Thursday, June 30, 2011

KILLZONE 3: Single Player Demo Review

After constantly remembering how awesome the KZ3 beta was despite a small setback(the ravage moaning), I decided to break down and finally play the KZ3 Single Player Demo.

Just like the beta, the game starts up with a calm yet awesome opening scene, and once you get to the menu itself, you can't help but think "This game is gonna be awesome!".

The demo comes with a Campaign and Co-op Campaign, but since I had nobody to play with(since my bro would kill me if he found out I played the demo), I was forced to play just the Campaign.

Now, this demo doesnt start off with you just sitting in a calm place with being able to take in your surroundings, no. They instantly at the beginning have you on a landing craft swirling around the icy bases of the Helghast, and you're pretty much already given the situation of "kill or be killed".

Even though this initially caught me off-guard, it only took me a few seconds to calibrate my senses and start mowing down death upon the Helghast, and quite interestingly attack the weakspots of their mini-bases that ended up in the collapse of them into the icy water. Now, while all this is happening I couldn't help but notice the graphics were so good that I was like "This is a game?". I wouldn't be far from the truth that while the game runs in 720p, that the graphics themselves speak of 1080p...or above!

Since one of my friends asked about what the story was behind Killzone, the mission at hand was to rescue one of your ISA comrades who has become a POW of the Helghast, and that the Helghast were shipping in POWs to this icy part of Helghan. After you're done sending Helghast to their icy-like watery graves. You're landing craft is shot down and for a few minutes your character and buddy have to take on the Helghast on foot. I was a little disoriented at that point but after a few minutes found myself figuring out which way to go and where the Helghast were coming from. After killing a few of them I still couldn't help but see the visuals and think "Not even real-life looks this good".

After making our way into a shipwreck I found myself fighting jetpacked Helghast, that while were a pain to fight (one of them tried to pull a Kamikaze by slamming him and his jetpack for a final blast at me), We were "rescued" but my character opted in to use one of the Helghan jetpacks for himself. This part of the story was pretty much that the AA guns of the Helghast were mowing down landingcraft, so it was my job by jetpack to fly in low and demo-charge the gun.

While making my way onto the platform that  had the AA gun, it took quite awhile to get used to the jetpack controls, and you're pretty much cannon fodder if the Helghast fire at you while airborne. This pretty much forced me to hit and run with the jetpack before all of them were dead and I could safely plant the charge, which was confusing since the icon wasn't all that apparent and you had to tilt the PS3 controller in an interactive "arming the charge" mini-game. The charge set I was able quickly set it off and I was like "that was cool". But the demo didn't stop there...

Thinking the demo charging of the AA Gun was the end of the demo, I was surprised to see that it took me to another cinematic where we landed on a much larger macro-base spewing with Helghast. Cover was key as me and my character buddy flanked to the left into a building that was crawling with Helghast, after flushing them out with grenade spam and kills I made my way to the top of the complex, our goal to use one of their stationery homing rocket launchers. Before doing this though I found a mini-sniper rifle (mini-sniper because it was semi-automatic and the scope showed enemies that were only so far, but it came in real handy since I could still attack enemies that were in my face.

Having made our way to the rocket launchers, it should of been obvious that a tank would appear to show off its awesome boom-bashing power. That and also having destroyed several targets my character buddy wanted to bring the gun with us, while confused about this I found out the stationery rocket launcher can also be put in portable mode. So I took it with me and started blowing up several targets that it homed in on, the only issue is I kept having to go back to the ammo box to resupply. After several minutes and destroying yet another Helghast tank we made our way to the other side of the base to flush them out.

After doing this I made my way into the base with another cinematic, the cinematic had my character speaking to the Helghast commander through the Helghast gas mask, and lying that the ISA were destroyed. The scene ended there with a trailer signifying the actual end of the demo.

CLOSING COMMENTS:
This demo was pretty much shooter heaven in how it looked and played with only a couple of issues I found with the jetpack disadvantage and having to constantly resupply the mobile mode of the rocket launcher. Besides that the demo is pretty much perfect.

In my Opinion?

