Friday, July 12, 2013

Apophis - 2052: Gundam meets Mass Effect in a choice-driven anime-inspired mash-up.

The Apophis asteroid, named after the Egyptian god to the ability to destroy or transliterated as "the uncreator", while hasn't entirely destroyed humanity in the dark future, has left it in ruins.

The remaining shingles of the remaining society look upon the remains of Apophis to create new opportunities, such as mining it's rich extraterrestrial ores. Though, like any new potential power source, in the shadows someone is finding ways to turn such a harmless source into something horribly destructive. As the ignorant onlookers and petty miners go about their business, the corporations are behind-the-scenes twisting and corrupting the power source into new weapons, weapons created using the uncreator, as thus the destruction of Apophis continues to work its wonders.

Right before humanity can enjoy a new Golden Age after being ravaged by the apocalypse, soon the united governments who are pulling the strings and paying these corporations under the table create a program called "The Apophis Program", an ideology of creating giant robots or "Mecha" using the mass energy cells that are native to the remains of Apophis.

These mechanized grim reapers were meant to keep their corporations and the continuous mining of otherworldly ore in check, but of course someone, something was going to fall in between the cracks.

After years of dramatic political rifts, the corporations are no longer playing the puppets, and soon the Apophis Program is divided between two factions, the united world government and their former business minions, with giant mechs powered by the uncreator that in battle just do that, for humanity is destroying itself.

Sooner or Later, so much blood has been shed...That the call for more raw pilots comes, and of course with it more bloodshed, but of course...You, there is something about...You....

Though you are a pilot, your charismatic abilities and the sheer respect that you are capable of creating for you and the future of mankind...There might be hope for humanity yet...as long as you're around.

EAST MEETS WEST: Apophis is a true-to-form mixture of Anime-inspired design, but the ability to make choices that ultimately affect your character, the war, and ultimately the future of the human race.

You are the Future: Even though the faction you sign up for at first seems absolute, your choices, whether good, evil, or neutral will ultimately decide who you are with at the end, which enemies and allies you made, and ultimately if you bring unity and peace back together, either that or be ruler of the world, it's all up to you.

A Western J-RPG: Even though the game revels in eastern mecha, anime style characters, and the like, if you're expecting turn-based combat or some goofy clothed soldier smacking weird looking monsters with some sword looking thing, you're thinking of the wrong game. Combat is brisk, frantic, and no-holds-barred giant robot shooter-fest...If your mech explodes, no hot anime chick is gonna revive you, so keep your head in the game! Not to say there isn't hot anime chicks though...

Mass Armored Effect Core: Level up your character, Level up your Mecha, there's no real limit on  what you can level up, so let the awesome upgrades continue to let you kick enemy butt!

More To Come: The possibilities are endless...my friend.

Monday, April 9, 2012

Devil's Bay: Far Cry x Uncharted x other stuff

So while in the midst of watching the latest gameplay snippet of Far Cry 3, it inspired me to do my own take on one of Ubisoft's most under-developed franchises yet immensely popular series. The surprisingly rare use of using an island filled with savagery with the main character's only motive is to escape the island and rediscover true civilization, while a super-niche is quite inspiring for ideas for outer game designers and/or game companies.

Devil's Bay takes the fundamentals of games who use this island setting and compacts it into an epic downloadable title. The game's mysterious main character, an island packed to the brim with warring factions and gangs, and the only way home is to take control of the island and it's key element, Devil's Bay.

Due to the wide new range of games trying to appeal to both casual and hardcore shooter/action gamers. Devil's Bay is what we would call a casually hardcore experience, thus a game while accessible to people who wish to enjoy the game's immensely twisted plot can also give sweet and abundant rewards for hardcore gamers who wish to fully explore and revel in the island's lore. In other words, you can take the game for a short story wide, or sink in countless hours into a rich world with expansive and branching side-quests and missions with hours upon hours of both cooperative and competitive multiplayer content.

The more accessible and casual version of this content is what we call FastPlay, a short but sweet experience of a truly fleshed out game.

The more hardcore and tactical version of this content is what we call SmartPlay, the full single player experience with extra hours in both the solo and multiplayer modes.

Multiplayer: Like any good shooter game you need good multiplayer, and with the innovation of bringing clans and factions from the story mode to possess a place in multiplayer, you will be playing as some of the NPC factions of Devil's Bay as fully playable multiplayer opposing teams. Since each faction or clan has a specific vendetta and motive on the island, people who score objectives that are more inline with a certain group's style of play will be rewarded. This can be boiled down to groups or clans that give bonuses for melees, headshots, stealth kills, most completed round objectives, and the like. We want to make sure the player is getting rewards and bonuses no matter what their play style is. That and even though the clans have certain cosmetic styles, you're character will still have a flexible plethora of customizability.

WIP Plot: You are a treasure hunter on a large cruiser looking for well...treasure. When your ship is thrown into a wild hurricane, an immensely powerful surge of lightning plunges into the center of the ship, causing a freak explosion that sends you and the rest of the crew flying into the ocean below. You wake up on the coast of Devil's Bay Island only to find you have been "found" by one of the more savage clans on the island, for the short period you remain conscious, the leader of the group gives you a short greeting and then has one of his thugs pistol whip you with a AK-47. What happens next well, that's in the works.

Tuesday, February 21, 2012

Hey You Down There: Requels

Prequels, Sequels, Reboots, and other crud happens in the gaming industry...but what happens when a game goes off the radar only to become a new game mid-development? Lights..Camera...REQUEL!

It happens to the best of games, these requels. One such example is Dark Sector, a game teased as early as 2000, and it wasn't until late 2004 to early 2005 that the game surfaced again, just to disappear and reappear as altered again.

This game has gone through so much requeling that sites like IGN who have tracked the game since the original tease can only note the fact that the developer had no clue at any point in development of what to make the game about.

The original Dark Sector was gonna be...for lack of more proper explanation; an Unreal style game on an MMOFPS scale...needless to say that concept of the game never solidified. The second concept was a space-faring duo who explored the "Dark Sector", the main character having a kick-butt stealth suit and the pilot being some ritualistic girl. The final concept still features a stealth approach but the suit less stealth (though still bearing the "horn-like" helmet), and no real indication of a second main character of a female pilot. That and the addition of a boomerang-shaped blade that is used to make gore-like melee throws.

