Wednesday, January 30, 2013

Dragon Age 2


Rating: 2 out of 3 Stars (why only 3 possible stars?)
Genre: RPG; Sub-genre: Party-based
ESRB: M (gallons of blood, sex and nudity)
Estimated hours of gameplay (thorough play/quick play): 42/30
Developer: BioWare 

I wanted to give this game three stars because it hits so many marks. But then the problems start cropping up. I'm definitely not going to hate on it as much as the internet does, though. Especially the PC users. Although I did play on XBox, so I suppose they won't want to listen to me. Ha! In fact, I actually played the first one on PC, and then I heard this second one was going to have more attention towards being friendly to consoles. So I said: fuck it! I didn't really enjoy playing the game with a keyboard and mouse. I know some things were better designed around it, and I remember there being more abilities than buttons. But it wasn't necessary. This game allows you to pause and be tactical. I don't bother doing things in real time or using the automated features. Why would I? Those are for lazy people! Pausing replaces any need for a complicated "controller" such as a keyboard and mouse. And while this game isn't exactly new, it didn't come out 12 years ago. What I'm saying is that it isn't Baldur's Gate, people. I know there are similarities, but it isn't. Don't blame consoles for the invention of time.
If you want games to be exactly the same for 20 years I would recommend JRPG's.
Ugh, rambling about stupid things. Okay, so gameplay. Right. This one does feel easier than the first Dragon Age, at least in terms of how terrible the difficulty scaled. Basically the beginning was super hard because you had no healer, no gear, and no abilities. By the end of the game, you could tank pretty well and auto-kill any casters on the field. But even then I found that big ass dragons would knock my tank out pretty quick even with two healers. I kept wondering if I accidentally turned the difficulty up at the beginning. Still do wonder. Maybe I was just bad at it. But here the beginning is much more appropriately challenging. The most lethal thing in the second one would be casters. Man, they just cut right through your tank and will randomly destroy anyone on your team you're not paying attention to. I have noticed people complaining that this one was too easy. I think that can be rectified by turning up the difficulty. If you want a harder game, well, I don't think this was intended to be so damn unforgiving. Go play Demon's Souls if you want that. I do think some of the things said were exaggerated (I've heard people got through battles just auto-attacking and using no strategy) since this was no where near as easy as Kingdoms of Amalur. But the gameplay is at it's best when you use the terrain and pause and act tactically by examining the field and giving simultaneous commands. It's at it's worst when you replay the same dungeon a dozen times or are made to go back to the same area several times. RPG's generally offer a lot of exploration (IE Skyrim). I think having so much of the game take place in one city would have been fine since this story is so much more intimate if we weren't made to revisit the exact same areas over and over again.

BioWare flipped the map upside down and closed a door or two here. They didn't get away with it.
Speaking on the story, this was another element that was targeted for criticism from fans of the first one. I have to ask those people: did you play the first one? Because having to fight an evil that comes around every thousand years is incredibly cliche. In fact, it's the same plot as Mass Effect! In DA1, you are told about how Grey Wardens are meant to stop them and go through training and such. Nifty and fun, sure. But it wasn't exactly engrossing to me. So I'm like a Jedi? What makes me special? Oh, nothing that ever comes across in terms of in-game abilities? Uh, alright. And everything you came across felt so much like super crammed exposition. I mean, they were introducing this whole big world, I get that. I do end up having the same complaint that I have for Mass Effect 1 where it seems like the main character is some kind of moron who was born yesterday. So anyway, DA2. Why is this story hated? From what I remember hearing, people didn't like that it was "all" in one city and the "enemy" didn't show up until the third act. Huh? I get the one city part; people want to explore and see the same colorful RPG cliche zones they see in every RPG. People are stupid. But I can't accept that the story is worse. For one, the main character has a damn voice! That automatically makes it better for me. He/she now has a personality and (this is really huge) will actively participate in conversations instead of waiting for people to be done talking so the player can choose a chat option. I ended up loving this story because we get to see someone's life for about 7 years of it. A rise from a destroyed home to finding an important post, the random relations found and how they have a complete arc, and how the hero finds him or herself in the middle of an event that will affect how the world works socially. And with decisions! There was no decision to side with the demons in DA1. Why would you? They were just faceless bad guy fodder for good guys to kill. No emotion! DA2 was better! Watch a movie that's not a children's movie sometime! This is an absurd comparison, but ever see Citizen Kane? That was a life's journey that didn't need to end with Welles punching a primary antagonist. Stop thinking in terms of boss fights! Agh!
If you really have to watch a movie for children, I recommend Pixar stuff.
So what is the end result? BioWare cancelled all further DLC for DA2 and is moving into production on DA3, which I'm guessing will come out around the beginning of 2014 or something. Which really sucks because Hawke (the player character of DA2) clearly had more story left. Is DA3 supposed to be about him/her or a new character? I think either decision is unsatisfactory, unfortunately. I wanted an expansion for DA2 like DA1 had. You know, a big forty dollar behemoth instead of those bite sized ten dollar deals. The problem is that DA1's expansion, Awakening, was really bad. That's because the stupid story left no room for an expansion. So the player character just sorta did random crap that felt like the gameplay from an MMO. DA2's ending left room for more to happen. So it could have worked much better. At any rate, the real biggest problem this franchise suffers from is being rushed. DA2 came out something like 18 months after DA1. That's not how long video games take to make these days. Especially when they have a SHIT TON of voice acting and 40 hours of gameplay to offer. Just ask Blizzard. They made Starcraft 2 back in 2010 and still haven't released Heart of the Swarm as of this article's publish date. That's 3 years for a game that's essentially an expansion to an isometric view RTS. I mean, the level of scripting and level design is so much lower in terms of technical complexity. There's unit balance, sure, but.... whatever. I'm rambling.

