The last few games you beat and rate them III

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Ceremony

blahem
Jun 8, 2012
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This is how most of these games work. Just like Mario Kart, its likely that you will also get better items the further back you are. A legitimate strategy in mario kart is to lag behind until the final lap if you have lightning or some other really valuable item.

You don't get boosters if you're in first place but aside from that there's a reasonable balance between all the pick-ups. All the weapons need to be fired in a straight line except the missile which locks on to a target, but it's much slower than all the others. Still, keeping the best booster for exiting the final corner is a viable strategy.
 

Nalens Oga

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Jan 5, 2010
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Dirt 3 (PS3, 2011)

Did you play this with a Dualshock or a wheel? And if you played with a dualshock then do you have any recommendations for better PS3 racers that aren't TOO arcadey? I have F1 2010 which I enjoyed but got tired of (might try to find a cheaper used copy of 2013 but it's rare), Gran Turismo 5 which I found quite boring and tough with a dualshock, and Dirt 3 which I've played a little but its actual racing seems meh.

Also, was that other game the best plane one you've played? I have Blazing Angels 2 I believe but its mechanics seem a bit boring, I've heard good things about Il-Stuormvik (I probably spelled that wrong).
 

Ceremony

blahem
Jun 8, 2012
113,274
15,591
Did you play this with a Dualshock or a wheel? And if you played with a dualshock then do you have any recommendations for better PS3 racers that aren't TOO arcadey? I have F1 2010 which I enjoyed but got tired of (might try to find a cheaper used copy of 2013 but it's rare), Gran Turismo 5 which I found quite boring and tough with a dualshock, and Dirt 3 which I've played a little but its actual racing seems meh.

Also, was that other game the best plane one you've played? I have Blazing Angels 2 I believe but its mechanics seem a bit boring, I've heard good things about Il-Stuormvik (I probably spelled that wrong).

All DS3. Let me see.

If Gran Turismo games aren't the level of racer you're looking for then Grid 2 or Grid Autosport are better shouts. They're made by the same people who do Dirt (and the F1 games) but they're centred around road/circuit racing rather than offroad. From what I recall of Need for Speed: Shift the visuals are a bit overdramatic but I seem to have been quite enthusiastic about the driving. There's also a sequel to this which I haven't played, but I doubt you'd have many problems picking them up used from amazon or whatever. Although I've never used a wheel for games I'm quite discerning as far as being able to adjust to different games and handling models goes. I can adapt to pretty much anything regardless of the style, but the other racing/driving games I've played are Burnout Paradise and Need for Speed: Most Wanted which are basically the same thing, I doubt they're what you're after. (Ed - and various Motorstorms, but they're definitely not what you're after).

As far as plane games go, the only one besides ACI (which is still very active and is free to play, so you've got nothing to lose by trying it for a few weeks) I've ever played is a thing called SkyDrift, which is a racing game with powerups and stuff. Fun, but, er, arcadey. I think Battlefield 1943 was on sale a few weeks ago and when I looked it up there seemed to be a reasonable player base still left. I think for games like this they're predominately going to be online-focused which if you're still playing on a PS3 you might struggle with by the end of the year. I've not played it but I've heard nothing but bad things about the other AC game for this generation, Assault Horizon, so I wouldn't advise that.
 

Oscar Acosta

Registered User
Mar 19, 2011
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X-Men Origins - Wolverine (XBOX 360)
x-men-origins-wolverine-14.jpg


There's a general trend that superhero games suck if they're not Batman or Lego versions.

Turns out that a movie that sucks, can actually be inverse with a good video game. Bottom of the barrel expectations, like 360 Superman Returns or PS3 Iron Man. Couldn't be more wrong.

This game actually has a slick story, and the gameplay is awesome. Has a bit of platforming like Uncharted and then tons of guys to just slice up as Wolverine. Boss battles vs. people like Gambit, Sabretooth, and Deadpool that you have to have command of your claws to win. Levelling up your Wolverine with suits to unlock - and once you have a full powered Wolverine you're next to unstoppable like he would be in real life.

Pull out the claws early in the game and you have a fight on your hands vs. regular guards. By the end of the game, you're one hitting them and you can take on any monster full force.

