Posts tagged #playstation

No "Top 5" for 2014?

So last year I wrote an article in which I listed my top 5 games of 2013. Unfortunately, mind-blowing games for me this year were kind of lacking. Sure, there were good games, but nothing that took my world by storm. If one were to ask me what my favorite games are right now, I’d probably say Dragon Age: Inquisition and Super Mario 3D World, but that would be biased towards what I’m actually in the middle of playing at the moment.

So what to do, then? Why not talk about what I’m currently bouncing back and forth between? As of right now, I’m probably actively playing more games at once than I ever have in my entire life.

Find out what I’m playing after the jump!



Bouncing back and forth between games is something that I don’t necessarily recommend. Lots of times, doing so will make you not really appreciate something to its fullest - something I’m hoping doesn’t happen to me. Luckily, a few of the games I’m bouncing between are ones I’ve played a gazillion times before.

With the recent addition of the iPad Air to my tech collection, I’ve gained yet another platform with which to play games. It just so happens that nearly every old-school Final Fantasy title in existence is available for Apple and Android devices, so I’ve been playing some of those. In my rotating queue are Final Fantasy IV: The After Years (a 3D remake of the 2D original), Final Fantasy V, Final Fantasy VI, and the new(er) Final Fantasy Dimensions. Truthfully, I’ve spent most of my handheld/mobile time playing Final Fantasy VI, but how could I not? Like Chrono Trigger, it’s one of those classic RPGs that, once you start playing, you just can’t put it down!

Another mobile time killer that I’ve been really digging on is Angry Birds: Transformers. I’m a huge Transformers fan, and I really like Angry Birds, so the combination of the two franchises really appeals to me. The gameplay for AB:TF is quite a bit different from the traditional AB games, but it’s an absolute blast. I just really wish the game didn’t try to goad you into buying crystals (with real-world money) to keep you constantly playing. Instead, you’re forced into long periods of upgrading your Transformers that keeps you from playing the game for long stretches if you don’t want to let go of your money. Personally, when it comes to a game like that, micro-transactions are right out, so I have to sit and wait a lot with that game… But I usually just switch to FFVI instead!

On the PC front, you’d think I’d be playing a lot of games on my Mac, right? In case you didn’t read my last “Lack of Apple Hate” article, you should know that that isn’t happening at all. I found out very quickly how much the MacBook Pro is NOT good for gaming. That being said, I’ve still got my ASUS laptop, and I’ve been enjoying several recent purchases on it. The Vanishing of Ethan Carter, The Sims 4, Final Fantasy XIII (again), and Final Fantasy XIII-2 are all finding their respective ways in and out of my eyeballs. A recent time card for Final Fantasy XIV will probably have me returning to that game soon, as well.

As I mentioned above, I’ve been playing Dragon Age and Mario 3D World on the consoles. I got them both for Christmas (along with the PS4 version of GTAV), and both are great games. Dragon Age is a little overwhelming in terms of content, and 3D World is shaping up to be - in my opinion - one of the best 3D Mario games yet.

There are also a few games I need to get back to on consoles. Games such as Alien: Isolation (though I still don’t know if I’ll actually go back to that one or not), Shadow of Mordor, Assassin’s Creed: Unity, etc. There is also one game on the 3DS that I really want to get back to: Bravely Default. It’s pure, old-school RPG goodness!

I’m really looking forward to doing reviews on all of these games in the future, but as you know, I like to finish the games before I do. I’m thinking, however, that I might have to change that rule a little bit going forward. As rapidly as my game collection increases, I’ll never be able to finish games in a timely manner for review purposes. So what I’m planning on doing is writing more “Thoughts” articles. With that format, I can at least let everybody know what I’m thinking about a particular game at the moment, and if I have time for a full review later on, I’ll put that out there.

So 2014 may not have blown me away with its release lineup (yet), but I’m playing more games at once than I ever have. 2015, on the other hand, will see some releases that I’m hugely excited for: The Witcher 3, Mortal Kombat X, Final Fantasy XV (maybe… probably not. I’ll believe it when I see it), and more! So there are at least three candidates for my top 5 next year!

Here’s to hoping that everyone had a great Christmas! We’ll see you in 2015!

-Josh


By the way, if I were really forced to pick a Game of the Year for 2014 right now, I’d probably pick The Vanishing of Ethan Carter. So there ya go.

Assassin's Creed IV: Black Flag (Review)


Platforms: PS4, PS3, Xbox 360, Xbox One, Wii U, PC

Another year… another Assassin’s Creed. Is that a good or bad thing? Find out after the jump!
**WARNING!! There may or may not be spoilers for the game contained in the review. Do not read if you don’t want to have anything revealed too early!**







I’ve finally gotten around to finishing Assassin’s Creed IV on PS4. The review may seem late, but I really don’t like to review games that I haven’t finished. Some sites do that, but The Inner Dorkdom likes to give a bit more time for games to gestate, rather than throw up a review for the sake of having it available during the game’s release window.

In fact, here’s my process for writing a review:

1. (Obviously) Play the game.
2. Start writing the graphics, sound, and gameplay/control sections, as the game doesn’t have to be completely finished in order to get a handle on these.
3. Finish the game.
4. Write the story section and final thoughts.
5. Publish the review.

In order to review Assassin’s Creed IV fairly, I have to come at it from two different angles. On the one hand, I have to review it as someone who reviews videogames on this website. On the other hand, I have to review it as someone who is a massive fan of the Assassin’s Creed franchise. For the most part, I’m pretty torn about what I think of the series’ latest entry. From a game standpoint, well… it’s got a lot of problems. From a fan’s perspective… I’ll just save it for the breakdown.

Breakdown -

Like every AC game, historical figures make appearances.
Anne Bonny is pictured here with main character, Edward Kenway.
Story:  6/10
Like most games, the story and mythology behind Assassin’s Creed have always been the main things I enjoyed the most about the series. I love how Ubisoft has been able to dig themselves out of seemingly impossible situations when they run into the brick walls that they create during nearly every game. I’m not being sarcastic here. I honestly think they’ve handled the series well in terms of story.
…Until AC4.
At first, I thought that the pirate themed story was going to be hugely epic, and for a while it was. After the first 10 hours or so, however, things started to become extremely boring and just plain ol’ uninteresting. I enjoyed the character of Edward Kenway (a lot more so than Connor of AC3) and hope a few more games are released to flesh his character out, but the other characters (mainly the villains) were sort of flat. None of them really grabbed my attention.
Questions that were raised in AC3 were very quietly answered, but never really talked about all that much – particularly the cliffhanger we were all left on for a year. Do we find out what happened to Desmond Miles? Yes, but it’s a pretty brief explanation. Do we find out what’s going on with Juno? Kind of, but it’s more like we find out what’s NOT going on with Juno, due to a very not-so-cleverly-devised way of continuing the series and setting up future sequels.

(SPOILERS!!!)
My biggest complaint with AC4’s story was the fact that it’s only “kind of” an Assassin’s Creed story. The main character isn’t even an assassin for about 95% of the game. Maybe I missed something while playing, but I don’t think that Edward Kenway actually EVER became an assassin during the story. One could tell that he was on his way to doing so. For about half of the game, I thought this was an interesting angle, but (again, unless I missed something) his joining of the order is never actually shown. And from the epilogue in the middle of the game’s ending credits, we’re still given no clear indication that he “took the oath.” We know from Oliver Bowden’s novel, “Assassin’s Creed: Forsaken,” that Edward was an assassin and adhered to the creed, but are the novels considered canon? In this case, and for the sake of AC4’s story, I certainly hope so.
(END SPOILERS!!)

In summation, I felt that the story of Assassin’s Creed IV was just really lazy and was only somewhat of an afterthought when Ubisoft decided to make a game with a primary focus of ship-based combat (more on that in a bit). It really didn’t have the “umph” that previous games have had, and seemed more like a side game that was only somewhat related to the series.

(Just as a side note: When I finished the game, I actually said, “What the crap? That’s it?!” The game kind of ends without warning and doesn’t really build towards an ending.)

Visuals: 8.5/10
I have to pretty much score this one in the same way I did for Assassin’s Creed III, since it looks as though it uses the same engine.  The thing that perhaps stands out a bit more for ACIV as opposed to III (and what gives it an extra ‘.5’ edge) is the beautifully rendered Caribbean setting. It’s much better looking and immersive than the colonial setting of the previous game. Though the scenery is prettier to look at, the character models in-game are a bit stiff looking – at least for the NPCs. At times, the NPCs look as though they were pulled straight from a PS2 or original Xbox game. I’m really interested to see what an Assassin’s Creed title will look like next year, when Ubisoft develops one (hopefully) specifically for next-gen hardware.

Sound: 7/10
The sound design is great, effects-wise. Gulls and other birds, ocean waves, and cannon fire all sound extremely authentic. The voice acting is pretty good, too. Unfortunately, the area in which ACIV’s sound lacks is the music. Personally, I thought that Lorne Balfe’s score for ACIII was excellent, as was Winifred Phillips’ score for AC: Liberation. It’s a shame that Brian Tyler couldn’t capture the same magic. The score is not bad by any stretch; I just thought the themes in ACIII and Liberation were much better and more memorable. I’m really surprised that, with as much critical acclaim as she received for her soundtrack to Liberation, Ubisoft didn’t give the scoring duties to Phillips. I’d really like to see what she would do with a main, numbered title.

Way too much of this....
Gameplay: 6.5/10
Black Flag goes back to the exploratory greatness of ACII-Revelations and brings back an almost overwhelming sense of things to do in the Caribbean world they created. From assassination contracts to finding buried treasure, almost everything you could think of to do in a pirate game is here.
That being said, I don’t like ship combat. To me, it feels extremely clunky and I found myself absolutely hating anytime a ship-related sequence would start. The ship combat was something that was praised (for some reason) in ACIII, so naturally, Ubisoft had to implement it into the newest iteration (plus, the fact that this is a pirate game, ship combat and travel makes since). I didn’t like it



...not nearly enough of this for my tastes.
then and I don’t like it now.  I also don’t like that so much emphasis is put into Edward’s ship, the Jackdaw. Having to constantly upgrade your ship, as well as your character, just seemed like a bit much. But I have to admit, disabling an enemy ship, boarding it, taking out its crew and looting its cargo are very fun and rewarding experiences.


Control: 4.5/10
I already mentioned the ship combat, but what about control of Edward himself? Remember in my ACIII review when I talked about Connor running up walls or jumping off things I didn’t want him to? Yeah, that hasn’t been changed. In fact, it seems like it’s worse. There is a chase scene about midway through the game that frustrated me to no end with how many times I had to do it just to get it right. The scene wouldn’t have been all that difficult if the controls were better, but the game forces you to do everything perfectly in order to succeed. I really hope the developers go back to the original “puppet-style” controls from pre-ACIII for the next game, or that they at least try and tighten up some of the controls.

I’m a fan of the Assassin’s Creed franchise, so of course I liked ACIV. I’ll continue buying new entries in the franchise for many years to come. I mainly just felt that there was “too much pirate in my assassin game.” For new players, though, a lot of the game’s flaws might end up being a huge turnoff. That’s actually what I remember thinking while playing: “Man, if I’d never played an AC game before, I’d probably hate this one.”

So is it worth $60? Personally, I don’t think so. I’d say that around $30-$40 is a bit more reasonable, given the quality of the game. A mediocre and lazy story, average music, frustrating ship combat, and poorly implemented control features rank Assassin’s Creed IV: Black Flag as one of the lowest in the series for me.

Final Score: 6.5/10

**NOTE: I have played and completed the singleplayer DLC, Freedom Cry. In my honest opinion, if that would have been the basis for AC4’s plot, I think I would have enjoyed the game much more. Unlike the main game, it seemed to have more emphasis on actually being an assassin. I award Freedom Cry a score of 8/10.

 

-Josh

 Screenshots taken from Google Images.

Head-To-Head: The Newest Round of The Console Wars


All three next-gen consoles are now on the market. The Wii U, Playstation 4 and Xbox One are all set to have another near-decade of life in the gaming world, but which one should you own? Is there one console that is the definitive gaming machine? Do they all suck eggs? Make the jump and find out!



The console wars and videogame company competition have both been around since the option of home gaming was available back in the 70s. While I wasn’t around back then (80s kid, here), I do remember seeing commercial after commercial and print ad after print ad detailing jabs from Sega at Nintendo. However, I don’t remember Nintendo ever firing any shots back… but there was a reason for that: Nintendo’s products spoke for themselves. From 1985 to around 1996, Nintendo ruled the world and Sega desperately wanted a piece of the pie, trying to convince people that their inferior console was the way to go.


See what I did there? Even I referred to Sega’s products as inferior. Does that make me a Nintendo fanboy?

The simple fact is, I’ve always been able to set fandom aside in favor of a realistic outlook. At the time, Nintendo’s products WERE superior to Sega’s. A simple Google search of the Super NES and Sega Genesis’ technical specs will tell you that. But it hasn’t always been about tech, has it? Sometimes it is, sometimes it isn’t.

In the 32 and 64-bit era of gaming, Nintendo was dethroned by Sony and their PlayStation console (Sega was no longer a threat due to the Saturn’s lack of popularity and the downfall of the Dreamcast would mark their last adventure in the console market). Which one was technically superior? The Nintendo 64. Which had more games, more companies developing for it, and ultimately sold more hardware and software? The PlayStation. Did this have anything to do with those commercials of Crash Bandicoot trashing Nintendo? I highly doubt it. Let’s just say that Sony owes Squaresoft (now SquareEnix) and Final Fantasy VII a humongous favor.

During the 128-bit era, Microsoft entered the fray with the original Xbox. Technically, it was on par with Nintendo’s Gamecube, both of which were more powerful than Sony’s Playstation 2. Which was the more successful console? The Playstation 2. Again, developers had chosen Sony in favor of everything else. I think that here, it had more to do with Sony being the first out of the gate and having a significant head start on their competition.

A similar situation could be seen with the previous generation’s console market. The Xbox 360 was the first console released this time around; therefore most developers went with the “new” tech, just as they had with the Playstation 2. Nintendo’s Wii was, indeed, the highest selling console, but the company chose to market the system as something the whole family could enjoy, rather than something strictly for gamers. This led to a good number of people buying the system so that they could play Wii Sports Bowling, not really caring whether they played the newest The Legend of Zelda or Super Mario title. As a result, software sales suffered and Microsoft continued to rake in the money off of the Xbox 360 software and its $80 million consoles sold.

Sony also saw an initial decline in sales due to trying to push their Blu-Ray format through their Playstation 3 and overcharging for the console. Over time (and a few price drops), however, the PS3 began to reach neck and neck with the Xbox 360.

So here we are in the present. Three new consoles from Nintendo, Sony and Microsoft are on store shelves once again. Fanboys the world over will lock in heated battles filled with hyperbole and idiocy as they try to determine which plastic box is “better.” It remains to be seen how this “console war” will turn out, but I thought it would make for an interesting article to compare the three and see how they measure up with one another by using categories common to all three systems.
Just to let you know, I’m writing this for gamers who only care to own one system per console generation as they try to judge which one they might consider picking up. As I stated with my console reviews, these are MY OPINIONS. I’m not trying to take sides here; I’m just trying to offer an objective viewpoint from the way I personally see things in the console world/videogame industry. Remember, I HAVE NO FAVORITES! I own all three. They didn’t get sent to me for free by Nintendo, Sony, or Microsoft for review purposes. I bought them with my own money; therefore it would be foolish to say I spent money on something I knew I was going to hate.
(And yes, I saw the video of that kid who bought a PS4 on launch day just to smash it on the sidewalk, so I know stupid people like that exist. What an idiot. Trust me; I’m not like that guy. I value my dollars.)