Conclusion:
Just give BioWare your money. I don't care. They work hard, are ambitious, and get the job done even when under EA's very harsh thumb. Why people always so critical on BioWare, man? This ain't like Fable 3. Lazy bunch of nonsensical bullshit... rabble rabble...

And look what the Fable guys did with your money. THE HORROR!

Thursday, January 24, 2013

5 Video Game Concepts That Are Always Awesome

I may be a cynic and complain a lot about video games, even the ones I love. But I do still have soft spots that get me giddy. And I love to give tips to developers as if they actually read this thing. So here's some free advice, guys. Just always do these things, and your games will have some strong (albeit incredibly minor) details in them.



5. Canceling Abilities/Moves


Tight controls make a game great for everyone. The more skilled players can feel their wings spread, and less skilled players feel more in control. But giving players a way to cancel a long animation and speedily throw out damage to either continue a combo or derail the enemy's chance to deal damage is a surefire way to make the player feel like he's the smartest man alive.

Funny enough, I think most of the time these things exist as bugs. And you can bet your ass that us gamers will abuse the shit out of them. Not because we have to cheat, but because it's just so damn slick!



4. Customizing Buttons/UI


One thing I can't fault the Call of Duty franchise on is the controls. Clicking the left stick to run? Brilliant! So it's understandable that many games would simply copy them. After all, a player who doesn't like how your game controls is a player who isn't going to buy it (I couldn't get further than 5 minutes into Killzone 3 because of this). But some games just work too differently from the mainstream stuff to fully mirror others, so the developers have to be inventive and find controls that will naturally click in players' hands.

You know what players don't find confusing? Their own control schemes! And any player who desires to do so usually knows how to figure out how to do it AND knows exactly what they want their buttons to be. Case solved!



3. Taunt Button


If a game has a taunt button, then I'm gonna press it. Like, I'm gonna press it more often than not pressing it. Any one who's played a game with me knows that. "Die! Time to die! Die!"

I don't need to explain this. You know I'm right!



2. Walk Like a Person, Not a Tank!


The 90's are over and now 3D graphics are the standard in video games. We no longer have to suffer through that awkward transition phase and can freely enjoy not having clunky, weird, not-sure-what-we're-doing type design, right?

But take just about any current Rockstar game as an example. They seem to be caught up in animating momentum and natural movement in their characters or something. That would be fine in something like a Kinect game where our slow, fat bodies are translated on-screen. But our hands are so damn fast, guys. And when the character isn't as fast as those hands, that ironically feels unnatural. So go when I push go, dammit!



1. Explain things!


Here's a screen from a game from 2012 (Darksiders 2). And it's an American developer that makes it (Vigil)! The biggest offenders of this concept usually come from Japanese games; either from translation errors or just giving an ambiguous one word description of something important to core gameplay. Conversely, I'm also playing Warriors Orochi 3 (which is Japanese, of course) and they go out of their way to let us players know what each stat does.

So what exactly does "Arcane" do, Darksiders 2? That wasn't worth explaining SOMEWHERE? This problem is something that's been around, but maybe the new thinking is simply that players will Google search the answers. Well, here's my answer to Vigil: cut that shit out!

When I'm getting deep into some RPG itemization (the usual cause of things needing lengthy descriptions that dev's try to explain in a single word) I promise you I am not offended by a tooltip that fills the whole screen. Just so long as I'm allowed to understand your damn game, I am happy!

Wednesday, January 16, 2013

Spec Ops: The Line

Rating: 3 out of 3 Stars (why only 3 possible stars?)
Genre: Third Person Cover-Based Shooter
ESRB: M (gore, depressing realities of war)
Estimated hours of gameplay (thorough play/quick play): 8/4
Developer: Yager 


I'm a little tired of realistic shooters, so I hope I'm judging this clearly. I did just give Max Payne 3 a one, and now I'm giving this a three? Maybe I'm crazy. Or maybe this game just has better level design and less drunk controls. Sometimes the difference between something good and something bad is just a tiny hair between them. Maybe I'm biased because this game is kind of an underdog and I don't particularly like Rockstar. Whatever the case is, I'm sticking with a three.