8.5/10
 

Ceremony

blahem
Jun 8, 2012
113,274
15,591
dlc02.jpg


Brink (PS3, 2011)

While looking for that image of Brink I noticed something. A majority of the images seem to be promotional shots, or at least not in-game screenshots like that one. They're not even shots from cutscenes, they're just artwork. I fear this apparent shallowness will become obvious as these words go on.

I bought Brink six years ago on the premise that an FPS set in a futuristic floating city on the verge of ruin between two warring factions with added elements of parkour would be like Mirror's Edge with decent gunplay. I remember absolutely nothing about this first play which seems to have lasted about three days, so here we have it again where I picked it up used for 99p and knocked off something from my backlog. Am I happy to have done so? Hmm.

The game is based around two alternate campaigns from both sides of that war. You are in the Ark, a sanctuary built on the ocean somewhere to deal with rising sea levels. Everything eventually breaks down and too many people get in, leading to war between Security who, uh, provide security and try to protect the nice bits and the Resistance, who call each other comrade unironically and try to overthrow the Ark's leaders. The two campaigns approach some of the missions from both sides which should in theory add and interesting element to proceedings, although for reasons which I'll get to this isn't the case.

Before that I'll opine about the world some more. The basic premise I've outlined sounds promising even now. The problem is that as a concept it's completely wasted on this game. It exists to provide a backdrop for the actual matches themselves which are between two teams, either online against other players (remember - six years removed from launch) or against AI bots. It's a class-based shooter, so you'll have objectives to complete in each match and you'll have to be the corresponding class to do so. Here is a large problem. You are an engineer, you fix a thing by going up to and pressing square. You are an operative, you hack a thing by going up to it and pressing square. Riveting. This wild variety undermines any concept of a story or world building in the game because any interest in what's actually going on vanishes because you're focused on completing your objective. Yet at the same time, you rarely have any idea why you're actually doing anything. Effectively going into the game blind you start and have no idea what's going on. I could have got around this by doing the separate Challenge mode first, but who is faced with the options of 'Campaign' and 'Challenges' and starts with the latter?

If you do start with the Challenges you have what's effectively a tutorial on the different class types and their purposes and the other thing you occasionally have to do in matches - escorting. Sometimes you have to escort a person to an extraction point across the map, sometimes a huge robot of some sort. Here I have two problems. The person you escort is always injured and walks slowly. So is a prime target to be shot at by the other team. None of the ludicrously proportioned characters in the game could lift him and move him more quickly, or by a better route, oh no. The same goes for the huge robots who have to carry a box or cut open a panel. It's nonsense. Even more frustrating (though not so much in 8v8 matches) is the fact that neither will move unless there's someone on the team next to it. When you're doing this and trying to put up with an assortment of bullets and explosives flying at you, it gets very old very quick. Especially since each match, from either side, is just the same sequence of very narrow objectives to be completed.

You might think there can be some interesting gameplay in just shooting people, nope. Every class has the same weapon. Pretty much all the rifles and SMGs are the same. I never tried the shotguns which are powerful enough to knock people down but not kill them, so they're too open to retaliation. The result is regardless of what you do to kill enemies it's always the same, and the guns are far too light and recoil-happy anyway. Why not mix it up with some secondary weapons, like mines that explode when someone's ten feet away already or grenades that don't kill people even when they explode right next to them? Since every class you play as and every class the enemy plays as seem to have identical weapons there's no variety in the gameplay at all. Even as you level up and get to unlock different types of secondary weapons like turrets and plantable explosives all your enemies level up at the same rate as you, so it becomes even more manic and indecipherable.

You may have noticed I mentioned parkour elements. In an FPS? The game seems quite proud of its movement physics which allow you to run and tackle obstacles with grace and fluidity - assuming you've not picked a heavy body type (hint: the body types make no other difference besides how quickly you can jump). But the maps are all basic multiplayer shooter stuff. Very rarely does the need or opportunity to run along walls and jump to ledges present itself. When it does it's just ridiculous anyway, you be miles away from where you're trying to jump to and still be able to pull yourself up. It's the sort of thing which seems like a good idea but is completely unnecessary in the game in which it's been implemented. And of course, when you get to small things you should be vaulting with ease you seem to get stuck more than you think you should, so the game isn't the free-flowing transcendent shooting experience it was probably intended to be.