9.2 Out of 10

Sunday, June 26, 2011

Killzone Liberation: Soundtrack Review

The end of binge listening to the gody, gifted, and masterful soundtracks of the hit gaming series Killzone, I am pretty much "well-fed" in epicness and emotional masterpieces. Killzone Liberation IS AS good as it gets on PSP, when compared to other hit titles like MGS: Peace Walker. Continuing the composers live-quality movie-like symphony of pure evil, evil never sounded so good. I wouldn't be far from the truth that the Helghan March-isms in this OST would make even Darth Vader cry for his mommy. Who needs him when well....you have a whole army of badbutt Neo Nazis that pretty much have "The Thing" in evil clothing fashion...shoo Vader...shoo!

Enough with the ranting, people will find PLENTY of Keiki effecting, Valkyria blaring, MGS beat bashing glory in this soundtrack that dishes out the epic and takes no names. While the tracks are short, the Helghan theme makes up for this IMO with nothing but the feeling of Nazism to the max. The quality of this OST matches that of KZ2 in my book since this composer has clearly maxed out the PSP to contend to its stronger, more advanced brother--the PS3. Like I said before, anyone who calls them a sci-fi buff who fancies themself a video game music fan, get this soundtrack...NOW!

In my Opinion?

9.6 out of 10

Killzone(1): Original Soundtrack REVIEW

Moving along on the binge listening and yet continuing on to another Killzone soundtrack, I can't help but realize that I should of known of these soundtracks sooner. Killzone(1) While being an older game shows that even the aging PS2 can compete in live-quality movie-like masterpieces, and well...The Helghan March sounds pretty much as awesome as the KZ2 rendition. That said, this soundtrack was more self-aware of how awesome the march tune was compared to KZ2, but like the latter lacked the variety of it's successor. This soundtrack is pretty much one of the pinnacles of PS2 music-awesome, right along up there with the likes of Soul Calibur, Ace Combat, and MGS. The only regret is the tracks are quite short compared to its successors.

People will find John Williams-isms in this track, but more so on the WWII/Indiana Jones front than on the Star Wars/Sci-fi front. This is completely understandable as the original was just a future rendition of World War II, as anyone knows at this point that the Helghast are pretty much Nazis, as you can hear in my other reviews. Anyone wanting to listen to a masterful yet somewhat to be desired piece of soundtrack, look no further than the original Killzone's original soundtrack.

In my Opinion?

9.3 out of 10.

Killzone 2: Original Soundtrack from the Video Game REVIEW

I decided to a little binge listening and head straight to the previous Killzone soundtrack--Killzone 2. This soundtrack is filled with masterpieces like Killzone 3, though it lacks the same amount of variety of Killzone 3. While this isn't a bad thing I enjoyed the Killzone 3 OST more because of this, as Killzone 2 seemed more hesitant in copying big names like John Williams.

The OST is still practically perfect if you like Lost Planet/MGS/Ace Combat mixes with beautiful epic pieces, and the theme is played throughout. Though not as repeated as with Killzone 3, as if the composer like others wanted you to finish the game to hear the good stuff. While this is completely understandable, I tend to enjoy games more that give you the epic themes throughout the entire game. That said, this is another OST that Sci-fi epic buffs must hear during their lifetime. Also the "The Second Helghan March" and the following songs that use its melodies are pretty powerful in putting you in the grips of Nazism. That and I love how the composer used the theme piece from the E3 2005 CG Demo as if to give closure to people who loved that epic yet fake piece of cinema. Also the End Credits would make John Williams cry with envy.

In my Opinion?

9.6 OUT OF 10

Saturday, June 25, 2011

Killzone 3: The Official Soundtrack REVIEW

A little birdie told me once that the best shooters have well...the best music to lighten the load of their grim storylines and sometimes only acceptable voice acting. Killzone 3 goes above and beyond that call with a mixture of inspirational music-ideals with solid heart-straining orchestra pieces and rock-out beat-bashing tunes. This symphony of different yet harmoniously entangled styles makes up the Killzone 3 OST, and the soundtrack is practically filled with only masterpieces.

While I can't really name the individual tracks in this review, I have to say that each style, piece, and beat is practically perfect to what it's emphasizing, the scene which the soundtrack states, and the soundtrack practically makes you visualize Killzone 3 through your brain, albeit to an epic score of practical movie-like perfection. Most people who are familiar with "Sci-fi epic" type media will find most of the soundtrack oozing with Star Wars and other epic pre-Killzone styles to bring you into the heart of battle. From slicing emotional strings to big booming trumpets, and to the big industry ear-popping drumming of the map tracks, I found myself playing the whole OST without pause and without break. A soundtrack not only satisfying to listen to, but to also surf and chat on the internet to.

