Some things I've learned....

(1) An Engineer can do with 10 cent what a fool can do with a Euro.

(2) "Puff" - unimportant; insignificant; unworthy of study by engineering students; waste of time

(3) It's better to keep your mouth shut and let people think you're stupid than to open it and prove them right!

(4) Blockwork people and concrete people can never work on the same site... Apparently they don't like each other....

(5) It's official; I'm fantastic!
Showing posts with label Sony. Show all posts
Showing posts with label Sony. Show all posts

Wednesday 20 May 2009

The Big 3 - Hardware Review

Here it is. The Sony Playstation 3, Microsoft's Xbox 360 and Nintendo's Wii all in one blog, compared, contrasted and analysed as best as I possibly can to see which of the 3 is best value for money, i.e. the best piece of hardware.
Please remember this is a HARDWARE analysis, not software, and for the record I will never be comparing software as I feel this is totally to the taste of the consumer and realistically reviews in general mean jack shit to me when it comes to making a purchase. I should also point out that I won't be delving into the various different processors and so on (partly because I'm not fully enough educated in this regard and also because the quality of the processors and RAM can sometimes mean nothing, example being God of War 2 on PS2 - whoever thought the PS2 could do that!!), so the affair will be more focussed on a features and functions style idea as well as reviews of each console's controller.

So let's kick it off going from smallest to largest with the Nintendo Wii:

Aesthetically it's a nice looking machine, it's hard to fault it really. Compact, shiny white and functional. Personally I'm not a huge fan of the tray it sits in, both the 360 and PS3 can sit on their own, but hey, no biggy. My only problem as such with the machine is the sensor bar. Now I know this is essential to the how the Wiimote works, but seeing as the PS3 pulls off motion control without a sensor bar one has to wonder if it is 100% essential. It uses automatic disk feeding for the Wii Optic Disc and has a liftable flab to expose four gamecube Dolphin controller ports. It has no harddrive with storage carried out by internal flash memory and can use SD cards for storage aswell.

The Wiimote itself is a well designed piece of equipment, comfortable and it looks great. I'm not a fan of the speaker that's built in as most of the time it comes across as poor audio quality and I really don't think it's necessary, especially when the game's primary sound filters through the TV and/or speakers anyway. However, out of the 3 the Wiimote is my least favourite to use and it boils down to one solid fact. The Wiimote is not essential to play the majority of Wii games. Now before you stop me, I'm still not commenting on the quality of the games, this bit relates to the controllers functionality with the games. Besides the launch title WiiSports, very few (with a notable exception of BoomBlox) REQUIRE motion controls. Smash Bros - non existent. Mario Kart - tacked on. Mario Galaxy - tacked on. Zelda - imposed on a game that already came out on Gamecube. And that's just four games off the top of my head. The cold hard fact is that these games would still be top quality even without the motion ability.

This critical flaw was realised by many gamers very early on, and even now the casual audience is starting to look upon the Wii as more of a fad than anything else. With motion-plus on the horizon at an additional cost it's hard to know what the future holds. What we do know is that the Wii is a solid machine with as far as I know a non-existent hardware failure rate. The Mii service is great and adds to the party-style orientation of many of the Wii's games. The different channels are excellent additions but compared to XBL or PSN, the Wii's online service has to go a long way before it should even be in the same sentence as the other two. Damn, I put them in the same sentence!!!

The Xbox 360


First thing you'll notice looking an Xbox is its smooth concave design. This one at home is an Elite Model, so it's black, but the other two 360 models are white. The console uses a disk tray, has slots for memory cards and large power button. This button not only indicates whether the power is on but each quadrant of the outer ring represents a controller that is linked and switched on with the machine. This particular model comes with built in Wi-Fi and a 120GB harddrive and utilises wireless controllers. This isn't consistent with other models, as the Arcade has no harddrive at all, no Wi-Fi (which needs to be bought at an additional expense) and wire controllers (though I have heard to the contrary in this aspect). The other model comes with 60GB storage.

The 360 unfortunately is well known for one fatal flaw - The Red Ring of Death. This alone is a serious issue and requires you to return your console either to the retailer or Microsoft, depending on terms of the warrantee. To pile on the misery another error, the E74 has begun to crop up as well. If you haven't got it by now, the 360 is possibly one of the worst designed machines ever (from that perspective, it's cores perform rather well). This extends to motherfuckin' fan that sounds like a jet engine taking off, and trust me when I say you will be raising the volume on your TV a few notches just so you can hear it! Also, take a look at the power adaptor... :O

Having said that though, both the NXE (despite being half a rip-off of the PS3's XMB and half the Nintendo Miis) and XBL are terrific services despite the fee for Gold Membership. The additionof the bundled headset only adds to the multiplayer immersion and for the most part makes the experience all the more enjoyable.



The controller is excellently designed, with a very comfortable grip and layout. The triggers work well but the D-pad is less than stellar and the requirement of batteries isn't the greatest either, though a lithium battery can be gotten at, yes, you guessed it, an additional cost. The positioning of the left analog adds to the comfort as it predominantly controls movement in the games and both thumsticks have a concaved centre to improve grip.

Playstation 3



First thing you'll notice with the PS3 is just how large it is. It's a little bigger than the 360 but it compensates its size with its arching curves and piano black finish (look how shiny it is in the pic, you can see ME in it!!). I have a 60GB model, with inbuilt Wi-Fi and bluetooth connectivity. This is standard across all models except you can now only get a 40GB and 80GB model (and possibly a 160GB region depending). Like the Wii it has a disk feeder. All the buttons are touch sensitive. Below the disk is a flab which allows for portable storage units like SD cards or Memory Stick Duo. On the front are four USB ports and two at the rear. At this point I should point out the PS3 uses entirely USB2.0 for all connections.