Having only played this myself (and discovering it was released during the original big PSN outage) I don't know if it would be better with 8v8 people. I suspect it would be, if only so you didn't have to scream in frustration at the bots on your team who have a warped idea of what objectives they should be trying to complete. You can do things like build/destroy shortcuts and stuff in some maps but they rarely make any difference. There are command posts in the maps where you can change class but there's very little point to these. You die often enough that you'll be sent back to your original starting post - which is ****ing miles away from the objective you're on now, meaning any progress you made will have been erased - and be able to change there, of course as you're pinned down trying to hack a box of some sort all your teammates will be elsewhere. And then when you're down and need revived the medic on your team will deem other matters more important. This will happen all the time because you need to complete objectives yourself. If there's something a teammate can be doing, chances are they'll not bother and just shoot be shot by enemies instead. Fun.

Another problem I have with this game which ties in somewhat to my complaints earlier about the world it's set in is the design. The characters are oddly proportioned which is fine, they were going for something slightly stylised. But they all end up looking the same, like reflections in those wacky mirrors you get at carnivals. Huge chins and hands, impossibly shaped bodies. When you're fighting, everyone looks the same. You can't immediately recognise different classes on your team and try to help accordingly, character appearance, like weaponry, isn't unique to each class. What really ****s you off is the similarity between both sides. There's some vague sense of blue and red but when you've got loads of bodies moving around in a small, poorly lit area you can't tell the difference. So you inevitably shoot one of your teammates and when you're on the Resistance it's the Irish guy who goes "do I look like a fascist to you?" Well, yes. I can't imagine the rage this would induce online.

One hilarious thing you can do is in the character creation. You get to pick skin colour and voices. A range of white, black and Chinese faces can be paired with any voice, so naturally I had a black Chinese man with the sort of patois accent that Little Jacob from GTA4 would need subtitles for. The range of accents all shouting nonsense during matches just adds to the cacophony of battle. I assume these voices and appearances (and the names of characters which come up on the kill list at the side, similarly diversified) are supposed to show that the Ark contains all that's left of humanity but due to the dreadful way the whole thing's presented it just seems silly.

I think what left me so unenthused by this game originally and what I find so hilarious now is that the premise and the game itself don't add up. The Ark and the story behind it is deep and rich and a great idea for a game. Even the maps themselves have a great amount of detail, though I just remembered that in nearly every map not all of it is available until you've completed a certain objective. That's really annoying. There's even some sense that the people who made this have a sense of humour. I saw a Simpsons reference in one map. The problem is that this world, these locations, this voiceover from Gaia from God of War is all wasted on a game genre which is ill-fitting for the concept and so poorly implemented that it's not even worth ignoring the surroundings entirely and focusing on the gameplay. Which you couldn't do in any case, since trying to figure out where to go for an objective is impossible and there's no minimap for you to consult.

I dread to think what horrors I'll dig up from my backlog in the future, but I doubt I will consider this game in the same mind which made me interested in it in the first place.
 

aleshemsky83

Registered User
Apr 8, 2008
17,802
424
Brink to me is an easy 0/10.

I got zero enjoyment out of it. Never finished a single online match, something was seriously wrong with their netcode and they never fixed it. It was so fundamentally broken that the developers designed it so the game would drop out of online and put bots in without telling you, even giving the bots online seeming usernames. Speaking of which the single player was literally just the online with bots, only problem was your team AI was so stupid that accomplishing certain side missions were literally impossible. One of the worst experiences in a video game I payed money for since Superman 64
 

Frankie Blueberries

Allergic to draft picks
Jan 27, 2016
9,187
10,656
Brink is in my top 3 most disappointing games of all time. I was so hyped for it based off:

-Splash Damage's track record. Wolfenstein: ET will, and always will be one of the best online FPS I've ever played. It rewarded team work so much, and also had a progression system for unlocking new abilities/weapons as a match progressed. The only game that comes close to it currently is Overwatch, in the sense that both games involve team chemistry and charging up abilities. The maps were phenomenal, as was the map editor and custom maps, and the game was very balanced. I've heard Quake Wars: ET was also awesome, but I only played it on Xbox 360 which was a terrible port with awful lag issues. Haven't tried Dirty Bomb yet, though.

-The art style seemed really colourful and unique, which was a rarity back when it was released.