The reviews from such as IGN note the fact that, while the final concept is acceptable...That some of the original concepts, even the mid-developing concepts would pose more potential than said final concept. Then again the project was first announced when Digital Extremes(the developers behind Dark Sector) were just merely peeling off being a co-developer of the Unreal series, thus there initial intentions to develop something similar to what they helped co-create. At this point Dark Sector seems to be the ONLY original title developed by this company...and by far with the mixed success of Dark Sector's almost decade-long developed...will they even attempt to make amends while still being a developer who develops for other properties such as Bioshock, The Darkness, and now even a game based on the Star Trek reboot movie series.

I can probably give more examples, but to my knowledge Dark Sector is one of the biggest requel-doing games that was popular enough to track the process.

Needless to say, It would be best for developers to take lessons on such a obscured fate as Dark Sector and keep away from Requeling.

That's about it for now, thanks for reading!

Monday, February 20, 2012

Shooters and Cliches: The Chronicles of Stealth-it

Well, It's been awhile since I made an entry into my long running editorial series called "Shooters and Cliches" since there hasn't been much to comment on with my beloved game genre. Contrary to recent notification, I'm amazed how many overlooked shooters there are in this industry, simply overshadowed by the over-hyped and brand-bashing that bigger titles get. Obviously, one such shooter has made it's way into my gaming collection and has unique qualities that make it a diamond in the rough even though it's not the greatest in other areas.

This game happens to be The Chronicles of Riddick, the second installation being Assault on Dark Athena. Unlike games that take on a third-person approach, this game is one of very few Stealth games that tackle the challenge from a first-person perspective. The stealth is greatly engineered using sensory details, if you hide in the shadows your vision becomes this pale purple and if you are detectable the vision is normal. That and if you are in a unlit area with no light sources you can toggle on Riddick's famous "night-vision" to make stuff see-able. Besides this like any other stealth game, Health generation is limited(but not scarce) and the emphasis on only landing headshots is obvious since headshots are quick instant kills while aiming for the body results in several hits being taking down a target.

This out of the ordinary game wouldn't take chances visually as the game tacks on almost movie-quality graphics using the studio's proprietary engine. This tech is also being used in the studio's latest cover-shooter; Syndicate which looks and plays amazing also.

There is also multiplayer, but do to the game's overlooked potential and being stricken in a few years...the match-making is all but alive. Though it does sport a LAN function for if you have friends or family willing to spar it out.

The story so far, while riddled in drivel-like dialogue (most of it from Riddick), is actually surprisingly well done if you are able to take the drivel as just pieces to an overall branching plot. That and it seems this studio couldn't help the fact to take on some Gravelly voice casting.

If you want to see the game in action I have uploaded a couple of vids of the Athena game, as well as the previous demo based on the first game called Butcher Bay.

That is pretty much it for now, thanks for reading!

-BrioCyrain

Wednesday, February 8, 2012

DAWN: A game idea by Brian McCain

Dawn is a Sci-fi action/adventure game based on the rather original forms of the genre, heralding back to the usage dating back to the late 60s to early 80s. Instead of science fiction nowadays where it’s all about action, pre-defined spatial warfare, and everything is pretty much known about the universe, Dawn is going back into what made Science Fiction more philosophical in the days of the original Star Trek and Star Wars emphasis on both mystery and mysticism. Instead of everything being “explored”, the player must “explore” almost everything the game has to offer, nothing is known before hand, the player is going where no one has gone before.
Due to this emphasis in both game-play and storylines, the art style should also emphasize this by having an art style that is inspired by late-60s to early 80s science fiction art direction. Combat should be of a more tactical nature, and Exploration should reward massive benefits to player in this unknown universe. The player should feel like a space captain should, have no way to predict what will happen if and when a possible threat occurs. Seeing how the game will obviously have a deep gritty look, the game should bare very little on-screen information that is only displayed when the player accesses said systems.
It is pretty much pre-determined in nowadays games that any game with non-linear game-play should have a consequence system based on their decisions, just like how Sci-fi used to be in the first place. Kirk made some really good decisions, and he made some really bad ones, and all of that got reflected in Star Trek.
I may have stated a game idea similar to this, but this is the most concrete form I have of this kind of idea yet, and I think if done right it would be extremely popular and a good demand on those who find newer Sci-fi material just sacrilegious to what “true” science fiction is to them.
That is pretty much it for now, thanks for reading.
-Brian (BrioCyrain) McCain

Tuesday, January 3, 2012

The Year in Review: My favorite 2011 Games as well as my anticipated games for 2012

It's been awhile since I posted, and with that another year bites the dust. This is that time where we have to say, "2011, how many games did I even buy?" and "Am I even gonna find anything to buy this year since it's 2012?". Well, like any year...it's hard to find the cream of the crop based on your personal taste, but last year I have to say I bought some games that were worth noting, as well as maybe a few that I wish I never even touched.

Deus Ex: Human Revolution: An Action/Tactical/FPS/RPG hybrid that is for people who like shooting people, but also want an engrossing storyline filled with RPG-style inventories, upgrades, and the like. The story is one of the best I ever seen, and hope to find the time to beat the game. My last post about this game IIRC was me giving the preview build a master score...10/10

Killzone 3: Need I say more? After absolutely loving the beta, and finally coming out the closest and buying the game...there's no other game quite like it that you can enjoy being the "bad guys", stabbing, snapping, smacking, and just any kind of means of killing somebody that you can find...It's not Killzone just because of the title...It pretty much the most enjoyable game that breaking people's faces is such a glorious view to see.

Battlefield 3: The latest and probably almost-greatest battlefield title, a true sequel that brings back some of the largest battle-maps known on PC, as well as distractingly-realistic graphics and quite satisfying gameplay, PC gaming has been taken to the next level.

Portal 2: Co-op puzzle-solving, it was not only glorious but mind-provoking, hilarious, and just all bouts of fun. I have yet to get around to beating the story mode, but the co-op was AWESOME.

LBP2: I haven't touched in awhile, but if you like LBP(1) then this is what the doctor ordered since in a sense you can "program" your own games with a more robust level/stage making system.

Skyward Sword: Any Legend of Zelda game I have played I have also enjoyed, and Skyward Sword is no different.