Unlike the 360, there's no mother of a power adaptor and the fans are quiet enough, though the system can get quite warm after extended play. Also, all models have wireless controllers as standard which come with an in-built rechargable battery which is charged via a USB cable with the system. Also unlike the Wii and 360, the PS3 can sustain up to seven controllers at any one time and it is the only system of the 3 to support Blu-Ray and DVD. My particular model can play PS2 games but this feature is no longer available.

However, the PS3's online service PSN isn't quite up to XBL standards, though it is entirely free of charge. More than likely you'll notice this very early on when you have to download an update. For whatever reason the damn thing is RIDICULOUSLY slow, though I must say it IS getting better. Xbox games sometimes come with the update on the disk, and install rather quickly, why this hasn't happened for PS3 games yet I don't know. Also, because headsets aren't bundled with the console - though I believe it is compatible with a lot of bluetooth headsets - the online experience isn't always up to 360 standards, though again, it IS improving with each firware update. As it stands currently there isn't a huge amount between the two online services, but there IS a difference nonetheless.



What can be said about the controller? I'm sure most of the planet has held a Playstation controller before, the design hasn't changed much except for the removal of the wire, the inclusion of the PS button and swapping L2 and R2 for throttle like buttons as opposes to the 360's triggers.

Conclusions

From a strictly hardware perspective, taking into account value for money, reliability, aesthetics there really is only one winner, and that's the PS3. The phrase "You pay for what you get" has never been more apt. The PS3 is the most expensive but with built in WiFi and a harddrive as standard, not to mention an internet browser built into the system with video support for most flash players, you simply can't go wrong. It uses all the latest technology, Blu-Ray, Bluetooth and USB for transfer and storage of data. The fact that PSN almost offers the same experience as XBL without any yearly subscription fee also weighs in Sony's favour. With its curving designs and piano black finish it looks well in any room with a TV and is the perfect hub for home entertainment in this modern era. It might cost a lot but I can guarantee you won't be a disappointed customer with the features and service on offer.




~The Damo
P.S. - Photos are poor quality as camera is on the blip

Monday 18 May 2009

inFamous - Preview

In two weeks time PS3 owners will finally get their hands on Sucker Punch's eagerly anticipated inFamous. In it, players take control of Cole, a bike messenger who's latest delivery changes his future and the fate of Empire City. inFamous promises to bring new meaning to the word "electrifying" by juicing up Cole with electrical superpowers. The path the player chooses, i.e. good vs bad, will ultimately shape the way the character of Cole develops as well as Empire City.

Think Grand Theft Auto + Superpowers! If that doesn't take your fancy the videos below should:

Full Preview:


Superpowers:


Might have to give Prototype a look as well...

~The Damo

Sunday 8 March 2009

Killzone 2 - Review

War. Perfected.
Killzone 2 is the first major PS3 exclusive of 2009. With years of hype and expectation on its shoulders, much pressure has been on Guerilla Games to deliver after a less than impressive showing with Killzone on Playstation 2. Can the sequel banish the demons of its older brother and deliver a truly defining first person shooter experience for this generation of consoles?

Killzone 2 begins as the ISA (Interplanetary Strategic Alliance) invasion of Helghast – the home planet of the Helghan – begins. In the previous game, the Helghast, led by Scholar Visari (and voiced by the brilliant Brian Cox) invaded the ISA planet of Vekta, and the counter invasion is an attempt by the ISA to arrest Visari and put an end to the bloody conflict. The game’s intro begins in a Starship Troopers style narrated telecast, crossing over from an ISA narrator to Visari, as the starships of the ISA enter Helghast space and the first troops begin landing.

INTRO VIDEO:


You play as Sergeant Tomas Sevchenko (or “Sev” to his squad mates), a member of Alpha Squad led by the hardened vetern Rico and joined by Corporals Garza and Natko. The game’s early story involves setting a foothold in the capital city of Pyyrhus, before other events occur which lead you on to the story’s conclusion. The story itself is nothing that hasn’t been done before, but what is done is done exceptionally well, with fantastic set pieces and tense action moments, which when all brought together is more than enough to get you through. The odd emotional moment doesn’t hurt either.

Voice acting at times does feel a little strained, but is believable and in my opinion is done very well for the most part. The characters do feel real, and the sense of comradery between squad mates – despite the occasional bickering – only adds to the atmosphere.

If there is one thing that Killzone 2 does better than any other game I’ve played it’s the atmosphere. Guerilla Games have created was is without a doubt one of the best looking (if not THE best looking) console games ever. Everything is detailed from atmospheric environments to weather patterns and even the shell casings from the bullets. The attention to detail is just incredible and the screenshots in this review can’t do it justice as you need to see it in motion to believe it. Every surface reflects light like it really would, all light sources are independent and respond accordingly, everything! You will find yourself fighting across close quarters alleyways, open cliff side deserts and even on moving trains. The last level is really something to behold from a visual and technical standpoint.

This attention to detail also translates to the weapons, which reflect appropriately depending on light and shadows and respond like real weapons with insanely accurate kick back of the weapon as you unload a full clip. Coupled with this is the sense of inertia that they have managed to implement into the controls. The weapons feel like they should in real life, despite the fact that the weight of the controller in your hands never changes. When using a pistol or light submachine gun you can turn and aim more quickly than say when you’re using a heavier weapon like a rocket launcher or one of the games unique weapons. This “weightiness” translates into other movements like climbing ladders, jumping and sprinting.

