October 2, 2008

S.T.A.L.K.E.R Clearsky, a step back from the core, almost a flight out of the zone

Filed under: RPG, FPS — Administrator @ 4:43 pm

S.T.A.L.K.E.R Shadow of Chernobyl was an excellent idea for a game. The setting was perfect gaming material, however the implementation was flawed. The game had far far too many bugs out of the box, but became an absolute GEM with the application of a few well chosen patches!

I was delighted when GSC announced a prequel. My initial thought were: Just redo S.T.A.L.K.E.R Shadow of Chernobyl, with new content and the bugs fixed (PERFECT). It was with this preconception that I awaited the release of Clearsky (big mistake!!!).

When it hit the shelves Clearsky was a game with HUGE problems. From what I have seen so far, it has far more bugs than SOC had out of the box. My first encounter with some bandits resulted in one of them walking off a tower (along an invisible floor) in midair, and throwing grenades down at me. When I finally gunned his ass down, the body disappeared and re-appeared back in the tower. What’s that I hear? It’s the sense of immersion in the game world flying out the window!

BUGS!!!! Has anyone seen the “Walk into the floor bug”. In the Duty base, and also in the STALKER base I have seen friendly and neutral stalkers walk into the ground, as if there is an invisible staircase. Have not managed to catch it on FRAPS but I never really have it on with CLEARSKY as im afriad I will cause it to crash even more than it already does!

CONFUSION!!! Confusion is how I would sum up the missions in Clearsky. You are frequently told to recapture a point. You charge to the point and kill all the enemy, only for NOTHING to happen. The point is not captured, and you are told to “Hold the point until help arrives”. Well this never happens. After a certain amount of time the mission either gets canceled or completes? Would it not be simple enough to start a timer at a control point once all enemies are dead. If no new enemies enter the area the point is then captured?

BLOWOUT!!! Stupid game design choice. Force the player to drop everything and run like a hare towards a shed, that protects them for a radioactive emission? Led walls methinks….

ARTIFACTS, I would have to disagree with Jim Rossignol’s review over on PCG. I actually think artifacts in SOC where far too plentiful…with no real work involved in finding or acquiring them. The detector at least makes you work for what are the most powerful and expensive items in the game! I therefore agree with this design decision, Jim did GSC not fill you with enough Vodka?

So all in all, what do I think? This is not an improvement on the first game. It has the same complaints as the first, and the developers must be questioned for not learning from the previous game. I don’t think we are asking too much too see a game that has been play tested to the point where it is possible to finish the game without a patch! SHAME ON YOU! I must commend the developers again for their ambition, I just think a game like Far Cry 2 will nail the open world shooter/rpg genre….when it should have been GSC’s crown with Clearsky.

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July 4, 2008

Thief to Return! New thief game…Thief 4?!?

Filed under: RPG, FPS — Justin @ 9:31 am

It’s been a while since my last Blog, and I knew it would take something really big for me to get the finger out and put pen to epaper.

I was a huge fan of the Thief series. The first game created the genre “First Person Sneaker”. The main character was excellent, and the story was compelling with amazing depth. When Looking Glass Studios went the way of the dodo, I was genuinely upset that this excellent franchise would never see the light of day again.

But thanks to a mere rumour it looks lie Garrett may be climbing through windows again in the dead of night, with a blackjack in his hand and a grin on his face. Eidos-Montréal has begun to recruit for what they are calling a “AAA” project, with the biggest hint being that the title of the new game begins with “T”. Fans of Thief seem to have taken the above as proof of life for another Thief game, and frankly so do I :)

It makes perfect sense to revive what was and still is an excellent set of games. My only complaint was the creation of a 3rd person view for Deadly Shadows. It was horribly evident it was to appease the button mashing console masses, and introduced a dynamic that took away the heart pounding feeling the first person view gave. You could now pivot the camera to see around corners. This for me is an unfair advantage for a thief to have!

With today’s technology a new Thief game COULD be excellent. I would urge the developers not to change too much (if its not broke don’t fix it). Obviously taking advantage of dynamic light and new particle effects would only further immerse you in Garrett’s world.

I hope this game comes back…praise the builders if it does…

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November 29, 2007

Never Winter Nights II – Mask of the Betrayer Blog Review

Filed under: RPG, News and Reviews, 3rd Person Adventure — john @ 10:52 am

NWN was a must for any fans of the RPG genre, the successor to the superb Baldur’s gate series and long forgotten, eye of the beholder classics. Full 3D view and slick interaction justifiably made it the flagship for next generation RPGs. NWN II was initially staggeringly in its depth of character development, items, monsters and looked very good, performing well with even a small army on screen.

