while delivering a shockingly dark narrative.


It’s difficult to describe without spoiling anything, but as you traverse the path that leads you to the end of the game, things get increasingly hectic. The feeling of there being no way to turn back after what’s been done is conveyed very well via Walker’s rationale. You’ll hear conflicting arguments against Walker’s decisions throughout your journey from your vocal squad members, and honestly, they are pretty sound arguments most of the time.  The discussion and banter between squad members adds a lot of perspective to what’s happening. The dialogue isn’t the mindless, meathead banter you’ve come to expect from characters in these roles, instead it feels honest and genuine. This could have really ruined the game if it were bad, but thanks to great writing and voice acting, this aspect of the game shines.
As much as I’ve written about tough decisions in this review, you as a player don’t end up making most of these decisions. These are Walker’s decisions, and you are along for the ride. The focus is on storytelling, and this is by no means a bad thing, just don’t look for much replayability with the campaign because of the linear nature of the story. That being said, I will recommend that once you see that credits screen, do yourself a favor and check out the other endings, either on Youtube, or by replaying the last mission. Each ending delivers a different kind of blow to your mind and emotions.
With that, I’ll close this review with a firm recommendation to go play this game. While the gameplay is a bit lackluster, the story is among the most creative, interesting, and disturbing that I’ve encountered in a video game. On top of this, it’s not going to take up too much of your valuable gaming time, the campaign is only 5 or 6 hours long, and to put a little cherry on top, you can find this on sale through Steam or similar vendors for very a low price (<$10) on a regular basis.

Sunday, January 27, 2013

Quick Review - Darksiders


Game Name:    Darksiders
Developer:    Vigal Games
Publisher:    THQ
Platform:     PC/Steam (reviewed), X360, PS3
Genre: Hack-n-slash, Action, Adventure, Puzzle
Release Date: January 5, 2010

Short description: Third person, hack ‘n slash, puzzle, exploration, platformer where you play as War, one of the four horsemen of the apocalypse.

The Good:

  • Fun hack ‘n slash combat with lots of combos to play around with
  • Quality, Zelda-like puzzles to solve
  • Good amount of content, I spent close to 20 hours with this game, and I can see myself spending even longer
  • Inexpensive! The combination of THQ going bankrupt and this game being 3 years old makes for an excellent price.

The Bad:

  • Backtracking becomes extremely annoying and time consuming.
  • The secondary ranged weapons feel underpowered and more or less worthless in combat.
  • The additional weapons you get never feel like they measure up to the sword you start with. I always ended up going back to the sword.

All in all, should you play this?

  • Do you like puzzles? Do you like hack-n-slash? If you answered yes to both, play this game.



Wednesday, January 16, 2013

Quick Review - Sine Mora


Game Name:    Sine Mora
Developer:    Digital Reality
                                        Grasshopper Manufacture, Inc
Publisher:    Kalypso Media
Platform:     PC/Steam (reviewed), X360, PS3, PS Vita
Genre: 3rd Person, Action, Adventure, Stealth
Release Date: November 9, 2012


Short description: 2.5D bullet hell shoot em up which takes place in a diesel-punk setting with weird anthropomorphic characters.

The Good:
  • Highly polished visuals
  • No player health! Your success is dependent on the time you take to finish the level. Getting damaged by enemies takes time away, while killing enemies adds to your time.
  • Lots of bosses, and the boss designs are super unique and creative. 
  • Boss battles are EPIC! Taking one down is extremely satisfying.
  • Cool bullet mechanics that I haven't seen in shmups before (e.g. bullet swarms)
The Bad:
  • Absolutely no idea what is happening in the story (but who really plays shmups for story)
All in all, should you play this?
  • If you are a shmup fan, and aren't terribly concerned with a strong story, then you should absolutely play this!

Here's some boss fight videos!








Sunday, January 13, 2013

Review - Hitman: Absolution


Game Name:    Hitman: Absolution
Developer:    IO Interactive
Publisher:    Square Enix
Platform:     PC (reviewed), X360, PS3
Genre: 3rd Person, Action, Adventure, Stealth
Engine: Glacier 2
Release Date: November 20, 2012

I've never been a fan of the meta game of stealth titles. Sitting in the dark, watching an NPC path back and forth until you’ve memorized enough to make your way through the level, usually with an immense amount of loading and retrying. Not really my thing. Despite my distaste for these factors, and the fact that Hitman: Absolution (H:A) incorporates most of them into its gameplay, I ended up enjoying the game a surprising amount.
As you’ve probably noticed from the trailers, or any gameplay videos you’ve seen, this game is visually spectacular. The new Glacier 2 engine IO Interactive (IOI) has created is stunning. The character models look and move great, everything is very fluid. Up until recently (see L.A. Noire or Dishonored), facial expressions, and faces in general, have been fairly poorly rendered in video games, but IOI pulls it off with ease in this release. Even though I didn’t particularly care about the characters in H:A, they were able to relay real emotion through their facial expressions and voices. I’m happy to see games moving to better facial expression rendering as I think its a huge factor in becoming immersed in a story and its characters.
One of the things that got a lot of attention with the Glacier 2 engine was the crowd dynamics, and they are definitely impressive. Everything is rendered smoothly; moving through crowds and blending into them to hide is genuinely satisfying. The crowds feel organic and alive, something you can interact with in a very real way. This is a feeling that I haven’t felt from a game before. Assassin’s Creed 3’s AnvilNext engine boasts similar technical stats as far as crowd rendering goes, and may be the only other title that can compete with H:A in this respect.