I highly recommend this game OST (though it sounds straight from an actual movie) and to everyone who considers themselve a Sci-fi buff who yearns for epicness.

In my opinion?

9.8 OUT OF 10

Tuesday, June 21, 2011

GhostZone: Technical Readouts

This is probably a first that I had to make a second blog post about the same game during the same day, but Ghostzone might become my second baby compared to WW3:MC.

I have a simple layout of the maps that will be in Ghostzone, which if the game is released there will be a total launch window of 10 maps.

MAP ONE: Ashes

info: A totally volcanic map set in a town next to one erupting, the map focuses on CQC tactics and small vehicle combat.

MAP TWO: Lavaland

info: a map that takes place in a city farther from the volcanoes, the map focuses on long-range tactics and tank warfare.

MAP THREE: Snowbent

info: even though the volcanoes nearby are erupting, this snowy abyss features a frozen dam and two cities parallel to each other, the map focuses on strategic combat and small vehicle combat on the dam, tank warfare within the two cities.

MAP FOUR: Camp

info: This lava-burnt forest leaves much to be desired as far as geurilla warfare, map focuses on mid-range combat and intricite vehicle tactics.

MAP FIVE: Twister

info: A nighttime map that most of the visibility comes from the surrounding lava and hazey smoke, map focuses on long-range warfare and hovercraft tactics.

MAP SIX: Berlin

info: A burnt down futuristic take on Germany's capitol, map focuses on all levels of combat.

MAP SEVEN: D-Day

info: The french sea has seen better days, the surrounding water is polluted with steaming lava pits and cover is few and far between. map focuses in gut tactics and all-range warfare.

MAP EIGHT: Mother Russia

info: blood runs cold when a russian city is attacked from the outside, map focuses on one side in the city while the other side attacks from its surroundings. The outter team has tank warfare while the inner team has jeeps.

MAP NINE: Black Haze

info: England is under siege when the invading force uses hovercraft in an attempt to take the shore, the other side has hovercraft and jeeps. Focus is mid-ranged warfare.

MAP TEN: Final Reality

info: The HQ of the Neo Nazis burrowed in an old german city, map focuses on all-out strategic combat and all levels of vehicle warfare.

GAMEPLAY TYPES:

Due to this being a Battlefield-esque game, the game will launch with the following modes.

Team Deathmatch: Point-based rounds with vehicle kills/deaths scoring more points than infantry kills/deaths.

Conquest: Battlefield-based Base-capturing which is based on tickets that are influenced by not only how many kills but how much of the map a team controls.

Objective: the round has a scripted path which the attacking team must complete objectives within a certain time limit, similar to the Killzone 3 beta matches and Brink/Quake Wars.

Training: Scared of going into Multiplayer right at the start? Training is all the maps but with AI for you to get your feet wet without the stress of real players. You don't get any progression though.

CLASSES:

It's pretty much a given in nowaday shooters to have a rudementary class system that keeps you in the game while minimizing complexity. GhostZone will have a such system and here are the current classes.

Assault: Uses standard rifles as well as multiple types of grenades and a grenade launcher.

Scout: Uses sniper rifles as well as a pistol for CQC-defense.

Medic: uses SMGs as well as a shock paddle and medpacks.

Engineer: Uses shotguns as well as tank mines, and repairs vehicles.

Support: Uses standard MGs, Anti-Armor Launchers, and ammo packs.

MP: Uses Tasers, Riot Shields, batons(melee), and non-lethal takedowns.

MID-RANGED MELEE SYSTEM:

While most shooters only allow Melee attacks to be in-your-face tactics, in real life you think this wouldn't be the case for people who are less worried about their knife. GhostZone gives you the ability to actually throw the knife using the aiming mechanism used for the guns. If you were a little fool-hardy into thinking your knife was close enough, just give it a whirl to still get the kill you wanted. That and if you get even closer your character will actually grab your opponent for a quick neck slice, instead of having to worry about being in the dude's face.