1. Power/Graphics

Wii U –
Unfortunately, Nintendo, with its last two consoles, has been one generation behind. The Wii wasn’t up to technical snuff with the Xbox 360 or PS3, and instead was more on par with the company’s previous console, the Gamecube. The Wii U, while more powerful than the original Wii, is on par with the Xbox 360 and PS3, only ever so slightly more powerful. While games look a ton better than they did on the Wii, the Wii U still uses what is now considered “outdated” tech from around 2006/2007-ish.

PS4 –
More powerful than the PS3, the PS4 is the first console that I know of which outputs natively at 1080p (I had thought this about the Wii U at one point, but found out otherwise). As I’ve mentioned before in other articles and reviews, resolution may not be that important to some people, but resolution is also kind of like one of those hidden picture puzzles – once you see it, you can’t “unsee” it. The PS4 also offers graphical capabilities more comparable to visuals which can be found in newer PC hardware. Still not quite on that level, it’s a pretty large step up from the 2006 technology which the PS3 used for 6 years.

Xbox One –
If it wasn’t for the fact that the Xbox One doesn’t output natively at 1080p, there probably wouldn’t be a discernible difference between it and the PS4, since what’s under the two systems’ hoods are nearly identical. Though, I have to wonder: Is it that the Xbox One CAN’T run 1080p properly on certain games, or is it that no games support it right now? If no games support it, I have to ask, “why not?” This is something that really doesn’t make that much sense to me.

The Winner: PS4
Graphics aren’t everything - that’s a given. My favorite consoles of all time have been the Super NES, Gameboy Advance, and the DS/3DS, all three of which weren’t/aren’t capable of the stunning visuals seen on next-gen consoles. But in order to keep with the theme of looking at the console wars realistically, I believe that graphics ARE important nowadays to the success of a console. Games should always be fun; you’ll get no argument from me there, but games that look as good as they play can be a turning point for a lot of people. That being said, at these early stages of these new consoles’ lives, the PS4 seems to have the upper hand in the graphics department.

2. The Controller/How You Play

Wii U –
Rather than focus on graphics aspects and capabilities, Nintendo has chosen to put their efforts into the way we play games. When reading that sentence, you might think, “Well that’s good, right?”
I’m down for experimentation when it comes to game consoles, but Nintendo, in my opinion, hasn’t quite gotten it right yet. The motion controls of the Wii were neat, but that’s all they were – neat. It won over a casual fan-base, but the Wii-mote’s design was a little too off putting for some gamers, myself included.
The Wii U introduces yet another controller design, this time with more traditional features integrated into a tablet. I’m not a huge fan of the tablet for games. Instead, I use my touchscreen Wii U gamepad to navigate menus and my Netflix queue. Having a second screen for something like the DS or 3DS, a handheld system where you only have to shift your eyes to see the second screen is great, but having two visuals going on in my hands AND a television can be quite a bit distracting. I will say, however, that the ability to play some games on just the gamepad is a neat feature, though it neither makes nor breaks the controller or system design.
One problem that I believe Nintendo experiences with these radically different controllers is that developers feel like they need to add controller functionality to their games in order to support it. Apparently, this is why the Tomb Raider reboot never showed up on the console. Rather than develop something with an easily mapped control scheme across all platforms, developers know that they need to do something which will, at least in some way, show off the features of the gamepad. It’s my opinion that developers would rather take the easy route and not develop for the Wii U. Is this the best decision? Probably not, but at the same time, it’s kind of understandable. Why make a port of a game with features that just seem tacked on?

PS4 –
This is the first major redesign of the Playstation controller since the Dual Analog version on the original PS1. Built with comfort in mind, Sony also added a touchpad in the center for menu navigation with the possibility of game integration.
While I’ve never been the biggest fan of the controller’s analog stick placement, I admire Sony for keeping a familiar approach each time it releases a new controller. It’s not the most innovative way to go about things, but it’s also not too much too soon. The Playstation controller has slightly evolved with each new iteration, getting us used to new things rather than putting it all out there at once.

Xbox One –
Microsoft also took a familiar approach this time around, with some improvements made on the Xbox 360 controller. I still think they could have done a better job with things like the d-pad, but features like the rumble triggers are a neat addition. There’s not really that much to praise or curse about this controller.

The Winner: PS4 & Xbox One
How we play our games is, indeed, important. I think Sony and Microsoft get this one simply because they’ve given us something which we’re familiar with.
In the grand scheme of things, the Wii U gamepad is really not that far behind in this category. It does have the ability to play some games without the need of a television, and its button layout is more along the lines of what we think of now as a traditional console controller. I just really don’t see the touchscreen thing ever really taking off when it comes to consoles and it can, at times, become a hindrance in both the gamers who play and the developers who make games for the system.

3. User Interface and Features

Wii U, PS4, Xbox One –
Honestly, I think all three consoles are struggling a bit in this category, the PS4 less so than the Xbox One and Wii U, but not by much at all.
I think that the Xbox 360 had the best UI on a console to date. It was simple to use, I didn’t have any problems finding anything, and could basically pick it up straight out of the box and know where everything was located. When the Wii U came along, I was hoping that Nintendo had taken a page out of Microsoft’s book and created an interface which would at least make getting to your friends and engaging in multiplayer easier. In a way, they made it easier to get to your friends list (doing away with the horrid “friend codes” system), but everything now basically uses an app.
Want to look at your friends list? Open the app. Want to check your messages? Open the app. Then wait entirely too long for it to load. True enough, the time spent waiting for the app to load is only a matter of seconds, but this is, in my opinion, a step backwards from the instantaneous and effortlessness social features of the Xbox 360.
However, Microsoft isn’t innocent in this situation either. The Xbox One now has the same sort of setup, requiring you to open an app for almost everything you do. So does the PS4, only I noticed that it isn’t quite as bad on Sony’s system. It’s still not great, and doesn’t put it enough ahead of the competition to amount to anything, but it’s true nonetheless.
Some of the other features of the PS4 and Xbox One include internet streaming directly from a console to either TwitchTV or Ustream, cable box integration on the X1 and Game DVR (also on X1). These are all neat features, but I’m a gamer. I like to play games. These are all things that I personally have little to no interest in. Game DVR is pretty cool, but I could live without it. Streaming might be neat, but if I wanted to stream, a capture card is relatively inexpensive nowadays.

The Winner: Wii U & PS4
This one is tough to award a winner since all three have problems, but I have to give it to the Wii U and PS4. For some reason, the Xbox One’s interface just seems too cluttered. The entire thing being designed to function predominantly with Kinect is also a negative. It takes longer than what should be needed to figure out where everything is and how everything works, while the Wii U and PS4’s UIs are pretty straightforward, though still not exactly easy to navigate.

4. Games

Wii U –
It’s been no secret that the Wii U has been struggling over the past year in terms of games. I don’t believe that has anything to do with their quality or lack thereof, but instead the problem lies in Nintendo not releasing games from their big franchises on a regular basis. At this point, with a dip in exclusive 3rd party support, Nintendo is having to rely on 1st party titles in order to stay afloat – titles that they haven’t released. Don’t get me wrong, there are some interesting games in the pipeline, but by this point, a year after the console’s release, we should have seen some by now. Especially franchises like Zelda, Metroid, or Starfox. So far, we’ve only seen one game that I would consider a “triple-A” exclusive: Super Mario 3D World. All the really interesting games have been coming out on the 3DS. The new Legend of Zelda title being the most recent. And honestly, there’s really no reason that couldn’t have been successful on the Wii U.
Rest assured, there are a lot of people out there who love Nintendo franchises, myself included. The Wii U is the only place you’re going to get them. The question is, “when will Nintendo release them?”

PS4 –
I’ve already talked about what I thought of the launch lineup, so there’s no need to get into that. The only thing we can really do here is speculate on the future. Will there be new games from Naughty Dog on par with The Last of Us? A new Uncharted game has been announced, so I’m sure we’ll see new IPs. What about Quantic Dream? Probably.
I could go on and on about what games are probably coming out for the PS4.

Xbox One –
Microsoft could probably call their console “The Halo Gear Box” and it would be a more fitting title. The Halo and Gears of War franchises are pretty much what the system is known for. There’s no question that these two series will end up on Xbox One at some point. Other than sporadic exclusives, I really don’t see the Xbox One’s game library being any different than the PS4’s. One only needs to look at the PS3 and Xbox 360 for reference.

Winner: PS4 & Xbox One
When it comes to games, you won’t be able to go wrong with these two consoles. It all really boils down to (between those two) if you want your games to look slightly prettier or not.
Nintendo has gotten the reputation of being a “kiddy,” or “family friendly” company, which is probably true. Or at least, it’s more family oriented than the other two big names. This isn’t necessarily a bad thing, but it kind of limits Nintendo in terms of diversity. The Xbox One and PS4 (and by relation, the PS3 & 360) will have a selection of all types of games from adults to younger children, whereas the Wii U’s games are usually centered around “all ages” with a focus on younger kids. The games that will be available for Wii U will be predominantly Nintendo franchises and have a more (for lack of a better term) “child-like” quality about them. There’s nothing wrong with that, but again, I can see where it’s kind of limiting to some degree.

Overview & Final Thoughts –
The only real way to run the gamut on gaming is to own all three consoles (and a PC, to a certain extent), but I understand that’s not always feasible. So after all is said and done, which console should you buy as you move forward into the future of gaming?
(Here’s the part where everyone who was expecting me to award an overall winner groans and gets extremely disappointed.)
I can’t answer that.

Just like this article and the opinions expressed in it, what you choose to play and the types of games you enjoy are for YOU to decide. All I can say is this: If I were going to have just one console of these 3, I would probably go with the PS4, with the Wii U at a close second. The PS4 performs just fine for me and the Wii U is the only place I’ll be able to play the Nintendo franchises I enjoy.
If you like diversity, the PS4 is probably for you.
If you want a console that is built to showcase new titles in classic Nintendo franchises with a more family friendly emphasis, go with the Wii U.
If you enjoy the competitive multiplayer scene and really like shooters, you’ll probably feel right at home on the Xbox One.

Personally, I enjoy all these types of games. So in all honesty, one is really no better than the other when you get right down to it. Games are games, fun is fun, and what we enjoy is what we enjoy. All three systems offer a varying degree of fun, each catering to a certain style. While that may impede or help a console manufacturer’s product sales, it shouldn’t have any bearing whatsoever on the fun that these consoles can bring you.

-Josh
 

 

Playstation 4 - Console Review




Back in August (I think), I preordered both of the new “next-gen” consoles. I did so partially as a collector, and also to bring those of you that read this site a completely unbiased, fan-boy-free lookover of what they had to offer. This Friday marked the release of Sony’s Playstation 4, but how does it perform? Is the $399 price tag justifiable?




Before I continue, I just want to note that there will probably be a few comparisons to the PC and the existing consoles – not from a fan-boy perspective, but from a technology perspective. Since the Xbox One will be released this Friday, I’ll be doing a sort of “head-to-head” article on what I think is the best deal in terms of quality – PS4, Xbox One, or Wii U.
Also, keep in mind: As with all of my reviews, these are just MY OPINIONS and the scores are assigned accordingly, given MY tastes. Ultimately, what box you choose to play your games on is your decision. And as long as you’re having fun playing the games, that’s all that matters, right?


To start, I probably need to address one of the most talked about features of the PS4 since its release: its functionality, or lack thereof.
Earlier during the launch week, the winner(s) of the Taco Bell “Play The Future” promotional event were sent their PS4s, but complained of various problems with the unit - the story being picked up by a multitude of gaming websites and media. Problems reported by the media ranged from a lack of video from the system’s HDMI output port, to the system “bricking” during the installation of certain apps and firmware, and even to the rubber feet on the bottom of the console being misplaced, therefore making the system wobble when placed on the floor or a desk and pushed down.

Needless to say, I feared the worst.  I hoped that the $399.00 I spent wouldn’t be in vain and I would actually get to play my PS4 on launch weekend without having to send it back to Sony under warranty. I must have been one of the lucky ones, as I (at least so far) haven’t experienced any problems with mine, aside from not being able to log in to the Playstation Network for a few hours after unboxing.

Now for a bit of a breakdown:

Launch Library – 7.0
Let’s face it, console launch libraries aren’t really a good indicator of what a system will be capable of in the future. Like with the Wii U, most of the games on PS4 are ports of previous-gen games, with only a few brand new, built-for-the-new-console titles. With that said, for a gamer with options (like myself), I found it hard to justify buying certain games knowing that I could get the “better looking” version on PC if I just waited a few weeks. I ended up buying the games I did just so I would have something to actually play on the PS4 and the system wouldn’t sit around collecting dust until something truly interesting was released.

Console Design – 7.0
I have to admit, I’m not a huge fan of the design. It’s sleek, small, and will easily blend in with all your Blu-Ray players and cable boxes, but I just think it looks too much like a crooked, 1980s VCR. In all fairness, and like people, it’s what’s inside that really counts. But with such a unique design (for a console), I think it’s worth giving the box a score. I mean, you do have to look at the thing. In comparison to the other consoles, I think the 2nd PS3 design, both versions of the Xbox 360, the Xbox One and the Wii U all look better on the outside than the PS4.

The Controller – 9.0
Here’s the physical design aspect that really shines. For the first time since they introduced the Dual Analog controller with the PS1, Sony has completely redesigned the thing you use to play its consoles. We’re not talking simple additions like analog sticks or the Six-Axis feature; they physically redesigned the entire thing.
The button layout is mostly the same, but the pad’s handles, directional buttons, triggers and analog sticks have all been configured in a way to make the controller more comfortable and easy to use. New features such as the “share,” “options,” and “touch pad” have replaced the normal “start” and “select” buttons, however.
Those three new buttons are also why the controller didn’t get a perfect 10 for me. Since the days of playing the original NES, gamers have been used to having “start” and “select” (or “back” in the Xbox’s case) buttons in the middle of their gamepads. With the Dual Shock 4, Sony placed the “options” and “share” buttons on the top/middle, with the large, pushable touchpad dead center. While playing, I found myself going for the options button to pause the game, only accidentally pressing the touchpad instead. It’s not a terrible design decision by any means; it’s just something that will take a lot of getting used to. Also, I can’t help but wonder how much that will hinder fighting games (and tournaments) in the future since the face buttons and directional pad are so close to the button that pauses the game.

Interface – 8.5
The interface is good and works well, but there’s nothing really that special about it. There are some conveniences such as being able to switch seamlessly between the operating interface and whatever game you’re playing, but it’s not the best (first updated Xbox 360 XMB), nor the worst (Wii U) GUI I’ve encountered on a console. Really, it just feels like a slightly updated version of the PS3’s GUI.
[Unfortunately, I can’t really comment on some of the sharing features, as I haven’t been able to try those out yet.]
The thing that I did like the most about the interface, however, was the connectivity with the Vita. Much like the Wii U’s gamepad, the PS4 can connect wirelessly with the Sony handheld, allowing you to play almost any PS4 game without the need of a television. Unlike the Wii U though, every PS4 doesn’t come with a PS Vita and you have to lay out a couple hundred bucks to get that experience.