"Creative use of sand" didn't do it for me, either.
The biggest selling point of this game is the story. And I agree with that sentiment. I don't think I'm nearly as enamored as I've heard some people say they are in reviews or general comments, but it does well. I just don't care too much about military drama and there's a twist somewhere in the story that didn't entirely make sense. But the main character has an arc, and I thought that was super cool. It even came in the form of in-game changes. For example, early on he would calmly say "tango down" when taking down an enemy. Then later, when he starts to lose his shit, he would yell out "STAY THE FUCK DOWN!" at the hapless bastards he would gun down. A simple change-up of an in-game sound file that plays when the player performs a routine action: so easy yet so effective! And the story revolves around the horrors of war instead of just feeling like a list of action movie cliches like most modern shooters. I will say that being presented in a video game does take some of the wind out of the sails of being a heavy drama, though. I mean, who is this guy that can get shot a thousand times while calmly headshotting hundreds of bad guys one at a time? But I wouldn't want to discourage developers from trying to take writing seriously. Please... take writing seriously. Of course, even if they could hear me it wouldn't matter. The guys that wrote Call of Duty made the publishers millions of dollars, so what else matters?

More helicopters! More explosions! No human drama! Wooo!
Gameplay is where I find myself scratching my head. The controls and level layouts work well enough. The levels aren't overly realistic like Max Payne and both walking and running seem to actually function like some kind of video game instead of straight bullshit. But... eh. Realistic shooters feature something like 95% of the same enemy: guy with a couple hit points and an assault rifle. I just prefer some fantasy in my gaming. Give the guys some exosuits, mix in some rabid animals and mutant men... anything! I need some variety, man. They did include a unit that is referred to as a "heavy." And it's pretty hilarious when your team refers to this thing with familiarity like it's something that occurs in real life. It's just a guy wearing a bomb suit who has a million billion hit points. He slowly walks towards you firing a gun with infinite bullets and doesn't care about cover. He's kind of a dick. And there doesn't seem to be a "headshot" location on him, although his helmet does get cracked open. It doesn't matter, because overall the game didn't do anything to make itself stand out as a realistic shooter in a way that appeals to people who might not care for the genre. But that's not to say it doesn't succeed at being a realistic shooter... if you like that kind of stuff.

Magic powers and robot suits! Where are they!?
I'll briefly touch on the multiplayer, which unfortunately was not as strong as I'd hoped. It still has enough function and depth to give players something fun to explore for a long period of time. But the clunkiness of a third person cover shooter is groan inducing in this mode of play. I want controls to be as tight as possible when going into a competitive game. So when my guy awkwardly shambles into cover, becomes stuck to cover, or does this weird thing where he puts his gun down because he's standing too close to a wall I tend to not have fun. And another thing that stuck out is weapon damage: every gun can score a one hit head shot kill! To put that in perspective: a hard hitting sniper rifle will not one hit kill with a clean hit to the chest. A Goddamn shotgun will not kill in one shot if the enemy is slightly out of melee range. But a pistol shot from across the map that gently grazes an enemy's ear? Instant kill. That... is fucking stupid. The random sandstorms don't add anything to the combat either. Whatever, though. It still works well enough that there is fun to be had for those who, uh, aren't as picky as me.

At least the skins don't include bullshit like skeletons (IE Uncharted 3).
Conclusion:
People love realistic shooters, so those people should love this one! Why not? Because it isn't a major brand name? Youuuuuuu consumer whore! Blarg!

Wednesday, January 9, 2013

ME3 MP Strat Guide

I've mentioned before that I love the multiplayer in Mass Effect 3. While not actually a competitive mode, there is enough depth for a player to get lost. And I often find myself in matches with people who like to do wacky things. So I figured I'd put together a little guide! Mostly this is just for getting started, but there is some theory here to offer insight to anyone interested.

Mass Effect 3 Multiplayer Strategy Guide!

Playing as the other races is awesome by itself. There's so much more!
People are smart. So I won't cover ever little detail and menu item. For instance, the random objectives that show up? You'll figure those out right away. This is all stuff you might not notice and could use a wise old man such as myself to elaborate to you. Hopefully. Enjoy!


Starting off!

"Any challenge?" This screen is drunk.

-Change the difficulty!

For some reason when you first turn on the game and try to search for a match, it will use a randomized difficulty option instead of just starting you on Bronze.

SET IT TO BRONZE!

This difficulty meter is NOT meant just as a measurement for your skill and familiarity because it makes the enemies crazy strong! And there's simply no way a level one newbie can go up against gold or even silver monsters. Think of it as starting a new RPG and trying to fight the last boss right away. Yeah. Its numbers will be too high and yours will be too low. And if you don't change the difficulty? Prepare to get vote kicked... A LOT.


-Starting Classes

There are six class categories available with several different types of each class under them. In the beginning, you only have "human male" and "human female" available to you. There are no statistical advantages between the two genders. I think the point is simply to give the player a do-over should you be unhappy with how you spent your skill points on the first one (you can still reset points later by promoting a class or using a Respec card, but those take time to acquire).

