Thursday, March 31, 2011
Review: Dead Rising 2
Game: Dead Rising 2 (2010)
Genre: Action/Adventure
Developer(s): Capcom, Blue Castle
Publisher(s): Capcom
Platform(s): PS3, Xbox 360, PC
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Rating: 8 out of 10
Pros: Grounded premise (realistic), HUGE variety of combo-weapons, plethora of in-game activities, good mix of multiplayer functionality, stats carry over from previous play-throughs.
Cons: Very linear/restrictive gameplay, no auto-save feature.
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Dead Rising 2 takes place in Fortune City, Nevada, five years after the events of the first Dead Rising game. The players take the role of former motocross star Chuck Green as he struggles to provide his infected daughter, Katey, with a zombie-suppressing drug called Zombrex. The game starts off with Chuck competing in the controversial zombie-slaying game show "Terror is Reality," attempting to win prize money. After the show, there is a zombie outbreak in the city, which Chuck is framed for. Chuck is then forced to fight through hordes of zombies as he completes a series of missions to save survivors, acquire Zombrex, and ultimately clear his name.
I played through this game extensively (about 3 times through), and each session was equally as entertaining. However, playing the game several times was almost required due to the game's restrictive gameplay design. Each mission had a timed duration (both plot and side missions), so if the mission expired, it and any corresponding missions related to it were forever lost for that play-through. You could willingly fail the plot missions (aka let them expire) and continue playing the game, but you would then be restricted from the areas/features that the mission would have unlocked. You were constantly juggling Katey's Zombrex dosage, saving survivors, and completing plot missions in a timely manner, which left very little time for you to explore the game's setting or to just goof around as you grind down or smash in the faces of limitless zombie hordes.
Luckily, if you were to restart your game, your current level, stats, and achievements would carry over into the next game. This means that you started each play-through stronger and richer than the previous, making the game progressively easier. I felt, however, that this system almost encouraged you to start the game over several times until the game was easy enough for you to play through it completely.
The boss battles were challenging without the proper stats, skills, and weapons, which was both refreshing and frustrating. It was refreshing to have to think about how best to overcome the boss (study their moves, utilize the surrounding terrain, and use your current resources intelligently). If you weren't properly prepared (you didn't have the dodge skill, enough healing items, or enough weapons), though, the battles were significantly more difficult, making you reload to a previous save several times, which sometimes could have been hours ago if you forgot to frequently save.
The combo-weapon system was another interesting mechanic of the game. It certainly fit with the game's flavor, to say the least. However, I felt the vast variety of weapons was a tad overkill. There were almost too many weapon combinations and not enough ways to obtain the "ingredients" needed to make them. You would enter the casino/mall from the same location every time you would leave the safehouse, making the combo weapons nearest to this area the easiest to restock on.
It was helpful that each workshop housed materials for specific combo weapons, but again, you had to wade through the zombie hordes just for that desired combo weapon. It would have been much better if they had different exits from the safehouse, allowing you to better plan your workshop route and combo weapons for that run. Many combo weapons were just for shits-'n-giggles; however, the game's time restrictions usually made playing with those combo weapons fruitless.
Multiplayer was interesting in that there were two different ways to get players playing together. There was co-op mode, where players could jump right into another player's game, chainsaw-paddle swinging (depicted above), or players could actually participate in a "Terror is Reality" game show. The American Gladiator-esque games awarded prize money that could carry over into single-player mode.
Aside from the missions and zombie killing, players could also gamble at the various casinos, design their wardrobe at select clothing stores, mix their own drinks behind the bar, catch a movie at the cinema, or just destroy everything in sight with wanton disregard for the consequences. One of my favorite past times was to mow down the clustered swarms of zombies on my chainsaw-motorbike. Imagine this: The warm Nevada air rushes past your face, tousling your hair. The motors of your duct-taped chainsaws and your motorbike blissfully hums in unison. As you ride through a group of zombies, their hungry limbs are strewn about the air like blown dandelion seeds. All the while, your zombie-kill counter happily ticks away.