Brink: Probably my only regret of 2011, this game was ridiculously broken as far as CPU-AI being able to kick your butt and how unbalanced the maps were...probably 2/3 to 3/4 of online battles were one-sided at the first objective...meh!

Now onto 2012!

Soul Calibur V: The Fan-demanded return to the most graphically-robust Fighting series has arrived; with new characters, a new and updated art style, and hopefully a more complex series of game modes and lengthy story-lines which made the fourth installment kind of shallow in the gameplay department..hopefully for some the modes are more in comparison to the size of the third version as well as keeping the amazingly detailed visuals of the fourth.

Final Fantasy XIII-2: Returning back to a more open-world and more robust fighting system and world...Those who were highly disappointed by how linear the original game was will hopefully find more enjoyment in the second installment..if the story is less confusing as the craziest trailers are showing.

Binary Domain: Deadly Robots that look like people taking over the world and being made to look like people, and they THINK they ARE people...There's something wrong with that. Enter the Binary Domain...A world where both Humans and Robots co-exist, and probably not for the best. Hollow Children, robots given Human thought and form have begun invading all levels of society, not knowing in secrecy that they are indeed just robots. You take command as a UN sanctioned Spec Ops squad called the Rust Crew, and come Feb 12 you will be able to engross yourself in maybe the best story-based Third Person Shooters outside of the western-made market. The Graphics are gorgeous, the gameplay looks sick, and there's nothing like bashing tin-heads in glorious fashion!

Ghost Recon: Future Soldier: The somewhat odd-5 or so six year return of one of the greatest squad-tactical shooters is back...from the future! Whether it be cloak suits, mark and execute mechanics, streamlined and robust teamplay, and advances in graphics thanks to the hard work at Ubisoft...This game looks amazing and probably well best the fabled and frenetic predecessor that was GRAW.

Resident Evil: Operation Raccoon City: Welcome back to probably the most viewed part of history in the Resident Evil series...The outbreak of Umbrella's virus unleashed on the citizens of Raccoon City. Spanning the famed timeline of all of RE2, RE3, and the outbreak files series..you get the chance not not only play as the kick-butt force of the U.S.S., but have the chance to change canon buy eliminated fan-favorite icons such as Leon and Claire. Nothing but conspiracy awaits as you choose your preferred U.S.S. Agent, and fight off the waves of zombies and other filth that roam the streets and buildings. The game brings a new grasp of depth with fully-functional shooter controls and squad-based "tactical horror". Let's hope Vector and his comrades bring an unforgettable and awesome spin-off to one of the most famous game series known worldwide.

Resident Evil: Revelations: The most graphically-robust game as of now on the 3DS, as Capcom is working their PS3/360/PSV/Current Gen PC Engine magic on this handheld...it is pretty much a game that makes the Wii cry as far as visuals go. The story rumoured to take place between RE3 and RE5, where both Jill and Chris have been seperated for several years. The gameplay is similar but more advanced version of RE5/RE4...with some features just made for the 3DS such as zombies and such popping out the screen. The gameplay creepy, the graphics amazing for its system, and just downright how cool the story may seem...the 3DS might have a system-seller on its hands.

Ninja Gaiden III: As of right now coming out the same day as RE:ORC...you play as the famous and lofty ninja/assassin known as Ryu Hayabase. As almost as a semi-reboot of the series where action and story-telling has replaced the known and almost distastefully famous amounts of violence and gore...it is no longer the savage ninja-equivalent of Mortal Kombat. Ryu shows newcomers how awesome and kick-butt ninja's are with his platforming, sword-fighting, and just plain awesome super-moves...that and cute anime-style chicks are still making a comeback, so no worries there.

All other games past these in 2012 are still up in the air, as this year is still new and just getting started...

Hope you enjoyed this Year in Review and keep your eyes glued on this blog...cheers!

Friday, December 9, 2011

KILLZONE 2 REVIEW

Before I go on to the real review here, I want to explain the history behind this extraordinary purchase of mine...

Long ago there was a thing called "E3 2005", where few and far between any of the tech demos shown during Sony's rendition of the conference ever made it into real time in-game form. One of those games that ended up actually happening both in game and graphics form was KILLZONE 2. Known to some as the most infamous trailer of the 2005 show, about 4 years later the game came out and somehow matched or surpassed the quality of the prerendered trailer.

While this was all happening I was still under the guise of my family's taste of not touching M-rated games, and after two years and quite enjoying the KILLZONE 3 beta...I decided to take the plunge and buy KILLZONE 2 after realizing how good this series really is. Now let's start this review...

FIRST: This game is by no means a run-and-gun game, and to which you constantly have to be in cover. This game in this sense of progressing slowly through an area hails back to the fact that this game is pretty much "World War II in space" given the fact that Helghan looks like a degenerated Germany and the Helghast are just "Nazis and Darth Vader-esque suits". The game is pretty much a sci-fi medal of honor, so expect plenty of armored enemies, cover-filled areas, and weapons that are nothing but WWII weapons given a sci-fi facelift.

SECOND: This game is by no means easy due to this, and while the game is pretty fun..expect some of the "boss battles" to moderately irritating, especially the final boss. Besides that the game feels and looks like something out of an insane military simulation, as if Guerrilla's intention was to make a Medal of Honor game that's on overdosed steroids.

THIRD: The story while not amazing isn't trash either, as the characters while somewhat tactful are still believable in the setting they are in. Characters die, live, and have revenge just like any other similar war game on the market, and that's not neccessarily a bad thing in my book.

GRAPHICS: This game pretty much is the pinnacle of FPS graphics, while people might disagree and start screaming Crysis at this point...This game is oozing with detail, visual effects, and animations that pretty much comes to life, as far as how gritty looks go. You won't be disappointed definitely when you set the game to 1080(i/p).

MUSIC: Joris De Man pretty much makes this game the game equivalent of "prequel Star Wars", and sometimes he does a better job of booming themes and creepy sub-tunes than John Williams himself. You almost can feel what's going on in the cut-scenes thanks to this pretty much perfect score for such an underrated FPS franchise, and I don't say that lightly.

CLOSING: I highly recommend this game for someone looking for a "out-of-the-ordinary" military shooter, is good at cover systems, and willing to admit that some of the boss battles might want you to pull your hair out. The graphics are probably superior than anything else on the market, besides maybe games that are native DX11, which don't count really since this is a console-only game. That and while the multiplayer is mostly dead thanks to the third iteration, is quite fun in and of itself even if you're just sparring with a few enemies.

