Monday, July 28, 2014

The Last of Us Grounded Mode Review

            You might remember from my TLOU review that I thought survivor mode could be exploited to make it not so hard. Imagine my surprise and delight when shortly thereafter a new harder mode was announced as DLC.
            In Grounded Mode, The Last of Us has the hard mode it always needed. There is no HUD, so you don't know how much health you have. You also don't have an onscreen indicator for details about your weapons. So you don't know how many hits are left on your melee weapons, what's going on with your shanks, and most importantly, you don't know about your ammo situation. When you switch weapons, you can see how many bullets you have on the inventory screen, but from there you are counting in your head how many shots you have. And of course there is no listen mode.
            Other than that, enemies seem to try to move, hide, and flank you more often. And the checkpoints are sometimes very far apart. I've played certain longer battles for close to a half-hour without an autosave to help me out. And the final scenario in the game has no checkpoint, which is crazy.
            Everything is a tad harder in grounded mode. Runners are almost worse than clickers as they can take you out in an instant if they run up and tackle you and you don't interrupt their animations with bullets or melee attacks. The crazy amount of ammo drops you can generate in survivor mode have been toned down. You can still get ammo by killing enemies when you are low on ammo, especially when you use your last bullet. But it isn't as pronounced as in survivor mode. You will leave some encounters with little to no ammo. The game's loot drop AI makes sure to give you just barely enough supplies to scrape through the current segment without coddling you like it does in survivor mode. And Ellie never gives you anything! Well done.
            Enemies are so deadly in Grounded Mode that you often need to methodically take them all out before trying to get through an area (although there are still a few encounters you can totally bypass by some sneaky sneaking, especially if you throw in a couple of stealth kills or distractions). If you're anything like me, you'll have to adopt some new tactics to get through this mode. In wide open areas, I often had to run from runners and then turn to fire on them since they are so deadly. I also used bricks by the dozens. Throwing them at peoples' heads is essential to survival to the point where if I were Joel I would empty out that backpack and fill it with a dozen bricks. Bricking someone, taking them hostage, and then shooting their friends before killing them is something you do in Hard and Survivor Mode, but you'll be doing it constantly in Grounded. Or just getting someone alone and bricking them when they spot you. Getting the angle on people and sniping them out of nowhere to reduce the amount of dude's you have to face is also very useful. Using the bow to stealth kill from a distance is also more important than ever. Lots of fun to be had and new things to try. And I got through the game's infamously hard (in my book) final encounter by using a “stealth flamethrower” technique, something I never would have thought of it I didn't run out of options. You gotta experiment.
            My disappointment in Survivor mode is now forgotten, replaced by the absolute blast I had with Grounded Mode. I sort of wish I never played Survivor, but I did learn a lot of tactics that applied  very well to Grounded Mode. Learning the hard way in Grounded Mode might have been too much. But maybe not. 16+ hours of too easy Survivor mode is a lot...
            I had some weird trophy things happen on this playthrough. I got a bunch of the trophies for collectibles near the end of the game despite not getting them all in this playthrough. I had a few conversations and jokes not trigger for me this time around when they were supposed to, so I didn't get those trophies. But then when I went back on level select and triggered the jokes I missed, still no trophy. Oh well... I doubt I will re-play the game, so I'm not going to get all the trophies anyway. I still haven't gotten any of the new game + trophies since I'm not into new game + for TLOU (see review).
            Grounded Mode is great. It's a near perfect balance of really hard but doable. A few segments took me many tries to get through (like 20 tries...), making my total playtime a lot longer than my first playthrough. But TLOU's mechanics are so great and shine so well at this level that it was a great experience. I definitely recommend putting a few months between your first TLOU experience and this one, especially if you played the game more than once. Forgetting a bit about the story is key to enjoying it again. This time around I really enjoyed the beginning of the game story-wise, which is odd since I disliked the beginning a lot during my first 2 playthroughs. Tess is a great character and I got some more insight on her this time around. And re-playing again was the perfect warm-up for Left Behind, which I will be playing soon. And I will most definitely be playing it on Grounded Mode. It's a great game, Tier 2.