The weapons are fun to use and most have ironsight aiming for nailing quick headshots. In fact, thanks to the widening of the reticule from going full auto the game requires you to shoot like a real soldier – in short bursts – to make sure your shots are accurate enough. The reloads are also beautiful, with unique variations for each weapon. I find myself wanting to reload as often as possible; not jusy because I should have a full clip but also because it looks so freakin’ good! Initially you’ll find it difficult to part with the standard ISA rifle as its helpful dot sight and all round suitability means it has no real downsides. But once you start to experiment with all the different weapons you’ll quickly come to appreciate the variety and will be hard pressed to find a favourite. Certainly one of the best features is the aiming on the sniper rifle. The game requires you to hold the SIXAXIS steady whilst aiming, otherwise the crosshairs will move around. This is meant to simulate holding a real weapon in your hands. It works great, and can be used for small adjustments in aiming. But what makes it even better is that when a grenade goes off near you, the controller will vibrate, causing the crosshairs to move. It is a truly incredible sense of realism that has been implemented.

SIXAXIS also features when placing explosives and turning valves. It’s quite intuitive and is ultimately a clever yet simple implementation of the oft forgotten feature of the PS3 controller. The game also uses surround sound brilliantly in a pivotal part of the game.


Killzone 2’s shooting mechanics are great and in my opinion are a breath of fresh air from arcade shooters like Resistance and Halo. Killzone 2’s slow placing, accurate firing and innovative cover system ultimately results in a more methodical progression, which is just like the way real gun fights occur. You can’t take many hits, even on the easy difficultly levels, and heroic bursts into open space will get you killed. The harder difficulty levels are quite a challenge, and this is only enhanced with the removal of the HUD (heads up display) and cross hairs from the Elite difficulty, meaning you don’t know how many grenades/ammo you have left and practically forces you to always aim down the iron sights… again like real life!

This sense of immersion is what sets Killzone 2 apart from any other shooter. The graphics and presentation compliment the gameplay and realism and vice-vearsa. This extends to your squad mates and enemies who – thanks to the voice acting and graphics – feel like real people that you are fighting with and against. A.I. on both sides is great, with enemies and friends cleverly using covering fire to allow advances and grenades to flush you out if you dig in. The Helghast know how to flank you and your squad mates, and it’s up to you to lead the charge and press on in the level. Mastering the cover system is required at the higher difficulty levels, and only with that, an understanding of the weapons and enemies and a sense of awareness have you any hope of completing the game on the hardest mode. The last level on the game even on normal mode is something to behold. It is this intensity that helps make Killzone 2 different. That last level will for some be unlike anything you will have played before and there are genuine moments of panic as you feel the Helghast closing in around you. Every battle responds with advances and retreats and ultimately it is up to you – the player – to make sure the ISA gets through it.

The brilliance of the game’s design extends to multiplayer which sacrifices the cover system from the single player in favour of a more fast paced and deep progression system of badges and classes. Like any other shooter you gain experience from matches – for kills, completing objectives, anything – and all this helps to level you up. As you progress you unlock new classes and weapons which have specific class-unique abilities, like the Engineer being able to place and repair turrents or the Scout being able to cloak and then tag enemies with his scanner.


This progression and the great game modes like Warzone make for a truly great online experience, with team play a necessity to succeed. Once you start playing with all the varying classes you’ll be hard pressed to give your PS3 a break and cool down as it is highly (and I mean HIGHLY) addicitive. All this and still the jaw-dropping visuals of the single player and it all runs with a butter smooth framerate. Throw in voice chat and excellent level design to suit all players and game types, Killzone 2’s multiplayer alone is worthy of the €50 price tag.

Killzone 2 is exceptional on all fronts, with amazing visuals, intense and satisfying gameplay, fantastic multiplayer and an all round great immersive experience unlike anything that has come before it. It’s been nearly half a decade in the works, but the wait has been worth it. Guerilla Games have been venerated as the top quality developers many believed they really were, Sony have a huge grin on their face for silencing all the doubters and PS3 owners have a game, or rather an experience, that they and only they can enjoy knowing that at the end they have played one of the best FPS games of all time.



Presentation: 10

Flawless in every sense of the word, definitely the best looking game I've ever seen from enviroments to all the little details.

Gameplay: 10

Intense, methodical, rewarding. Killzone 2 gives you a bit of everything every step of the way.

Story: 10

It might not be new, but what's done is done well, with plenty of memorable moments and great storytelling.

Design: 10

Butter smooth, intuitive implementation of SIXAXIS and a nice trohpy set, not to mention excellent level design.

Content: 10

Once you put it into the PS3 you won't want to take it out. A rewarding multiplayer coupled with a single player game that takes on new tactical measures with increasing difficulty, you couldn't ask for more.


Overall: 10


~The Damo (I'm BACK!!!)

Saturday 7 February 2009

Killzone 2 - Preview

Welcome to Helghan Soldier!

Boy oh boy! I have been waiting a LONG time to do this preview. Since...late 2007 I think. Well the time is almost upon us, Killzone 2 is set to hit store shelves on the 27th of February and with pre-orders in Europe alone at 1.1million units, what is it about Killzone 2 that has people going crazy???

Well ladies and gentlemen, let me take you back to 2005. 4 years ago, the PS3 was still in development, and Sony began advertising new games for the PS2's younger brother. One of the games that got a trailer was Killzone 2, sequel to the love-it-or-hate-it Killzone on PS2. Killzone tried to push the PS2 to its limits, but in fact went beyond it, and the console could barely play the game. It sits with an average of 70/100 on most aggregate websites to this day and it was any wonder why Sony decided to give a sequel the light of day. At E3 2005, this now famous trailer hit the scene:

I suggest watching in "High Quality" using the toolbar in the bottom right.


This trailer is quite obviously CGI, but the important point was that it was built to PS3 specs, meaning, theoretically the game could look like this upon release. When it emerged that it was in fact CGI but it was in fact what the developers hoped the game would look like, the shitstorm that hit the media was unreal, with unthinkable abuse being thrown around by fanboys on all sides. I mean look at it! How could any game look that good?