Power/The Insides – 9.0
I have touted the power of the PC ever since I started reviewing games on this site. That being said, for a console with a GPU that costs around $150, this thing packs a significant punch. I bought 3 games at launch: Assassin’s Creed IV, Battlefield 4 and Madden 25. All three games look and run great with a slight exception for ACIV. While it looks gorgeous in 1080p (after an update which 'unlocks' the resolution from 900p), the PS4 version is locked at 30fps. To some, this won’t be a big deal, but to me, having played every Assassin’s Creed game on PC at 60fps and above, there’s a noticeable difference in smooth animations. Battlefield 4, however, looks fantastic and in my opinion, looks nearly as good as Battlefield 3 did on PC.
Is the jump in graphics power that large from the previous generation or on par with the PC? Not exactly, but the fact that the games are outputting at a sharp 1080p, makes things look much more crisp and vibrant. Though, just like with the Xbox 360 and PS3, developers will learn certain tricks to make graphics look even better as they get more comfortable developing for more powerful hardware.

Overall, I like the PS4. The outward design isn’t the best I’ve ever seen, the controller is almost perfection and the games are pretty. There are a lot of neat features that the console is capable of, but none of them are a “system seller.”

 So after all that, is the PS4 worth $399? I would say yes. I believe that right now (my opinions could change after the release of the Xbox One), the PS4 has the most potential in the console world. Its capabilities for game development are rather high, lots of interesting games are in the pipeline and the price tag is rather affordable. The Wii U is still cheaper, but after a year on the market, it still only appeals to a niche group of gamers and can be seen as the console everyone will buy eventually if they like playing Nintendo’s first-party titles. The PS4, on the other hand, could possibly appeal to a more “everyday gamer” market.
It’s not trying to sell itself as a do-all this time around (like the PS3), it’s not trying to innovate the way you control games (Wii & Wii U) and it’s not trying to be the centerpiece of your living room (Xbox One). It’s just a gaming box with better technology for folks to enjoy. The last time I remember a company doing that with a console was Nintendo with the SNES… And we all know how awesome that system was!

Final Score: 8.1 / 10
-Josh
Posted on November 20, 2013 .

Next-Gen Console Reviews Coming Soon

Just wanted to let you guys know that the next few weeks will probably see The Inner Dorkdom releasing a good bit of content...
I'll be getting the PS4 this Friday, along with Assassin's Creed IV, Battlefield 4, and Madden 25 (BF4 and Madden, thanks to a great promo deal through Amazon). So along with these 3 games (though there probably won't be a full-blown Madden review), there will be a review of the console itself, just like there was for the Wii U.

Next Friday, I'll be getting my Xbox One with Killer Instinct and the MadCatz KI Fightstick. I'll be doing a review of all three.

Get ready. There's gonna be a lotta readin' soon!

-Josh

Final Fantasy XIV: A Realm Reborn - Review (PC, PS3)


I’m not that crazy about MMORPGs. It’s not the genre itself, but the fact that you have to pay money to play them. True enough, every game costs money to play (aside from things like Rock, Paper, Scissors and playing Tic-Tac-Toe in the dirt with a rock), but MMORPGs usually charge a monthly fee in addition to the money you initially spend to take the game from the store or download it. Companies that charge players to play their games are basically doing so to run an ever developing game, one which will require server maintenance and constant patching. So in other words, it makes sense for companies to charge for playing something like an online RPG.

This would be all well and good if you were going to be playing the game… well… forever, but if you’re like me, you can’t stick to just one game for that long. I find it hard to justify paying a subscription fee for a game that I’m not going to be playing as heavily a month or two down the road. Thank goodness for the ability to cancel subscriptions, right? (More on that in a bit.)

The first MMORPG that I ever played was Final Fantasy XI. When the game was first released, I had no intention of buying it. The fact that a main, numbered series title in the Final Fantasy franchise was online-only and required a subscription fee just turned me off completely. Then, one day while hanging out with a friend of mine, that friend of mine had another friend that had the Xbox 360 version of Final Fantasy XI. He told me he’d sell it to me for about $5, so I bought it – if for nothing else but to actually own every main series FF game (as you all know, I’m something of a completist). For about a week, I kept the game on my shelf, debating on whether I should pony up the cash necessary to start playing it.

I decided to take the plunge and tell SquareEnix that I would pay them $12.99 per month to play the game.

Once I got in, I’ve gotta say that the game was pretty well-done. The graphics, art direction, music – all the stuff that you’d expect from an “alright” Final Fantasy title were all there… save for an involving story.

FFXI’s story wasn’t terrible, it just didn’t grip me like previous games had, since it was an actual role-playing game. You didn’t play as a character, you were the character, something that I wasn’t accustomed to as a fan of the series since Final Fantasy IV. Regardless, I found the game to be pretty fun until I hit the point when a party was necessary to progress.

FFXI used a combat system which is probably familiar to most MMORPG players, but was new to me at the time: Class-based. This means that whatever character you decide to play as, you take a certain role in combat. For me, I had chosen a “fighter” character (your typical sword and shield user), so that meant that I was what everybody called “the tank.”

For the longest time, I had no earthly idea what people were talking about, but once I figured out that a tank’s job in combat was to primarily take damage while other people did the damage dealing, I was good to go. The problem was, I didn’t “go” for long. FFXI’s leveling system was extremely slow (therefore, extremely boring) and I just didn’t want to take all that time to get to the experience level that most other FFXI players were at and probably had been for around 2 years at that point.

I canceled my subscription after about 2 months of play.

Since then, I’ve gotten into other MMORPGs that have gone the “free-to-play” (or F2P) route such as Star Trek Online, DC Universe and Dungeons & Dragons Online, and I swore off subscription-based games completely.

That is, until Final Fantasy XIV: A Realm Reborn.

I never bought into the original FFXIV. Along with my swearing off of subscriptions, I had heard that the game was basically crap and that players weren’t happy with the final product, so I pretty much stayed away. But it still killed me that there was another Final Fantasy title that I probably wouldn’t buy.

After a short time, SquareEnix announced that they would be completely updating and overhauling FFXIV.  I didn’t care. I still wasn’t going to buy the game. It wasn’t until a week after the game’s release (and re-getting into FFXII on a PS2 emulator) that I decided to check out the new version. I looked up some videos, and while I can’t say that I was “blown away,” the game actually did look like a lot of fun (and the leveling system was much faster). So just like with FFXI, I took the plunge once again and decided to pay SquareEnix a monthly fee to at least check the game out.

NOW the quasi-review starts!

Story: 6
I’m not going to go into the details of FFXIV’s story, as it’s not the greatest in the world. Basically, a cataclysmic event hits the land of Eorzea, causing things to change throughout the world. This is pretty much SquareEnix using an in-game excuse to change problems that players initially had with the game. It’s pretty clever, but it’s also kind of funny when you read into it. I’m sure that to players who played the original version, it’s even funnier. There are some pretty standard RPG tropes like an evil empire and such, but I think that sometimes the story seems to get in the way of the player just going out and building their character up, as I find even myself skipping through lines of dialogue while trying to get the next quest going. This is something that I never had to do with all the previous FFs.

Visuals: 8
For an online game, FFXIV is pretty to look at. In fact, it’s the best looking one I’ve seen yet. The fact that the game was designed to be played from multiple platforms (PS3 & PC) on the same servers means that some of the graphics have been toned down to accommodate the aging PS3 hardware. That being said, it’s still an online game, so the graphics for FFXIV aren’t going to look as good as XIII or the upcoming XV, anyway. A good deal of graphics processing goes into putting tons of fully animated avatars on the screen at once, thus contributing to the lower quality of the graphics.

Sound: 9
Uematsu is back! A lot of old Final Fantasy musical flourishes are back that have been missing post-XII, so from an auditory standpoint, fans should be rather pleased. At one point, even the battle music from the first FF game makes an appearance! Pretty much all the music and themes you would expect from a Final Fantasy game are all here, which is something I can’t say about FFXIII (which had a good score, regardless) and probably won’t be able to say about XV once it's released.   

My main character, based off the protagonist in a story I'm writing.
Gameplay: 7
FFXIV is your standard MMORPG. You basically run around doing “fetch quests” for NPCs and grind for experience points while moving through the lackluster story. Even the main HUD for FFXIV is nearly identical to other MMORPGs. To some, this may seem as though FFXIV is a retread of something they’ve already played. Indeed, the concepts and design aspects of FFXIV are exactly the same as something like Star Trek Online, as I had absolutely no problems while figuring out the various controls. Honestly though, I don’t know how developers would go about designing MMORPGs any differently at this point; this seems to be the standard simply because it works, though it does add a lot of monotony to the genre as a whole.

One thing that I particularly enjoy is how the game eases you into playing with other people throughout Eorzea. There are training instances (a multiplayer session that occurs when enough people have queued up the event) that show you how the course of battle flows for each player related to your specific job. By this point, I already knew how combat worked in this type of game, but for new players, this can be an absolute blessing. Also, helpful popups appear after every new aspect of the game becomes available, so you won’t be wondering how to use your defense buffs right in the middle of battle or how to craft materia to socket into your armor. You absolutely have to pay attention to these popups to make yourself effective, though. Fortunately, the tutorials given are evenly spaced throughout the game and never really seem to overwhelm the player with too much information too soon.  

So why should you play Final Fantasy XIV: A Realm Reborn if it’s pretty much the same as most MMORPGs you can play for free? Really, it all boils down to personal preference and where you want to spend virtual-time. The fact that I have sold my soul to the devil twice for Final Fantasy is enough to show that I’m a fan of the series, so I personally like playing around in that world. So if you’re a Final Fantasy nut, then this is the online game for you and is worth your hard-earned money every month. If not, and you just like playing a game with your friends and building stronger characters together, then definitely go for one of the free games. There are tons out there that operate exactly like FFXIV and cost absolutely nothing.

Final Score: 7.5 (See, not EVERY game is "super awesome" in the eyes of The Inner Dorkdom!)

-Josh
Logo image taken from Google Images. Screenshot made by me.

The Last of Us - Review (PS3) *Finally!*


(Note: Sorry about the extreme lateness of this review. I’ve been meaning to post it since I finished the game during release week.)

The Last of Us is one of the hardest games I’ve had to review yet. Based on the glowing reviews since its release, that probably sounds kind of strange. Have all the 9s and 10s the game has received been warranted? Perhaps.


Naughty Dog, developers of the Uncharted franchise, have created a game which is an odd mix of horror, humanity, post-apocalyptic fiction, and thought provoking themes, all while relying heavily on several tropes that permeate a lot of current, popular fiction. This is both a good and bad thing. From a story standpoint, you can see most things coming from a mile away. From a gameplay standpoint, you’ve probably played this game a million times before. The difference here is that Naughty Dog executes these fiction and gaming tropes in a way that’s never really been done in a videogame before. Probably the only thing that comes close is Telltale Games’ The Walking Dead.


Breakdown:

Story: 10/10
The Last of Us, at first glance, falls into the zombie-fiction genre. The thing is, it’s not really a zombie game. Like the premise for most stories in this genre, an unknown virus is unleashed on the world’s population, turning people into flesh-hungry monsters that feed on other humans. The bitten are then transformed into zombie-like creatures which continue the cycle for every person that they bite. This eventually spreads to the point that the entire world turns into a creature-filled wasteland with a few people left doing whatever is necessary to survive. Yes, that sounds like a zombie game, but it’s really more about a man and a girl who form an extremely strong father/daughter bond and the choices they make to survive.
The story centers on Joel, a man who loses his daughter (Sarah) during the initial outbreak. In the beginning, Joel is presented as a good man and father to Sarah, but by the time the actual story begins (20 years after Sarah’s death), he has become like the rest of the world: A man who will do what he must to stay alive.
Now a somewhat cold mercenary, Joel is tasked with escorting a 14 year-old girl named Ellie across the country since it is said that she may contain within her a cure for the infected.
What may seem like a simple premise actually turns into a harrowing adventure much like Stephen King’s The Stand. That story also dealt with people trying to make their way through the country and the new dangers a post-virus world might present. Joel and Ellie must traverse abandoned cities and towns to make it to their various destinations, all the while battling other survivors, cannibals, and the infected.
The things I like most about any story, whether it is a novel, comic, movie, TV show, or game, are well-developed characters that you can identify with and care about. Joel, Ellie, and the relationship they develop, are extremely well thought out here, surpassing the clichés that rear their ugly heads at every turn. But even then, the trope of the “father / daughter” relationship is thrown at them and it still works. This is due in part to the game’s fantastic writing. The story flows naturally (though it’s a bit slow in the beginning) and by the time it’s over, you feel as though you’ve been on just as much of an adventure as Ellie and Joel.

Visuals: 8/10
For a console game, The Last of Us is gorgeous, though I’ll admit that I’ve been quite spoiled with the capabilities of the PC. Some “jaggies” are present due to the limits of 720p and occasionally the framerate stutters, though that’s virtually non-existent.
The character models in-game can be a little hit-or-miss at times, but the environments are what makes the visuals shine. Even dilapidated, moss-covered buildings look beautiful in combination with excellent lighting effects. Everything looks as though it actually exists in the real world, giving an authentic look to a game which is trying to look as realistic as possible.

Sound: 8/10
Since this is an action/survival-horror title, music is not really that prominent. During character moments and cutscenes, the music fits quite well, but is nothing to write home about. One thing that I found interesting is that the closer Joel and Ellie get to an enemy, the music ramps up and intensifies. For gameplay purposes, this adds a lot of tension as you sneak around while being down to your last few bullets.
The voice acting is perfection. There have been a lot of games recently that have had superb voice acting, but The Last of Us hits it out of the park. Honestly, the voice work in this game (coupled with the writing) puts most Hollywood actors and writers to shame.   
As far as the environmental and overall sound design, it’s ok. I’ve heard better from games like Tomb Raider and Assassin’s Creed III. I just felt as though the sound could have been a lot better for the sake of immersion, especially since the game does this so well in other areas, but it’s just really generic.

Gameplay: 8/10
The gameplay is nothing necessarily innovative, but at the same time, it’s solid. If you’ve ever played Rockstar Games’ Manhunt (PS2/Xbox/PC), you’ve played this game. The stealth aspects and gunplay are nearly identical to that title. The only difference here is that you’re up against zombie-like creatures and other survivors, rather than demented gang members. Limited ammo and resources always leave you feeling like you may not make it through the next section of the game, making you resort to other paths (like stealth) to get through. You’ll have to be smart if you run out of ammo, and because of that, the game really does have a feeling of true survival-horror. It’s actually possible to avoid combat altogether 90% of the time if you want, but doing so is much harder and more time consuming.
Speaking of time consuming, this game is loooooooooooong. Or at least, it feels that way. I kind of took my time with it, searching everything and taking part in any nuances I found, but my final play time was around 16 hours. That’s pretty long for a 3rd person action/survival-horror game and it makes you feel as though you’ve been across the entire country on foot, just as a game of this magnitude should.
One minor complaint I had was, by the time I finished the game, I felt as though using “zombies” as enemies was not really needed since you spend most of your time fighting survivors. I guess the developers felt like they needed something a little creepier to fill up the empty space between obstacles that a virus-ridden world would present.