Thursday, July 10, 2014

Dark Void Review

     A review of Dark Void that I recently watched had quite a few negative things to say about the game. I would call it a mediocre to poor review. But all I could think while I was watching it was that the game looked amazing. I love the feeling of disagreeing with a reviewer, of seeing the good in something that others don't like. Sometimes these situations don't pan out, and the reviewer is totally correct. In the case of Dark Void though, my first impression of the game was right. It is awesome. 
     Dark Void is a 3rd person shooter with some unique elements. The main one is that for the majority of the game you have a fully functional, unlimited-use jet pack and are set looses in massive levels to fight however you want. Amazingly, this angle is pretty fully realized. Many levels are GIGANTIC, requiring you to dogfight your way between key locations. My favorite level has you flying between multiple gigantic flying bases while dog-fighting in a gorgeous waterfall valley. You must raid the bases on foot and then use a combination of on-foot and jetpack movement to navigate massive shafts inside the bases to get to your targets. There are quite a few levels with this kind of great mix of dog-fighting, on-foot combat, and something in between. The fact that you can take off at great speed and fly around freely at any time is great. It's a sense of freedom that I have only felt in a small handful of games. The levels do have limits; flying too far away from the action results in your character turning around automatically. But, within reason, you really can fly up to and walk around on almost anything you can see. This leads to some great moments of exploration and some interesting combat tactics, such as finding sniper nests, or flanking enemy cover by positioning yourself above or behind them.
     The controls for the on-foot sections are the standard cover-based 3PS scheme. The left stick moves you and the right stick aims. Clicking L3 makes you run. The right stick controls where you look. X is jump. Pressing X while in the air lets you boost around at slow speeds with the jetpack for a limited time, after which you will slowly hover back down to earth. Pressing O while hovering cuts the engines. O is melee while you are on your feet (which is extremely powerful, btw. Like, much more powerful than almost every weapon, which is kinda weird). Square snaps you to cover and allows you to do cover-based maneuvers on a contextual basis, such as vaulting over cover or quickly switching over to other nearby cover. Holding L1 makes you take more careful aim, but slows you down to a slow walk. R1 fires your weapon. R2 is manual reload, and L2 makes you throw a grenade wherever you are aiming. I like this grenade throwing system, mainly because it avoids the thing that's present in most shooters where you can throw a grenade with pinpoint accuracy while totally behind cover. In Dark Void you have a lot of control over where the grenade goes, but you have to aim with your normal reticle, so you have to pop out of cover. Pressing any d-pad button will switch you to your other weapon (you can only hold 2 at a time).
     Pressing triangle twice (or once if you are already in the air by jumping or falling) makes you take off with your jetpack. You move at very high speed while flying, so hitting anything is bad and will probably kill you. You may need to work on your take-offs a bit, as I died by crashing into the ground or a nearby object several times immediately after taking off. But after awhile you will be taking off an landing like a pro. You land by pressing X, which snaps you back to hover mode. While flying, you control your movement with the left stick, but the y-axis is now inverted, so you control like a plane (you can change this in the options, but it works well and has a nice feel to it, so I'd encourage you to leave it that way). The right stick controls your rotation, which are far as I can tell is not too useful, but fun to mess around with. Holding triangle makes you fly faster using limited after-burners. While flying, you can't move your reticle around without moving your body, you can only fire straight ahead. R1 fires your twin machine guns. L1 fires your secondary weapon (which is mainly used when you are flying an aircraft, more on that in a second). Holding R2 makes the camera freely movable using the right stick. The d-pad buttons snap the camera to make it look to your left or right or behind you if you hold them down. And holding L2, the most useful of the camera options, makes you look at the nearest enemy without altering your course. Using L2, you can set up some great maneuvers during dog fights with enemy air craft. You might see that they are coming up fast on you and slow yourself down to get them in your reticle. Or you might see that they are above or below you, or to the side, and set yourself up to swing around and get them in your sights. I've had the experience in several games of trying to swing around and get targets in my sights in a 3d space, but oftentimes it doesn't work. In Dark Void, it somehow does work. It just feels right to see where the enemy is and then maneuver them into your sights, making it feel like you are in a real dog fight.
     The controls for barrel rolls and spins and swoops are all controlled by clicking R3 and then moving the analog sticks. Moving them right or left makes you barrel roll, and moving them down or up makes you turn around by either losing or gaining altitude. Moving one up and one down makes you turn around in place in a way only a jet-pack can. All of these maneuvers take up your boost meter, which also drains if you hold triangle to increase your speed. The meter is pretty big and recharges quickly if you stop using it, but if you do run out of boost and try to execute a maneuver, you'll go into an out of control stall.
   Finally, O lets you hijack enemy aircraft if you get close enough to them. You land on them and then resolve a quick-time event that prompts you with button presses. It's quite the spectacle to see you land on an enemey craft, dodge it's guns, force its cockpit open, and wrestle the pilot. If you are successful, you hop into the craft and seemlessly take control of it. These enemy craft (as well as the friendly craft you can land on and take over) control very similarly to the jetpack, but they manuever slightly differently and they have a compliment of high-powered missiles. These missiles have an interesting lock-on mechanic. It seems like if you fire them when an enemy is directly in your reticle (indicated by it turning red), the missile will lock on and follow them. I like this as you don't just automatically lock on, you have to work at it. If the craft gets damaged or you just want to leave, you can jump out by pressing O twice.