Well Killzone 2 sat quietly until 2007, when at E3 it was revealed that actual gameplay footage would be on show. Following the trend from 05, media publications were quick to criticise saying how people would be fooled again, and that Guerilla Games and Sony would never even come close to the target render. Well in 2007 those critics were left with a bitter taste....




Now this is in fact gameplay footage, but there were still doubters saying that there was no way this could be actual gameplay. It looked good, but still wasn't close to the CGI and as had been the custom they came under for heavy criticism again.

However, all that changed in 2008, when the pre-alpha code was on display at E3 2008, where people could actually play the game. Suddenly perception started to change, this game was becoming remarkably close to this CG footage. There were still doubters, but they were now few and far between, with most realising that Guerilla had in fact pulled off what was once deemed to be the impossible.

Multiplayer Trailer:



As anticipation grew, it was revealed mid-Novemember 2008 that media outlets had received a "Preview Code", meaning the game must be close to the final product. The improvements in visuals were incredible, with many now realising that the game may just have surpassed the CGI. How could a game look better than CGI??




Just when anticpation had reached an all time high, it was suddenly revealed in January 2009 that reviewers had received the FINAL CODE. The release date was set, reviewers were ready. But was the internet and all gamers across the world ready?

Gametrailers Full Preview:



Killzone 2 will continue the story from Killzone and Killzone: Liberation, with the ISA launching a counter-invasion to the Helghast on their home world of Helghan. Killzone 2 plans to give gamers the most immersive experience ever seen in a game. With visuals unlike anything seen on consoles before, and gameplay to match according to most reviews and a healthy average score of 93/100 based on 40 reviews with all the major publications having their scores counted, means Killzone 2 looks set to be a strong contender for Game of the Year 2009...and it's only February....

~The Damo

Sunday 1 February 2009

I Rarely Do This....

But this video somes up better than anyone can do in words what is going to happen over the next month or so in the video gaming world.... even Hitler is screwed....




The Beginning of The End....

~The Damo

Wednesday 14 January 2009

PS3 2009 Line-Up - Preview

2008 was the PS3's best software line-up yet, with all the big guns such as Metal Gear Solid 4, LittleBigPlanet and Resistance 2 garnering top scores, not to mention multiplatform beauties like Fallout 3, Bioshock, Mirror's Edge and Far Cry 2. 2009 looks set to raise the bar even higher....

The following on this list are those games expected to be released by the end of 2009, which I share an interest in. Though some are without an official release date as of yet, they haven't been confirmed to be pushed back to 2010.

Killzone 2
Release date: 27th Feb 2009

Killzone 2 is without a doubt one of the best, if not the best looking console game ever. Period. Four years in the making, the hype train has been gaining momentum ever since the now famous 2005 CGI trailer (below). Guerilla Games look to have learned from their mistakes with the "love-it-or-hate-it" Killzone on PS2, with what looks to be incredibly immersive gameplay and cinematic experience like no other. This February, for PS3 gamers, the wait is finally over, as myself and millions of others across the globe will once more get to enter the killzone.



inFamous
Release date: Spring 2009

From my current understanding of the game, inFamous is GTA style open world gameplay, with free-climbing mechanics, played out in the eyes of a superhero and his experience in learning his new powers and how his new found abilities can influence the future of the city and those around him, as well as the development of his own powers. If IGN's preview (found here: Infamous Preview ) is anything to go by, this is Day 1 must for anyone and everyone....




Final Fantasy XIII and Final Fantasy Versus XIII
Release date: Sometime in 2009

What can I say about Final Fantasy that people already don't know about?? The next iteration is the first Final Fantasy of this generation of consoles and is also the first to appear on the Xbox 360. However, PS3 owners have the added joy of being able to purchase the exclusive additonal game Versus XIII trailered below. Awesomeness can't even sum it up....




Bioshock 2: Sea of Dreams
Release date: Sometime in 2009

The first Bioshock kicked some serious ass. It managed to re-invigorate the FPS genre which was becoming repetitive and generic. The developers behind the sequel have promised something that is "part sequel, part prequel". It'll be hard to deliver a better experience given the first game, but I know Bioshock 2 is an absolute must for me.




God of War III
Release date: Winter 2009

In the end, there will be only chaos!!! God of War 1 & 2 are two of the best games available for the PS2, and that's quite an accolade to have considering the dozens of top quality games available on the PS3's older sibling. Santa Monica Studios have a lot of pressure on their shoulders to deliver, but when the trailer and test gameplay looks as good as this (below), its hard to imagine how they could get it wrong!







Quantum Theory
Release date: Winter 2009

Think: Gears of War gameplay plus Final Fantasy art style gothicised (is that even a word) plus kick ass developers that are Tecmo and you get Quantum Theory. While little is known about the game except that it combines what I've outlined above, the prospect of a game similar to Gears exclusively PS3 is tantalising.




Uncharted 2: Among Thieves
Release date: Winter 2009

The first Uncharted was awesome, and you think to yourself, "How could they make a sequel look any more beautiful than the first?". Well, it seems they have, if the in-game screenshots HERE are anything to go by.....



Heavy Rain
Release date: Sometime in 2009

The greatest movie you'll ever play. At least that's how it's described. Heavy Rain will be unlike anything most people will have played before, you play a film, with the option to interact with characters and locations in the story whatever way you see fit. I'll let you judge by the videos below, it's a strange one alright, but in this case, strange = good!








Other mentions:
Call of Duty 5 (or 6): Modern Warfare 2
Grand Turismo 5 ....just maybe
Guitar Hero: Metallica
Command & Conquer: Red Alert 3 - Ultimate Edition (for serious, that's what it's called!)
M.A.G.
Street Fighter IV

Looks like the wallet is gonna get raped real good in 2009...