-The class-based gameplay and parkour elements. They kind of half-assed the parkour, as games like Titanfall and Overwatch (Lucio) did it better. The different classes were a good start, but needed more depth and variety.

I just really love class-based objective FPS. This one was supposed to be the end-all, be-all of team objective FPS. They even went as far as dropping the K/D statistic in favour of points (so people would be more motivated to focus on the objective), which was smart albeit ballsy.

That game makes me sad when I think of the memories of playing Wolfenstein: ET.
 

GlassesJacketShirt

Registered User
Aug 4, 2010
11,447
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Sherbrooke
Black Ops 3

Finally got through it. First few missions in Singapore were a chore, but the game's middle section picked up some of the slack.......only for the last level to once again be unenjoyable.

I'll try the Nightmares campaign next, but suffice to say that I was not impressed with the regular campaign overall.

4/10
 

Frankie Spankie

Registered User
Feb 22, 2009
12,363
399
Dorchester, MA
Prey - 8/10

The level design in this game is top notch and probably its best feature. I loved the whole idea of recycling materials and crafting new objects to use throughout the world as well. The horror elements were also solid, enough to keep you on edge but not so much that it makes you want to stop playing.

My only real issue with the game is the game play. You often feel very weak against certain enemies. There aren't many weapons and the gunplay certainly leaves a lot to be desired. But even with the weak gunplay, I still kept coming back for more because the world was so cool.

Overall, it's a really good game that falls short of being a great game IMO. It's probably my game of the year so far but I highly doubt it'll stay there by the end of the year.
 

Aladyyn

they praying for the death of a rockstar
Apr 6, 2015
18,116
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Czech Republic
Brink is in my top 3 most disappointing games of all time. I was so hyped for it based off:

-Splash Damage's track record. Wolfenstein: ET will, and always will be one of the best online FPS I've ever played. It rewarded team work so much, and also had a progression system for unlocking new abilities/weapons as a match progressed. The only game that comes close to it currently is Overwatch, in the sense that both games involve team chemistry and charging up abilities. The maps were phenomenal, as was the map editor and custom maps, and the game was very balanced. I've heard Quake Wars: ET was also awesome, but I only played it on Xbox 360 which was a terrible port with awful lag issues. Haven't tried Dirty Bomb yet, though.

-The art style seemed really colourful and unique, which was a rarity back when it was released.

-The class-based gameplay and parkour elements. They kind of half-assed the parkour, as games like Titanfall and Overwatch (Lucio) did it better. The different classes were a good start, but needed more depth and variety.

I just really love class-based objective FPS. This one was supposed to be the end-all, be-all of team objective FPS. They even went as far as dropping the K/D statistic in favour of points (so people would be more motivated to focus on the objective), which was smart albeit ballsy.

That game makes me sad when I think of the memories of playing Wolfenstein: ET.

It sounds like you completely missed out on TF2 and I feel really bad for you because of it.
 

The Noot

scaldin ur d00dz
Apr 12, 2012
9,841
404
Zurich
Picked up Grim Dawn at a Steam sale a while back and have been playing it for the last two weeks.

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After leveling out a character and carrying another one to 30, I kinda start to feel weary of it. As is the case with most ARPGs I play. I tend to binge-play them for a couple of weeks to put them away for like half a year just to pick them up again to binge for another couple of weeks. Rinse and repeat.


Can't say I didn't enjoy it tho. Fairly difficult to survive at veteran difficulty even with an imo very tanky / defensive minded / easy to play build. But maybe it's BECAUSE I played a build like that and started to get carried away at times, which sometimes led to my demise. Anyway, here's the build I went with:

https://grimcalc.com/build/1009-utspHV

I usually switched between 2H weapons for trash and 1H+Shield for boss fights.

Combine that with the Shock Nova granted by the socketable and a metric ****ton of item passives that regen health (Potion girdle, field medic amulet (?)), additional AOE with the scorpion devotion passive and Dreeg's Infinite Gaze and resistance buffs (Runic Bracers) and you can imagine that I have been just shredding through large trash groups with AOE spam and mass DoTs :laugh:
Overall I'm pretty happy with it, especially as it's my first build in this game.

When I was careful with the usage of my CDs, I could even face tank some boss battles, but against the story bosses and the Skeleton Key end bosses I DEFINITELY had to resort to kiting for the most part (unless I wanted to pop all my survival CDs in short succession), even with this tanky build. So yeah, the game is definitely decently difficult.