Its fatal flaw, which NWN did not suffer from, was the number of bugs. The game seemed overly complex, with simple cut scenes causing your game to crash and resulting in the campaign having to be re-started. In fact, there was warning on the loading screen telling you to save your game as often as possible. These bugs put a lot of players off what was ultimately a good game, if a little stretched.

The add-on pack is just that, new levels, monsters, classes, items and effects. It’s the usual price for a non-independent game and is designed to allow you to import your NWN II character. Curiously, there is a welcome note in the manual in which the producer basically says that they released NWN II too early and that Mask was how the game should have looked and played.

As you’re playing a character that was able to complete NWN II (you have to create one otherwise), game play is more complex from the offset then a standard RPG. You need to know the game to play it, as your using a powerful character. But immediately you can tell that the developers have worked hard on the engine, its seamless and bug free. The loading time between maps is reduced and levels are kept to a reasonable size to ensure your PC isn’t unnecessary taxed. If NWN II had looked and played like this then it would have made a much bigger impact.

The main campaign is tough, well paced and just the right length (about 10 hours). Character development to “epic levels” is possible, allowing your character to become a juggernaut of destruction. There are dozens of new feats and spells (you do need to play with the manual open to figure out what they do) which allows new ways to win battles and solve problems.

The game only falls down in its plot devices. Most games in the Baldur-NWN series have complex plots with the protagonist central to the story. Mask goes to far though, and has a horrid feature called the “spirit meter”. Not to give the plot away too much, it basically dictates how long you can spend on any map, how often you can rest, whom you can kill etc. It seems like the game creators wanted to limit your ability to regain spells or health by resting, so to make the game more challenging. It’s worked into the plot and very hard to get away from. Predictably, there is a cheat out there that doesn’t disrupt the game at all but drastically improves the game play. Its just a bad idea that could haunt the developer for some time.

This aside, the dialogue is also very heavy and you have to be careful what you say since your party members can get annoyed and leave. There are even dialogue sequences whereby you have no choice at the end but to kill the bad guy you’re talking with, therefore making the conversation totally irrelevant.

Otherwise the game plays well and looks good. I would have to recommend it to anyone who enjoyed NWN II and wants to see the game to its full potential. I would also welcome further add-on modules (the scope is unlimited with an engine like this) but no more spirit meters please.

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March 23, 2007

Dark Messiah - An RPG Darkly

Filed under: RPG, News and Reviews — Beefster @ 1:27 pm

You have to love the “Hack em ups”. The first game that springs to mind when playing Dark messiah is Severance. I don’t know if the two games are linked (forgive my ignorance) but they are definitely similar. If memory serves me correctly, Severance had the honour of being one of the first games where you could burn objects. Throw a barrel on a fire and watch it burn! So the torch that you carry into the dungeon actually had a use after all (Torches used with “Dark Monitor Syndrome” don’t work like torches at all!)

Really Severance filled another gap on that mighty bridge to true Physics and Chemistry heaven within Games. Thanks to Half Life 2 and the guys in Havoc who really hammered home a huge Physical keystone.

Also in Severance, hence the name, you could separate enemies from their much needed limbs. It lacked hit locations that Soldier of Fortune may have had, so you could only hack a few predetermined bits off. But in D.M you can hack many, many things off with impunity! The fighting is excellent; there are lots of moves, 4 main Power attacks easily found by using the WSAD movement keys. There are flurries too which leave the victim wondering where is legs have gone. One nice touch is getting your sword stuck in the guy’s body. Bliss.

Monsters are varied and spread out over the whole 10 chapter affair. The levels are massive, although linear, they go as far as the eye can see in various directions. For example the Orc mines and caves are especially my favourite as when you look up you can see other walk ways and bridges that may or may not be the place to go to. Ultimately they’re not, but still nice to have there, as they immerse you in the game that little bit more.

As for graphics they are nice, but not spectacular. No jagged edges or dodgy 2D that’s for sure. Animations are good and FX for fire and spurting blood is pleasing to the eye.

The story is believable, in some games nowadays (Fahrenheit for example); the story is random hoping that you’ll follow it. DM’s storyline is fairly consistent and entertaining; with some delightful cut scenes and saucy actors.

There’s a nice puzzle element to it at times, with a trusty “rope bow” you need to make escape routes from time to time or to just get to places at a higher altitude. Thanks to the physics again, you can dislodge heavy objects and have them swing from the ceiling sending your malleable opponents to their doom. And not forgetting your lethal right boot, as you can kick you way through the game nearly, always handy when the bad guy is on the edge of a cliff…

DM in a few words:

“I finished Dark Messiah last night; I’m really impressed with it and loved every minute. There’s a welcome twist half way through with optional endings”

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