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Showing posts with label PCG. Show all posts
Showing posts with label PCG. Show all posts

Wednesday, February 23, 2011

Dead Space 2



The Good: Campaign starts strong and ends strong;Dismembering necromorphs is as thrilling as ever; Some great new necromorph types; Wonderfully atmospheric visuals and sound design; Exhilarating multiplayer. The Bad: No significant gameplay advances over the first game Single-player falls into predictable rhythm for a while Some dull objectives. Isaac Clarke, the unluckiest space engineer of the 26th century, is more unfortunate than ever in Dead Space 2. 2008's superb Dead Space took the style of survival horror shooter action exemplified by games like Resident Evil 4 and meshed it with an atmospheric deep-space setting and some terrific, distinctly sci-fi gameplay elements, creating something that felt simultaneously familiar and unique. Dead Space 2, on the other hand, will feel thoroughly familiar to those who have played the original; its few improvements over Dead Space are minor tweaks rather than game changers. But blasting the limbs off of hideous necromorphs remains tremendously satisfying, and although the pacing lags a bit during the game's middle portions, this second outing packs more than enough scares and surprises to make stepping back into Isaac Clarke's suit extremely worthwhile. In addition, a new multiplayer component successfully translates Dead Space's particular breed of dismemberment-focused combat into a pulse-pounding team-based experience that casts you as both humans and as the foul necromorphs. As long as you've got the stomach for it, Dead Space 2 is one sci-fi horror thrill ride you definitely want to take.

The first few moments of Dead Space 2 smartly accomplish a good deal in a very short amount of time. We get a glimpse into Isaac's psychological state, his psyche still tormented by the painful loss he experienced on the Ishimura during the events of the first game. We also learn that the three years since then have been little more than a blur to Isaac--he's in some kind of hospital facility, but has only the vaguest memories of his time there. And almost before you can say "necromorph outbreak," you take control of Isaac as he runs for his life from the hideous creatures who, for reasons that aren't immediately clear, have suddenly appeared and started slaughtering the human population here in the Sprawl, a vast urban area on Titan, Saturn's largest moon. Isaac, who said not a word in the original game, has a voice here, and although he's a bit bland as a character, the intensity of the action that surrounds him makes you feel invested in his desperate struggle for survival. Revealing glimpses into the world of Dead Space--such as a trek through a Unitology center that sheds light on the inner workings of the church whose activity is inextricably linked to the necromorph outbreaks--keep the momentum rolling during the early chapters. The game later falls into predictable rhythms for a while, but it picks up steam again toward the end, as the story goes to some unexpected and exciting places and puts almost as much emphasis on Isaac's struggle against his own demons of guilt and regret as on his battles against the necromorphs.

But those battles against the hideous undead mutations remain front and center, where they belong. The key to dropping necromorphs is still blasting off their often frighteningly pointy limbs, which you do with a number of repurposed mining tools and a few actual guns, all of which feel powerful and are immensely fun to use. All of the weapons from Dead Space return in this sequel, including the plasma cutter and the line gun, which fire beams of energy capable of slicing necromorph limbs clean off. Another returning weapon is the ripper, a terrific tool whose spinning blade can result in a noisy, grisly end to necromorphs who make the mistake of getting too close to you. And there are a few new weapons as well: the detonator lets you place laser-triggered trip mines to set explosive traps for approaching necromorphs, and the javelin gun fires spikes at such a tremendous velocity that any necromorph unfortunate enough to be in their path is likely to find itself impaled to a wall.

As you progress, you can upgrade your weapons with nodes that you collect, making them noticeably more effective at limb-ripping and laying waste to necromorphs, resulting in a satisfying sense of progression. What's more, it seems kinesis technology has seen remarkable advances in the three years since Isaac's fateful trip to the Ishimura, and it's now a much more effective offensive tool. Using this ability to pick up severed necromorph limbs or any of the sharp rods conveniently scattered across the Sprawl and hurl them at necromorphs is no substitute for a trusty plasma rifle by your side, but it works well in a pinch. There's a delicious feeling of dishing out poetic justice in turning the necromorphs' own limbs against them, and making use of this tactic is an effective way to conserve your often very limited ammo supply.