The other character I made is a way squishier caster and boy, that can get stressful at times. But if you're adept at kiting you should be fine in general, as there are nearly no spells with a lengthy casting time.

Overall a lot of fun and I think the skill trees are not as bombastic as, say, PoE, but the Devotion "trees" add a nice twist to it and I enjoy the entire "build your own class" feel the system provides. It overall allows you to customize and tune your character to a great degree, which is something I LOVE in an RPG.

Mechanically I can't complain too much. Some minor things like automatic path finding could be improved upon, but overall it's a nice experience with controls that react quickly and allow precise movement.

The Story is overall pretty "meh". Your usual "The world is doomed and you and your closest buddies are the only one who have any drive to do literally anything about it" shtick. But let's be honest, we don't play loot ***** games for the story. We want to see numbers that grow as the game progresses with fancy looking loot that makes our numbers grow faster.

The faction system is interesting in concept, but also mildly disappointing. I just don't see the point for it if you can only gain OR lose sympathies with a faction (save for like 3 of the 10ish factions). In the end, they end up being "chore-meters" for you and serve as a guideline for when you're allowed to purchase the fancy stuff at their local merchant. And for the "evil factions" it tells you how much you have to worry about random encounters having actually threatening monsters in it. Essentially, the more hated you are within a faction, the higher is the chance that you stumble upon a random boss monster of their kind in the middle of a standard overworld enemy pack. Kind of interesting, but overall nothing that I would consider a true "faction system".

Can't judge the multiplayer. I'm lonely :(

If you like Diablo-like ARPGs and find this game on sale, I'd definitely recommend it. I personally would buy it for the full price as well. If you're not too fond of this style of RPG, don't even bother.
 
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vippe

Registered User
Mar 18, 2008
14,240
1,199
Sweden
Legend of Zelda - I never beat the original before despite playing it tons. Somehow I just never found the 9th dungeon as a kid, or a save file has dissapeared etc. But I decided that my time was now. Looking back at what it was 30 years ago it was a frikking masterpiece. I still consider it a good game but obviously time has taken it's toll so... I'll give it [8.25/10]

Overcooked - A flippin riot. I've had so much fun with it, also triggered lots of arguments with the wife hehe. Best couch op game I've played in years. [9/10]
 

Nalens Oga

Registered User
Jan 5, 2010
16,780
1,053
Canada
Getting my ass kicked with a ****** 2nd division English team in PES 2017 master league and loving it.

Definetely the hardest soccer game I've ever played but the one with the best physics.

Only major issue I have with this game is that the AI is far too aggressive in defending. As soon as you go close to their half, they start trying to win the ball even with game speed set to -2. You can of course then just draw them out of position with a lot of through balls and one-twos. The unrealistic aspect for me is that in real soccer, the defending team generally doesn't get all that aggressive in defending sometimes even near the box. They generally defend by maintaining good position and gap control and picking off passes rather than quickly attacking the ball carrier.
 

Randallooch

Registered User
Sep 4, 2009
260
15
Pittsburgh, PA
Horizon: Zero Dawn - Amazing. 9/10
Pros: Compelling story with great characters, hits you in the feels, the game play is very fun and addictive, lots of weapons to customize and try out while not feeling overwhelming, graphics are great. Big map to explore. Some of the bigger creatures are a good challenge. Great blend of stealth and combat.

Cons: Not much here. I found a few times where I would get stuck and have to revert to the last save, but it was always just a minute or two prior. Some side quests can feel a bit repetitive, but for the most part they individually have good mini-story lines.
 

Ceremony

blahem
Jun 8, 2012
113,274
15,591
popfs_05.jpg


Prince of Persia: The Forgotten Sands (PS3, 2010)

When looking for pictures of this game there are a wide array of screenshots to choose from. They're a mixture of the Prince in full platforming flow jumping between ledges or poles and fighting against huge groups of enemies. Or as in the picture above, fighting against a huge enemy. It's very hard however to find one which is an actual gameplay screenshot and not something which is strictly promotional, which is but one of my problems with the world's foremost whitewashing of ancient middle eastern cultures, a gaming series called Prince of Persia being centred around a white man with blue eyes and an English accent. The fact that the top image results for this game are centred around promotional shots making an infuriating gameplay mechanic look more enjoyable than it is rather than actual footage of the game itself should be your first clue that this is a miserable experience. Bonus points if you've ever sat through the film that this game was rushed out to cash in on.