~The Damo

Friday 12 December 2008

Resistance 2 - Review

This is how to finish the fight!


Resistance 2 is the sequel to 2006's best selling PS3 title Resistance: Fall of Man. R2 continues the story of Nathan Hale who is infected but resistant to the Chimeran virus. The game takes place across the United States (the last free area in the world) over 7 chapters and a prologue. It begins immediately with the last cut-scene from Fall of Man and makes a seamless transition into R2. Hale is brought to Iceland by Major Richard Blake, head of tactical ops at SRPA (Special Research Projects Agency) and from there Hale joins the Sentinels, a group of soldiers like himself who are also resistant to the Chimeran virus.



The story then picks up two years later in San Francisco and from there the game transports you to select locations in the U.S. such as Twin Falls Idaho, Chicago and Louisiana. The story is quite good overall and unlike the first game it is centered entirely on Hale with no narration. Focusing the story strictly from Hale's perspective works fine but there are instances where you wish you understood character motivations and thoughts. The progression of the events is well paced and much like the first game you certainly feel as though you are fighting a losing battle. However, R2 succeeds in driving home just how large a conflict the war with the Chimera is. There are moments in every level where you will just pause and go "Wow...". Be it a scene of utter chaos or a confrontation with a swirling swarm ripping the flesh of anyone foolish enough to step near it.


A moment that comes to mind is in Twin Falls, Idaho, where you land in a residential estate and find it completely covered in Grim cocoons. Unlike the first game, the Chimera no longer need to send humans to conversion centers to turn them into Chimera. Instead, they send in Spinners, tiny creatures - about the size of a large rat - that spin people into a cocoon and bake them into mindless Grims. The scale of just how many cocoons are in the area is gruesome, not helped by the fact that in some places you will find a "baby" sized cocoon as well. When one of your comrades comments "Makes you miss when they needed conversion centers...", you can only nod to yourself and agree. The scene over San Francisco is unlike anything I've seen before (below) and I found myself just staring aimlessly around the area, watching the fleet tear the city apart. The shear scale and ambition of the game is incredible to behold.


To compliment the incredible atmosphere, in several points of the game you can listen in to the broadcast of Henry Stillman, the last man alive in Philadelphia. Your story, as you progress through the game is mirrored events of Henry's means of trying to survive. We learn he watched a Spinner wrap his wife in a cocoon and watched on helplessly as grims devoured a young boy and his father. I found myself wanting to listen to what Henry had to say, as though I was experiencing the war from another persons perspective. While you never truly envelope yourself in the 50's setting, as you are constantly under fire and so on, the game succeeds in creating a sense of urgency about everything you do and everything that is happening around you. For instance, there is a moment in Chicago (which is entirely flooded by the way) where you jump over an embankment and as you hit the otherside you knock a beam which bursts the barricade holding back the water. You suddenly find yourself frantically running from high points to the next high points to stay out of the water. Why you ask? Well it's not that you'll drown, it's the fact that there are Chimera, called Furies, which infest the waters and if you're down there too long, BANG, your dead, instantly. What's more, you can't shoot or kill them either. You don't want to die, and there is a genuine sense of fear everytime you have to step into water that a Fury will pop out of nowhere and mince you. Fortunately for you, the Chameleon, which can also kill you with one hit is much easier to take down. They make strange noises, almost like an owl or a pigeon, when they're near you and as they approach you will hear a rumble and your controller will shake before they become visible and try to land the killing blow.


The gameplay in R2 is a step above its predecessor. Gunplay is more fluid and controlled and there is an overall reinfinement of the shooter mechanics to bring the game in line with modern shooter standards. The 4 part regenerating health bar is gone replaced by the now common red blurry ring fully replenshing health system. This also works well into plot, as now that Hale has been infected with the Chimeran virus for so long, it seems only natural that he can now replenish all his health, as opposed to just a quarter. The weapon system is now strictly down to a pair replacing the weapon ring from Fall of Man. Sometimes you will find carefully placed weapons, like the Rossmore before you go near some Chameleons or a LAARK in an area where you face a Titan. Nevertheless the weapons feel fantastic, with added tweaks to some originals from the first game such as the Auger's new heat vision ability aswell as the Rossmore now using a clip of ammo as opposed to single rounds. Insomniac have also thrown in a heap of new weapons which fit well into the Resistance universe and are equally fun to use. Be it the magnum with explosive rounds, the Marksman battle rifle or the Wraith mini-gun, you'll find plenty of new toys to play with as you blast through the single player campaign - which is about 10 hours I might add.



The Chimera feel as bad ass as ever and a bump up in the visual department is welcome. The inclusion of Daedalus - effectively the Chimeran leader - gives a sense of a more organised Chimeran force. While I'm disappointed to see that Angels, Widowmakers and Howlers didn't make it into this game, the challenge the Chimera put to you more than makes up for it. Resistance: Fall of Man was hard, Normal mode felt like Hard mode, and Hard mode was...well....VERY hard. That hasn't changed here, and it's one of the reasons I love the Resistance games. Even on easy mode there were times where I was genuinely challenged, and the Chimera don't make it any easier by attacking strategically in packs and exploiting your own cover when they can. Many reviews I've read have commented on there being too many "cheap deaths", and while I feel that the statement is fair to an extent (I'm looking at you - the 3 Titans in Twin Falls and your surrounded by cars that when they explode they've a 90% chance of killing you section.) this shouldn't be used an excuse for people finding the game too hard. No pussies allowed is how it is. If your going to play R2 you better be freakin' good.


And that's why it's great. Resistance 2 pushes you.... HARD. There are far too many games coming out now that cater for the casual audience and are simply too easy. This only partly extends to the boss fights in R2 which were one of the main advertising points. Let me get one thing clear - there are boss fights, and they are BIG. Some boss fights are disappointingly easy, but some are a genuine challenge. I'll be discussing them in a future post as right now I don't want to talk about spoilers or anything.