I thoroughly enjoyed The Last of Us. Again, it does nothing new or innovative with any of its aspects, but Naughty Dog’s execution of things that have been done before is excellent. Just give it some time, as it takes about 3 or 4 hours before the game starts ramping up and getting good. Honestly, I was bored out of my skull for the first 20%, but when the characters started growing on me, I really started to settle in and enjoy it.
But that’s what makes this game extremely hard to review: For every one bad or questionable aspect I found in the game, I found 2 awesome aspects. The story, writing, acting, solid gameplay, and realistic environments, more than make up for any shortcoming that The Last of Us might have.
The big question: Is it worth $60? Yes. If you’re a fan of the post-apocalyptic genre, this is definitely one of the best games out there.

Final Score: 8.5/10

-Josh
Image taken from Google Images.
Posted on September 28, 2013 .

Josh's Inner Dorkdom Journal - Episode 10

1. HD for last-gen games?
Go on and do yourself a favor and download a Playstation 2 emulator. I've recently been replaying Final Fantasy XII and I can honestly say that one of the low points of the series (in my opinion) is now a more pleasurable experience because of PCXE2. The once (again, in my opinion) horrid graphics of one of the last major PS2 titles are much more palatable at a higher resolution, due mainly to the various plugins available for the emulator.

I'm not condoning the use of a pirated copy of FFXII, as PCXE2 will play titles directly off of the original game DVD. So if you have some old PS2 games (and a powerful enough PC rig) and you want to see what those games look like in HD quality, download the emulator and give it a look. You won't be disappointed.

2. Selling your soul to the devil... all for a videogame.
In my last post, I talked about the fact that I would probably be reviewing Final Fantasy XIV: A Realm Reborn. To someone like Nic, this may come as something of a shock since I've been staunchly against paying a monthly fee for a game.

My opinions on charging players to play a game is a whole other story for a whole other article.

But I figured... what the heck? (censored Back To The Future quote)

The pricing schemes for FFXIV are kind of ridiculous, but I won't be playing the game forever. I'm planning on paying the minimal fee so I can see if I like it or not. Plus, you get a month free when you start the game, so that should be plenty of time to check the game out and give it a trial run.

When The Elder Scrolls Online releases, however, I may just have to suck it up and pay for it full-tilt. Those are games I can get into for a long period of time, so I'll probably be just a tiny bit more justified in the month-to-month fee... right?

3. People need to leave Ben Affleck alone.
Seriously, what did this guy do to garner all this hate over him playing Batman? I think it's a great choice and he's a great actor. I've never seen a movie with him in it that I didn't like. Or at least, I've never seen a movie of his that I thought was terrible.

Yes, I saw Gigli, Phantoms and Daredevil. I personally like Daredevil, and Phantoms (in which he was da bomb, yo) and Gigli certainly weren't the best movies I've ever seen, but they weren't nearly as bad as jerks on the internet make them out to be. And even if one thinks that those movies are bad, exactly how much do they really believe that Affleck was the cause? He didn't write those films, or direct them, he just starred.

So I guess because Ben Affleck, a good actor, decides to take a few acting gigs in movies that people deem terrible means that we should crucify him for playing Batman? Really? The internet really needs to take a minute and think about the logic they use to come to a conclusion sometimes.

Just as a side note: I also think Ben Affleck should play Eddie Dean in The Dark Tower films if they ever get made.That's the guy I've always pictured since I read the character in The Drawing of the Three. Hate me, internet.

-Josh

Josh's Inner Dorkdon Journal - Episode 9

No content in over a month and a half?!

Unacceptable.

The Wolverine:
Saw it. It was ok. I wasn’t blown away, but I really don’t think that was the intention of the film makers. It was supposed to be a “bridging of the gap” for the new X-Men: Days of Future Past film, and I think it does that pretty well. One thing I thought was interesting about the movie was the fact that almost any character could have been in Wolverine/Logan’s place. This was very much a side-story featuring an extremely popular character. It works, I just don’t really think it was necessary in the grand scheme of the X-Men film franchise. But who am I to say what a “necessary” film is?
Overall, I’m probably in the extreme minority that likes the original Wolverine Origins movie better than this one.
Yeah, I said it: I like that movie better!
Lots of people hate on it, but I thought it was great. I think they could’ve handled Deadpool much better, but other than that, it was a great movie.

Games:
Things have been relatively quiet in the gaming world lately, which is odd considering the fact that two brand new consoles are going to be released at the end of this year. One thing that I find odd is just how many “AAA” titles are still being released for THIS generation after the release of the PS4 and Xbox One. It makes one wonder if just how much faith Sony and Microsoft have in their new product. Or maybe it’s that they’re being overly confident in thinking that the new systems will sell by the bucket-load, so they’re not pushing it as hard?
Whatever the case may be, I just figured information would be coming a lot more frequently than it has been. How ‘bout some more press conferences or something? 

Doom 3 Mods: 
Steam recently had a sale of all id Software games after the latest Quake-con. For something like $90, you could get nearly every major game the company has released since, and including, the Commander Keen games.
(I realize some of you may be thinking, “What the crap is Commander Keen?” Yeah, I’m old.)

The pack included the likes of Quake(s) 1-4, Doom(s) 1-3 (and BFG Edition), the two Wolf 3D games and even newer titles like Rage. For the old-school PC gamer, $90 is an extremely good deal, considering the quality of content. However, I didn’t buy the entire pack - just some selected titles that I used to have back in the day like the Quakes and Heretic/Hexen.
 In my rekindled love for all things id, I stumbled upon the Doom 3 mod community and found a total conversion mod for Doom 3 which converted the entire game into an all-new Hexen game called, “Edge of Chaos.” It looked amazing from the couple of demo videos and screenshots, so I decided to continue browsing the total conversion mods. The one that immediately caught my attention was “Doom 3: Classic.” This was a mod that basically re-created the entire first episode (Knee-Deep In The Dead) of the original Doom in the Doom 3 engine.
I downloaded and played.

It was amazing.

The level design, enemy placement, secret areas, weaponry and even the music (which is AWESOME, by the way) were completely and faithfully redone with graphics that hold up well with current-gen titles. As soon as you load the mod and start E1M1 (Episode 1, Map 1, for all you non-Doom Heads) and that awesome, metal guitar riff starts up (based off of Metallica’s song, “No Remorse,” in case you didn’t know), you have to wonder if this was the way John Carmack and John Romero originally envisioned the game back in the early 90’s.
I highly recommend purchasing Doom 3 on Steam (it’s only $10), if for nothing else but to experience a 100% faithful remake of the original shareware Doom. Just make sure you buy the original version of Doom 3. The mod (and most others) won’t work on the BFG Edition.

To convince you, here’s a video of the classic first level:

And here’s the Doom 3: Classic mod of the same level:

Pretty cool, right? Go get it… if you’re man (or woman) enough!

That’s about all I’ve got at the moment. I still need to post my review of The Last of Us which is now almost two months old (sorry)! I’ll try to get on that soon. Maybe even immediately after this post!

-Josh
Posted on August 12, 2013 .

Injustice: Gods Among Us - Review

Note -This review is mostly an edit of my earlier IGAU: Demo Impressions article. Since this is a fighting game, the review format will be slightly different than other reviews. Sorry this thing is so late. I've been forgetting to post it. :P

Nearly a year and a half ago, Netherealm Studios revealed that their next game wouldn’t be Mortal Kombat 10. Instead, they chose to pursue a project which would completely abandon their beloved franchise. Most fans (including myself) were disappointed with NRS’ decision… until we saw actual gameplay of Injustice: Gods Among Us, a brand new fighter that featured famous DC superheroes as selectable characters. The footage looked pretty similar to Mortal Kombat, but the fighting game community all wondered if it actually played as such.

Being a fighting game fan and having put a considerable amount of time into fully learning MK9, Injustice has some similarities, so I’ll be comparing it mostly to that game. However, it’s a completely new game with mostly new mechanics, so there are a lot of things which work differently.
Console Differences: I purchased the PS3 Battle Edition and later got the Xbox 360 standard version, so that’s all I really have to go on. The Xbox version is superior, which doesn’t really surprise me, as MK9 was the same way - both Injustice and MK9 being developed for the 360. The graphics on the 360 are slightly better and the PS3 version has a sometimes quite noticeable lag on some stages. This usually happens on stages which have a lot going on in the background. The Xbox version also has significantly better load times. The PS3’s, however, are atrocious. Unfortunately I can’t comment on the Wii U version, though I assume it’s probably closer to the PS3 since it’s also a port.

With all that out of the way, let’s break everything down:

Controls:
In MK9, you controlled the character with 2 buttons mapped to punches and 2 buttons mapped to kicks (similar to Tekken). There was a dedicated block button (which was also used to enhance special moves), a throw button, and supers/X-Rays were done by pressing block and the 2 kick buttons (or just both triggers on a gamepad). Injustice uses a very different setup which is more akin to Street Fighter’s, but slightly simpler. There are 3 attack buttons: Light, Medium, and Hard. A fourth attack button, called “Trait,” (or “character power”) is used as a character-specific move which can do things such as change fighting styles, or in a specific case such as Batman, summon floating mechanical bats which can extend combos.
Blocking is now done by holding back (or down, while crouching) and is one of the hardest things to get used to when coming from MK9. The button that used to block still enhances special moves, but is now pressed during the special’s animation, as opposed to simultaneously. Another button (R1 on PS3, RB on 360) is dedicated to interactable objects in the various stages which can be used to inflict damage on the opponent. One example is a garbage dumpster that can be picked up and thrown. These interactables deal high amounts of damage, can be used during combos, and are unblockable, so the only way to get around them is to move out of their path. Each character interacts with these objects differently, so character-specific strategies on different stages will probably come into play heavily in a tournament setting.

Mobility:
This is perhaps the most initially noticeable difference when compared to MK9. Injustice feels a little bit stiffer. Personally, I don’t really have a problem with it, but it will affect spacing and zoning options over the life of the game. Previously, to get through an opponent’s zoning attempt (i.e. spamming projectiles to force you to move forward), the player could dash-block in order to close space, but now, since dashing forward is highly unsafe, severely punishable, un-cancelable, and you have to hold back to block, new methods will have to be figured out. One method is simply to walk. Walking in MK9 was viable for some characters, but dash-blocking was the quickest way to close distance between you and the opponent. Jumping is also a way to get in, but is also very risky. In this game, if the opponent anti-airs you, you could be looking at a severe amount of damage. Some characters can do anti-air combos in the 40% range. Once people get used to the new mechanics, however, this will become much easier to deal with.

Combos:
Combos work pretty much the same as in MK9: Each character has a set of chain combos (usually 3 button presses that lead into popups) which are “buffered” before the attacks actually land and can be chained together to extend damage. Something new to Injustice is the concept of “wall bouncing.” By holding back and ‘X,’ (PS3) or ‘A,’ (360), the character will charge the attack and when released, hit the opponent, bounce them off the corner of the screen, and leave them airborne for more combo potential. These moves can be extremely hard to time during combos (the timing is different on nearly every character), but highly effective once you get the hang of it and very necessary to get a higher damage percentage. These wall bounces, when in a corner, can also send the opponent through the wall, which transitions into a different part of the stage, all the while causing damage.

New features:
Along with stage transitioning and interactable stage objects, come a couple of new features. One particularly interesting change from traditional fighting games is the lack of “rounds.” Much like the classic Killer Instinct, there are now 2 life-bars present which, after the first one is depleted, pauses the match briefly and puts the characters back to neutral ground. One thing that makes this a little odd is the fact that there is an extremely low “comeback factor.” If your opponent still has 1.5 life-bars and you only have .5, your chances of winning have gone down to about 15%. Especially if the player in the lead has more meter. This is manageable, sure, but it’s going to take a huge amount of skill to do so. The clash system, which takes the place of MK9’s combo breaker system, allows the player to spend 2 bars of their super meter to stop the opponent’s combo. This can only be done when you are down to your 2 nd life bar. Once executed, the match goes into a fancy animation, the characters say something witty to one another, and the players’ respective super meters are displayed. From here, the players “bet” their meter in an attempt to win the clash. This can range from gaining back health to dealing damage, depending on how much meter the players bet. For 1 bar of meter, you can push away an opponent if you’re blocking their attacks. This can kind of relieve some block pressure and stop your opponent from constantly being all over you. Needless to say, meter is highly important in this game and, just like MK9, should be used wisely.

Content:
Several modes and content exist for both the serious and casual player. For the tournament-goer, there is a robust practice mode which puts MK9’s to shame. Here, you can record your flashy combos, set and record the computer A.I. to different actions in order to practice setups and punishes, and check out frame-data (which you can also do in the pause menu during a match), etc. And for the casual player, there exists tons of unlockables such as concept art, challenge battles, and several other nifty elements to entertain. For anyone looking for a challenge, you can try out the S.T.A.R. Labs which offers mini-games that play out under a series of unfortunate conditions (such as, “fight Cyborg while dodging falling meteors). These become more challenging as you go along.

Online:
The online, while a bit better than MK9, still leaves a lot to be desired. The netcode is still not as good as games like SoulCalibur V and Tekken Tag Tournament 2, therefore there’s some noticeable input lag. It’s a shame, since there are some really interesting features such as an online practice mode that can’t really be realized because of lag. Hopefully, there will be some way that NRS can patch this to make it better.

For the fighting game enthusiast, this game was developed with the entire fighting game community in mind, as opposed to just MK players. The more you play, the more this becomes apparent, but there is definitely enough familiarity that MK players shouldn’t have a whole lot of problems getting used to it. It’s going to be interesting to see how the top players in the MK tournament scene measure up to the ones who will be crossing over from the various Capcom fighters such as Street Fighter IV and Marvel Vs. Capcom 3. For the casual player, Injustice offers a ridiculous amount of fun. With the stage interactions, single player features, a decent story mode, and tons of unlockable content, players will find themselves busy for quite some time.

Final Score: 9/10

-Josh
Screenshots will be added at a later time.

Bioshock: Infinite - Review (PC)





Ah, Bioshock. I got into the series a little late, having gotten hold of the first game about 2 years after it was originally released. I had no idea what I’d been missing.


Bioshock was a beautiful, fast-paced, action-packed first-person survival-horror game (that’s a lot of hyphens!) with a story that could rival Hollywood’s finest. That being said, I never played the second game in the series, Bioshock 2. During my playthrough of the first Bioshock, Bioshock: Infinite was announced. I had seen screenshots of the second game, but it looked near-identical to the first. Infinite, however, was on a completely different plane of existence (quite literally, as it would turn out). I decided to skip Bioshock 2 since Infinite supposedly had no, or very little, connections to the upcoming Infinite.
The game was announced nearly 3 years before it was actually released, with multiple delays plaguing its development. Finally, in March of 2013, we finally got our hands on it. So how is it? Bioshock: Infinite is a great game, but there are some things that knock it down several notches from what I was expecting.

PC vs. Console:
Before I go into this, and just to let it be known what I’m using to do these PC reviews, these are my system’s basic specs –
Intel – i7 2600 3.4ghz Quad-core
32g RAM
Nvidia Geforce GTX 680 w/4gig of dedicated VRAM.
For the most part, Bioshock: Infinite is the same on all platforms: gorgeous. The only notable differences are better resolution overall and on textures for the PC. All the great lighting effects are present across all systems and everything runs at a smooth and consistent 60fps. There was some slight stuttering whenever the game would load something new, but Nvidia released new drivers shortly after release which eliminates this problem.