All classes come with three active abilities, and two passives. The three active ones change from character to character, while the passives are generally very similar (they are actually identical for all classes listed below) so I'll stick to talking about their actives.
-Adept: This used to be a rather weak starting class, but as time went on this has become a much more viable build due to game patches. The basic gist of this fellow is to be a kind of tricky spellcaster. His Singularity ability lasts a long time, so you can leave it around like a trap that also damages fools. His Warp ability is both a hard hitting single-target spell AND a decent debuff. And lastly, Shockwave was buffed at some point to give him a spammable ability that allows him to wildly throw damage around- even through walls! Being power-based and not gun-based, this is a workable choice for a beginning class and even gives you a lot to learn as you master his nuances and biotic combos (see "Combos" below).
-Soldier: Regrettably, most players will opt to use this guy as their first class. I do NOT recommend this. First of all, he's clearly meant to be gun-based. And when you start off, all you have is JUNK for gear. His abilities have been buffed a few times, so I've found that he kind of works as a powers build. But that required me to promote the soldier class so I could get a full refund on his points (when you first start, one point is automatically spent on his Adrenaline Rush ability, which is specifically a gun usage ability). Adrenaline Rush looks good on paper, but the damage boost just isn't significant enough.  And once you get better guns? Well, you can use those better guns with a better CLASS, as well. Concussive Shot has been buffed at least once, as well as tech combos (see "Combos" below). But it still is a mediocre ability in light of all the others out there. His Fragmentation Grenade hits hard, but those can be a little tricky to manage as knowledge of ammo box placement per level is required to be most effective (along with the problem of stepping on the toes of other grenade users). I'd recommend avoiding this guy ... pretty much regardless of your progression in the game. Try him out as some point if you like, but definitely not a good first choice.
-Engineer: Don't let the name fool you, you won't be baby-sitting turrets or spending tons of time building defenses. No sir, this Engineer has all kinds of tools to be quite an action hero! Unfortunately his Combat Drone ability has been nerfed along the way (it's much much harder to get enemies stuck on it), but it can still be of use. Spec' it to use chain lightning and explode, and it'll annoy plenty of bad guys. Just remember that it has a VERY low cooldown AND will appear on top of what you target so don't be afraid to recast it. Sometimes you can even hitch it to something that's behind cover! Overload is also very useful. It is very effective at destroying both shields and barriers and it will stun weak enemies (basically anything human-sized). The fact that it hits instantly also means you can stop an enemy before he gets a chance to hit you, so it's very good at dealing with speed demons who dodge around a lot. Incinerate feels less useful at times, but it is good for setting up tech combos (see below) and can ding a chunk of damage against armor. Good choice for a starting class!
-Sentinel: Another strong choice for a starting class. The usefulness of Tech Armor is debatable, but it can be spec'ed to buff the damage of your abilities so that's not too shabby. It's supposed to give you some damage mitigation, which is sort of noticeable on Bronze. You can also cast it a second time to cause it to explode, but this requires you to be very close and will only provide the same amount of stagger to enemies as ANY kind of damage would. And exploding it not only means you lose those two buffs I just mentioned, but you also get placed on cooldown so you cannot use your other abilities until that's back up. However, the other abilities are both good. Warp is the same spell the Adept has. And Throw is basically like Concussive Shot, except that it has more force and can be used to detonate Warp (see "Combos" below). Ergo, it is much better than that dumb Solider ability.
-Infiltrator: Another gun-based class, but this one is much more viable. You see, the ability to turn invisible with Tactical Cloak has some obvious advantages to it. More specifically, it will allow you to revive a downed teammate or click on one of the nodes in what I call the "Four Points" objective. It also gives you a damage boost for one shot (possibly more if you shoot fast enough), so this makes her more than ideal for being a sniper. And guess what? The starting sniper rifle is a hard-hitting, one shot weapon so it works out great... for Bronze. Her other two abilities are significantly less useful. Cryo Blast does no damage and is just a way to stun weak enemies. It does debuff stronger ones, so you can try that out. Her Sticky Grenade is pretty terrible. It hits harder than the Frag Grenade of the Soldier, but the blast radius is so tiny that it is too impractical most of the time. A good starting class if you like being a sneaky sneak.
-Vanguard: You only get to call yourself a noob once, so the class generally regarded as the noob class is yours! Her combination of Biotic Charge and Nova allows her to teleport into the middle of a group of enemies and explode them all to death instantly. That first ability will recharge her shields, though, so if you're careful you can avoid dying yourself. This doesn't take too much to learn, and is pretty fun for a while. For some reason the targeting of Biotic Charge seems to be wonky at times, so expect a good deal of frustration as you mash the button while she just stands there. Her third ability, Shockwave, is the same one the Adept uses. Generally skipped if you want a pure kamikaze build, but it can give you a strategic option should you decide to help your team during an objective instead of running around like a crazy person. This is a questionable choice for starting, but is quick to learn.


-Combos

There are four types of ability combos in this game: Biotic Explosion, Tech Burst, Fire Explosion, and Cryo Explosion.

Biotic Explosion seems to be the most powerful, and also has several abilities in-game that specifically allow it to become more so. For it to work, you need one ability to set it up (like Singularity or Warp) and then another to set it off (like Throw or Warp). Note that some abilities can both be used to set up and set off, but you cannot use the same ability twice to make a combo.

Tech Bursts occur when there is a shock ability present on a target and you can set it off with a large number of abilities in-game (from things like Concussive Shot to Incinerate or Throw). This combo is basically like hitting the target with a free Overload.

Fire Explosions now are second most prominent next to Biotic Explosions due to changes in patches over the months. It used to require the target to die or something, but now it's like Tech Burst: set them on fire and then hit them with an ability. The effect is very similar to Biotic Explosion, but seems to be much weaker.