Normally this is where the review would end, but guess what??

That's only a THIRD of the whole game!!!!!

Even before I had finished the single player, I had already stabbed at the online Co-op campaign. Initially I was slightly disappointed to find that you couldn't play the story mode co-op style, but once I stared playing the online co-op I almost forgot the game had a single player to begin with. Put simply, the Cooperative is phenomenal, and is unlike anything I have ever played before. In fact, I'll go on the record right now and say it is probably the best online experience I've had to date.


The campaign runs a parallel story to what is going on in the single player. There are several locations such as Chicago, Axbridge, Holar Tower and unlike the single player they make reference to the fight against the Chimera in Europe, from none other than Rachel Parker, the female narrator from the first game. You play as a member of Spectre - like the Sentinels - and fight through a heap load of missions with up to 8 players. Each map is modularised, and each time you play a certain map, the mission objectives will be different and you will experience different sections of the maps in different orders. This adds greatly to the variety and replay value of this mode. Furthermore, at the beginning of each mission you get your intel story - there could be anything up to 12 parts for each map, meaning that at the very minimum you need to play each location that number of times. And with several locations that means a lot of hours spent online.


To add to the diversity the number and types of enemies you face depends on the number of players playing and the various levels of those players. Even after starting the co-op after a lot of people, I have yet to feel like I'm out of my depth in these missions. (Or that could be a testament to just how damn good I am at the game - ignore the vanity). When playing, you have a choice of 3 troop types: Soldier, Special Ops, Medic. The Soldier is your damage sponge, and he can also dish out tonnes of damage. His special ability is to bring up force barriers which can protect the rest of your team members. The Spec Ops can deal out a lot of damage with the Marksman but can't take much, and he is the only team member who can supply the others with ammo. The Medic, uses the Phoenix weapon to sap energy from enemies and then convert it into health for other team members. It is absolutely 100% essential that you have at least one of each type of class and that you all work together to get through this mode. What's more, you gain experience points for everything you do, meaning you're constantly progressing. Levelling up unlocks new weapons, new equipment and new berzerks which all improve the Cooperative experience. It is just amazing how much depth and player support this mode offers.

Finally, we have the competitive online multiplayer. While there are typical modes like Team Deathmatch and so on, it's Skirmish mode you want to look out for. In case you didn't know, Resistance 2 is capable of having up to 60 players on one map at any one time, and Skirmish mode takes full advantage of this. The game splits the 30 Vs 30 teams into 5 man squads, and these squads are then given objectives across the map which will often have one squad vs another competing for the same objective. The maps are so huge that at times you wouldn't realise that there are another couple of dozen players on the map. As the timer counts down, the game then funnels all the squads to a certain location and all hell breaks out. Like Co-op, there is XP to be obtained for kills and so on and all this adds to the development of your character, but XP can only be earned in ranked games.




Presentation: 9.9
The game looks and runs great and is leaps and bounds above the original in every department. The only thing keeping it from a perfect score is minor low-res textures in places and a bit of screen tearing.

Gameplay: 10
Solid through and through and more importantly a hell of a lot of fun. Weapons are creative and it'll be tough to find a favourite. The Chimera put up an ample challenge.

Story: 9.8
A little weaker than the original but not much, and still very good by modern standards.

Design: 10
Bigger is better. Everything about the game is well made and runs great, with no lag whatsoever online either.

Content: 10
If I could give it an 11 I would, a 10 hour single player, unthinkable replay-ability in online coop and competitive it's hard to imagine what else they could've put in and still only charge €50!

Overall: 9.9

Resistance 2 is a top quality production with tonnes of replayability and player support. It successfully continues a gripping plot moulded in the first game and compliments it with impressive performance and gameplay. With multiple difficulties, great trophies and all that XP to earn you really couldn't ask for a more complete package. Kotaku reports it will take on average 420 hours to complete! Let's hope the sequel can somehow do even better....

~The Damo

Wednesday 3 December 2008

LittleBigPlanet - Review

There comes a time when something new and fresh hits the scene. Sometimes it's a new twist on established genres, or a completely new genre altogther. But then you have something else. Something which revisits most of our own precious beginnings in gaming, expands on it, makes it better, and then lets you do it yourself. That game, is LittleBigPlanet.



What I'm talking about is platforming. All the classics were platforming - Mario, Metroid, Sonic etc. and LBP is the first game in a long to time to revisit this almost forgotten genre and reinvent it in a whole new way. You play as Sackboy (or indeed Sackgirl) and inhabit the LittleBigPlanet. Your adventures thoughout the story mode take you all across the globe, to a greeny/castle themed Eurozone, to the African Savannah, across the Altantic to the haunted South American section, up north to the bustling metropolis, then west to oriental Japan and a quick stop off in India before you make your way to the Tundra wastelands. Each area has its own unique feel and theme, all beautifully created using the LBP tools, and each section starts you off with a little costume zone to dress for the occasion. The story-mode in itself is rather good, though I can't say the game really has a story and really, the story mode levels are there to inspire you, the real creator of the LittleBigPlanet.




As Sackboy, you can do a couple of things. The controls are basic and can easily be taken up by anyone - I'm sure my 6 year old sister could even play it - X is jump, R1 is grab, move with the Left stick and change your emotions with the D-Pad: Up = Happy, Down = Sad, Right = Tough, Left = Scared. While the emotions don't change how you play the game, they can make the online mulitplayer experience more enjoyable and funny. If you hold L2 and move the left analog you control Sackboy's right arm, the R2 button and the right stick control his left hand. Combining these and tilting the SIXAXIS/DUALSHOCK 3 you can animate Sackboy by dancing, waving to other players, pointing to a direction or whatever. The default tilt controls Sackboy's head, while clicking L3 then changes the tilt to control his hips. It's remarkably intuitive and clever. By pressing SQUARE you can open your Pop-It, from here you can dress your Sackboy in all manner of things (too many to name, but at one stage I was a half Roman Centurion-Ninja type guy with a lions tail). You can open your sticker collection and decorate the levels or indeed decorate your pod. The pod is where you enter LBP, it hovers above the planet in the stars and online acts as the waiting room while you (or indeed whoever is the host) picks the next level.