     Dark Void's on foot sections are pretty fun. They would be pretty standard if it weren't for the jet-packing you can do to get around the many vertical levels they often have. The enemies are also quite the bullet sponges, which gives the game a nicely different feel than the usual 1 head-shot and you're done play of other shooters. The weapons all also have a nice feel and look to them. There aren't a ton of weapons, but they are all pretty unique. There's an awesome disintegrator that actually disintegrates enemies. There's a cool sniper rifle that always zooms a medium amount when you aim with it and is semi-automatic. This along with its larger than usual clip gives it a different feel than the sniper rifles present in other shooters. These guns also have great upgrades that make them do even more unique stuff, like giving you explosive rounds, or making enemies explode when they die. You get these upgrades by spending points you get for killing enemies. You'll only be able to afford a few upgrades during a game; just enough to upgrade a handful of your favorites. I liked this because when I re-played the game on hard mode, I upgraded the other weapons and had a different experience. There are a few other unique guns as well that do cool stuff. I'll let you see them for yourself.
     There is also this thing called vertical combat where you either jump down to lower platforms or use your jet-pack to rocket between platforms by pressing square when you are lined up, all while taking cover underneath and on top of said platforms as enemies shoot at you. This is really fun as the camera shifts behind you and enemies fall toward you if they are above you or away from you if they are below you. Melee is really cool during these segments as you can throw enemies off of the platforms. Watching enemies fall past you as you shoot them, and watching the inhuman way the robotic enemies flip around the platforms and grip them to get a good angle on you is very entertaining. It's also quite the mind melter to switch between the normal camera and this camera view. It's just another way the jet-pack and the level verticality are fully realized.
     The jet-pack dog-fighting sequences are a lot of fun. It can take some effort to take down enemy fighters, especially if you don't upgrade your jet-pack's weapons. High-jacking a UFO is often a good idea so you can get access to it's missiles. The QTE for high-jacking UFO's is fun and stays fun, but I kind of wish it either was a bit shorter or required a few extra button presses. As it stands, there are certain parts of the QTE where you have to wait for a few seconds, which kind of interrupts the flow of the battle. Still, they are great to look at. Switching between flying your jet-pack, hijacking UFO's, piloting friendly fighters, landing on foot, and having the option to control stationary AA guns in some stages keeps the flying segments fun and interesting.
    The game's visual design is really great. The robotic enemies and their tech are especially impressive. They are sort of like Terminator skeleton robots, but a bit bulkier. They have a great metallic look to them. There are a few organic creatures and enemies that are really well designed as well, including some downright scary lizard-like creatures that spookily slither toward you and some characters with surreal, ever-flowing appendages. The aircraft also look great, from the retro-high-tech look of your allies' planes to the incredible gyroscopic cockpits on the enemy flying saucers. There are a lot of great details and moving parts on all these different characters and items. Very impressive stuff.
    Now for the bad parts. The story is awful. Actually, the story is fine (it's about the Bermuda Triangle, the famous people who have been sucked into it, and the other world that lies below it and the race of beings trying to break through that world to earth). It's the writing and cutscenes that are bad. The story scenes are completely nonsensical, and you leave nearly every one thinking to yourself, “I have no idea what just happened, and I don't care.” Because of the bad writing, the journals you can pick up as collectibles feel like a chore. They are really boring and pointless, so it takes the fun out of collecting them. It's a shame since the basic idea of the story and the character and mechanical design is so inspired. The voice acting isn't half bad either. Fortunately you can get through the game without caring about the story too much, so it doesn't weigh the experience down all that bad.
     There are also a few bad choices in the overall game design. Recharging health makes absolutely no sense, so it really shouldn't be included. It's also kind of hard to know how damaged you are as the screen just blurs a little when your health is low. It plays pretty well with its re-charging health system, but you can waltz through a lot of battles without much overall strategy for the level as you only have to survive to get back to full health before the next conflict. There's also some weird pacing, with a few super-long levels followed by a 5 minute level, things like that. I also noticed that auto-save doesn't really work like the game explains it to you. It tells you that whenever you see a certain symbol on-screen, the game is auto-saving, but it really only saves your progress at certain checkpoints. The game also forces you into new game + mode once you beat it, so in order to play hard mode without my weapons' power already jacked through the roof I had to delete my save game data. The Last of Us and this game really don't get the point of new game +. I want to play hard mode for a challenge, not have it be the same difficulty because I'm starting with uber-guns! Not a big deal though, just delete your save.
     The final bad part is that there is a bad, bad trophy glitch. I've read that many of the game's trophies are glitched and won't pop, but the one I couldn't pop (and many, many others have had problems with it) is the most time consuming trophy that you get for upgrading all of your weapons. It doesn't pop for a lot of people and the only solution the internet offers is to replay the game and farm a lot after deleting your save, a solution which takes about 5 hours. I'm not doing that. No platinum for me. This is a big slap in the face from the developer, especially since I put a lot of work into the platinum only to have the game fail it for me. I'm just hoping that when I get the DLC and the accompanying patch it will magically pop, but I doubt that will happen.
     I know these flaws sound bad, but Dark Void is a really, really fun game. Only a handful of games deliver on the promise of a sense of open freedom. Dark Void's massive levels deliver big time on this concept, maybe more than any game I've ever played. The cherry on top is the great visual design. These two great strengths far outweigh the garbage writing and the other quirky flaws. They push Dark Void up to a Great Game, tier 2.