The first few moments of Dead Space 2 smartly accomplish a good deal in a very short amount of time. We get a glimpse into Isaac's psychological state, his psyche still tormented by the painful loss he experienced on the Ishimura during the events of the first game. We also learn that the three years since then have been little more than a blur to Isaac--he's in some kind of hospital facility, but has only the vaguest memories of his time there. And almost before you can say "necromorph outbreak," you take control of Isaac as he runs for his life from the hideous creatures who, for reasons that aren't immediately clear, have suddenly appeared and started slaughtering the human population here in the Sprawl, a vast urban area on Titan, Saturn's largest moon. Isaac, who said not a word in the original game, has a voice here, and although he's a bit bland as a character, the intensity of the action that surrounds him makes you feel invested in his desperate struggle for survival. Revealing glimpses into the world of Dead Space--such as a trek through a Unitology center that sheds light on the inner workings of the church whose activity is inextricably linked to the necromorph outbreaks--keep the momentum rolling during the early chapters. The game later falls into predictable rhythms for a while, but it picks up steam again toward the end, as the story goes to some unexpected and exciting places and puts almost as much emphasis on Isaac's struggle against his own demons of guilt and regret as on his battles against the necromorphs.

But those battles against the hideous undead mutations remain front and center, where they belong. The key to dropping necromorphs is still blasting off their often frighteningly pointy limbs, which you do with a number of repurposed mining tools and a few actual guns, all of which feel powerful and are immensely fun to use. All of the weapons from Dead Space return in this sequel, including the plasma cutter and the line gun, which fire beams of energy capable of slicing necromorph limbs clean off. Another returning weapon is the ripper, a terrific tool whose spinning blade can result in a noisy, grisly end to necromorphs who make the mistake of getting too close to you. And there are a few new weapons as well: the detonator lets you place laser-triggered trip mines to set explosive traps for approaching necromorphs, and the javelin gun fires spikes at such a tremendous velocity that any necromorph unfortunate enough to be in their path is likely to find itself impaled to a wall.

As you progress, you can upgrade your weapons with nodes that you collect, making them noticeably more effective at limb-ripping and laying waste to necromorphs, resulting in a satisfying sense of progression. What's more, it seems kinesis technology has seen remarkable advances in the three years since Isaac's fateful trip to the Ishimura, and it's now a much more effective offensive tool. Using this ability to pick up severed necromorph limbs or any of the sharp rods conveniently scattered across the Sprawl and hurl them at necromorphs is no substitute for a trusty plasma rifle by your side, but it works well in a pinch. There's a delicious feeling of dishing out poetic justice in turning the necromorphs' own limbs against them, and making use of this tactic is an effective way to conserve your often very limited ammo supply.



The ripper is messy, but it sure does get the job done.


The Sprawl's pressurized environment also occasionally offers a spectacularly reckless and dramatic way to eliminate some necromorphs. Certain rooms have windows that you can easily shatter with a shot of your weapon or a hurled object. The instant you do so, everything in the room--furniture, necromorphs, and you--is rapidly pulled toward the window as the air rushes out into the vacuum of space. To save yourself, as you are being pulled toward the opening, you must quickly shoot a sensor that brings a metallic emergency door down over it. It's a risky and thrilling maneuver that brings some action-movie-style craziness to what is often a more grim and atmospheric adventure. These Hollywood set-piece moments and others that involve speeding trains, pursuits by massive necromorphs, and other surprises are great, but they're not entirely enough to keep things from falling into a predictable rhythm for much of the second half. Still, things start revving up again as you approach the conclusion, and the outrageous final moments make for an intense and truly memorable climax.

Despite your powerful and satisfying arsenal, you still feel as if you're in constant danger, and that's never more the case than when you're faced with a few of the terrifying new types of necromorphs that make their debuts here. One new variety, called the pack, resembles a twisted version of a human toddler. Individually very weak, these terrors run at you in groups, emitting bloodcurdling shrieks all the while, and if one manages to leap up onto you, it can cause tremendous damage. The other new standout necromorph type is called a stalker. These hunters display an intelligence previously unseen in necromorphs, making use of cover to try to stay hidden from you until they decide to strike, charging at you with incredible speed. It's particularly satisfying to hit one of these charging beasts with your very useful stasis ability, stopping it in its tracks before blasting it to bits. On the other hand, these creatures are so speedy and so prone to charge at you when your back is turned that Isaac's slow turning ability can at times become less a source of tension than a source of frustration

Stasis remains an invaluable part of your arsenal, but turnabout is fair play, and the bile of another new necromorph type, the puker, slows you down almost as much as your stasis ability slows the necromorphs down, leaving you extremely vulnerable for a short period of time. All of these new necromorph threats fit in perfectly with all the returning varieties from the first game, creating a diverse and deadly assortment of both short- and long-range attackers to keep you constantly on edge as you make your way across the Sprawl. Unfortunately, as in the first game, the camera sometimes contributes to the challenge. When you're backed up against a wall and a necromorph gets too close to you, the camera often won't show you your assailant, and targeting the creature can require you to move around to get a decent angle, which is frustrating when your health is rapidly being slashed away.