IN MY OPINION?

GRAPHICS: 10/10
STORY: 8.5/10
GAMEPLAY: 8.0/10
MUSIC: 9.5/10

OVERALL: 9/10

"Epic when Fun"

Thursday, December 8, 2011

SPLINTER CELL: CONVICTION REVIEW

Well, there's only a few games recently that catch my whole-minded attention in terms of pure awesomeness and kicking butt gameplay...such in a way that after finishing the game I am left mind-blown and asking for more even after a moderately lengthy campaign. One of those games happen to be the latest iteration of the Splinter Cell series, perfectly named CONVICTION.

Though I have played only demos of the previous games, I knew why some people enjoyed the originals even though they were slow paced and jarringly difficult. Conviction is no major departure besides the fact that being detected doesn't mean instant game over. Personally this is currently the best Splinter Cell yet, with an amazing story and presentation like something straight from a blockbuster movie. Even though the game stresses patience and perfectly lined shots known in stealth games, the amount of enemies and action-packed cut-scenes never makes the game for a second feel dull. Sam Fisher is the ultimate agent, and the game shows you why.

Probably one of the coolest features of the game is the use of keeping you in the shadows and using silenced weapons to avoid detection, that and using CQC to acquire "Mark and Execute" points to be used to instantly kill multiple targets without much hassle. While the game isn't perfect in this regard, it still feels ALMOST perfect.

Nonetheless, due to the extreme espionage take, even Rookie mode is quite challenging if you don't know the right tactics or strategies of clearing an area.

Aiming, shooting, and movement have almost no issues in this game, to the point where if you know how to play a shooter you'll be dropping enemies with ease and be able to hide or get to cover with minimal frustration. Due to this I didn't find the game all that frustrating since dying was few and far between with the checkpoint system barely making you restart much of the level.

DENIABLE OPS: Deniable Ops is pretty much the co-op modes played with a single player save the Story mode, you can either play as the Third Echelon agent "ARCHER" or the Voron agent "KESTREL". Your job depends on the modes "HUNTER", "LAST STAND", or "INFILTRATION". Hunter is go through a whole map while taking out baddies, being spotted isn't game over but you do have to fight more people per zone. Last Stand is your typical "Horde" mode of keeping the supposed EMP generator safe while trying to fight waves of enemies. Infiltration seems to be the same as hunter but you can't be detected at all or game over.

This game mode is quite fun but you do not have the option of a partner, thus in my opinion making these modes only half as interesting as they are meant to be. It's still fun to take-down targets while trying to remain stealthy though.

CO-OP: While packing the same modes as Deniable Ops, there is one thing that really shines, the "Co-op Story". This is not your ordinary tacked-on mode with a few cut-scenes slapped on; the story present in this kicking-butt with a partner-fest actually sets as a prequel to the scenes geared in the Single Player/Story Mode. As mentioned before you AND a teammate are put into the boots of both Archer and Kestrel, given the job of taking out baddies stealthily with both scenes where you can or cannot be detected.

I found this mode in some ways more enjoyable than the story due to having pretty much "twice the fun" doing spy work. The only issue, while not a major flaw in the game is connectivity issues was present during my playthrough, though they are said to not be persistent and maybe just bad timing of when me and my partner bought the game.

That said I quite highly recommend at least trying the Co-op Story mode if you and your friend are capable of remaining stealthy in required areas.

GRAPHICS: Even though this game is "supposedly" running on UE3, obviously Ubisoft has had a field-day with re-engineering the game with almost perfectly moody visuals as well as mostly decent animations. While this is no "Blood Stone", it's not too far behind based on pretty much nailing the art direction they needed for Conviction.

MUSIC: Personally I cannot think of a Soundtrack more fitting for this game, but maybe that's just me. The tunes, themes, and such set the mood pretty much perfectly when and while they play during the game.

CLOSING: I highly recommend this game to anyone who savvies themselves a "spy/stealth gamer" willing to try a game that's not only out-of-the-ordinary, but just plain goodness-to-heck FUN. Death is minute and almost no where as frustrating as other games, and that's always a plus in my book. Just make sure you have a capable rig and recommended to have a fellow friend or steam-mate to help you Nash into some Co-op. I doubt you will be disappointed.

IN MY OPINION?

GRAPHICS:9.2/10
STORY: 9.0/10
GAMEPLAY:9.5/10
MUSIC: 10/10

OVERALL: 9.4/10

"Just plain Epic"

Saturday, November 26, 2011

"The World's Future According to the TPS Genre"

Call me sadistic, but if the world was really like timeline seen in video game genres like Third Person Shooters, we would be totally screwed based on some of these horrifying plot-lines seen in this frenetic genre.

2011-2020:

First option: Mexican rebels try to nuke America because of government agreement, high tech special forces neutralize threat.

Second option: Russia blows up San Francisco with a large weapon, special forces take out the Russians (?).

2020-?: America sends special forces with cloaking and high-tech weaponry to settle overseas situations to maintain peace.

2000-2020:

First Option: A few cities are infected with a zombie virus, STARS and BSAA troops take out the infestations.

Second Option: PMCs take over the world, a single dude takes them all out.

Third Option: The american government goes sour and starts trying to kill former spies that used to work for it, single dude takes them all out.

2080: Androids with human-like souls attack a western company, special forces sent into Tokyo to stop their production, attacked by an Army of robots, the force isn't too high-tech.

2080-?: Giant mechs or mecha produced for war, single person or group of people takes out the bad guys.

?-A.T. 12: Colonization of planets like E.D.N. 3, Native aliens are new source of energy, Akrid retaliate and the force of NEVEC tries to steal all the energy and leave with the planet frozen solid. Single person or group of people take them all out.

2183-?: Humans find an advanced technology on Mars as uses it to travel the galaxy, only to find out that a dude awakens an old robot race called The Reapers who want to wipe out the universe.

Fourteen years after Emergence Day: We awake some bug/alien like monsters from the core of a planet called Sera...yay for waking up some deadly things!

Wednesday, November 16, 2011

LOST PLANET 2 SOUNDTRACK REVIEW

After having played both Lost Planet games as well as listening to the original game's soundtrack, I knew the music was going to be good but my expectations were also beaten by how every track is a masterpiece in its own right. Not many games tend to care to make ALL the music epic, but when Capcom hired Jamie back onto the series as well as some music-flexing in-house composers it wasn't hard that everyone wanted what could be one of the best TPS OSTs around.