I don't know if I ever posted about the Prince of Persia HD trilogy on here when I played them. I did not enjoy the experience. The first one in particular seemed filled with things designed specifically to annoy me. Thankfully aside from one major point The Forgotten Sands avoids this by forgoing any notion of challenge, interest or worthwhile time expenditure at all, instead providing an entirely formulaic six hours of hack and slash against five different types of enemy. This is occasionally interspersed with cutscenes which may as well be your Prince's dreams for all the bearing they have on what goes on.

The combat is made even easier as the game goes on because you can upgrade your attacks and add new, elemental themed ones. But then, why bother when you've only got a handfull of identical enemies to ever use them against? It's not like the fire power will be more useful than the ice power against a certain type, and even then they're both so hilariously overpowered that you can use either to the same end result. The best part is that every enemy takes several seconds to swing their weapon back to hit you so it's virtually impossible to ever be in danger, even when you're crowded by twenty of them which seems to be the game's way of imparting any difficulty. Even when you get enemies throwing projectiles from ledges that you're going to be reaching shortly there's virtually no danger given how infrequently they fire. The game's best efforts to make platforming as poorly made as possible still don't ever put you in any danger. Even though you'll have to use all your energy rewinding time leaving you without any super weapons the basic slashing attack is plenty. Other combat elements like jumping on enemies and then slashing them is pointless. Why focus your attack on one when you can hit multiple at a time?

And so we come to the unavoidable elephant in the jail cell, the platforming. Running along walls, hanging from ledges, jumping to other ledges, all great fun. All the more fun when you have the power to rewind time if (when) you fail to make a jump of some sort, because these games just provide you with this ability but by this point they seem to have given up on providing any sort of explanation for your powers. There are sands, they give you powers. That's about the extent of the story. The sands are always in a conveniently built sprawling castle which has a strictly linear path for you to leap through, including several strategically placed traps which are there to halt any invading force but always seem specifically designed to target people with the unique ability to run along walls. Why else would you be in a sewer which has a saw halfway up the corner of a particular wall which happens to have a ledge directly above and below it, right before a big pole sticks out which can be swung around to reach another ledge?

This isn't to say that such setpieces are bad or that I'm especially cynical for finding their existence in any way contrived, but my capacity for tolerating such ******** diminishes when the controls are as bad as they seem to be in these games (the third game in the HD trilogy - The Two Thrones - seemed less terrible than the others if I remember). Nearly every aspect of the platforming fails 95% of the time Run along a wall, jump to a plank hanging out and then on to a pole, off to wall run before reaching a ledge, oh wait, you missed the last jump so just rewind time slightly to the last solid point you were on - oh no sorry we'll send you right back to the beginning of the move. So you try again and fail again and you rewind and you get stopped in the middle of it regardless of when you're pressing the rewind button. Whoops!

Then you get the fact that the game being so short is compounded by the different types of platforming they try to throw in. Tired of running along normal walls? Find, we'll give you the ability to freeze water and run along that. This in itself is fine, although it just entails pressing another button as you run. It's not until right before the last boss fight you have to think about it, jumping through water on to water and freezing and unfreezing which in itself is ridiculous because you start needing to press the buttons in a complicated order which sucks any flow or enjoyment out of the platforming. Never fear though, for the last hour of the game there's another button you can press which makes bits appear out of thin air. Press a button to land on the ground. Marvellous. Occasionally you need to time it when you're jumping from one imaginary ledge to another. Stuff like this is so pointless and so fleeting that it really makes me think the entire game is a dream, or something that takes place in the Prince's mind. It makes a fine explanation for him easily overwhelming so many enemies while having so much difficulty with some of the supposed intuitiveness of the platforming. It's like one of the dreams where you're trying to run and can't move your legs.

The absolute worst aspect of the platforming is something which is probably the result of the game being so short and made so quickly. In the God of War games you have very little camera control. On the whole you have areas you move through with a fixed camera somewhere which focuses on you. This isn't totally the case in The Forgotten Sands but the camera moves so reluctantly at times it may as well be. When you're fighting enemies in a large bit of floor this is fine. When you're trying to jump between ledges in one fluid movement and the game decides that you pressing the stick one way actually corresponds to where the camera is pointing though, that's when the game goes from tedious annoyance to full on yelling obscenities at the TV. The only redemption the game has in light of this is the fact that it's so short you'll be done with it and these things so quickly you'll forget about them. I'll leave you to decide if that's an effective means of making a game.