Cryo Explosions are identical to Fire Explosions in design (including a change from requiring a kill to just requiring a hit), but these are different as the resulting explosion will freeze or chill targets caught in the radius. It also seems to be less damaging than Fire Explosion.

All of these are useful, so keep an eye out for using a character who can exploit them! Just be aware that there seems to be some kind of in-game delay that prevents players from using them too often.


-Starting Weapons

Not all guns are created equal. You're given five- one of each type- at the start. Some of these notes might surprise you.



-Predator: Just a pistol, but my favorite of the starting weapons. It's super light, super accurate, reloads fast, and lets you pull the trigger crazy fast! Definitely gets the job done if you rely more on powers than weapons.


-Katana: This underperforming weapon highlights the problems shotguns have in this game. Its spread is too wide, its damage is too low, and it's too heavy! You have to be extremely close to make this weapon effective. And most of the time that will mean certain death just to be marginally better than another gun. Considering all these things, I don't feel like it gives the player an edge in close-quarters combat. Shotguns require a lot of upgrades and specific builds to work well, just avoid them for now.


-Shuriken: Another weapon of questionable usefulness. At least this SMG is super light. So if you've got room in your pack, this basically will allow you to carry more bullets for free (see "Weapon Weight" below). The damage and recoil on this thing are terrible, so it certainly can't hold your character on its own.


-Avenger: This Assault Rifle has its merits. It's relatively light, it has the fastest reload in the game... well, that's it, actually. The damage and accuracy on this thing are not good enough to steer me away from the lighter Predator. But I know some players like it, so it must not be totally worthless.


-Mantis: A very acceptable starting Sniper Rifle. It hits hard and isn't too heavy. Definitely replaceable with many of the other choices you will come by later, but it holds its own! Some snipers have a hard time moving up from this to the Gold-level Widow that is its heavier replacement. Still, the reload speed and single shot nature of this weapon might be turn offs to anyone not fully dedicated to patient sniping.


-Weapon Weight

This is critical!

I'm not sure what it is, but I feel like some players don't understand this concept at all: how much weight you are carrying affects how slow your cooldowns are. And your cooldowns are very very valuable!

First of all, the game doesn't force you to carry two weapons. If you REALLY want to use a heavy weapon, think about going out with only one gun. Heck, once you get up in level you'll notice that quite a lot of people only use one weapon.

Secondly, don't automatically assume that because a weapon is heavy that it is good. Try stuff out. And if you are playing a class that relies closely on powers- which is actually most of them- then you should probably think about keeping your weight as low as possible.


-Recruit Packs

Who taught kids these days how to play RPG's? It's common sense that you have to work your way up! The game will let you spend your hard-earned points on even the most expensive packs that it has to offer right away, but DON'T DO IT!

Use Recruit Packs to build yourself a foundation. One completed Bronze match will yield close to 15000 credits; almost enough to buy three packs. You can max out all your basic gear and attachments much quicker this way. And now the game has like a million more unlockables than when it started.

So get yourself a Predator X or Mantis X or whatever. It'll give you the moxie you need to work on unlocking that Carnifex I or Widow I by making you ready for Silver matches. Maybe even Gold... if you're brave, heh.



Enemies

Collectors are jerks!
Now that you've got your head in the game, let's see what you're up against!


-Grabs

While the player can perform a super cheesy instant kill on weak enemies by melee'ing them from behind cover, some enemies can instantly take down the player whenever the heck they feel like it. And it doesn't just knock you down, oh no, you automatically bleed out. That's right, a grab from an enemy prevents you from being revived until the round ends.

Personally, I think this aspect of the game needs to be removed. This is because it not only feels "unfair" but it also feels like it invalidates several melee-oriented builds. But when they added Collectors to the game in a free DLC, they came with some grabs. So I don't expect them to be going anywhere any time soon.

Here's the list of enemy types that can one-shot you:

Collectors- Praetorian, Scion
Geth- None!
Reapers- Banshee, Brute
Cerberus- Phantom, Atlas


-Enemy Tiers

You may notice players running matches will choose a specific enemy to fight. This may have to do with completing weekend or other kinds of challenges, but sometimes it's because they are trying to tune the difficulty down. Just so you know, here's my list of hardest to easiest and my thoughts on why:

The Collector Praetorian
1. Collectors- These guys seem faster and stronger than the others. And the combination of Insect Swarms and Abominations make them incredibly effective at rushing the players. They also will randomly become possessed, which turns the unit into a more powerful version of itself. Finally, the Praetorian is just a piece of work. Super fast, grabby, sometimes hits you through cover, and a ridiculous amount of health.

The Reaper Banshee
2. Reapers- This is close to the third place. The reason is that the majority of Reaper units are kind of ineffective. Ravagers hit hard and have annoying swarmers and acid, but are manageable. Brutes are just plain losers. But the Banshee remains an obnoxiously powerful super unit. She darts across the entire battlefield in the blink of an eye and loves to grab people. Everything else she does isn't so bad, but the combination of speed, health, and grabs make her lethal.