You might think that with no mission captain issuing orders to Isaac, this time your objectives might be more diverse and engaging than the go-here, fix-this tasks Isaac was saddled with in Dead Space. Alas, that's not the case. Isaac must still play galactic repairman; you need to fix elevators, deactivate AIs, align solar arrays, repair drills, and so on, none of which is terribly exciting. The occasional simple puzzles you encounter and a basic hacking minigame you must frequently complete provide nice little breaks from all the dismembering, though. Solving those puzzles sometimes involves moving through zero-G environments, and the way you do this has changed, for better and for worse. Whereas before, you looked around for a suitable surface to land on and then automatically jumped across the zero-G space, you can now hover in place and move freely in all directions. This added freedom allows for some fun moments in which you must soar around large open spaces to interact with objects. But you can always orient yourself to the ground with the push of a button, so these changes come at the expense of the delightfully disorienting sensation that went with seeing the Ishimura from dizzying new perspectives as you stood on the wall or ceiling of a chamber.

In addition to playing a lot like its predecessor, Dead Space 2 looks a great deal like the visually impressive original. Dead Space cleverly incorporated your health meter and stasis meter into the back of Isaac's suit, and that's still the case; there's no distracting HUD, which lets you feel all the more immersed in the atmospheric environments. But the size and diversity of the Sprawl give Dead Space 2 a very different atmosphere from the original game. Your journey takes you through hospitals, shopping districts, residential quarters, schools, and other locales, all of which are positively packed with details that create a haunting sense that this is a place with history, a place where, up until very recently, people lived normal lives. This variety also means that the Sprawl is not as consistently oppressive a location as was the Ishimura, and at times you may miss all that time spent in the claustrophobic industrial corridors of the planet-cracker. But Dead Space 2's bigger, more sprawling and action-oriented campaign gives the game its own identity; this is the equivalent of the blockbuster movie sequel Aliens to the first game's more moody and intimate Alien. The sound design is an absolutely essential part of the immersive spell the game casts. Recorded announcements echo eerily through the empty corridors; each blast of your weapons rings with the convincing pound of a powerful industrial tool; and the terrifying shrieks, screams, and wails of the necromorphs send shivers up your spine and adrenaline coursing through your veins.

The single-player campaign clocks in at around 12 hours and offers some solid replay value because you can start new games and carry over all your purchased, upgraded equipment, or even try tackling the "hard core" mode, which restarts you from your last save each time you die and permits you to save only three times over the course of the entire campaign. But the real draw to returning to Dead Space 2 time and again is its terrific team-based competitive multiplayer. Divided into humans and necromorphs with up to four players on each side, the multiplayer gives the human team a series of objectives they need to complete within a time limit--interacting with consoles, carrying items, destroying objects, and so on--while the necromorphs' only goal is to stop the humans. The humans all play exactly like Isaac in the single-player, and the opposing players get to choose one of four necromorph types each time they spawn: the elusive pack; the long-range, wall-crawling lurker; the resilient puker; and the hard-hitting spitter

The setup will feel immediately familiar to those who have played Left 4 Dead 2's competitive multiplayer, but the Dead Space trappings make it a wholly different experience, and an exhilarating one at that. While the mood of the single-player campaign is one of sustained tension and dread, broken frequently by necromorph attacks, multiplayer games create the frantic sense of a constant, desperate fight for survival against an unending onslaught. Humans are individually tougher than the necromorphs, and they have the advantage of spawning with a health pack in their inventories. But unlike the humans, necromorphs can choose where to spawn, making it possible for them to split the humans up and overpower them. Teams alternate once on each map so all players play both sides, and regardless of which side you're playing on, the mode strongly encourages coordinating with team members; taking down humans as part of an organized necromorph assault is immensely rewarding, as is completing an objective as a human player in the final few seconds of a hard-fought match. You earn experience points and level up as you play, gaining access to new weapons, more stasis power, and other benefits as a human and more powerful attacks as a necromorph, which, while nothing new, makes this multiplayer even more addictive.