GRAPHICS:
GhostZone's graphics palette will be a happy medium of the art styles of Killzone 3 and Crysis 2.A fully realized battlefield for vehicles to do their thing and immersive infantry visuals. The game will be dark with the emphasis of showcasing "the horrors of war". War is bleak, and it should stay that way.

Ghostzone: Killzone meets Battlefield(Sorta)

It is getting to the point where in shooters such as Killzone 3 and Battlefield 3, good gameplay isnt enough to define a blockbuster shooter. You need clean-cut and sharp as nails graphics to keep gamers immersed on the battlefield so they never have the chance to get bored with their surroundings.

Ghostzone mimics this idea with a new twist for its scalable environments using a dynamic weather system based on its premise.

Ghostzone takes place in 20XX when global warming and other man-made "planet-killers" have caused weather and natural disasters to spin out of control(pun intended). Hurricanes, Volcanoes, and Tsunamis have wreaked havoc from the equator to near the North Pole, leaving millions homeless, starving, and near-death. Rations are scarce and the people of this devastation have learned to live just for a day, only hoping they live past tomorrow.

Things get worse when a group of Neo Nazis use this time to spread anarchy across Europe and Russia, causing a unity of former high-class individuals to use this new organization to loot rations and supplies that would otherwise not be in their hands. This movement has caused quite a resistance among proper europeans and north americans, and after driving some of the Neo Nazis away they have created a stalemate across northern europe. With volcanoes from iceland and the surrounding recently active and erupting almost weekly, this area both sides have trenched in has been dubbed the Ghostzone due to how many countless soldiers from both sides have died from volcanic radiation and spewing lava aside from the battles. The Neo Nazis are now armed with proper gas masks making them seem unhuman while the resistance has but only pieces of cloth to cover their nose and mouth. It's do or die in the "Ghostzone".

GAMEPLAY: The gameplay of Ghostzone is a mix and match of ideas from other games to keep the gameplay from slowing down. Like Killzone there are perks, by-round rewards and gruesome looking art styles. Battlefield-type gameplay comes from the fact that you can take command of armed/armored vehicles across the map such as jeeps, tanks, and hovercraft. Also like the recent Medal of Honor, given enough kills for a player they can call in a missile strike where they can control the missile's course. No air vehicles are allowed in the Ghostzone due to the bad weather and concern from being wiped out from spewing lava.

Also like Battlefield there will be a rewarding Leveling system such as Ranks, points for using the guns several times, and in-game achievements/trophies.

Players will also find the dynamic weather system taking affect as rounds can be influenced by flowing lava, acid rain, large hail, fog-like smoke, and volcanic radiation that can affect the round as well as the players' status.

That's pretty much it for now, thanks for reading.

Saturday, June 18, 2011

Guncraft: Far Cry meets Minecraft

I have been looking for new game ideas for the past few days and after pondering the in and outs of Minecraft and Far Cry 3, came up with the idea for a game called "Guncraft".

While the premise of the game is pretty generic, the dynamic gameplay is meant to be invested in due to many rewards and co-op gameplay that can push your understanding of the world to the test.

Premise: The game takes place on a moderately sized island that you (and your buddies if you choose 2-4 player co-op) have crash landed on during a dangerous storm in the lush pacific. Like Far Cry any former, current, or future "fellow inhabitants" are fighting for the resources of the island, and many of them are armed to the teeth with firepower.

Gameplay: The Fusion between the MineCraft and Far Cry elements are taken in a way to maximize the uniquness of the game. The enemies usually only come during the dark of the night, with torches and flashlights in the hopes of tearing down your "home",killing you, and taking your supplies. Also to expand your armory you must either keep them at bay and loot their weapons and ammo, or find blueprints across the map that can help you find the resources to make bootleg weapons.

The Far Cry element is pretty much within the shooting, vehicle driving, and all your enemies are pyschopathic humans who are either survivors, actual locals who don't trust you, or drug lords seeking to control the island from the outside. You can win this part in two ways, making allies with the locals for additional firepower, or just killing everyone that gets in your way and taking the island for yourself.

Since the game has this much death there will of course be three difficulty settings that are not normal to most shooters.

LIFER: Infinite lifes and you keep your weapons after dying.