Going down the line, from the Title Screen, Menus, and all the boss and stage music are well-orchestrated, beautifully-done, and just makes you want to go out and kill some Akrid and NEVEC. The WHOLE soundtrack is epic, and not one of them seems overly-generic and "meh" at the slightest. The only way to get tired of this OST....is you can't.

Probably my personal favorites of the OST is:
Title Screen
Main Menu
Welcome to the Jungle Boys!
Gordiant
Central City 1
Red Eye 1
Team Battle
The Polar Sea 1
Vagabundo
The Overland Battleship
Sub Theme
Over G Akrid 2
Main Theme

And that's about half the OST I just mentioned, and the others are still REALLY GOOD.

With this kind of OST, I am not sure how the game itself can ever get boring when you got booming brass, bashing drums, emotion-ripping strings, and the like.

IN MY OPINION?

9.5/10

Saturday, November 12, 2011

TOM CLANCY'S: GHOST RECON ADVANCED WARFIGHTER 2 REVIEW

Expectations: After having played the first GRAW and enjoying it's sense of realism while maintaining the "futuristic flexing muscle" of Tom Clancy...I had kept my expectations to at least the level of the original GRAW. That said I was expecting to get killed plenty of times since you're not a bullet-sponge, but like other Tom Clancy games it's either kick butt or get butt kicked.

Initial Impressions: First things first, GRAW 1 was technically an Xbox 360 game (though there was a PC and PS2 version, they were not the "real" GRAW 1), and so the difference in controlling made a difference, even though you could use the Sixaxis to slide, barrel roll, or jump into cover...this seemed more of a gimmick since you could do the same by just pressing the right button combination.

GRAW 1 on Xbox 360 had more vibrant colors, allies had brownish uniforms, the cross-com system seemed like a light blue, environments were mostly clearly lit and stunningly detailed, and enemies were easier to make out with their red and green get-ups. GRAW 2 has changed this whole entire matter into making almost the entire environment shades of brown and gray, and you're clothing pretty much "blends into the bland" reverse-detailing. If you were to compare both games to Future Soldier (the next major title in the series), GRAW 1's coloring were closer to Nigeria where GRAW 2 is as dis-colored as the Soviet map. With all this said, the underlying resolution detail of GRAW 2 is improved (though having only about two different colors...doesn't do you much good).

The Game: With all this said, the game starts off with a bang and starts off where GRAW 1 ends. The point is simple in both games; try to take out the mexican rebels and neutralize their nuke arsenal before they can launch them into the US, and at this point it IS as hard as it sounds. The game has more solo missions than the first game, but also more "support" missions than the first also, which means pretty much in the same amount of time to finish the campaign the game seems multiplied on all fronts mission-wise. Solo missions are of course some of the more frustrating missions, but after awhile (with the right equipment) seem easier if you keep yourself out of enemy fire's way. "Suppport" Missions, as in having not only a squad, but also Strykers, Tanks, and even Choppers at your disposal to kick major butt...You can't help but say "HECK YEAH, THIS ROCKS" when you're little "army" is killing thugs and blowing up almost everything. Probably as previously in the first GRAW, the "Chopper Gunner" parts seem cool at first, but they get boring after awhile. Shooting people with a poorly accurate Fixed Gun on a Black Hawk just seems more like "lets get your blood going" than actual fun, and these tend to be shallow of checkpoints almost intentionally, since if you forget to take out a few tanks, whatever your protecting is doomed and Mission Failed.

Story: The story is nothing special, but how it's coordinated and presented keeps you motivated on your "Call of Duty". Dialog is engaging, you feel connected to the characters, and the relationships built by the previous GRAW into this one gives you a sense of loyalty and immersion within the confines on how epic (and dangerous) the plot is. That and you can't turn down a lead soldier with a whispering, somewhat gravely voice in these kind of games.

Music: Tom Clancy games have some of the best shooter music this side of the pond, and Tom Salta at the front makes this definitely so. From epic orchestrated booming themes, to even other epic "danger" pieces, you won't be disappointed with the music as it helps pushing you on mentally and emotionally. Anyone who has a good taste in music should search up the GRAW(1 and 2) OST.

Graphics: As I said before, the game is a bit of a back and forward step in the right direction from what was previously done in GRAW 1. Lack of vibrant or decent assortment of colors kind of takes away any sense of coloring detail, but the fact that the textures are more detailed with what they got keep the game in a more darker state, which probably plot-wise what Ubisoft was going for.

Fun-Factor: The game is fun if you don't get in a situation where you're undermanned and outgunned (some of this is due to long "hold your position missions" or the fact you let most of your squad get killed, and it's a pain to fight solo in a mission where you're meant to have back-up), but besides that the game is pretty awesome, and the controls feel tight and "right" most of the time...as long as you can shoot the enemies most of the time, you'll progress at a decent rate.

What could have been better: Less "On Chopper Rails Gunner" sessions and the somewhat too-prolonged ending for the story, and in some ways the story doesn't end on the most positive note.

IN MY OPINION?

Graphics: 8.8/10
Gameplay: 8.5/10
Music: 9.5/10
Story: 8.7/10

Overall: 9.2/10

"Epic When Fun"

Tuesday, November 8, 2011

Binaries and Controversies: Why are Japanese Shooters discriminated?

I have some beef against the western society who tend to call themselves "shooter gamers" as they seem a bit prideful and ignorant about how the gaming industry works. I find it kind of misplaced and crude that while western rpgs are allowed to flourish in our industry, J-Shooters are seen with a discriminate eye.

It first started with games like Lost Planet where they brought Triple-A quality japanese storytelling to the shooter market, but then for some excuse or another our western culture had to find some way of belittling the recent slew of eastern takes on the genre. Even people like IGN criticize this new space as "it's not COD, so it's not a real shooter" or "it's too japanese-ified to be taken seriously", yet on our end we allow awkward games like Skyrim to open arms.

It's just funny that people who call them Pro-J or Pro-East gamers somehow condone the use of "japanese-ness" in RPGs such as final fantasy and such, were such of the anime influence can be downright mind-jarring, but when they find their shooting stuff instead of smacking it with a sword...it is scene as an abomination.