While you don't have to play the story mode, I can see no reason why you wouldn't. Playing through the story unlocks costume elements, materials for contruction, level elements (as in pre-built stuff) and bonus levels. And like I said, you can get incredible inspiration from playing. You need to play through the story to unlock trophies and it is absolutely essential you play online or with friends if you want to get the illusive Platinum trophy. Speaking briefly on the trophies, many are rather straight forward and encourage community interaction as well as playthough of the story. Some also encourage creation and others are approriately graded for the challenge, example: you earn a gold trophy if you complete each level without dying once. Take it from me, that is NOT an easy thing to do. Any preconception you may have of this game being kiddy or childish or not for hardcore gamers is ridiculous. LBP is surprisingly challenging at times, and also frustrating it might be said. A shallow review would comment the difficulty at points being a flaw, and I will admit I planned to include it as a flaw when I first began this review (some weeks back I might add) but it isn't unfair difficult, it is challenging. I think many of us in this modern gaming generation have forgotten that games should challenge us, just because we keep dying does not mean the game is unfair!




Anyway, back on track here, LBP is intended to be used online. If you only plan to play the game offline you are cutting yourself off from an incredible experience. LBP allows you to make your own LEVELS!!! In this respect the game can never end. Each level in the story is made using these tools, and that is why playing through them is essential for inspiration and additionally in understanding how the tools work.




Before you begin you have to sit through tutorials which teach you how to build. Stephen Fry's narration can seem a little slow at times (we're not idiots) but it's a nice touch. The tools themselves are easy to use but difficult to master. I would recommend simply messing around and playing with different machines and objects before setting out to make a level. Some tools require a fair amount of understanding to nail perfectly, and it is highly recommended that you plan out what you're going to do, rather than jump in and see what happens. Doing that can lead to frustration and broken controllers. From my experience the building is a hell of a lot of fun, especially being an engineering student. The thermometer limit on the left really isn't a hindrance at all. Assuming you played through the story well you will have a whole host of objects, materials and stickers available to make your level as brilliant as possible. Expanding what's in your "Goodies Bag" is all the incentive you should need to collect everything in the story. What's great as well is you can make your own objects, then save it (like a car, or a bike, or a catapult - whatever!) and place it as a prize that other people can win when they play your level.



You don't have to upload your level, but as I mentioned earlier there are trophies to be earned when you do - for simply publishing a level, getting a certain number of people to play it, getting hearted and so on. Hearting a level is simple and quick to do. You can access other people's levels from the pod. All these levels are original content created by other LBP players from across the globe. Much like Youtube, the levels on "Planet 1" are either very new or the cream of the crop and you will often find that they have been played in the thousands of times. Pressing R1 leads you to "Planet 2", then 3 and so on. The idea is that the better levels are kept closer to the top while the bad ones sink to the bottom. It works well and hasn't met any hitches yet. There are already tonnes of levels online, and I must say at times I was blown away by the quality. While the story levels are still the most polished, I have no doubt that we will start seeing better levels over the holidays as people master the tools more.




The community experience is simply brilliant. Completing a level, even on your own, ends with a scoreboard, and your score is uploaded to the worldwide rankings. Playing with more players makes it into a competition. As Media Molecule call it "Co-opetition". Whilst you're still competing, you need each other to complete the level. It makes for a great experience all round. After you play someone's level you can heart it and leave a description tag. Naturally the more hearts a level has the higher it will be up on the "Planet" rankings. You can even leave comments and like I said, there are trophies rewarding good community interaction.

What makes LittleBigPlanet special is its innovation. Not to mention top notch graphics and physics. Just because it looks simple doesn't mean the overall presentation should be, LBP is a beautifully crafted world, full of colour and animation. I can't even do it justice in my review; LBP is something you simply have to experience. I can assure you there will be laughs, smiles, tears and above all FUN. How can you not love that face???



Presentation: 10
It is a beautiful game with vibrant colours and environments and excellent fire and electricity effects. And let's not forget excellently programmed physics and material interaction.

Gameplay: 10
What more could you want, platforming with simple yet entertaining puzzles and innovation the industry hasn't seen in years. And don't forget the creation tools.

Design: 9.8
Surprisingly no major technical issues and perfect frame rate throughout, jumping mechanics could be a tad better.

Content: 10
A MASSIVE amount for a game that doesn't know if it's little or big, potentially infinite play time and the ability to craft your own world and play online, I don't think you could have anymore.

Overall: 9.9

It really is The Next Big Thing. I can't begin to imagine how HUGE the sequel is going to be... Yes, a sequel is already in the works!

~The Damo

Saturday 18 October 2008

Star Wars: The Force Unleashed - Review

Star Wars: The Force Unleashed (SWTFU) promised to give gamers are truly unique experience set in the Star Wars universe, by putting the power of the force at our fingertips in a never before seen way. Has it delivered? The simple answer is Yes and No.

SWTFU follows the story of Darth Vader’s secret apprentice – Starkiller – during the period of time between Episodes III and IV. The story is without a doubt one of the games strongest assets, which fits well into the canon – if stretching it just a little – but still leaving the player with a satisfying finale and a worthy respect for the games protagonist. Starkiller’s journey fits across 9 stages, from Felcuia to Bespin and even the under construction Death Star. As with all Star Wars games nowadays you are faced with the standard “Light or Dark” choice close to the games end. The twists seem believable and the actions of the cast feel real, certainly showing that there is some originality left in the Star Wars name.