Wednesday, July 9, 2014

Walking Dead Season 2 Episode 3: In Harm's Way Spoiler Post!

Spoiler Warning! You have been warned that spoilers are ahead!



 Here are my choices (at least the ones I can remember, since I can't actually review “My Choices” (see review!):

At the beginning, I just stared at Carver, causing him to slap me (this was the first episode where I remained silent several times on purpose because I thought it was what Clem would do).
I tried to get Kenny to calm down and not try to escape when we were riding in the truck.
I think I said that it was my fault that Sarah was talking, but she still got slapped by her Dad (who died later!)
I helped Sarah with her work. Then I told Carver that she didn't understand (man, she is dumb, talking while Carver is talking and then not working!) but he still killed that guy who was watching us.
I said we should do both escape plans at the same time.
I tried to help Kenny and got a rifle butt to the face.
I didn't watch Kenny kill Carver. I wanted to just shoot him and get it over with, but Kenny is going crazy!
I chopped Sarita's arm off. Then when she screamed, I thought that I should have considered that she would scream and attract more zombies. Maybe I shouldn't have helped her and just chopped the Zombie, then cut her arm off later. But then she might not have survived the bite. That thing was going to town on her arm!

The big questions for me are the fates of Sarita and Sarah. Based on the preview, it seems that Sarah is still alive but has run off. It's a big ? For Sarita though. Kenny is looking awesome with his eye-patch. Wonder what he'll look like without it. And is Clementine going to run away with Jane? It doesn't seem like a bad idea. I think the next episode is coming out this month, so we might find out soon!