The Cerberus Phantom
3. Cerberus- I really have a hard time with these guys sometimes. Usually for stupid reasons, though. Many times, I'm the only player who knows how to deal with a Guardian. I see a lot of players just shooting into his shield impotently, not knowing to go around it or just use a penetration mod. And the Engineers leave those dang turrets everywhere. They're so powerful! I will say that the Atlas is pretty useless due to how slow it is. But the Phantom takes the cake. She has a sword, but the lasers she shoots out of her hands are far worse. She just skips about, killing players in a matter of seconds and then corpse camping them! She also has a knack for sneaking up and grabbing distracted players, and about a dozen other annoying powers including being immune to a large number of stuns. Agh!

The Geth Hunter
4. Geth- Oh, these guys. They're so cute. The only faction that can't perform grabs. The only unit they have that really seems to break players down is their Hunter, which is like a middle level guy. They walk around with invisibility, but that actually isn't the problem. It's their uncanny stunlocking ability. Once they start hitting you, your character won't even be able to pull the trigger! They also strangely have the ability to keep shooting with 100% accuracy despite being knocked down. Um, bug? Been around for a while now.


-Map Notes

There are a lot of maps out there now. And I don't have something to say for all of them, but I'll give a tidbit here and there.

-Firebase White: This used to the the map people would fight Geth on Gold to get easy money on. After some patching, the map has additional hallways and such to allow the players to get easily flanked. Still a good map, just don't let some noob hustle you into thinking it'll make things easier.

-Firebase Glacier: The tiniest map! And it only has three ammo crates in it, each with only one grenade. If you want to be a melee guy, this is the place to do it.

-Firebase London: So dark, so open. Very easy to get lost and die in as a noob. Might be good to hang near buddies as much as possible.

-Firebase Condor: Pretty cool being on a moon and seeing all that cool stuff in the sky. But this map is oddly shaped and really dark. And the high ground offers some of the worst cover in the game. Think on your feet here, you can force the enemy to walk long distances to find you.

-Firebase Rio: For some reason there is ammo everywhere! And most of the crates hold two grenades for some reason. There's a little maze at one of the ends of the map that can be a great place to dance around with enemies, but the fact that this map is just one long line makes objectives really hard at times.

-Firebase Dagger: Really good level for sniping. Really hard for objectives.

-Firebase Giant: Pretty well-rounded map. Lots of space and oddly shaped, but offers plenty of tactics in each of its sections.

-Firebase Hydra: Another open map. Not that great for sniping, though. There's a room with a glowing sphere in it that seems to be the most defensible location, as well as being close to the most common spawn point of enemies.




Building Up!

The Acolyte: it's sooo good.

Hey, you don't want to be a beginner forever! I'm sure you'll quickly develop your own agenda for what you want to unlock, and I hope you get creative in the wacky builds you make. But here's some stuff I think is worth pointing out!


-Notable Classes

These aren't actually the best classes, mostly. Just some cool dudes that really make the game click!
-Turian Soldier: At first glance, this character seems entirely underwhelming. His ability, Marksman, looks like it's even worse than Adrenaline Rush. And he has Concussive Shot, too. Commence eye-rolling, el oh el. But he becomes extremely good depending specifically on what weapons you have. Why? Well, he has a ton of hidden stats that boost his accuracy and stability along with passives that add more to that. Throw in a maxed out Marksman, and this guy can turn a clumsy weapon into a fine death machine. The best example of this are shotguns. He can literally hit things across the map with a shotgun (equipped with a Smart Choke and using cover since that, too, increases accuracy). So once you find this guy and something like the N7 Hurricane or Piranha you are set for the best gun-user in the 'verse!

-Geth Infiltrator: Okay, so this one might just be the best class in the game. He just stacks so much damage together that he wipes stuff out! He's also one of the most versatile. You can build him as a sniper, a melee guy, or a bomber using his Proximity Mine. Or a sneaky shotgun guy. There's no limit to what he can do! Er, well he can't take a punch. So he can't tank much.
-Krogan Battlemaster (Vanguard): But if tanking if your thing, then this guy has you covered! With his high health and the mitigation from his Barrier ability, this guy is the most undying fellow around since he can recharge his shields with a simple Biotic Charge. Because of this, he is one of the favorites for solo'ing matches.



-Weapons to Vie For

There are an astounding number of weapons in this game. Too bad a lot of them suck. I found one from each category that definitely serves a purpose.

-Acolyte: The pistol pictured at the beginning of this section. This thing is awkward as all get out: it can only fire when charged, the bullets arc, and the bullets move super slow. But it absolutely destroys shields and barriers! As an added bonus, it is extremely effective at killing Phantoms. This completely light-weight weapon all but removes a large part of the game!


-Cerberus Harrier: This Assault Rifle is sort of heavy, has a bit of a kick, and has extremely low ammo, but it is absolutely devastating. It just does a lot of damage in a short amount of time in a tight grouping, that's what it's all about! Unfortunately this one is an "ultra-rare" so it will be hard to find and even harder to level up.


-Reegar Carbine: Many of the shotguns have the same problems as the Katana, mentioned above. But this one is more like a flamethrower with electricity. Because it shoots a constant stream and does consistent high damage right on target, this weapon finally gives the player the close quarters advantage that I want out of a short range weapon.