Breakdown:


Story: 10/10
Just like the original Bioshock, Infinite’s story is what makes the game truly shine. Taking place in an alternate version of 1912, you play the role of Booker Dewitt, a man tasked with finding a girl (Elizabeth) who is being held captive in a city above the clouds called Columbia. It becomes immediately apparent that something is slightly “off” about the city. The patrons appear to be religious fanatics and not to mention, racists. As Booker eventually meets up with Elizabeth, he finds that she has been held captive for most of her life and contains some kind of strange power which the leader of Columbia, a man named Comstock, wants to harness.
The story gets stranger and stranger as you progress and more and more is revealed about what Elizabeth’s true role actually is and how Booker connects to it. Since the story is such a mystery and one that absolutely must be experienced, it’s really hard for me to talk about without spoiling it. Just trust me, the story is why you should own the game.
I will comment on the ending, however. I’ve been seeing a lot of people complaining about it online and how it wasn’t very well thought out, or that it didn’t make any sense. These people are, quite simply, stupid. The ending makes total sense, but you have to pay attention to every detail of the story leading up to it. Personally, I think the ending was brilliant.


"You truly belong with us here among the clouds."
Visuals: 8/10
The graphics are good, don’t get me wrong, but they were only “jaw-dropping” 3 years ago when Infinite was originally announced. Now, the graphics are just standard compared to everything else, which is not a bad thing at all. What sets this game apart from others is its art style. With the setting of the early 20th century, the developers took extreme love and care when it came to replicating the feel of the era. Based on the architecture of the 1893 World’s Fair, the game has a pretty distinct steam punk vibe in its presentation, something that was also present in the original Bioshock. Columbia absolutely bustles with life. All of its citizens go about their business independently and seem as though they’re actually alive. No detail was spared in the visuals while making Columbia look and feel like a living, breathing world.


Sound: 10/10
Excellent. As far as sound effects and immersion go, Infinite excels. All of Columbia’s citizens converse with one another in a natural way, enemies’ location can be determined from the echoes of their voices, and weapons sound authentic.
It’s the music that really lends itself well to the overall game design. Infinite uses its music to tell story and offer clues as to what is actually going on within the screwed up world Booker finds himself in. Several classic songs are redone in a way that makes you think, “How is this song from the 1970s being played in 1912?!” Word of advice: Pay attention to things like that, as they’re vitally important to figuring out the mystery.


...but gameplay-wise, this is all she's really good for.
You actually grow to care for Elizabeth...
Gameplay: 7/10
Here’s where the game loses several points. As you’ll see from the final score at the bottom of this review, I’m probably going to get scoffed at and flamed pretty harshly, but just like any other review, these are just opinions. Everybody’s got one. Everybody else just happened to review it with scores of 9 or 10.
The gameplay of Bioshock: Infinite is pretty bland. There’s really no difference between this one and the original, with the exception of skylines and Elizabeth. Skylines allow Booker to hook onto them and ride a virtual rollercoaster from place to place more quickly. While this idea is neat, and pretty necessary to the game’s plot, it’s really just a form of quick movement. In all fairness though, it’s pretty cool to watch. Elizabeth is your A.I. partner through about 90% of the game. She replenishes you with weapons and money and, fortunately, takes care of herself during combat, leaving you free of worrying about her getting killed.
While from a gameplay perspective, she’s kind of unnecessary (except for lock-picking, which could have easily been adapted into Booker’s abilities), but her being with you makes you truly care about her wellbeing in a way not seen since Telltale Game’s The Walking Dead adventure game last year.
Everything else is just standard, first-person gameplay. You have gunplay, a special power, ammo to pick up or buy… you know, pretty standard nowadays. This isn’t necessarily a bad thing, I just expected more from a game that had been in development for so long. But, as the old saying goes, “If it ain’t broke, don’t fix it,” and the original Bioshock accomplished these things extremely well.

It's pretty, but it's literature. Not a game.

Bioshock: infinite is a great game, I just hoped for a slightly more innovative experience versus the original Bioshock. But if you’re looking to experience a highly detailed world that immerses you into its story with solid (though standard) gameplay mechanics, then Bioshock: Infinite is definitely worth your $60. Personally, I would suggest waiting until the price comes down to around $40 or so. I highly recommend a playthrough of Infinite, but only if you’re craving an extremely well done story and don’t care so much about the next “fun game.”


Final Score: 7.5/10

Now flame away!
-Josh
Screenshots courtesy of The Inner Dorkdom


 

  


Tomb Raider - Review (PC)




I’ve always enjoyed Eidos’ Tomb Raider series, but it would be a falsity to lead one to believe that the series hasn’t had its fair share of pretty bad titles.


For some reason, the first game was the only one really worth its salt. In my opinion, this is because the other games were just a bit ahead of their time and couldn’t - due to the technology of late 90s-era gaming - properly advance the gameplay mechanics which the developers wanted to implement. That being said, once Crystal Dynamics took over developing duties, the adventures of Lara Croft really began to come into their own.
In 2011, it was announced that after 3 highly successful entries (TR: Legend; TR: Anniversary; TR: Underworld), Crystal Dynamics would be rebooting the franchise. Like I’ve said many times before, I’m not exactly gung-ho when it comes to reboots/remakes, but this one looked like it could be a good thing for the franchise. By telling a sort of origin story for Lara and making her a character that you actually care for, Crystal Dynamics has created what is, in my opinion, the best Tomb Raider game ever made.


Vistas like this and even more impressive are what you can expect.
Differences between the PC and Console versions:
Unfortunately, the PC version was released with some problems due to the graphics tech wars that are going on right now between AMD and NVIDIA. A new realistic hair physics technology called TressFX which the PC version of TR uses was built for AMD video cards. Therefore, NVIDIA cards have trouble anytime the effect is on screen, taking about a 15-20 fps dip. I have an NVIDIA card, so I was a victim of this shot to the PC community. Luckily, NVIDIA is currently working on new drivers that should fix the issue.
*EDIT - The drivers have been released and these problems have been completely remedied.*
From what I’ve seen, the standard PC advantages exist in this port. You have better frame rates, better resolution, etc. However, the console versions do not have the TressFX feature. Apparently, this is PC exclusive. Is it going to hinder your gaming experience one way or another? Absolutely not. Tomb Raider still looks great regardless of the system you choose to play it on, with the obvious, yet slight, PC advantages.

Breakdown:

"This old guy won't stop hitting on me..."
Story: 9/10
Since this is a reboot and an origin story, the Lara that we’re presented with in this iteration is very different from the Lara of the previous games. In fact, the only real similarities are the facts that she’s British and has a love for archeology. Lara is less a female Indiana Jones-style treasure hunter, and more just a girl who wants to check out ancient ruins for the simple wonder involved.
Part of a crew which is taking a ship-ride to find the lost island of Yamatai, Lara finds herself shipwrecked and alone once a large storm overtakes the ship. After being captured by some unknown locals and eventually escaping, she meets up with a few of her crewmates which begins to lead Lara into a dark world of not only survival, but cult-inspired mystery.
The thing that is perhaps the most impressive about the plot is its use of naturalism. In a game, this is something that isn’t the norm. At every turn, Lara is halted by something that doesn’t want her and her crew to leave the island. There are a lot of moments where she will be so near to her goal that it - even from the player’s point-of-view - can be tasted, only to be snatched away by yet another huge problem. It’s almost as though for every 3 steps Lara takes, she is always pushed 2 steps back. While this may sound like a frustrating narrative tactic, the game’s writers really pulled it off beautifully.

Check out the detail!

Visuals: 10/10
I couldn’t praise the visuals of this game anymore than they already have been. Other than something like Crysis 2 and 3, Tomb Raider has the best graphics I’ve ever seen. One thing that you don’t see every day in games is a well done, outdoor, open-world, jungle setting. Sure, there were games like Metal Gear Solid 3: Snake Eater and Assassin’s Creed III (though that was more forest, less jungle), but Tomb Raider actually looks and feels like a real jungle. Light shafts flow naturally through trees, animals scurry about, and the game’s water looks like water.
The character models and animations are truly astounding as well. Just like I wrote in my Assassin’s Creed III review, developers continuously get better with model design. I’m just glad that characters in games now look less like creepy dolls and more like actual human beings. Plus, creepy dolls freak me out.


The sounds in caves even bounce off the bones on the ground! Not really, though.
Sound: 9/10
The sound design works very well for the immersion of the game. The ambient sounds of the jungle are present in full force. Bugs, animals, etc. are all there. Another thing that impressed me was the reverb used. Sounds and voices - particularly of enemies  - seemingly echo off of trees, rock walls, and caves just as they actually would in the real world.
There isn’t that much music in Tomb Raider, and what little it does have is mostly forgettable, but it’s not exactly needed either. The ambiance carries the game and gives a constant feeling of isolation, which is what I believe Crystal Dynamics intended.


Sure, Lara... Use your pickaxe instead of the shotgun on your back.
Gameplay : 10/10
Everything about the gameplay is perfect. Tomb Raider, like most games nowadays, utilizes RPG elements to allow the player to level up Lara throughout the course of the game. You have the option, upon earning points, of leveling Lara’s various abilities which help her become a better treasure hunter, and a more skilled combatant.
The combat is some of the most well done I’ve ever seen in a 3rd person action game. It melds the best elements of games like the contemporary Resident Evils and Gears of Wars into something unique. You have to use cover, stealth, and your various weapons to get through the crazy cult members that block every objective. While a lot of games get boring with these mechanics, Tomb Raider never does and combat remains enjoyable all the way to the end.


Archery with Lara Croft. Sounds like a good time to me.
I love this game. I’ve enjoyed nearly every Tomb Raider title (Angel of Darkness… ugh. Horrible.), but this game perfects the series in every possible way. Lara is now a character that players will actually care about and have a boatload of fun while guiding her through this excellent reboot. Is it worth $60? Absolutely! I can’t recommend it enough. If you haven’t picked it up yet, go get it. Now. I guarantee you won’t regret it and you’ll get your dollars’ worth.


Final Score: 10/10
-Josh
Screenshots courtesy of The Inner Dorkdom

 

 

Josh's PS4 Thoughts

Console hardware is becoming increasingly difficult to discuss. As of right now, the Wii U has already been released and the PS4 was revealed only recently. How do the two compare and how will they stack up to Microsoft’s new Xbox? It’s really hard to say given the fact that no one outside the gaming industry has actually played anything other than the Wii U.

Some of the features revealed to be capable of the PS4 are kind of neat, but will they be enough to make the system sell? It seems as though Sony is going down the same road as Microsoft did last generation with more of a focus on social networking features. Stuff like being able to share gameplay videos across various media outlets such as YouTube and Facebook, or being able to spectate and take over the control of a friend’s game are cool ideas, but how much of that will simply be a novelty that will quickly wear off?

One thing about Sony’s presentation that I noticed was the very odd balance contained within. On the one hand, Sony was taking the Nintendo approach of, “this will change the way you play games,” but on the other, there was a focus on the PS4’s raw power, likening it to higher-end gaming PCs. While for most it would seem as though the presentation contained a good balance of the two, I felt like Sony is finding it hard to market this new console to consumers that have grown accustomed to current-gen hardware. More like, “how do we sell this thing? Is it the features, or the power?”
At least the “used games lockout” rumor proved to be false.

Going off pure features other than those mentioned above, it looks like there won’t be much more to offer than the PS3. The idea of playing games streamed to the Vita is ok, but it is a feature that requires one to actually own a Vita. Sony could possibly move a few more units by implementing this kind of connectivity, but given the Vita’s lackluster library, that’s highly doubtful. The PS4’s lack of backwards compatibility could also be problematic for some gamers. The Wii U succeeds here given the fact that it will play previous generation titles, as opposed to the PS4 which will not play PS3 games. In my opinion, every console should at least be capable of playing games from the previous console. I was disappointed that the Wii U can’t play Gamecube titles, but at least you can still boot up Wii software. In the final days of a console’s life, being able to play previous-gen titles on the new machine can keep the last generation alive for just a bit longer and ease people into the transition of a new box. Odd that Sony opted not to do so.

On power, there’s no question that the PS4 is in the lead so far. True enough, we don’t know what the exact specs on the Wii U are (which I’m getting really tired of saying, by the way), but then again, we probably never will. Nintendo has never been forthcoming with its system specs, something which Sony had no qualms with in their presentation. The PS4 will make a pretty big jump in improvement over PS3 architecture, making it a much easier system to develop for (according to developers, themselves), given its new, “not-cell” processor and various memory improvements.

In the graphics department, who can really say? It’s highly doubtful that the Wii U is capable of the near-PC quality visuals displayed by the PS4 demos, but you never know. As Nic and I talked about on the most recent episode of the podcast, we’ll never truly know until Nintendo develops and releases a game specifically built for the Wii U. But Nintendo’s system’s true power could possibly make itself known even further down the road seeing as how Nintendo has only just started experimenting with shaders and lighting effects.

So how does all this stack up to the new Xbox? There’s really no telling at this point since there has been no official news on anything pertaining to Microsoft’s new console other than a reveal event, similar to Sony’s, which is just around the corner. Judging by the rumors, the new Xbox will have nearly the exact same hardware that’s stuffed inside the PS4. Unfortunately, there are still some terrible rumors such as having to be constantly connected to the internet in order for the console to function and forced Kinect integration.
A lot of people ‘round the internet are already seeing the PS4 as the “one to beat” this generation, but I really think people are underestimating Microsoft. This is a company that has built a gaming empire with its Xbox Live online service. With comparable hardware under the hood and the consistent online features of the Xbox 360, there’s still a lot that remains to be seen. Also, there’s no doubt that Microsoft will take the same extreme measures in securing 3 rd party support as they did last generation. Sony has seemed to take similar measures, which will make the whole thing very interesting to watch.

Overall, I think the PS4 reveal was a good one, I just wasn’t overly impressed. The thing is though; I wasn’t really expecting to be. I remain skeptical that consoles will bring new things to the table that become mainstays of gaming, but I won’t know for sure until they’re hooked up to my television/monitor and the controllers are in my hands.

Sony has been the first to show what next-gen console gaming is capable of, something that Nintendo has yet to do, and Microsoft’s plans are still unknown. That being said, this year’s E3 will probably be one of the most interesting in recent history. E3 will give Nintendo a chance to reveal new games which will start to show the direction they want their console to go and the new systems will have a chance to build hype. I think that once the new Xbox is revealed and there is much more of a chance to compare and contrast all 3 systems, perhaps my excitement level will increase. All that can be said at this point is, “we’ll see….”

In order to wrap up, this brings me to something that people really need to realize: None of what you’ve just read, or what Nic has already written, or even what websites like IGN have written, really matters at this point because of 3 things:

1. The PS4 and Xbox HAVE NOT been released yet. No one has actually played the 2 consoles, aside from the aforementioned gaming industry (developers).
2. We don’t know how popular these features might eventually be. The PS3 was the first console to truly implement integration features (web browsing, streaming video, apps, etc.) and at first, they were services that nobody thought they would use from a videogame system. Now, these features have become the standard across the PS3, Xbox 360, and Wii U. A year down the road, a “share button” could be what turns the tide for consoles. That’s highly doubtful, but entirely possible given consumer’s mindsets these days.
3. All these “impressions” are based off of how well Sony presented their product. Did these features make you want to buy their console? Based solely on a presentation, that’s really hard to determine. Just like point #1 states, we have not actually used the console yet. I remember my initial impressions of the original Xbox as not being that great, but after I actually bought one, I ended up enjoying it. You know what made me want to get a Nintendo 64 initially instead of a Playstation? Playing Mario 64 for hours on end at Wal-Mart. Until one can actually review the console, then these impressions are, for the most part, meaningless.