Also, that's Tavia from 400 Days, and this is the community she was recruiting people into. That is very upsetting. And Vince is there! And guess what? Vince didn't go to the community at the end of my 400 Days playthrough! This thing needs to load my choices better!





Walking Dead Season 2 Episode 3: In Harm's Way Review

      We're in the middle of Season 2 of The Walking Dead. Maybe that's why this episode was a little slower paced than usual. Not that being slow paced is bad in itself. Something just seemed a little off this time around, at least for the first hour or so of the game. Don't worry, this is still a great episode with a lot of developments and interesting choices, and quite a few interesting new characters that I enjoyed a lot. I also want to point out that playing 400 Days, while not at all required for enjoyment, is really starting to add some significant meaning to what is going on now if you have played it. Although part of what happens in this episode does not match up with my results from 400 Days. That's just a preview of my ranting about these games loading saves right that is coming up.
     So how did it run this time around? Pretty good, in general. The load times are still disturbingly long in places, and almost every scene started with a weird framerate glitch that made it look like you just fast forwarded into the scene, but beyond that it ran pretty well. I did have another big problem though...
     At the end of the episode, the “My Choices” screen came up blank for me. And now when I select “My Choices” from the main menu, there is no entry for episode 3. Looking at my choices and the statistics of what percentage of players did the same thing you did is one of my favorite things about The Walking Dead. It's fascinating to see how sometimes the majority of players agree with you on a hard decision, but disagree with you on something you thought was pretty obvious. I'm feeling a lack of closure on the episode without this review at the end. Very disappointing. I'm also terrified that my choices aren't going to load right into episode 4, especially since season 1's decision didn't properly import for me into season 2, as I talked about in my posts about Episode 1 and earlier in this post. These failures are more than a petty glitch; they're more like a failure of the game to operate. I can only hope that my choices are buried somewhere in the saved data and will load into episode 4.
     Because of this problem and because the beginning of the episode felt a little off, this is the first Walking Dead episode I'm giving a score of Great Game, Tier 3. It's still amazing and a great experience with some real interesting stuff, but this time around, the story wasn't so absorbing that it pulled my mind away from the technical flaws, especially since the main technical flaw this time around was story-related. Still, I love The Walking Dead and can't wait for what is next, and I really enjoyed this episode too! Check out my spoiler post for my choices!



Tuesday, July 8, 2014

DS Bucket List

Here's my DS bucket list, in order of interest! It includes GBA titles!
                                          
Orcs and elves – fps turn based fantasy – very cool
Adventure time – cool platformer
The Dark Spire
Scurge: Hive – action game, looks great
Ninjatown – td with cool design
Denki blocks! -GBA version is good
Capcom classics mini mix – has bionic commando nes version, the one I want to try
Powder – free roguelike
Mega Man Battle Network – GBA
Wario Land 4 – looks really good
Wario Ware gba and ds – twisted looks great
Drill Dozer gba – platformer – cool
Fist of Mars - just put it on the list already
Contra 4
Giana sisters ds – mario clone
Picross 3d – crazy 3d picross
Astro boy gba – yes
Kirby – canvas curse – draw lines to guid kirby
Lost magic – draw spells – rts elements
Air Traffic Chaos – cool puzzley simulator
Barnyard Blast swine of the night – cool funny story, boring gameplay
Chibi Robo – looks fun
Children of Mana – action rpg – straightforward
Chu Chu Rocket – cool puzzle – like idiot squad
Ninja 5-0 gba – looks cool
Mario vs. Donkey Kong gba – puzzle platformer – looks ok
Super Dodge Ball gba – looks fun as requires reaction time
Super Collapse 3 – simple but frantic puzzle game
Klonoa – if I like PS1
Shining soul 2 looks cool. Maybe try 1 also... doesn't look as good
Larry boy – looks good
Gremlins – cool platformer
Ripping friends – supposed to be bad, but ripping friends are great
River city ransom ex – good version
Sabre wulf – rare platformer – get treasure, then run from wolf
Dementium 1 only – 60 frames fps
Draglade – 2d brawler, looks ok but generic
Mr. Driller drill spirits – if I want more after playing psone version on ps3