Dead Space 2 doesn't bring with it the same sense of experiencing something utterly new and innovative that its predecessor did. But it's nonetheless a terrific game, with a campaign that simultaneously leaves you satisfied and eager for more, and intense multiplayer that gives you a great reason to keep coming back to this terrifying universe. Unless you're just plain chicken, this is a sci-fi horror adventure you definitely want to suit up for.

Till Next Time

KD

Wednesday, September 29, 2010

Dawn of War

Dawn of War is a testament to what can be so great about real-time strategy, and it captures the grim and brutal world of Warhammer 40,000 extremely well. Apart from the original there are 3 expansions (Winter Assault, Dark Crusade & Soulstorm) it will bring you from the basic 4 to a total of 9 playable races. They are as follows:

Space Marines
Imperial Guard
Sisters of Battle

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Space Marine Assault Termies

Chaos Marines
Orks
Dark Eldar

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Chaos Obliterators

Necrons
Eldar
Tau

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Tau Battlesuits

Unlike most other RTS games The Dawn of war series revolves more around the combat than the resource gathering. There are only 2 resources; Power(gathered by building power generators) and requisition (gathered by your combat troops capturing critical locations, relics and strategic points)but there is still enough micro managing to keep the rts geeks happy.

The single player campaigns are very good with them being story driven campaigns for the first 2 games with the second 2 games having a more typical RTS "Capture all the locations on the map" type campaign. But with the added feature of being able to upgrade your general with various pieces of wargear that you gain by compleating various tasks (winning 5 games, having a 3-1 kill ratio, winning 3 defences, etc)

The computer AI is challanging enough so that all level of players will find it enjoying, although the jump from one level to the next is quite significant in my opinion. I can beat 7 computer players at "EASY" level without too much trouble but can sometimes struggle to beat 1 Standard level opponent. There are pleanty of maps to keep you entertained through either skirmishes vs the computer or vs your friends on the multi player.

All in all it is a very enjoyable series of games with hours and hours of playability. So weather you are a fan of 40K or a fan of RTS type games (OR both like me) I would highly reccomend them.

Till next time

KD

PS: I would also highly Reccomend the Dawn of War books by C.S Goto published by Black Library. The first of which is the story of the first games campaign.

Thursday, July 22, 2010

Estiah

Estiah is a free browser based MMORPG (Massively Multiplayer Online Role Playing Game). It offers a rich game experience for both the novices and the online RPG experts. No download, no membership fee, you can start playing right now by creating a new account.

I've started playing this game only a few days ago on the recomendation of one of my DGG Buddies (Quozl AKA Greg) and already I find myself hooked. Admitidly it takes a little while to master but once you do you will find yourself counting down the seconds till your next action point boost. The most confusing thing is the way characters advance. As a RPG veteran I expected the stats to increase as the character advanced in levels. But what actually happens is that the characters levels up BY increasing your stats.

If you want to sign up just copy the link below into your browser and fill in the details. This will also set you up as my apprentice so if you have any questions feel free to ask away either in game or through this blog.

http://www.estiah.com/user/register/index/id/87868

See you next time

KD

Sunday, June 13, 2010

Call of Duty Modern Warfare 2

As one of the most critically acclaimed shooters of all time, Call of Duty 4: Modern Warfare is a prime example of a tough act to follow. Yet, amidst a raging storm of anticipation and expectation, Call of Duty: Modern Warfare 2 has done it. The new campaign is chock-full of intense action and dramatic moments, and though it is more muddled than its predecessor (in more ways than one), it's still an absolute blast. The new Special Ops mode allows you to experience some campaign-inspired thrills with a friend and it's an engaging challenge to coordinate your maneuvers and tackle the varied objectives. Last but not least, the competitive multiplayer that took the online shooter community by storm two years ago is back. Though the addictive action remains the same at its core, there are a host of new elements that make matches more accessible, more strategic, and more rewarding. Unfortunately, these improvements are marred by limited online flexibility that may leave the PC shooter community out in the cold.

Minigun Pictures, Images and Photos

If you compare Modern Warfare 2 on the PC to its console counterparts, the game is every bit as awesome and enjoyable. Yet when compared to other online shooters on the PC, the multiplayer component is decidedly limited. Players cannot set up dedicated servers to host their own custom-tuned matches, and the player count for each match has been capped at 18 as opposed to the possible 64-player matches of Call of Duty 4: Modern Warfare. Furthermore, there is no support for user-created content, so rather than enjoying free mods and community maps, PC users will have to pay for downloadable content. And the money issues don't stop there: Modern Warfare 2 costs $10 more than most full-price PC games. Paying more and getting less is abhorrent to consumers, and this deterrent, along with the online restrictions, make Modern Warfare 2 much less appealing from a multiplayer perspective. Yet despite this disappointment, there is still a lot to love about the online multiplayer, and the other elements of the game remain unblemished.