And another thing, when you have puzzles with levers to turn, you can only ever seem to move them ninety degrees before the game decides that you pressing the stick the same way means you want to go backwards. This adds another layer of tedium to what's already a pretty laborious process by this point. Being thankful for saving you from the platforming doesn't last when you're turning wheels round in a less impressive way than Kratos ever managed.

My final point is simply for the setting of these games. Here is a game with a somewhat distinctive central gameplay mechanic in a setting which is rarely visited in games. They manage to take all the fun out of the former while barely exploring the latter. The Prince constantly laments the destruction of the castles and palaces he's in, yet the player always has a straight-forward path to take through them with no chance for exploration or engagement with the environment. Given how annoyed these games have made me I doubt I could be won round to this setting now, but it'd surely be worth a try.
 

Nalens Oga

Registered User
Jan 5, 2010
16,780
1,053
Canada
Yeah I remember getting that back in the day from a Zellers sale and then trading it in (which I rarely do) for GT5 lol. It was fun but also a bit of a pain in the ass and I just got through it quickly and decided I'm never playing this type of game again. The story was a bit cheesy and forgettable too.

The puzzle/platforming aspect is what annoyed me the most. The fights were fine but I guess they're much better in most hack-n-slash games. In terms of the open world thing, I guess if they (Ubisoft?) could've combine the open world aspect of Assassin's Creed with the fighting from Prince of Persia then they would've had a good PS3 game.
 

aleshemsky83

Registered User
Apr 8, 2008
17,802
424
DOOM 2016

Doesn't run great on 2GB cards but still playable most of the time.

But I have to say, I haven't been this impressed with the enemy AI since Halo. Theres really no exploits that i've seen and enemies like the imps movement patterns are just insane. If you're hiding around the corner they'll dive out of the corner and throw a fireball at you max payne style. Hats off to id software because that just blew me away.
 

Ceremony

blahem
Jun 8, 2012
113,274
15,591
AR_screenshot_34.jpg


Alien Rage (PS3, 2011)

This month (last month? Recently) from PS+ we have Alien Rage, an FPS from 2013 made by a company from that technological hotbed of... Poland. I've played a game made by Poles before. Linger in Shadows. I don't want to generalise a country by its limited array of video games that I've played but it's not looking very good so far.

Alien Rage is an FPS in which you, an impossibly proportioned man named Jack, are dropped on to an asteroid in space somewhere which contains huge quantities of the most plentiful energy source imaginable, called Promethium. The earth found this and was mining it until some aliens called the Vorus turned up and started shooting, Jack, and Jack alone, is then tasked with taking them down. One guy. Against hundreds of aliens and assorted giant robots.

When I write these posts usually I describe what happens in the game and then my opinion of/enjoyment from them and allow you to judge the game's quality from them. Here though there's no getting round it. It's bad. Not offensively bad, not charmingly bad, it's just dull. And poorly made. There's framerate issues. There's five different types of enemies. There's some of the worst design I've ever seen. The levels aren't necessarily bad if a bit repetitive by nature, but everything looks the same. The floor is the same as the walls which are the same as all the enemies which are the same as all the spectacular space skyscapes. It's impossible most of the time to distinguish between an enemy and the wall behind them. Luckily, apart from when you're on the hardest difficulty, this is a rarely a problem because there's actually enough variety in the weaponry to give you lots of options for killing. It's honestly bizarre to see a game with such a small range of colours though. Everything is indistinguishable. Even the end when you go on to an alien ship, of some sort, everything on there looks the same too. There's some green accenting but it's no different outside of that.

Bonus points too go to the fact that the aliens randomly teleport into each room which makes it harder to get an idea of where they are. Especially when there's Grunts around, who turn invisible and move twice as fast as everything else and can stun you. Whoever thought that up deserves all the Polish-based development misery they get.