-N7 Hurricane: The problem with SMG's is that there isn't enough attention for them. There are roughly half as many as the other types of guns, and only one of them is a "Rare." So this is not just an "ultra-rare", but it is also only available from Commendation Packs from weekend challenges. This thing pours laser bullets out... and it pours them out everywhere. A very powerful weapon but also very hard to get and maybe even harder to use.


-Widow: There are a lot of sniper rifles. In fact, there are a lot of one-shot sniper rifles. This isn't the best sniper rifle out there, but it's only a "rare" weapon. For many snipers, this thing is like a rite of passage. Or something. Whatever. It hits really hard but doesn't have the insane weight and charge up of the Javelin, nor does it have the weirdness of the Kishock. The Black Widow is better overall (more shots but less damage) but this one is much easier to come by.


-Penetration (as well as other attachments)

One of the most useful things to come by in this game is penetration. That is, the ability to cause bullets to pierce through objects and still do damage to enemies on the other side. Many weapons have mods that allow this, but you can also use consumables on the equipment screen to achieve the same effect.

If you've ever played Call of Duty and paid attention to challenges to kill enemies with bullet penetration, you've probably also noticed how infrequently this happens. Sure, it's a nice feature to prevent camping and give a level of tactics into the game, but it's not something many bank on.

But this is not competitive. These are NPC's and you can predict their routes. You can widen the range of cover available to you by shooting through windows, walls, and thin cover. This is especially useful against Cerberus as they not only have the most units who use cover but also have a unit that is ALWAYS in cover (the Guardian, who walks around behind a tower shield).

ALSO, every type of penetration improves damage against armored units. As in, all the strongest units in the game. So think about that!

Knowing this, the attachments become very straight-forward since one almost always wants "+damage" and then "+penetration." Use the equipment consumable in place of the attachment if you want, but try to think about how each weapon works in each build. Does a scope really do anything? Can you manage the stability by simply aiming down? How often do you melee things? Seriously, I see "+melee damage" mods on all sorts of non-melee builds. What gives!


Mastery

Volus were like a joke but now they're ultra-rare cards? Okay...
At some point, you'll want to know that you're the guy carrying everyone else and NOT the other way around!


-Kite!

A tactic in many video games, but is especially relevant here. While it may be unwise to drag monsters around and mess up the spawn points for your teammates, it is invaluable during objectives!

It's actually very simple. If a teammate is clicking on a node, try to attract enemies AWAY from him. Don't just kill them, they will only respawn! And definitely don't look at your teammate while he does his work. Look around him, see what's coming after him. I have no idea why people do this. It's like their only plan is to watch the person doing the objective die so they can immediately pick up where they left off. Dying is not a good plan! Also, the game is in third person. So if you want to visually see them, for some reason, just keep them in your peripheral vision.

And the best time to do this is for extraction. Just run around the level until the last second and step in the circle. There is no bonus for waiting in the circle the whole time, it only matters if you are there at the end.


-Two Grenade Users Are a Crowd
The icon for the "Grenade Capacity" gear bonus.
When you are in a matchmaking room waiting for the game to start, take a look at your teammates. Many people are good at spotting a troublesome player on higher difficulties. While it may seem "sucky" to vote kick someone, you really can't take some random level one with you on Gold. The same goes for once you start spotting those little things that make for bad players.

Without getting into that, though, one thing that becomes more relevant in higher difficulties is group composition. True of any RPG, you generally don't want a bunch of the same thing. Most notably are grenade users. Some players might not use those grenades in their build, but you can tell if they have a "+grenades" equipment bonus on that they probably plan to use them. Scavenging for grenades becomes very strained with just two grenade users in a group, so keep that in mind (on an added note, the ability "Stimulant Pack" actually uses grenades).

Other things to look out for are having too many meleers. Really, any melee can become unwelcome in higher difficulties but a bunch of them together will just step on each other's toes. Another thing would be classes that hit slow and hard; like an Infiltrator with a Widow equipped. Those guys can deal a lot of damage, but their speed will make the team easily overrun. And compensating by having everyone kite at all times will be very hectic.


-Consumables

Left four are applied pre-match, right four are used in-match on command.
As the name suggests, these things run out! Being judicious should be obvious, but here is the importance of the "Supply" consumables based on my own usage levels:

Medi-Gel > Ops Survival Pack > Cobra Missile Launcher > Thermal Clip Pack

I would say that the Missile Launcher is more useful than any of them, but that's only because you can use a well-placed shot to save yourself from using any of the others as well as being able to save your team. Well, hindsight is always 20:20 you'll find and those Medi-Gels are the only thing that let you keep playing once everything's gone down the tubes. The Ops Survival Pack probably only is there because it's so dang hard to get it to work that you might use two or even three in a single instance. And usually it's to save an objective from failing or to save precious Medi-Gel.

And Thermal Clips just suck. Their best use is if you are a grenade user because you can spam a whole mess of grenades by burning through them. Never be afraid to use Thermal Clip Packs. You won't run out.



-N7 Rating and Challenges


When you first see these you'll think they mean something special. And then you'll realize they mean nothing and are both just pointless score systems.

And then you'll get to a point where you have high numbers in both categories and you'll start judging other players for either how high or low their scores are. How do they play so much? Oh, no, not a noob! Stuff like that.