The campaign picks up where its predecessor left off, and there's a new violent ultranationalist terrorist on the scene. Once again, you play as a few different soldiers who are part of the effort to make the world a safer place. Your missions take you around the world to a number of exotic locations and engage you in a variety of different conflicts, ranging from stealthy and silenced to crowded and cacophonous. The action is smooth and exhilarating, thanks to sharp shooting and movement mechanics that allow you to be as quick and deadly as your skills permit. Environments are well designed and detailed, though many textures don't look particularly good upon close inspection. Modern Warfare 2 isn't a beautiful game, but it looks great in action. The diverse levels not only provide varied sights, but they are also cleverly designed to allow the action to flow at an exciting pace. Opportunities for cover and flanking present themselves naturally, allowing you to move through the battlefield in a variety of fluid ways. The aggressive enemy AI will keep you on your toes, and achieving your hard-earned success is satisfying.

Modern Warfare 2's campaign, like that of its predecessor, is quite short, and you'll likely finish it in about five hours. Though it is disappointing that there isn't more of it, what you do get is a relentless barrage of tight combat and thrilling set pieces. In one early level, you man the turret of a Humvee patrolling the claustrophobic streets of a Middle Eastern city. Enemies seem to be around every corner, but you are ordered not to fire until fired upon. The tension builds, and once you are engaged by the enemy, all hell breaks loose. After a hectic (and unsuccessful) flight from danger, you end up fighting door-to-door in the streets and ruined buildings. This frantic combat ratchets up when you head to the slums of Rio de Janeiro and reaches a whole new level when you find yourself engaged in similarly intense firefights on the grassy lawns and paved driveways of suburban America. The fight on the home front has some very cool moments, but it doesn't mean you're done adventuring abroad. A dramatic prison rescue, a marine infiltration, and a snowmobile chase are just some of the other exhilarating moments that make this campaign so enjoyable.


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Though completing the campaign is an intensely satisfying and exciting endeavor, you may not feel very triumphant when all is said and done. Modern Warfare 2 features some dark plot turns, and your missions sometimes have drastic unintended consequences. In one mission in particular, you infiltrate a terrorist cell and are called upon to do the kind of things that terrorists do. What follows is a neutered attempt at portraying the grim reality of terrorism, and concessions are put in place to keep the plot from getting too dark. Despite these limits, the scene in question is undeniably disturbing and undermines your sense of remaining on high moral ground. The game gives you the option to skip this particular level entirely, but the shocking consequences of this grim mission ripple throughout the game, making it difficult to feel like a hero. Subsequent developments further muddle your overall objective, and it doesn't help that many of the subtleties and connecting threads are mumbled during voice-overs between missions. The plot ends up being a bit disorienting, and you may get the feeling that, rather than being the tip of the spear, you are just along for the ride.

If you're looking for some campaign-style action that is unburdened by any sort of plot, then Special Ops is the place to go. The timed missions are campaign excerpts from Modern Warfare 2 and Call of Duty 4: Modern Warfare that you can play solo or online with a friend. The missions cover a variety of objectives, which include surviving waves of enemies, moving from point A to point B stealthily (or not), eliminating a certain number of enemies, and racing snowmobiles. You earn a rating based on your completion time or difficulty level and unlock new missions as you progress. Though the missions will adjust to allow you to play solo, Special Ops missions are made to be played cooperatively. Two guns are better than one when clearing out a crowded slum full of enemy combatants, and coordinating a simultaneous sniper attack is much more fun when you are counting down with a buddy. There are also a few missions in which one player uses an airborne vehicle-mounted gun to clear the path for the other player on the ground, and these are frantic and explosively awesome. There is no matchmaking, however, so if you don't have any friends online and need a teammate, you'll have to go fishing in the multiplayer lobbies. As is the nature of cooperative play, missions can fall flat if teammates don't communicate or go off on their own. It can be tough to find a communicative teammate who is willing to let one player take point, but it is certainly worth the effort. When you have a strong team assembled, cooperative play is uniquely fun, and Special Ops provides a great variety of engaging missions.

Call of Duty: Modern Warfare 2 Pictures, Images and Photos