THE LITTLE THINGS:

Due to the fact that one I don't really get, is the fact that some people won't play some non-US shooters just because the fact that they are THIRD-PERSON. What is wrong with being able to see the character for once? You admit that "OH NO, THEY DESTROYED ANY SENSE OF REALISM!", but the fact that the game isn't real in the first place...give me a break people. I don't see what's more attractive to just staring at the "butt" of a rifle or other gun than it is seeing a fully-detailed character AND a gun.

Also the fact that one of the best and maybe only successful TPS to come out of Japan is Metal Gear, and nobody seems to be complaining about staring and Snake's body for forever.

That and the fact that people sometimes play shooters because they DON'T WANT a good story, just seems they just play games just to shoot people....yay shooting?

THE BARRIER:

Seeing how the Japanese are experts in telling stories (albeit convoluted and half-baked at times), at least their characters are developed enough to make dialogue, cinematics, and some of the dramatization seem engaging and interesting. Sure, games like MW2 have "holywood" quality storylines, but by the end of the game you're like..."Who were those people again?". You never become attached to the characters, and in some ways western titles do that intentionally since they want to kill off as many non-mains as possible for the next release.

Sure, people die in J-games, but they also let you get attached to them and you feel more motivated and confident than the characters are actually "real" to you. Games like Metal Gear, Ace Combat, and others are usually good at making you WANT to keep on going.

GRAPHICS and GARBAGE:

Due to the fact that one of the biggest selling points for shooters is quality and immersive graphics...sometimes some of the biggest franchises like COD are behind the times. I just find it strange that some people like IGN show magnificent screens for J-Shooters that are oozing with detail, with PC versions compliant to DX10 and DX11, but after they show the screens their like.."Meh, they could be better". It's one of those times that either think these people are blind, or they are self-rejecting the fact that J-shooters generally look better than normal shooters...Binary, Lost Planet, and the like are almost ahead of their time and it seems these people are just finding some self-justification to shoot down the rivals on the other side of the pond.

I know for a fact that people who are playing shooters for graphics, aren't gonna find it in games like COD, but if they want graphics they're better off with games like Binary, Lost Planet, and of course MGS.

PIECE OF THE PIE/GIVE UP JAPAN:

I'm going a bit back and forth with this one, and this is why some people are J-lovers hate J-shooters. They think the only reason why Japanese are making shooters is they want a piece of the COD-pie, and that's a pie they will never have. They think japan is in over their heads, even though its quite clear on how generic COD is...they already took the pie, just nobody realizes it. People are brainwashed into thinking games like COD are the only shooters, while games like Binary, Lost Planet, and others are clearly higher values in story and immersion. COD is just like "Shoot shoot..do this..shoot shoot do this", technically that's a shooter, but do you really think that's what they only have to offer?

Going along with this...are the people who are like "Give up japan, every time you release a J-shooter, you're just making something that could have been a good RPG...and if it was an RPG...since I like J-RPGS...I would have bought it BECAUSE I only want Japan to make RPGS and Anime". Yeah, you love your sister country so much, but when it comes to the gritty you won't buy a japanese game since its NOT an RPG, good job idiot.

PROMISES and UNDER-MARKETING:

With all this said and done, the people like IGN and gamers are not the only ones to blame. Yes, even the companies making the games are sometimes at fault.

Lost Planet, Binary Domain, and MGS have recently been having good videos and impressive articles......every other century or two. That's it though isn't it? Seeing how okay games like COD get a commercial almost every week to hype or grab people into the franchise...while it's like..."Hey..this lost planet game...its...COMING OUT....SOMETIME"...yeah...

While marketing cost money, nobody is gonna even know the game EXISTS if you don't push it. I know that PC players for LP2 were almost non-existent seeing how the PC version just disappeared for almost a year and about 2 months before release they re-announced it...but it was too late because of that.

Binary Domain suffers some problems of only being shown at conventions, at SEGA has only been sending info "after" people want it...their Multiplayer looks awesome, but the fact people wanted to know that info ahead of time...people might not be searching for that info anymore....boom...failure.

GENERIC INNOVATION:

You heard me, a lot of people hate J-shooters because while the games are awesome...people look at them through a "W-shooter" eye. They think "the japanese are making me shoot bad guys, lame" and kind of not even look at the fact that "This game has an awesome new AI system, and the characters have a consequence system"..."This game is awesomely innovative"......"Oh, I didn't notice that...its J-Mass Effect"....

Yeah, it's always the rippings and generic things to look at a game, its not like games are NEVER generic in some capacity..I might as well start throwing away the games in my apartment now...idiots.

If I had a dime for every game I played that was generic, I wouldn't need to use my parent's allowance to be buying them.

Closing Comments:

Call me opinionated, but it's comments like the ones above that make people seem ignorant and stuck-up about not giving hugely potential titles a chance, and it disgusts me. It's becoming to where people are more "haters" than "gamers", and just the simplest details make a J-shooter "lame". These misplaced assumptions and remarks are why we ourselves are the cause, and it's not because what seems to be the brightest and most creative country in world is wanting their grubby hands on our already half-baked industry.

Thanks for reading, stay tuned for more articles.

Saturday, October 22, 2011

My idea for a Batman video game collaboration between Team Ninja and Rocksteady/WB.

First off, I think this game would pretty much rock as it would explore more of Bruce Wayne's past as he fights to become Batman. As I have decided based on recent animated movies of Batman...he's not looking for closure or healing from his parents' death, he's looking for revenge and ways to take out thugs whose mission is to terrorize Gotham.

I think Team Ninja could do this quite well since they did a pretty good job about making Samus look vulnerable in Other M, sure she was still the cold-hunter shell gameplay-wise and still taking out the enemies, but maybe some players want to see not only what batman is saying, but what he is thinking. Batman's a genius and I think team ninja and WB could collaborate into showing players why batman is so smart, maybe even through mental/physical puzzle elements into the game just to showcase how batman thinks.

Also this game should show in a Ninja Gaiden-esque way that Batman is a trained-killer, not actually killing people but show that he has more to him than just beating up people randomly.

That and I think unlike the somewhat mundane and ugly bink cinematics that kind of plagued Arkham Asylum, have the CG branch of Team Ninja due their thing and make movie quality cinematics and cutscenes like they did for Other M. Batman should have entertainment goodness, and low resolution bink crud doesn't cut it.