From a design standpoint, the game was solid. The zombie-survival experience was evident, the setting and mechanics fit, and the game had a grounded, semi-realistic feel to it. There were a few bugs, but they were almost exclusively regarding AI. I would have either removed the timers on the survivor missions or made in-game time pass more slowly, thus giving the player a little more "goofing around" time (which was honestly my only gripe with the game, but that cost it major points).
Whether you want to rent the game or buy it, I suggest giving it a shot, especially if you are a zombie-apocalypse nut like me. It took me about 1-2 weeks to play the game completely three times through, so it would be possible to beat it over a renting period if you wanted to.
Wednesday, January 19, 2011
Review: Assassin's Creed: Brotherhood
Game: Assassin's Creed: Brotherhood (2010)
Genre: Action/Adventure, Sandbox
Developer(s): Ubisoft Montreal
Publisher(s): Ubisoft
Platform(s): PS3, Xbox 360, PC
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Rating: 9.5 out of 10
Pros: Great story, huge arsenal of weaponry, challenging missions, involved gameplay, entertaining multiplayer
Cons: The Brotherhood system could have been slightly more involved
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Assassin's Creed: Brotherhood continues the plot where Assassin's Creed 2 left off. This time, Ezio, now the master of the Assassin Order, traverses the streets of 13th century Rome in an attempt to free the Roman people from the tyrannical grips of the Borgia. His greatest weapon in this endeavor is his newly formed Brotherhood, a guild of assassins that you can call upon to take out your enemies.
There isn't a whole lot to say about this game - it is just awesome. It takes the combat system and stealth mechanics of Assassin's Creed 2 and refines them. In addition, you have access to your assassin's guild, a collection of 16 assassins (six of which can be called into combat) to help take out guards. Out of combat, you can use your assassins to perform missions/contracts to help generate income. Assassins gains experience through contracts and killing guards, progressing in level, equipment, and technique. Once they reach a certain level, they attain the rank of Assassin, which gives them more hit points, the use of more gadgets, and not a whole lot else.
All of the gadgets of Assassin's Creed 2 are found in Brotherhood, plus a couple of extras. A cool new feature presented in Brotherhood is the Killing Blow mechanic, allowing you to string kill shots together to take down an entire group of guards in the blink of an eye. Different weapons produce varied killing blows, making each killing spectacular and exhilarating.
The sync system in Brotherhood is a little more involved than AC2, making it more difficult to obtain full synchronization of Desmond's memories. The new sync system pushes you to be the best assassin you can be, immersing the player even deeper into the life of a master assassin.
The multiplayer system was also a unique touch. Players take the role of a Templar Agent. These agents use the Animus' training programs to refine their assassination skills to better combat the Assassin Order. The main objectives of each multiplayer game is to successfully assassinate your target (another player) while avoiding being assassinated yourself. The twist is that each level is filled with copies of each player's avatar, making finding the right target a challenge in and of itself. As you play through each game, you obtain experience points to progress in levels. Each level unlocks new abilities, gadgets, and play modes.
What would have made multiplayer mode more interesting is to put the players in Rome (or sections of it), like in single player. Players would have to use the stealth and assassination techniques (like crowd blending) developed in single player in order to hunt and take down other players, while also avoiding/combating Borgia guards.
I would have also liked to have seen the Brotherhood system have more depth. The system was pretty basic: Recruit assassins, send them on contracts to raise their level, call them to kill a couple of guards, and choose how they progress (whether they receive armor or weapon upgrades at each level). It would have been cool to develop the assassin's skill in more depth and then call on them specifically for that skill. For example, you could develop one assassin's espionage skill, making them masters of disguise, bribery, or information gathering. Another example would be to develop one assassin's melee combat skills better than the others, favoring going toe-to-toe with guards than employing assassination techniques. You would then either select your brotherhood line up, selecting the assassins that best complement the skills needed to complete your current mission. Now, your brotherhood line up is determined by what assassins are available (not on a contract mission), and which assassin you recruited first.
Bottom line: Get this game. Single player has 40+ hours of gameplay alone, not to mention some free downloadable content to add extra missions. Depending on your skill, multiplayer may also take an extended period of time to master, making it well worth the purchase.
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