After E3, when perhaps journalists will be able to spend some hands-on time with the PS4, these impressions will take on a bit more validity. Even then, however, the features that Sony has revealed of the PS4 won’t be known until one buys the console, plugs it in, and starts to play. Remember, “Knowing [about a console] is only half the battle.”
“G.I. Joooooooooooooooooooooooooooooe!”

-Josh

Aliens: Colonial Marines – First Impressions


I’m a xenomorph fan and like most xenomorph fans, I was excited for Aliens: Colonial Marines. When the game broke its street date and was released a few days early, reviews and opinions started pouring in. Most of what I read was negative. Of course, I was pretty shocked. From everything I had seen on the game, it looked like it would be really good and close to the feel of the Alien films, but all these opinions were saying the opposite along with other negative criticisms about various aspects. Ignoring these early impressions, I decided to take the plunge and proceed with purchasing the game for PC.

In a word: I like the game. Is it the best thing I’ve ever played? No. Does it show signs of being in development limbo for several years? Yes. But from the 3 or 4 missions I’ve completed, I can say that it’s a good game. At this point, I’d probably give it a 7/10. The only thing I could agree with from these impressions is the fact that some of the AI is kind of dumb at times, but mainly on the part of the human characters.

After the game was actually released, official reviews started pouring in, most of which were horrible. IGN’s review stated, “You don’t ever actually feel like you’re actually in danger. You don’t feel overwhelmed. In fact, over the course of its six hour campaign the game never gets even remotely close to replicating the genuine feelings of fear and dread that simmer throughout James Cameron’s cinematic classic, simply because its xenomorphic enemies are so mindless.”
I have to disagree with almost every bit of that.

Let’s take these one by one, shall we?

1.       “You don’t ever actually feel like you’re actually in danger.”
Apparently IGN didn’t play the mission where you have no weapons, are being chased by some sort of giant xenomorph (not a queen), and have to move slowly throughout the underbelly of Hadley’s Hope in fear of waking up the sleeping “acid-filled exploding” new aliens. I was genuinely creeped out by this section. I felt like I was in plenty of danger as I didn’t want to die by waking one of those jokers up; when one did wake up, I had to remain perfectly still since these new xenomorphs operate completely off of sound. When it came right up to me, slowly circled, and eventually trotted off, I breathed a huge sigh of relief. Plenty of danger, indeed.

2.       “You don’t feel overwhelmed.”
There are a ton of xenomorphs that show up all the time which you have to fend off, sometimes having to protect a squadmate as they complete some kind of task. How do you not feel overwhelmed?

3.       “…the game never gets even remotely close to… the genuine feelings of fear and dread that simmer throughout James Cameron’s cinematic classic…”
Excuse me? Did you guys even watch Aliens? If we were talking about “simmering fear and dread” in the original Alien film, I could get behind your point, but we’re talking about Aliens. Aliens was a high-octane, action/sci-fi flick. Ninety percent of the movie was spent blasting xenomorphs and another five percent was Ripley fighting the queen with a loader. There were some “fear simmering” moments (which accounts for the remaining 5%), like the infamous turret scene, but the majority of the film was action oriented.

4.       “…the xenomorphs are so mindless.”
While I don’t completely agree, I can see where they’re coming from. The xenomorph AI isn’t as complex as it was in the most recent Alien’s Vs. Predator title, but it’s not terrible by any stretch. I wouldn’t go so far as to call them “mindless,” though. Less advanced than AvP, sure.

Another thing related to the AI (which seems to be one of the game’s largest criticisms, including IGN) I don’t agree with is when IGN writes, “The problem lies with the aliens themselves; they’re not smart enough to hunt in packs or take you by surprise; they just willfully hurt themselves in front of your short, controlled bursts.”
Again, the xenomorph AI isn’t the greatest in the world, but really, when has AI in a game ever been smart enough to “hunt” the player? The only thing I can think of is in AvP when the xenomorphs will sometimes try to get behind you rather than attack you head-on, but I wouldn’t call that “hunting.” Like I said before: That’s something that shows the AI in this game isn’t as advanced as it was in AvP. But in all fairness, AvP and A:CM are two different types of games. They’re both first person titles, but AvP had varied game types by being able to choose between the 3 species… Two of which you had to play as hunters. Here, you’re stuck with the marine and only the marine in a story that needs to be a little faster paced like the film it claims to be a sequel to.

Also, everyone needs to be aware that this game is pretty old and has been in development for quite some time. It has switched developers more times than I have fingers and toes. No matter what Gearbox (the last developer) did to the game, the only thing that would have “fixed” the outdated features in the game would be to rebuild it from the ground up, which would have delayed the game even further. That being said, the game is pretty good for having been a complete and utter disaster when it comes to developing software.

Once I finish the game, I will give my full review of it. But as of right now, I’m really enjoying it and, for me at least, Aliens: Colonial Marines is mostly a success so far.

-Josh
Source: IGN

DmC: Devil May Cry - Review (PC)


I never really got into the original Devil May Cry series. I played a majority of the first game and a little bit of the 3rd and 4th ones, but it always seemed as though the series was a fairly good one; I was just involved with other games at the time. Apparently, Capcom felt the need to reboot the franchise, so they contracted UK developer Ninja Theory to handle the reset. Previously an action/puzzle solving hybrid, DmC (No, that doesn’t stand for DeLorean Motor Company) strips away most of the puzzle elements and relies on straight-up, over the top, demon-slaying action.



Differences between the PC and console versions:
I played the PS3 demo and downloaded the PC version on Steam a few hours later. The demo may not be indicative of the finished PS3 game, but what I played was pretty close to the PC version for the most part. The game runs at around 60 fps even on the console, but the PC version benefits from higher resolution, better lighting effects, and other various optimized features. No matter what platform (Xbox 360, PS3, PC) you choose for DmC, it’s going to look fantastic; although the PC version does contain advantages.

Breakdown:

Dante speaks with "Kat," the mysterious guy's personal witch.
Story: 10/10
DmC tells the story of Dante, a half angel, half-demon hybrid who must travel back and forth between the real world and what the game calls “limbo.” Dante is enlisted by a mysterious stranger and his assistant/witch to help fight back demons that are trying to force themselves into our world. Dante also wishes to exact revenge upon the demon king Mundus who killed his demon father and angel mother. The story may sound extremely simple, but that’s because it is. DmC, with its highly-steeped Christian mythology, never tries to take a religious standpoint of any kind and keeps things unquestionably fictional and easy to follow.  

The things that can happen in Limbo.
Visuals: 10/10
Every bit of this game is gorgeous. The real world and Limbo have distinct visual styles apart from Limbo just looking “really messed up.” The real world looks a bit grittier, while Limbo has very saturated colors and truly looks otherworldly. One thing in particular that stands out is the character models and their facial motion capturing. Developers are really getting good at this technique and DmC is no exception. Facial expressions are very well captured and the character models look more like actual actors and less like CG dolls whose mouths kind of match their words.
Animations are extremely fluid, lighting is great and the overall look of the game is pure eye-candy.

Beatin' down some demons at the beginning of the game.
Sound: 9/10
All of the slashing, shooting, and bone crunching is all accompanied by some mostly great music. I’m not too fond of dubstep, but its use here fits the game’s situations rather well. I much more prefer the metal-style tracks during combat. Every time Dante engages in combat, the metal starts and you can’t help but feel pumped up as you play. The reason I have to dock it a point here, and this may be more of a writing thing, is because of the excessive cursing used throughout the game. Cursing isn’t something that bothers me, but its use here is, a lot of the time, unnecessary and downright corny. That being said, the voice acting is fantastic and some of the best I’ve ever heard in a game. Coupled with the facial capturing, the characters feel more alive than in most titles.

Bosses are usually on the 'large' side.
Gameplay: 8.9/10
There is no way that you could play this game and not have fun. Whether you want to “button-mash,” or actually learn the combos and various moves, there’s mass fun to be had here. You can’t help but feel awesome as the game informs you that you’ve taken out a crowd of enemies and achieved an “SSS” ranking. These rankings reward you with points which you can spend on upgrades for your arsenal, or more moves and powers. I did, however, feel that some of the moves were a bit unnecessary. Usually, you’ll only need a few key moves in order to progress throughout the game, but these extra abilities do add to the visual appeal and overall awesomeness of combat.
The boss battles are excellent. They’re not terribly difficult, but unlike most bosses in games which are strictly difficult, these are actually a joy to play. Most involve not only hacking at whatever huge demon you’re up against, but using platforming elements to avoid their various attacks.
The only real complaint I have with the gameplay is that it can be a little repetitive during the game’s final levels… and I’m talking like, maybe the last 2 or 3.

Controls: 10/10
Like the overall gameplay, the controls are fluid, yet relatively simple. Combos are easy and you’ll be demon slaying like a pro in no time. As you progress, you gain more and more abilities, but the game eases you into them gradually rather than unloading all at once. By the end of the game, you’ll be taking out swarms of enemies as if it were second nature. 

Dante says, "Don't buy this game for children. I curse alot."
Other than Portal 2, DmC may be one of the best games I’ve played in quite some time. Normally, I’m not that big a fan of “beat-em up” style games, but this one transcends all of the clichés associated with the genre. Is it worth $60? Definitely. No question about it. This is a must-have game for any gamer. Only keep it away from the kids; There’s a reason it’s rated ‘M’ for mature.

Final Score: 9/10
-Josh

 

My History of Thoughts on Nintendo (A disclaimer for the upcoming "Nic vs. Josh" debate)


First off, I just want to say that I consider myself a Nintendo fan. Am I a fan of their hardware? I would say yes, but I’m more so a fan of their software. Growing up with franchises such as The Legend of Zelda, Mario and Metroid kind of makes it hard to not eagerly anticipate the newest titles in their respective series.

Second, and most importantly, I think that Nintendo, in more recent years, has made some rather poor choices when it comes to hardware design and business in general. This doesn’t mean that my fandom has diminished or that I hate Nintendo, it just means that I’m sort of disappointed in their lack of willingness to compete with the rest of the video game world.

Here we go…


During the 8 and 16 bit eras, Nintendo ruled the entire planet. Sure, there was competition from Sega with the Master System and Genesis (maybe a little with the TurboGrafx 16), but Nintendo always seemed to 1-up (like that?) them in some fashion. Whether it was graphics, sound, or quality titles, Nintendo always seemed to have the bigger dog in the fight.

Around the 32/64 bit era, things started to change. Previously, CD-ROM based add-ons were met with mostly negative results. The Phillips CDi didn’t do well, the Sega CD was mostly horrible, and even Nintendo canceled a partnership with Sony during development of their own SNES CD add-on. Unfortunately for Nintendo, they created a monster that would prove to be much more competitive than Sega ever thought possible.

The Sony Playstation was released on American shores in 1995, but wasn’t exactly the most popular piece of hardware ever created. A year later, Nintendo released the Nintendo 64 (previously known with the much cooler, Ultra 64 moniker), a much more powerful system. There was one problem, though: The system still used the cartridge format for games.

Now let’s step back and think for a second: Could Nintendo really be at fault for that? From Nintendo’s perspective, every CD-based add-on/console had failed up to that point. Why would Nintendo ever think to release a console with its primary form of media being the Compact Disc? Nintendo probably thought that they were doing the right thing, a thought with which I can mostly agree. The only thing one can really chalk it up to is timing. The time was just right for a CD-based console.

The one thing that really hurt Nintendo during that time was the announcement that Final Fantasy VII would be released for the Playstation rather than the Nintendo 64. By this point in history, RPGs were starting to become slightly more mainstream. Games for the SNES like Final Fantasy III (VI, as it would later be known) and Chrono Trigger were "must-have" games for 16 bit gamers. Because of the rise of RPGs and their ever expanding scope, Square decided to release FFVII on a console that could handle the larger demands of the game. There would be a hit taken when it came to visuals, but FFVII could be a much larger game with the CD format.

The quality (or lack thereof) of the game aside, FFVII was a monster title. The thing sold a ridiculous amount of copies and, (again) unfortunately for Nintendo, a LOT of Playstations. Because of the growing Sony console market and the ability to reach a much larger scope with the CD format, most of the previously "Nintendo loyal" third party developers jumped the Nintendo ship and began producing games on a near exclusive basis for the Playstation. While Nintendo was still successful during this period, due mainly to relying on their brand name and first party titles, the 128 bit era would start to see things change drastically.

Sony, still riding high as the dominant console when it came to software sales, released a more powerful console in March of 2000 dubbed, "Playstation 2." Sony would continue its dominance throughout this era as well, facing off against competition from Nintendo’s newly released "Gamecube" and newcomer to the console market, Microsoft and their "Xbox."

The Gamecube was a great system, don’t get me wrong. It was technically more powerful than the PS2 and more on equal footing with the more powerful Xbox. The problem was software sales and name recognition. The PS2 was not only the first out of the gate in the new generation of consoles, it also carried a more recognizable name this time around. Most third party developers were already on board with the Playstation brand previously, and with sold out preorders around the world, were more than willing to develop for the new system. The Gamecube was left out in the cold and the Xbox was just starting to gain steam.

Nintendo still had their first party titles which were, and still are, top-notch in terms of quality, but perhaps Nintendo’s shining decision was securing exclusive rights to Capcom’s Resident Evil franchise. This was a huge move for Nintendo, but the exclusivity of one franchise couldn’t make up for the ridiculous amount of third party franchises on the PS2. Also, Capcom’s exclusive contract must not have been a very long one. Shortly after the Gamecube release of Resident Evil 4, there was a port of that game (with huge additions), Resident Evil: Outbreak File 1&2, and Dead Aim all released for the PS2. Outbreak and Dead Aim being PS2 exclusive, I might add.

The only thing bad that can be said from a technical standpoint about the Gamecube is its choice of format: Mini-DVD. Other than wanting to preserve the small (size-wise) nature of the console, this is a decision that I honestly can’t understand to this day. Did this hurt the console? To be honest, I’m not really sure. It’s possible, because rather than have games cost roughly the same across all three consoles to produce physical copies, publishers perhaps had to pay a little extra for Mini DVD. I can’t really say for sure, simply because I don’t know how much it cost back in the day to produce that particular format.

In the current generation, things got even more hairy for Nintendo. Microsoft was the first company on the floor with their Xbox 360 in 2005. With more of a focus on multiplayer/networking and graphics that were a noticeable improvement over the previous consoles, it’s no wonder that the 360 gained popularity as quickly as it did.

A year later on November 11th, 2006, Sony released the Playstation 3. Unfortunately for them, Microsoft had mostly blanketed the market with the 360, so the PS3 was marketed as more of an entertainment "do-all" than a straight-up video game console. Sony also used the PS3 as more of a marketing tool to sell their new High Definition format: BluRay. While I commend Sony for wanting to integrate new features into home consoles, they were a bit ahead of their time. Video streaming services had not reached the popularity that they are in 2013 and neither had the advent of the "app." It was good to know the PS3 was capable of doing these things, but in 2006, people found it hard to care enough to drop $500 on the console.