There are elements from real games in here which are never fully realised. You can see a scoreboard in that image, you can get points for killing enemies and you get more points for doing it in a variety of ways which is fine. I played Bulletstorm a long time ago but it's the same sort of concept, except there it formed a more central part of the game since there was a much larger range of weapons and the premise of the game was supposed to be a competition. Here though, why? You can get perks like extra damage and stuff once you've got so many points but you get more than enough to unlock everything without trying too hard. Then once you reach the final tier of perks you unlock an upgraded version of your pistol which kills everything but bosses in one hit, rendering the one thing the game has going for it completely redundant. Great idea.

The story, aside from the one guy taking out an entire alien race on his own, is nonsense. The writing is nonsense. The voice acting is terrible. I also don't believe the game features any aliens, all of the enemies look much more like robots. There's just nothing else to the game besides this. It's a largely forgettable ten hours of your life (there's audio logs to collect explaining what happened on the asteroid, but... no) that will spend most of its time making you wonder why you aren't playing games that have done everything you're experience much better. Go play something else.
 

Frankie Spankie

Registered User
Feb 22, 2009
12,363
399
Dorchester, MA
Hitman (2016) - 9/10

I had a lot more fun with this one than I thought I was going to. I've played all the Hitmans and this one is definitely my favorite of the bunch. They improved on so much over Absolution. The levels are huge and wide open. You can really go about assassinations any way you'd like. There aren't difficulty settings but you can either go about figuring it all out yourself or following opportunities and just following mission markers to complete assassinations. I personally loved it because it got rid of a lot of trial and error which could get annoying in creative games like Hitman. Speaking of getting rid of trial and error, rooms you shouldn't be in with a certain disguise are blocked by guards who will just tell you to stop so you know you need a new outfit. If you're caught, you could just quickly leave the room and the guard will leave you alone.

The replayability is top notch with how open the missions are and how many different ways there are to complete each one. Replayability is usually not a factor for me because I never really replay games but this game had me replay a few missions out of sheer enjoyment and wanting to try something new. Honestly, the only complaint I have about the game is that it's pretty short (which is why replayability would be so important.) There's 6 missions, all which probably took me about ~45-60 minutes each to complete on a first play through.

I personally think this overtook Doom for my 2016 Game of the Year, which I would not have thought I'd say going into it. An absolute blast and you can tell it was a work of art, the developers really wanted to make a great game and they did. This should be a must buy IMO. It's a true shame it didn't sell well.

It is pretty cheap on Steam right now for the summer sale, I highly recommend you pick it up if you haven't yet.
 

GlassesJacketShirt

Registered User
Aug 4, 2010
11,447
4,205
Sherbrooke
I also loved the newest Hitman. Only 6 levels, but outside of the Colorado compound I thought they were are all visually interesting. Sapienza is probably the best Hitman level ever constructed, while Paris and Hokkaido are also top notch.

Finished Dark Souls II: Scholar of the First Sin just now. After having issues at first I ultimately preferred the combat mechanics more in this one. What I did not enjoy was level design and enemy placement; felt like they tried to incorporate too many enemies in certain sections to artificially increase the game's difficulty. Multiplayer remains swell, and I did like some of the more inventive bosses in theory (though the execution was mixed).

Overall, 7/10. Not the flawed masterpiece the first one was, but it was still a pretty good adventure. Except for the Fume Knight, **** that piece of ****. :rant:
 
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Frankie Spankie

Registered User
Feb 22, 2009
12,363
399
Dorchester, MA
Sapienza was so beautiful. I didn't even realize it on my first playthrough but there's a whole other half of the map outside the mansion compound. :laugh:

The Walking Dead: Michonne - 7/10

I got it because it was pretty cheap on the summer sale. It was short, only about 4 hours, and is just your typical Telltale game. This one definitely didn't have as strong a story as the originals but it was still an interesting playthrough. Good for anyone who is a Walking Dead fan but can be missed otherwise.
 

tacogeoff

Registered User
Jul 18, 2011
11,592
1,801
Killarney, MB
Mad Max Ps4

7.5/10 - a generic open world game with check points to complete and stuff to collect. It has a borderline terrible and shallow storyline. The most enjoyable things were progressing Max and the Magnus Opus, compound takeovers, the car combat and combat with Max the character himself. It was fun for a while but became repetitive pretty quick. Glad it was a 12$ ebay buy. probably added on an extra 1.5 for just being Mad Max lol.
 
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