Don't worry, though. Ultimately neither of these things mean anything. N7 rating just comes from leveling and promoting characters. So if you just level all the classes to 20 and leave them there, your score will be 120 forever.

One of the Weekend Challenge splash screens.
However! Challenges can be important. Specifically the weekend challenges. Completing those will give you a Commendation Pack which will have an "ultra-rare" weapon in it (but only the Commendation weapons). In addition, the other challenges are how you acquire titles. So... that.


-Gold Requires Your "A" Game!

Don't give up!
Gold is difficult. Don't listen to the power gamers who say it's garbage. Those same people generally avoid playing with anyone but friends, and also have really good gear. It's not impossible, though. Just something you'll have to earn a few levels for before you're ready for it.

The only reason I'm being so serious is because I tend to see such wide-eyed, hopeful neophytes walk in to these matches. They drag the whole team down and- I can only imagine- they hate when everyone stops reviving them for dying so much. Why do they do it? Why do they think they can take their terrible gear into a match and do such low damage and expect to be a positive contribution?

Don't be that guy. Be a pro! Save your pre-match equipment consumables and use them all here!


Oh, and I know there's a Platinum setting now. I don't have the patience for that. Good luck if you do!

Thursday, January 3, 2013

Max Payne 3


Rating: 1 out of 3 Stars (why only 3 possible stars?)
Genre: Third Person Shooter; Sub-genre: First person narration
ESRB: M (hyper realistic bullet impacts on humans, tons of profanity, non-interactive naked women)
Estimated hours of gameplay (thorough play/quick play): 12/6
Developer: Rockstar Vancouver 


I never played the original Max Payne games, so I can't rate this as a sequel. Although I will say that I'm not a fan of Rockstar. Yeah, I'm probably the only one not excited about Grand Theft Auto 5 (unless there's another magic swingset). I just find their games too clunky. They're fun to screw around in, but the gameplay is boring and the missions are mundane. Like the whole man-dating thing in GTA4? What was that? And this game uses the same engine and the same head writer, so I expected more of the same.

Fortunately this game avoided a mistake that the movie did not.
Unlike those other Rockstar games, this is a linear game and not a sandbox. Strangely, this doesn't help much with the level layouts. Video games nowadays have this balance they try to seek of having levels that both feel like real places that real people might live in while still retaining the fun mazes and combat-friendly warzones that make the player realize it's a damn game. Max leans far towards making levels that feel real. Too far, in fact. This is particularly awkward in a cover-based shooter when it feels like there is very little "good" cover and far too much "no man's land" so I found myself hauling ass to hunker down in one spot for the entire fight. This is not very in-line with a game that encourages you to jump in slow motion and gun people down, but perhaps I shouldn't have played the game on hard. Aside from that bit of unpleasantness, there's far too much sameness in combat throughout the game. This is because it's a "realistic shooter" in terms of setting and enemy design and I hate those, sure, but I still consider that a valid issue. But also there's no second part to the game. For example, another Rockstar game called L.A. Noire had the player interrogate people and examine clues. This game only has shooting and more shooting. The final nail in the coffin is that same ol' clunkiness from other Rockstar games. To be fair, though, Max is drunk 100% of the time. So that COULD be used to explain his inability to understand things like "walking" or "running" or "sit still when I'm in cover GODDAMMIT."

Perhaps they could have added a mini-game for Max's drinking problem.
I love the "loose cannon cop" cliche, but it seems I might not be as in to Noir. The whole cynical monologuing with witty, self-deprecating quips stuff works well enough in a movie, but a video game is much longer than two hours. So I became kinda freakin' tired of it after a while. I could say that the problem lies with the fact that- despite Max having shitloads of dialogue in it- he only ever makes time to hit that one note. The story is all well and good for a video game. Hell, it's even good enough for a cheesy movie. But Max has no other dimensions to him; no arc. I stop caring about him and started to dodge through every glass window I found to invent him the characteristic of having a child-like obsession with smashing things. Another major problem is he doesn't really bounce off of other people much. Granted, he is an incredible curmudgeon who hates the human race. But what he needs is some kind of buddy. Anyone, really. And Passos (a person he seems to respect in the game) is not it. Keep in mind, I want to give positive marks here for being story driven. It just stays stuck in being a video game. And that game might not have been the best vehicle for this type of thing.

Every loose cannon cop needs a buddy. Preferably one who knows martial arts!
Regrettably, I was not able to fully try out the multiplayer. I got into like five different games and each one kicked me out due to a sync'ing error or some bullshit after about three minutes. And when I looked for a new game, it generally put me in the same one where I couldn't help but notice that no one else was kicked. So I don't know entirely, but it looked decent. There are loadouts, killstreaks, and all kinds of goodies. So if it works for you, it might be fun. Unless you have a copy of Black Ops 2. If you do, just play that.

Conclusion:
The strongest point in the game for me were the details; like how Max doesn't magically stick a gun on his back, he has to HOLD it. This game ended up reminding me of Uncharted, but not in a good way. In a "I wish this was as good as Uncharted" way. I did find it very enjoyable for the first few levels, but grew completely exhausted with it by the end of the game. But if you absolutely love slow motion and Rockstar's clunky controls, have at it! 

This is the whole game right here, is what I'm saying.