Nearly a week later, Nintendo released the Wii. The problems that I had with the system are shared amongst most gamers, so I’ll break down some of those opinions:



Motion Controls -
When the Wii was first revealed, I remember seeing images of the controller and thinking, "What the crap is that thing?!" The design was so far removed from what gamers were used to that it was somewhat unrecognizable. There were a few familiar elements like a d-pad, a few face buttons, and an analog stick, but you were supposed to hold separate pieces in each hand and point it at the screen in order to interface with whatever game you were playing. On paper, the ideas for gameplay sound pretty cool, but in actuality, they become somewhat frustrating. First person games were tedious because movement was a lot more difficult; platformers mostly required you to turn the wii-mote portion on its side in a somewhat uncomfortable fashion; and having to point the controller at the screen constantly became quite tiring after extended periods of play.
I, like most gamers, like to "vedge out" while playing a video game. I don’t really care to wave my hands about just to make my in-game avatar turn around to look behind me, or have to point the controller constantly on screen to make sure my character moves in a particular direction. These actions are made much simpler by the use of dual analog sticks.
A "classic" controller was released with a more conventional design, but it was only compatible with a few regular Wii games and mostly used for downloadable (Virtual Console) titles.

Graphics -
High Definition graphics and imagery were becoming the standard before the Wii was released. I understand Nintendo’s focus on gameplay, but graphics immerse me in the experience as well as gameplay. When I’m having to deal with frustrating/tiring controls AND graphics that are nowhere near what they COULD be, the immersion is lost. Immersion is clearly what Nintendo was going for with the introduction of motion controls, but is it really that hard to have both graphics and gameplay? I don’t think that a game has to be pretty to be fun, I’m just saying that there’s no excuse for releasing a console that is underpowered when compared to its competition just for the sake of in-game controls.

Lack of Third Party Support -
This is the main problem with the Wii. I can’t blame anyone but Nintendo for this one. With the Gamecube, even though developers were attached to the PS2, they still knew that Nintendo could release a quality piece of hardware. Games COULD be ported, they just weren’t because of the popularity and large user install base of the PS2. I believe that had Nintendo released an equally powerful console like the Xbox 360 (and perhaps dropped the motion controls), they would have seen more third party developers gravitate towards them. Releasing a drastically, technically speaking, inferior console than what technology was capable of, made developers scoff at the Wii and mostly avoid it. Also, motion controls would HAVE to be integrated into the game since not everyone had the classic controller or "nunchuck" peripherals. These extra controller options, and added motion controls in general, take more time and therefore cost more money to implement. I honestly can’t blame third party companies for wanting to pass on the Wii. I don’t say that out of spite; I only say it because it’s the most realistic viewpoint.

Catering to the "Casual" market -
I’ve been talking about how I’ve been writing an article about this for a few weeks now, but I’ll go ahead and address part of the subject.
A casual market does, indeed, exist. The thing I get sick of hearing is the "core gamer" term. I think that the term is used in most cases to put a stamp on gamers who like games like Grand Theft Auto, etc. Most of the time, it’s used in some kind of derogatory manner, or to separate certain games from others that shouldn’t be separated in the first place.
I look at games in 2 different styles: Casual games… and EVERYTHING ELSE. There is no in-between. Grand Theft Auto is no more "core" than Super Mario Bros. A casual game is something like Angry Birds. Most of what you’ll find in an app store for your particular smartphone can be considered casual games. These games are defined by the fact that you can pick them up for 5 minutes and put them down. Basically, games you play when you’re bored or waiting in the doctor’s office.
Most gamers, just like we all did back in the 80s and 90s, take video games seriously. The video game market EXISTS because we take them so seriously. Not only do consumers take them seriously, but so do developers. Gone are the days when a game was developed over the course of a couple months with a team of 5-10 people. Nowadays, games usually have 40-100 people working on them and sometimes take up to 2 years to produce. With that kind of production, developers want to deliver the absolute best experience possible, which is something most of them didn’t feel was possible on the Wii. Just like developers want to deliver the best experience possible, gamers want to receive the best. Being a platform which caters predominantly to gamers who only want to pick a game up, play it for 5 minutes and then go to work, the Wii was not the platform to go to for most third party companies.

With the Wii, Nintendo based their marketing strategy around roping in the casual gamer… and they did it in spades. People who normally wouldn’t dare pick up the latest Nintendo console were actually making it a point to do so. One particular example that’s always used is that of someone’s grandma playing Wii Sports. Did this actually happen? Yes, it did. The problem is that a grandma is still a grandma. Because grandma enjoys bowling on Wii Sports, that doesn’t mean she’s going to be beating down the doors of her local Gamestop to preorder the next Mario or Zelda game. For grandma, it begins and ends with Wii Sports. My question is: What was the point in Nintendo doing this? The answer: To sell more systems. But system sales are only half the battle. If a company doesn’t have the software to back it up, then that company doesn’t get any back end off of titles sold and the console sits and collects dust. Such was the case with a great many Wiis that were sold in 2006 and onwards.

All that being said, the Wii DID have some solid titles, but those were few and far between. I realize that that’s subjective given to one’s tastes, but can’t that be said no matter what console is the subject of discussion? I believe the games that were the strongest were ones that were developed by Nintendo themselves… which were few and far between. Nintendo didn’t have the "next killer app" down the pipeline from month to month. Sometimes strong titles would release with 6 months to a year between them as opposed to the PS360 which had a new, large-scale title available nearly every month. But when you’ve only got one company releasing consistently, top-drawer games, what do you expect?

I’ve already made my recent opinions known about the Wii U, so I won’t go into that again. I’ll only say that Nintendo has a lot of catching up to do to win back all the gamers that they’ve lost to the other two big companies in recent years. I still love Nintendo and will probably continue to buy their hardware for as long as they continue to produce it. But when two other guys carry around bazookas and you’re still carrying around a pistol, it’s easy to see how the fight’s going to end.

Ok, I was done with the article and then I thought of this analogy to sum up the whole thing and expound upon that last line:

Nes = Pistol; Everything else at the time = BB-gun

Snes = Machine pistol; Everything else at the time = Pistol

N64 = Upgraded machine pistol; PSX = Regular machine pistol with more bullets

Gamecube = Assault rifle; Xbox = Assault rifle; PS2 = Slightly less powerful assault rifle with more bullets

Wii = 2 assault rifles duct taped together; Xbox 360 = Machine gun with buckets of bullets; PS3 = Machine gun you can play BluRays on, but has the same kind and amount of bullets as the Xbox 360, but sometimes misfire.

Wii U = Machine gun; Next Xbox = Bazooka of some sort; PS4 = Bazooka of some sort that will probably play BluRays.

Yeah, the analogy is a little bit ridiculous (and using the bazooka to represent the unknown was probably extreme), but it illustrates how Nintendo’s consoles are viewed by the majority of the gaming public (myself included) and that recently Nintendo has seemed to be behind in recent years. At times, being behind in a somewhat costly fashion.

With that, I release you!

-Josh

How To Play Mortal Kombat (MK9)


Since I need more people to play Mortal Kombat with, I’m gonna create a tutorial on how to get started playing the game. I’ll introduce you to fighting game terminology, strategies, combos, and general fighting basics in what I hope will be the easiest guide you’ll ever read.




Button Layout:
First off, we’ll need to explain the controller and the normal button configuration. I’ll be referring to the buttons in numbered format so things will be a little easier to understand. This button setup applies to both the Xbox 360 and PS3 versions of the game.

360/PS3 – Number which applies to both consoles (and most non-Capcom fighting games)
X/Square – 1
Y/Triangle – 2
A/X – 3
B/Circle – 4
Forward - F
Back - B
Down - D
Up - U
Block – BLK (Right Trigger)
Throw – (Right Bumper)
X-Ray – (Left & Right Trigger Simultaneously)
JiP – Jump in Punch (pressing 1 or 2 while jumping toward an opponent)
JiK – Jump in Kick (pressing 3 or 4 while jumping toward an opponent)
NJP – Neutral Jump Punch (pressing 1 or 2 while jumping straight up)
NJK – Neutral Jump Kick (pressing 3 or 4 while jumping straight up)
Dash – Press ‘Forward’ twice and your character will dash forward. This is effective in juggle combos (keeping the opponent in the air) and Dash Blocking. Dash blocking can be used as a safe way to move toward your opponent faster than either normal dashing, jumping, or walking. To dash block, press FF, BLK, F, BLK, F, BLK, F, etc. After the initial dash, you only need to press forward once in between blocks. You’ll know you’re doing it properly when you see your character scoot across the screen at an extremely fast rate.

Buttons 1 & 2 are both punches, while buttons 3 & 4 are kicks. If I were to explain how to perform Sub-Zero’s freeze move, I would say “DF3.” This would mean that you would kinda roll your thumb from down to forward, then press “A” on the 360, or “X” on the PS3 pad.

Note: Personally, I prefer using a PS2/PS3 pad for playing MK. There are a wide variety of arcade sticks made especially for fighting games (even one specifically for MK), but my opinion is that the game plays better on a normal gamepad. It’s really all a matter of preference. Some are more comfortable using a stick, others a gamepad. The 360 controller’s directional pad is atrocious for fighting games, so I use a converter that allows me to use a PlayStation 2 controller on the 360. You can pick one of those up for about $40 at this website: www.etokki.com



Now that you know the button layout, let’s move into some basics:
All the characters in the game have special moves such as fireballs and other moves that are done by entering specific commands like Sub-Zero’s freeze mentioned above. Throughout most of this tutorial, I’ll probably be referring mostly to Sub-Zero since he’s the character I know the best and is, in my opinion, the easiest character in the game to use.

Let’s look at a few of Sub’s special moves:

DF3 (Freeze) – Sub creates a ball of ice projectile that travels along the screen and freezes the opponent, leaving them open for a combo, or free hit.

BF4 (Slide) – Sub slides across the screen, knocking the opponent down when it hits.

DB1 (Ice Clone) – This is probably Sub’s best move. He creates a clone of himself that, if touched, puts the opponent into the same frozen state as his freeze projectile.

You might be asking yourself, “If Sub-Zero has a projectile that will freeze you, why not do that over and over again?” And here we get into some fighting game principals! If you’ve ever played a fighting game with your buddies, they might sometimes use projectiles constantly just to annoy you. They’ll stay across the screen firing projectile after projectile which will frustrate you, forcing you to learn some specials just to be able to compete with them. While to the uneducated this might seem “cheap,” it is actually a tactic called “zoning.” Zoning is a term that is used when a character uses his projectiles over and over in an attempt to force you into trading projectile for projectile, or jumping over them in which he or she can hit you while you’re in the air (anti-air). But again, “Why not just do that all the time?” Simple answer: Projectiles are usually unsafe at certain distances. If you jump over the projectile and are at close enough range, you can do a JiP and start a combo, effectively punishing your opponent’s zoning game.

The word “unsafe” is a term you’ll hear quite a lot when talking about fighting games. This means that if you block a move that is unsafe (such as a projectile), you are at an advantage and can “punish” your opponent for throwing that move out there. Not only are certain special moves unsafe, but some normal moves are as well.



The five big fighting game terms:
Safe – Moves that, when blocked, put you at advantage
Unsafe – Moves that, when blocked, put you at disadvantage
Punish – What you do when the opponent throws out an unsafe move.
Advantage – You can react before your opponent can, allowing you to block or throw out another move or set of moves.
Disadvantage – You cannot react before your opponent, therefore opening yourself up for punishment.

Most fighting games are based around these terms. It’s been my experience that once you learn these, learning the rest will be a piece of cake.



The Main Screen:
During a match you’ll notice your basic HUD (Heads Up Display) which presents you with both character’s life bars at the top and their respective “Super” meters at the bottom.


  1. Life Bar:
    The life bar is located in either the top left, or the top right of the screen, depending on which side you are on. Green on the bar indicates your remaining life, but when you see red, it means that you’re taking damage. As combos connect, the red on the bar will all stay consistent and there’ll be no breaks in between, meaning that all the hits of the combo are connecting and the opponent cannot block between them. This is important as you create combos, to know that your combos will connect during a match.
  2. Super Bar:
    This is the absolute most important thing in the game and the basis for MK9’s fighting system. As you look at the super bar, you’ll notice that the entire bar is divided into 3 segments. Over time, the segments fill up, until the entire bar is filled. You can spend these segments for either enhanced special moves, breakers, or an X-Ray.


  • 1 Bar - Enhanced Move: Enhanced moves are performed the same way as normal special moves, but you press block at the same time as the button command. For example: Sub-Zero’s enhanced slide is done by inputting, BF4+BLK.  Press back, forward, and then 4 and block at the same time. Enhanced moves usually have different properties and should be used for different situations than normal specials. Sub-Zero’s normal slide, while costing absolutely no meter, only knocks the opponent down. The enhanced version of the slide goes under the opponent, and flips them into the opposite direction. Since Sub-Zero’s playstyle involves keeping the opponent in the corner, this is an effective move if Sub needs to reverse positions and get the opponent where he needs him to be.
  • 2 Bars – Breaker: If you have 2 bars for meter built up, you can perform a combo breaker. After the second hit of an opponent’s combo connects with you, you can hold Forward and press BLK to break their combo, pushing them off you and allowing both characters to return to neutral ground. Characters DO NOT take damage from breakers.
  • 3 Bars – X-Ray: A full super meter means that you can perform an X-Ray move. X-Rays are mainly used as unbreakable damage, usually dealing around 35% damage to the opponent. When I say unbreakable damage, I mean that the opponent cannot break a combo that ends with an X-Ray, or break during the X-Ray.



How To Build The Super Meter:
You can build the super meter by both taking damage and using special moves. You also build meter while hitting an opponent that is blocking. Rush-down (characters that need to be close to be effective) characters (Johnny Cage, Kung Lao, etc) build meter very quickly when they get close – since a lot of their moves will usually be blocked - and zoning characters (Kenshi, Noob-Saibot) build meter when they use moves like their projectiles. You should always pay attention to how your character builds meter the best and how your opponent builds their meter. You can always crouch to avoid most projectiles, but you have to take into account the fact that your opponent is building meter while they throw them at you. Watch and pay attention to both your opponent’s meter and yours.

Yet again, the super meter is the most important tool in MK9. A well thought out breaker can turn the tide in a match, as well as an enhanced move at the end of a combo to cause a little bit of extra damage. Use the meter wisely. Don’t just throw out an X-Ray at random. It could be blocked, leaving you with no meter and the opponent able to get you into a combo that you don’t have the meter to break. X-Rays should only be used if you absolutely need the unbreakable damage, or if your character builds meter quickly. As tournament player Tom Brady/Bill Menoutis says, “The meter at the bottom of the screen is more important than the meter at the top.”

Moves That Have Armor:
Another important feature of MK9 is armor. Some enhanced special moves have armor that allows the player to absorb a hit(s) and go through an opponent’s combo string. This can be used in several different ways. If the opponent is pressuring you (hitting you with several strings while you block, trying to open you up to take damage), a well timed armored move can break their pressure and put you both back on neutral ground. Armored moves are also a good way to get through zoning attempts. If Noob-Saibot is constantly throwing out shadow clones at Sub-Zero, one way he can get through the barrage of projectiles is to use an enhanced slide. Sub will absorb one of the hits (still taking damage), but he will go through the projectile, hitting Noob.

Wakeup Moves:
Most special and enhanced moves in MK9 can be used as ‘wakeup moves.’ These moves allow a player that has just been knocked down to get up quickly with a move. Be careful, though: Opponents will attempt to bait your wakeup moves so that they can block and punish. Be wary of this tactic, as it can dramatically change a match.
Wakeup moves also have ‘invincibility frames.’ This means that the opponent cannot hit you while you are performing a wakeup move. To perform a wakeup move, simply input the special move command like normal, just as your character is about to get up off the ground after a knockdown.
Another wakeup tactic is rolling backwards. Sometimes, rather than doing a wakeup special, a roll back might be in order. To roll backwards, simply hold back as your character is getting off the ground after a knockdown.