That and I think with this entertainment value in mind, this batman game should have enough east/west elements that it is still entertaining for not only people playing it, but for people watching it also.

Like I said in the last post, Batman's origin is not that he is healing through taking out criminals...the pain in his parent's death is still fresh and he is just as angry as ever...and while he doesn't really show it, the use of showing batman's thoughts maybe should show that he is less or more angry than he appears. Also through this campaign maybe the developers should showcase where batman gets his day to day motivations, and in these motivations show that he is restless and eager to kick butt.

Also, knowing the highly detailed perks of the Ninja Gaiden III engine, I think it's safe to say that Team Ninja's engine should be used to showcase the more gritty look this Batman game should use. It's not meant to be like the Arkham games, so why does it have to look it? That and maybe the NG3 nature of having thug regulars one away from batman after getting their butt kicked would be a nice effect.

With that said, it would be nice if the music was more akin to modern/electo-orchestra similar that of The Animated Series, which pretty much had the best music of pre-Warner Premiere titles. That and Batman's art style should showcase his pain and freshness.

I think this is it for now, thanks for reading.

Frowned Upon or Who-dun it?: Why don't game developers collaborate more (with each other)?

With a wealth of old and new ideas in the gaming industry, one of the most rare occasions is for studios to actually STOP competing for a sec and actually shake hands on a project and collaborate to bring a new or old franchise more originality.

From bringing Link into SCII, to Team Ninja redefining the classic style of Metroid games pre-Prime, these games while being large departures at least keep franchises new and fresh even if the departures are almost alienating to fans of the previous vision.

Metroid: Other M is not exactly a "bad game", but its hard to re-adapt to TN's arcade like controls where the FPS mechanic is few and far between, that and actually giving Samus a more vulnerable personality gave some fans like me the impression that the game tried to make Samus too human from her almost cold-hunter shell in Prime.

That said, without Collaboration in a broader sense we wouldn't have some of the most blockbusting titles that are pretty much better than companies native titles, such as Marvel VS Capcom being easily a better franchise than the notoriously famous yet bland Street Fighter Series due to almost an additional plethora of characters, features, and the like.

Due to this, there are some collaborations just begging to happen, such as one I thought of earlier today, that WB/Rocksteady (Batman Arkham) should at some point collaborate with Team Ninja to make a Japanese-style Batman game (maybe explore Batman's ninja/samurai training background). Also it would be interesting to see Batman partake in a more Ninja Gaiden atmosphere that helms to more of the recent anime/premiere adaptions of Batman.

But my issue with this is, why don't people do it more often. Yes competition is the most known way of stimulating new and fresh ideas, but recently that hasn't been the case. Series like Battlefield and Call of Duty don't win in competition for new ideas, they win competitions by sticking to OLD ideas and keeping people in their markets by just having them play pretty much the same gameplay through each new title.

As if though it is almost frowned upon or blame-stricken for studios to collaborate since new ideas are almost hypocrisy and blasphemous. Kind of like how Other M was almost completely destroyed by critics because of giving Samus Aran a real personality, even IGN's article title being over-the-top with "Killing Samus".

I might not have liked the new Samus, but I don't think they actually BUTCHERED the character as IGN's persecution specifies. The only reason she DIDN'T have a personality in Prime is it was a bare-bones FPS made by an american branch of Nintendo, and usually the usual blunt perspective of FPS games is that the character has no real personality. Japan loves and is famous for creating exasperating character backgrounds and personalities, and while we don't openly admit it, they are pretty much the kings of taking a bland franchise and giving it life with an amazing story. You go from Prime where everyone's two-dimensional from Other M where everyone seems like an actual person.

I'm pretty sure Team Ninja could do the same with Batman. While he is a mean bad-butt take-all-names beat-em-up, the only reason he became batman is to take out his anger and parents' death on criminals. Maybe Team Ninja can explore his inner pain while he is actually doing his vigilante work. Batman's a jerk to his enemies, and maybe some people want to know why in game-play form.


This pretty much ends my rant for now, hope you enjoyed this thought-provoking post.

Thanks for reading,

Cyrain.

Monday, October 3, 2011

Spilling the beans: How do you REALLY tell the difference between pure story info and spoilers?

It has come to my abundant recent knowledge that due to the more increasing nature of sites like IGN, Gametrailers, and Gamespot...that some of the info they give out about entertainment seems to lie in a vast gray area of story or plot details. Though we think that while a mere synopsis or detailed report of details seems unharmful, how do we objectively decipher that someone may or may not wanted to know that bit of info, and in their opinion it was really a spoiler in disguise?

This also transcends specific genres as there is a divide in the fanbase. A lot more RPG enthusiasts find story details to be more spoiler-written than say an FPS game. Take for instance a wiki article on games like Final Fantasy, compared to the almost total plot-telling of RAGE that id gave out. Then again, how these games are presented, the biggest part of an RPG is figuring out the story yourself, while with an FPS knowing more of the story ahead could change if you're motivated to buy or complete game.

Going along, there are some games that show spoilers but you don't know they are 'til you play the game, one of the biggest examples of this is Ace Combat where some of the more definitive scenes are shown in big-budget trailers to grab your interest, later to find out that some of those sequences aren't til the final missions or cutscenes.

There are also issues about some RPGs and Adventure games that show "a little too much", not in the sense of spoiling major parts of the game, but showing scenes out of context in the accidental nature of confusing more of the audience than they may have intended. This is also of course another form of marketing, as to trying to say to their market "buy it to figure out the scene and not be confused anymore". Of course the consequences are much higher about this form of details since people like me don't want to be confused about details if they want to make a solid purchase, if not that a later trailer dissolves some of the confusion from the earlier footage.

With all this said, this all entails to the final notion that most marketers or info sites overlook, just how smart some of their audiences are. People like me who have played certain genres for almost decades aren't that hard to be fooled into thinking how more or less of the game they have actually showed. I could say for a fact that while some of the FF-XIII-2 footage has left me confused, that I also know that there is plenty of room in the game to those scenes to become completely understandable(as far as FF plot-telling is able to achieve). Thus why do FPS games seem to give out more info than RPGs because after id told most of the story of RAGE, I know that they have pretty much told me the whole basic plot of the full game.