Agent 47 is one with the crowd.

You’re not going to come across too much that you haven’t seen in previous Hitman games as far as gameplay goes in H:A, and that’s not really a bad thing. The stealthiness of the game is focused on changing disguises (and there are LOTS of amusing disguises to play around with), hiding in closets or containers, silently killing off your targets, and then hiding the bodies in conveniently placed containers. They’ve also introduced something called Instinct. You can activate instinct to see points of interest around the level, the outline of NPCs through walls, the paths of NPCs via small flame paths, and it also grants you the ability to blend in to your surroundings. The amount of instinct you can use, and the rate at which you gain and deplete it, depends on the which of the five difficulties you’re playing on. For the most part, instinct is good, it opens up some new avenues to pursue your objectives, though you do feel like you’re sort of cheating when you use it, or at least I did.

This gives you an idea of what instinct shows you.

Controls wise, everything is tight; the transition between running, walking, and sneaking is seamless and very intuitive using a controller (can’t speak for keyboard/mouse as I didn’t use these). The one gripe I have has to do with button mapping, and many recent games have done this poorly. All interaction with objects (moving into a hiding place, hiding bodies, picking up objects, picking up weapons) are mapped to the same button! This made me rage quite a bit when I was just about to make it into the hiding spot before the NPC rounds the corner and sees me, and whadya know, there’s a weapon next to the hiding spot, so obviously, I want to swap this with my current weapon, right?! This was infuriating, much in the same way that Mass Effect 3 was when you were trying to hide behind cover, but instead you jumped over it, because all of those actions were mapped to a single button. This is a general complaint for all games that do this, but anyone interested in this game should know that this will come up. It by no means ruins the game, but be ready to encounter some frustration as you deal with it.
Another thing that ended up consistently pulling me out of, what would have otherwise been, a completely enjoyable gaming experience was the constant reminder of how below average my performance was. I’m bad. I know that. But does it really need to be rubbed in my face? The game allocates points for essentially every single interactive action in the game that you can perform. And the points can be negative! There’s nothing worse than starting a mission, making your way to your objective, and looking up to a -2530 score. Or later in the level, you’ve gotten a nice positive score cushion, shit hits the fan and you end up having to clear a room of guys in a non-stealthy manner, and you’re suddenly at negative six thousand. Sure, you might make enough points later to end positive, but seeing that giant negative number at the top of the screen, at least for me, was unacceptable. I therefore had to retry... and retry... and retry until I got that perfect, non-negative score. I think this is one reason I liked Dishonored so much. Get noticed, take out a couple guys if need be, and then back into hiding, and you didn’t feel like you had to restart the level. Though it was possible to recover sometimes in this way in H:A, it was a lengthy process, and you always had that glaring negative score to look at along the way.

Negative scores FTL!

The scoring wasn’t all bad though. It ties in with all of the content in the game, and there’s a ton: disguises,  weapons, objects, hiding spots, challenges, contracts, play styles. These are all things you can find or unlock for better scores and achievements. This gives the player a good amount of replayability, and also provides a nice metric for the multiplayer Contracts mode.
Once you get past the scoring bit, which may not even bother you, the plentiful content and wide array of environments you play through make for a fun gaming experience. You see a different site in each of the whopping twenty levels in the single player campaign and get to play around with new ways of eliminating your target. Like previous Hitman games, you are somewhat limited in the methods of taking out your single targets, having maybe 2 or 3 semi-scripted ways to take out a target. This can make things feel a bit linear, but for the most part you feel like you have enough options to make the experience your own. When you start getting into the multi-target missions, the permutations can make for some pretty interesting decisions to make on how to carry out your hit.
I’m not going to go into the story as I don’t want to spoil anything for those that are truly interested. But for the most part, I found the story pretty... meh. It’s not bad, it’s just not all that good. That aside, the voice acting and dialogue are well done, better than in most games. Overall, the sound, in general, is fine. Nothing super special, but certainly not bad. There are expected auditory (as well as visual) signals when you’re spotted, or about to be spotted, and the music fades in and out at the expected, opportune moments.
So there you have it folks! Hitman: Absolution. Overall, a fun stealth based game, that even non-stealth gamers like myself can get into. It’s chock full of content to see, and the five difficulties and wide array of collectables and achievements will leave anyone worried about replayability with nothing to really worry about. It has its shortcomings, and its annoyances, especially for a nit-picky pessimist like myself, but all things considered, IO Interactive has delivered a beautiful, polished, fun to play addition to the Hitman series.

Saturday, January 5, 2013

Projects Update!

Hi everyone,

Just wanted to inform you that I've added a Projects page to the site, outlining the current projects that I'm working on, and past projects that you're free to play around with.

Projects Page

The most exciting thing you'll find here is a link to the Alpha build of a text based game I've been working on as of late called Must Survive. The tutorial Episode 0: Elevated is available to play now in alpha form. I highly encourage anyone with a Mac or Linux box to give this a try, I'm anxious to hear what people have to say, bad or good.

I also outline a couple of other projects that I'm not actively working on, but I've spent a lot of time on in the past.


  • MagicStats
  • ThompRPG
As updates are released, and new content is added, I will post here to notify people, but I will keep the project page links up to date with the latest versions, patch notes, etc.