Throws:
Throws are very important. Throws always take away 12% of your opponent’s life bar and can be a good tool when it comes to positioning. To throw an opponent, press the throw button (or 1+3) while holding the direction you want them thrown. If you use a zoning character, throwing the opponent into open space is mostly the best option. Most rush-down characters are more effective if their opponents are thrown in the direction of the corner. Crouching always avoids throws, if your character is either blocking, or crouch blocking, you are always at risk to be thrown.
While extremely hard to time properly, throws can be broken the moment the opponent grabs you before the throw. Throw breaking is also a guessing game. You have to guess which way the opponent is going to throw you. To break a throw that will send you behind the opponent, press either 1 or 3. For a forward throw break, press either 2 or 4.

Anti-Air:
If your opponent is jumping toward you, you have a few options. All characters have a built-in anti-air move in the uppercut (D2), but some characters like Johnny Cage have fast enough jabs to, when properly timed, start a juggle combo. Sub-Zero can use his Ice Clone (DB1) as an anti-air. This particularly comes in handy if the opponent has just knocked Sub down and is jumping in for more pressure. Sub can use the Ice Clone as a wakeup move and anti-air the opponent, leading to a full combo.

The Combo System:
MK9 uses what most people refer to as a “dial-a-combo” system. This means that if you input 2,1,4~Slide with Sub-Zero, you do it all at one time, regardless of what is happening on the screen. Doing this, will send Sub into a full combo rather than inputting each individual command for each individual hit. With games like Street Fighter, you input each command in real-time as it’s happening on the screen. The only combos in MK9 that don’t follow the dial-a-combo system are combos that require you to dash and juggle, or juggle combos in general.
MK9 also uses a “create-a-combo” system. This system lets you create your own combos as long as the strings you use will link with others. A list of each character’s strings can be found in the move list on the pause menu. Go into training mode and try ‘em out!

Canceling Into Special Moves:
For the longest time, I had trouble figuring out what this meant. Canceling into a special move is quite simple, actually. One of Sub-Zero’s combo strings is 224. During this combo, Sub will punch once, hit with a sword made of ice, then do a roundhouse kick, sending the opponent away from him. If I were going to cancel this string into a special move, I would simply press 22, and then do a special move. Examples: 22~Freeze (DF3), 22~Slide (BF4), etc. All canceling really means is that you use a special move to end the string instead of the last input. Simple enough?

Hit Levels:
All moves in MK9 have different hit levels that effect where the opponent is hit and what happens afterwards. These are divided between High, Mid, Special Mid, and Low. High attacks will whiff (miss) crouch blocking opponents, Mid attacks will hit characters that are crouch blocking and usually cause them to be popped up off the ground, leading to a possible juggle combo, special mid attacks register to the game as high attacks, but will actually connect vs. crouch blocking characters, and lows connect against characters if they’re blocking while standing. Also, remember that all jumping punches are considered mid attacks. You must block those standing. Knowing these hit levels is a key factor to success in MK9.
By knowing the hit levels, you can do what is referred to as a “mixup.” Mixups are combo chains that have more than one optional hit level to end the string.
For example: Remember Sub-Zero’s 2,2,4 sting? The first hit is high, the second is a special mid, and the fourth is also a high (H,SM,H). If you cancel the string with a slide, the hit levels change to H,SM,L because the slide is a low attack. If you see that your opponent is constantly blocking high, try canceling the string into a low attack such as the slide to knock them off their feet. Also, 224 can be done as 222 (H,SM,M), which ends with a mid attack. This way, when your opponent starts expecting the slide after 22, they’ll crouch block on that hit, allowing you to end the string with 2 rather than the slide. This is why it’s called a mixup. Your opponent must guess what hit level you’re going to choose as your attack.

Hit Boxes:
Certain characters in the game have different hit box properties. Hit boxes are what the game uses to recognize a character as being hit or not. Think of it as if your character had actual boxes around him on different parts of his or her body. You may have one on your head, shoulders, torso, feet, etc. Characters like Kung Lao, Jax and Mileena all have low hit boxes. This means that when they crouch, certain attacks that hit mid and special mid might whiff. Always keep in mind what characters you’re fighting against and keep in mind what their hit boxes properties are. It may be the case that you have to change up different combos depending on the character you’re fighting.

Pressure:
Here’s the part of the game that’s extremely difficult to get down. Not only is it something that takes practice to learn how to implement effectively, but it also takes practice to learn how to get out of properly when your opponent is pressuring you.
I once heard pressure referred to as “hunting for damage.” That is, indeed, the perfect way to describe it. You are hitting your opponent with the starters of combo strings to see if they’re blocking and also trying to get them to counter what you’re doing so they’ll take the hit and you’ll get some damage off of them, or a full combo.

Also, in MK9 when you or the opponent is hit while blocking, you take “chip damage.” This cuts normal hits down to a small percentage of their actual damage, but you still take damage. For characters such as Johnny Cage and Kabal, this is where they actually acquire most of their damage. Sometimes you can get a good amount of damage by pressuring, but mixing that up into a throw. With Cage, you could perhaps do F33~Throw because the opponent might continue blocking, thinking that you’re going to continue with your pressure.

To get out of an opponent’s pressure, you can attempt to poke out during the string. Usually, poking out is done by performing a character’s D1, D3, or even D4. Kitana has one of the fastest D1s in the game, so it’s extremely hard to pressure her.

Examples Of Combos and Strategy in MK9:
Here, I’ll give some examples of combos in the game, using Sub-Zero as an example. Keep in mind: All combos should be used in a situational manner. Meaning, don’t just throw out any old combo. Always have a reason for doing what you’re doing. While giving these combos, I’ll explain the reasoning behind them. Also, no, I did not create these combos. These combos and strategies are things I’ve learned by both playing against human opponents and watching high-level, tournament play. Keep in mind: All combos are notated as if your character is facing right.

Let’s start with an easy one -
214~Slide: This is one of Sub’s bread ‘n butter combos. It’s not very high damage, but it is effective for a little damage. What’s really effective is the next combo…

JiP,214~X-Ray: This will take 50% of your opponents life bar. Only use this combo for the unbreakable X-Ray damage and if the opponent DOES NOT have a breaker. It should be used mainly to end a round. There’s a little trick to getting the X-Ray to land properly. Sub’s X-Ray can be charged by holding down both triggers, or 3+4+BLK on a stick. The X-Ray will not hit until you’ve released the buttons. In order to get the X-Ray to connect in this combo, you must charge the X-Ray for a spit second before you release it.

Here’s a bit more complicated one –
22~Freeze, backup, JiP, 214~Slide: This is Sub’s absolute best open space combo. Your entire goal while playing as Sub-Zero is to push the opponent to the corner and keep them there. This combo pushes them a good chunk of the way there. Also, let’s take a second to talk about hit confirming.

Remember what I said about mixups? Usually when doing that, you’re actually confirming off of the first few hits what you want the final hit level to be. If the opponent blocks the first 2 hits high, then you can try going for the low slide.
You can do something similar with Sub-Zero’s ice clone. The timing is tricky with the 2,2 string, but it can be done. If you see that the opponent has blocked 22, quickly hit 4~ice clone. This will push Sub back and create an ice clone that the opponent now has to jump over, or armor through in order to get to you.

“So I’ve thrown out a clone and the opponent jumped into it. What do I do now? Uppercut?” Actually, you can do a full combo to get a whole lot more damage than a 12% uppercut. This also applies to any time an opponent is frozen in the air.
Simply walk up to the opponent and -
NJP, DASH, B12, 212~Slide

Stagger State:
One thing I haven’t touched on is the stagger state. Several characters have combo enders or moves that leave the opponent briefly staggered. This can lead to more pressure, a throw attempt, etc. The main thing it does is shut down their wakeup game. When put into this state, the opponent is automatically at a disadvantage, leaving you to decide how it is you wish to proceed. Again, since Sub’s playstyle is based on getting the opponent into the corner, using his stagger ender is a great tool. After you’ve frozen a standing opponent (either during a combo, or from a naked freeze), try this –
JiP, B121: This will leave the opponent standing and you can continue pressure or throw. One good tactic is to immediately try –
212~Freeze, DASH, DASH, 2,2~Slide: This pushes the opponent nearly all the way to the corner if started at mid-screen. The 212 part can actually be rather easily hit confirmed into an ice clone if the opponent is blocking.



Corner Traps:
Sub-Zero is the king of corner trapping. By setting up an ice clone in front of a downed opponent while they’re in the corner, Sub has eliminated all of their options except for 2: Jumping out and armoring through the clone. If they attempt to jump out, Sub is at just enough range to use his 22 string as an anti-air, which against some characters (depending on their hitbox size), can make them fall back onto the clone, freezing them, and allowing Sub a full combo. After the combo, Sub can end the combo prematurely by canceling into another ice clone and the trap starts all over again.
Some characters can get out of this trap by armoring through, but there is a way to get around this. One way is to simply block. Another is this –
214~Freeze, 4, 222: This will splat the opponent on the ground and give Sub enough time to put up another clone before they can get out a wakeup move. For example: If Kung Lao decides to wakeup with an enhanced spin which advances forward, has armor, and can go through the clone, Sub has enough time and space between himself and Lao that he can block the advancing spin and punish, sending Lao back into the corner and set up for another corner trap. If a character such as Kabal uses a wakeup ground saw, the move pushes him forward, which will freeze him immediately. If Kabal tries to use an enhanced nomad dash to get through the clone, just like in the situation with Lao, Sub has enough distance to be able to block and punish accordingly.



The Ice Clone:
While Sub-Zero may not be the best character in the game, the ice clone is definitely the best move. Since it’s primary use is anti-air, the best way to get someone to jump into it, is to bait them into it. Make them think you’re going to advance forward, then immediately pop out the clone. This will sometimes trick the opponent into trying to jump across you, but instead they get frozen and leave themselves open for a full combo. Sub can also use the ice clone during a jump, which can lead opponents to believe they can catch you in the air, when in fact, they’ll be eating a mid-air clone.
The ice clone can also be used a shield. If Sub pops out the clone while in mid-screen, he can use the shield to advance, shut down characters with teleports by moving and also sit behind it and trade projectiles. DO NOT trade projectiles with Sub-Zero. If you trade and the freeze hits you, you are asking for a full combo. People who know what they’re doing with Sub can trade with the fastest projectiles due to expert timing. You have to ask yourself, “Is throwing out an 8% damage projectile worth eating a 30% combo?”



That’s about all I have. Hopefully you’ll be able to use this knowledge to get good at the game and perhaps even branch out into other fighting games. I can’t take credit for all that’s here, though. Again, most of this is knowledge I gained by playing against friends, sitting in training mode, and going to a major tournament. Also, for those of you that want a more in depth look into each individual character, check out Tom Brady’s Living Guide. It’s available as an app on the Android Marketplace and on the Amazon Kindle for only $2.99. The info provided in there is definitely worth more than that.
Also, though the online is terrible, my gamertag on Xbox Live is Tang94, so hit me up if you want to play some laggy MK9. If you want to play some nearly offline perfect MK9, hit me up on the PlayStation Vita. My tag there is DarthTanger.

Peace out everybody!

-Josh

!?! E=E3 Squared Times Pi, Plus The Square Root Of Metroid... Ah, Forget It!?!

Has anyone ever heard of E3?? What a great idea. Why have they not done this before??

Ok, I was being sarcastic there. Most of you, if you have been paying attention of course, know that E3 is the "Electronic Entertainment Expo (or E3 for short)". It is held currently at the Los Angeles Convention Center in California and it is the place to go if you want to find out what the next cool thing is in the video game world. You have all the heavy hitters in the video game community including the Big Three (Nintendo, Sony, and the all powerful Microsoft). If you didn't know, now, you know (and knowing is half the battle).

Anywho, I am not the video game guy. No sir, I am not. Don't get me wrong, I love video games. I just no longer have time to devote to endless hours of sitting on a couch, drinking Mtn. Dew, and screaming at the top of my lungs at an inanimate piece of hardware. Games, that are rated mature, and small children do not go well together. So, my playing of video games has dwindled to very little. If you want the real scoop on the state of video games, you would be better served by talking to Josh (All things Microsoft and Playstation) and Nic (all things Nintendo). But, like any self respecting Internet commentator, I still have an opinion on the trends in the industry (I like da way dat Plummer steps on them there tortoises, Uh-Huh). So I will attempt to put my cent and a half (I'm a little short on cash) into the pot and see if I can provide my prospective on the video game landscape and give you a little news along the way.

First up is a topic that is near and dear to me personally. Video Games that have a storyline. I could care less if I get to play with some loud mouthed stranger (under the age of 15) on some online server somewhere. I got very little use for online death match play. Playing with people I know is great and I If I had my way we would all be in the same room when that happens. That is probably not realistic, but I like to know and see the people I kill with my BFG. So, from my perspective, I am more interested in the experience and story than I am multiplayer. I have always thought that one day video games could become something akin to an interactive movie experience. They could immerse you fully into the fantasy of the silver screen and add a whole new dimension to our entertainment business (no matter what Roger Ebert says, hack). So it is with no small amount of interest that I saw two video game debut Footage at E3 that blew me away.

The first comes from the studio that gave us the Resistance and Uncharted franchises, Naughty Dog. Their new property called "The Last of Us" may bring an entirely new aspect to the gaming landscape. Naughty Dog has always valued story above all else and they look to be pushing the envelope to it's limit. This report at IGN contains the first gameplay footage that we have seen from the title. To say I'm floored, is an understatement. This looks like a movie and the fight/shoot out moment is jaw dropping in not only its brutality but also it's execution. The ability to be this fluid in a video game is amazing. Yes, you could just run and gun your way through, but it appears that would be an unwise decision. From what I gathered from the footage is that you have a limited amount of supplies, including weapons and ammunition to use. This makes finding different ways to dispatch your enemies that much more important (plus it looks really cool when you see it on screen). This is pushing the visual and narrative boundaries to the breaking point. This thing looks great and I can't wait to play it (really late at night when my children are in bed).

Second, is a new title from the makers of Heavy Rain, a story based game from the studio Quantic Dream. They call it "Beyond - Two Souls". Not only do you have a very cinematic looking game, it also stars a film actress (the very cute, Ellen Paige) as the title's main character. Again, my words fall short of the actual viewing of the trailer so head over here and check it out for yourself. Computer graphics are never going to completely replace human actors, but this makes a case for the continued use of them as a storytelling medium. Neither one of these games are new innovations, we have already seen this type of game before in titles such as Alan Wake, Heavy Rain, the Shenmue series, and Resident Evil, but they are a giant step forward in the way games tell stories.

While your at it check out the new trailer for Halo 4. It looks like the quality of the game has not tanked since Bungie handed over the series to Microsoft and 343 Industries. I am happily optimistic that we will have another great game on our hands.

Well, thats what I got for now. I'll try to be back with more updates from E3 and beyond as the need arises. If you want to check out all the E3 news and videos, head over to IGN at the link below (shameless plug for a great site) and then come back here for more of our meaningless ramblings (come on, you know you love us). Stay Frosty or Toasty for you Mortal Kombat freaks.

Todd "all your base are belong to us" B.

[IGN.com]