The levels themselves are quite enjoyable in my opinion. The are quite long and expansive though they do force you down one specific direction. The design is fantastic in some places and lacking in others. That’s not to imply that the levels get worse as you go on, it’s just that some areas feel like they had more thought put into them than others. For example moving through the Sarlaac on Felucia is certainly interesting, whereas the Bespin seems rather bland and ultimately uninspired, with no memorable moments.


The game does have its moments though. My best memory is the segment where you have to pull a Star Destroyer out of the sky using the force. The boss fights are ok aswell, though they can feel very straightforward (but not repetitive if you know what I mean). The problem with the boss fights is that when you reduce your opponent to a low health, you then trigger a quick-time event, which will continue to loop even if you get wrong, meaning there’s no consequence to hitting the right button. The actual action that occurs during a quicktime event is quite impressive, and is definitely the most entertaining part to watch in a boss fight. Having said all that the boss fights are real battles of the force, with the challenge only becoming more of a battle as you raise your difficulty level.


Using the Force is fun, I mean come on, who doesn’t like picking up a helpless stormtrooper and fling him miles into the sky. Or how about leaping in the air, raining sith lightning down on the people below. The combination of using the force with your close combat attacks works well, with a good variety of combos. Coupled with the variations of force powers using the Force has never been so much fun. Going with the new manipulation of the force was the much hyped molecular matter programming, which was designed to make materials react realistically to the conditions, for example wood splintering where its cut, or metal bending according to the reactions its put under as opposed to the game being pre-programmed to respond in a certain way. This technology was very evident in the Prologue but didn’t seem to feature as much as I thought it would as the game progressed. It’s quite possible that the tech was simply too expensive to impliment into the whole game. The only times the tech is seen is when you really have to use it (like bending metal panels so you can jump on them or force pushing your way through a door). The levels are a physics fun house, but just not as much as we intitially expected.



Naturally giving you all this power would make killing stormtroopers and co a little easy, but the game appropriately confronts you with enemies that have means to at least temporarily resist the force or are simply to large for a force push to knock them over. These enemies require you to change tactics, meaning you don’t need to resolve to the same old combos for success. Further incentive to vary the combos is that you’re rewarded for style. You get more points the better style you use. When you achieve a certain number of points you level up, allowing you to upgrade force powers, combos etc. You can also pick up upgrades in the form of Jedi Holocrons, aswell as new lightsaber colours, crystals and robes. The main problem here is that when you obtain new upgrades you have to open a menu to carry them out. And there’s a bleedin’ load screen in between!! This seems totally unneccesary and evidence of shoddy design. The game isn’t without its glitches either. I’ve gotten stuck on terrain, or was half floating of the ground during an in-game cutscene and there is sound clipping left right and centre. Boss fights can be a pain in this repect aswell, as during the first fight he stood protected by a force shield indefinitely, not letting me land any blows or nothing.

If you’re a Star Wars fan, certainly give this game a look. The story is interesting enough to at least give it one playthrough, and collect holocrons adds a little replay value. The lack of Trophy support is pretty inexcusable, especially considering the PS3 was the lead platform.
Ultimately though, Star Wars: The Force Unleashed is a good experience, which just about gets by even with all its technical glitches. It’s hard to shake of the feeling that Lucasarts have put out such an unpolished game, but they know it’ll sell…because it’s Star Wars.

Graphics: 8

Gameplay: 7

Sound: 5

Longevity: 6

Presentation: 7

Extras/Unlockables: 6

Overall: 6.5

~The Damo

Monday 13 October 2008

The LittleBigPreview

11 days to go. That's all that's left to the release of one of the most anticipated games this year - LittleBigPlanet. Never before have I seen anyone - and by anyone I mean Media Molecule - look to have gotten it so right.

LBP is unique in the sense that theoretically the game can never end, with the slogan "Play, Create, Share" defining the aspects of the game. LBP puts you in control of Sackboy (or Sackgirl if it takes your fancy) and will allow you to not only customise your Sackcharacter, but also to create your own levels or even modify those that come with the game. This level of creation in a game is something unique to the console experience, it is far more than a map editor which allows you to rearrange predetermined items - here you can make your OWN items and share them with the world.

Combining this incredible experience with lovable cute characters is the driving force behind LBP. Further down in the blog you can see images of how Sony and Media Molecule have exploited this cuteness by re-incarnating Sony's mascots in Sackcharacter style. All the customisations and creations give this title limitless possibilities, which is a dream for an engineering student such as myself.

The genius behind the design is that the tools are simple, easy-to-use, and with practice can be combined into designs that rival those created by the game makers themselves. All the levels and items in the game are made using these tools, further bridging the gap between the limits of the developers and the gamers - something which has yet to be accomplished save for MODS.

All the final details will come in the final review, including my thoughts on the gameplay and full range of creation tools. Until then, here's a host of media from the game, including the Sony mascots I mentioned earlier:


Dream/In Love Trailer:



Sackzilla Trailer:



Pirates & Ninjas:


Making Fun:



And these two are well worth the look - complete with Crocodile Hunter style narration!!!
SackPeople Documentary 1:



SackPeople Documentary 2:



And the Mascots:
Introducing...

Kratos from God of War





Nariko from Heavenly Sword




Helghast Troopers from Killzone and Killzone 2




Solid Snake from Metal Gear Solid Series




Sephiroth from Final Fantasy VII


With more likely to be announced such as Nathan Drake from Uncharted and Nathan Hale from Resistance: Fall of Man and Resistance 2.

Grinds My Gears returns soon!!!!

~The Damo