SHOOTER: Limited Lifes during each wave and you lose your current weapon and on-hand supplies(the weapons and supplies at your base is still available upon spawning)

REAL: One Life with the goal to keep that one life for a whole week.

Adaptive Difficulty: In all these three modes the game will adapt the skill of the AI based on how well you're doing, since there are many shooters that are fun but have plenty of "crunch" points that make the game less motivating and just down right frustrating.

Adaptive Environment: There is a weather cycle that affects the season, precipitation, and day/night variation of the game. These factors affect when and what the AI are planning to do during the game as each group or "wave" of enemies have different motives and fears.

pseudo-MMO: Would anyone be interested in a competitive island which each wave is a group of online players finding for control of the island without AI?

That's it for now, hope you like the idea!

Sunday, June 12, 2011

The Winnings and Losings of E3 2011

Ever since E3 2005, I've been always interesting in what the big 3 have to offer(now the big 5 if you count EA and Ubisoft). Ever since the cool gadgets and new consoles were shown at E3 2005, I've been waiting for an E3 that could match that level of cool new stuff and enthusiam. The following 5 years were cumbersome IMO and I've been waiting for the IMO "awesome return" of an uber-E3. Let's see how the big 3(or 5) stack up to E3 2005 and itself.

MICROSOFT CONFERENCE:
While I never really pay attention to the MS conference (and I wasn't even there for most of the live feed), I have to say I found the "hardcore" use of Kinect interesting, even though everything it did was probably more comfortable on a controller IMO, that and the shovelware to follow was another given reason not to take Kinect seriously, and that the hardcore elements were just gimmicks. MW3 also didn't present anything new, since the gameplay seemed the same from the last two MWs, just a new setting that was still...MW.

Grade: C-

SONY CONFERENCE:
I have to say Sony came out full-force, comparable to what they did at E3 2006 with big titles that were from their own studios, and then some. Resistance 3 while not an original title showed people that the PS sharpshooter can prove more useful than the PS Move's original design, even though the Sharpshooter looks like the Duck Hunt guns from NES. The Uncharted 3 stealth level was uncannily bridging on Splinter Cell, and was impressed they were able to pull off more graphics techniques even though Uncharted 2 was already maxing out the PS3 to most of its extents. That and the NGP(Now PS Vita) was able to price match the 3DS and showed that the sensor controls were actually interesting, pretty much the Vita will kick some 3DS butt once it releases IMO.

Grade: A+

NINTENDO CONFERENCE:
Nintendo...meh. I only had 30 minutes to watch the conference, and to my demise the first 30 minutes was spent on an orchestra playing zelda music...a waste of time IMO. The slow presentation killed my chance to see anything interesting during the live feed, I just wanted to see the new console darn it! After coming home from school I found that the Wii U was...yeah. The controller looks like a freaking Ipad, and the only thing I got out of it was the graphics were comparable to PS3 and 360, only better on the 1080p and texture front IMO. That and the 3DS games shown were already announced from last E3 onward to this E3, so it seems the 3DS is pretty much dead before it even was alive, that and being the same price of the new Vita and 3D-caused medical problems showed that Nintendo has no clue what it was doing.

Grade: D

Now onto EA and Ubisoft conferences:

EA CONFERENCE:
While the conference started off pretty slow, the mostly-impressive demonstration of Mass Effect 3 was cunning and well-executed. The game looked balanced, fun, and showed that some people can actually use the original UE3 to its limits(rendering a large city spanning miles, whew). Battlefield 3 pretty much won the show though after its unprecedented realistic graphics, impressive Tank mechanics, and utterly amazing gameplay shown also in the Metro map...I was a happy Battlefield fan.

Grade: A+

UBISOFT CONFERENCE:
I have to say, I wasn't impressed with Mr. Caffeine, the dude's obnoxiousness and slur words seemed almost scripted(probably they were) and probably was the reason why the audience became deadbeat. The Rayman game while interesting was almost like a throwback to the original third-party platformers of the SNES, almost in some ways too nostalgic. Future Soldier pretty much floored me with the impressive step in detail and the awesome execution of co-op gameplay, that and AC: Revelations showed some impressive graphics and in some ways even physics during the boat explosions.

Grade: B

Well that's pretty much it for me, the overall score of E3 2011?

Grade: A