Subplots aside, I think while these kind of motives have more good than bad intentions...Companies should re-evaluate their nature of what they deem story info and all-out spoilers.

Thursday, September 15, 2011

M rated games: What defines a TRUE Mature game?

I've been getting a bit pounded on by people close to me that I've gone to the "Dark Side" and that many people of my faith think of M rated games as "stupid".

While this is the case for most of them IMO, my personal collection don't really into the word "stupid", they are in fact in reality "Mature" in my opinion.

Bad Company 2 with the Vietnam extension might be the most genious game, it makes some good points and is quite entertaining.

Deus Ex is by no in the far reaches of the galaxy stupid, as the game takes brains as well as guts to complete quests and tasks.

Rage, it might not be the most unique game in it's genre, holds some novel ideas on how the weapons, characters, and mechanics function to bring a rarely-seen fluid combat game, it's pure 60 FPS beauty.

Battlefield 3...need I say more? The game is pretty much the pinnacle of war shooters and brings a sense of realism and immersion that would be hard to do in a game lower than M...it's M for a reason.

Binary Domain...again, need I say more? The game while hinges on generic media plots brings an update to what squad shooters have been known for inconsistent graphics and group dynamics. This game brings voice commands, CG-style visuals, and a creepiness to the robots that is almost impossible to pass up.

Resident Evil: Racoon City...This game is not trying to break the mold of co-op shooter games, but rather refine it. Ghost Recon/SOCOM style squad-play with an assortment of zombie-slaying classes and interesting visual and CG dynamics that while still clunky, brings a sense of uniqueness and fun-looking gameplay that games like L4D scratched on the surface.

Killzone 3: Dear goodness...the Darth Nazis are plenty explaining...that and the visuals and gameplay just rocks on what might be the most epic PS3 FPS to date!

Ninja Gaiden III: Love the new realistic take the series has embedded, not as "cartoony" as the last two, the graphics are more vibrant and the replacement of gore from just enemies crying/bleeding to death makes it sound more horrific for me. That and the first-person-like combat of actually feeling like your a ninja cutting people down. That and the assassin's creed looking villain just takes the cake.

Well, I think that's about it for me...don't be a hater.

Thanks for reading!

Tuesday, September 13, 2011

Defining a medium: J FPS/RPG?

Now recently I have been contemplating the most cliche-d and abundant FPS/RPG genre...post-apocolyptic settings that are based on player choices, heavy-duty enemies, and a bombardment of what is said to be 100s of hours of main and side quests.

Now, many of my friends who are JRPG-ethic gamers find these games quite "meh" as the Japanese and American terminology and usage of the term RPG has blurred into an even deeper divide. That is why I have come to somewhat of a challenge....

How do you make a JRPG/FPS, or what would be defined as a "Final Fantasy Fallout?"

I have had some ideas, which might work to narrow the gap...having japanese style designs to everything instead of stereotypically-bland designs, which some people wouldn't find mutually exclusive. A world more resembling a japanese-style "post-something" world, instead of the "this nuke..bla bla bla" kind of mentallity. That and weapons could be more robustally or creatively defined unlike the "BFG #51" you picked up today.

Of course, the main and side quests would be more definitive as in being more than just "A to B to C to Endgame" and that the character development be more akin to actual tangible characters than some of the characters you find in western ones that are as flat as the side of your wall.

Of course transportation would have to be a prominent factor, but why stick with your "waste-buggy" when you could have a "waste-air-ship"? That and some more prominent options and more robust leveling system than just "BFG #51 has now reached level #51". Not to say you shouldn't be able to level up specific weapons, but the system should be more streamlined at less gun-stressed into thinking you'll have to be with BFG #51 at Level #51 for the next few hours.

Now, I have written stories before, but I find why games like Fallout or others are so hit and miss because of how the stories conflict with the design. The most recent example is that New Vegas had a more potential story but the overall design was boring as all get out compared to the more polished Fallout 3....with RAGE being a more typical game that just focuses totally on design and gun-ethic.

That said, I think the best way to go about it is design the first batch of designs as...I don't know..."Steampunk Valkyria Chronicles" and go on from there, I don't know why...but that's how I picture a basic J-Fallout.

To add onto that, in this economy we could use more defining and engaging games that are meant to both mindblow and simplify the gaming-needs of players who are looking to get a good deal on both story and design.

Also, I feel like the music of such a game should not only be epic, but be a "steady-epic" that defines the lows and highs of the game, not quality-wise...mood-wise lol.

Of course, the "boss battles" most be quite articulate and well-defined in the sense that I don't want to see that wannabe R2-D2 thing having some wierd cutscene just to explode cheesily in a wannabe camera-shot. That should be only for boss fights, and still specific to how you take-down stuff.

The game must still feel like you're using both sides of your brain, unlike some games that only include the technical or creative side of the brain.

bla bla bla....I think I've said everything that makes sense to people at this point, hope to make more posts soon.

That's it for now...thanks for reading!

Tuesday, September 6, 2011

Apollo: Dead Space + Apollo 13 + Aliens + Metro + Moon

Apollo (hopefully not the real name of the game) is a few concepts I was brainstorming about kind of meshed together into one engaging game.

Apollo starts off when small chunks of the moon break off and end up crashing with Earth, causing havoc in several large cities. Even though the space program was formally post-poned, an "Apollo" spacecraft with numerous new technologies and equipment is sent to the moon to investigate the mystery behind these moon particles. The spacecraft successfully makes it near enough to the Moon before being bombarding by more total-damaging bits that cause the spacecraft to fail and crash on the moon. Your character is the only survivor.

Little does your character know that gargoyle like aliens have been causing the havoc by making nests of their young. The gargoyle aren't too happy when you stumble upon one of their breeding pits and wish to kill you onsight. With only a zappper rifle and a day's full of oxygen in your high-tech new spacesuit, your character is pretty much determined to rid the moon of this infestation before midnight.

Luckily your spacecraft had stored a space-assault-buggy to hose down some of the aliens, that and a motion tracker for when you have to go deeper into the moon to fight some pesky digger-pits.

The game ends with you taking care of the alien infestation, and another spacecraft comes to rescue you, little did you know that the moon particles that hit earth were "portable breeding pits" in disguise. Earth is gonna have a fun time...

Thursday, August 18, 2011

Shooters and Cliches: Are Mech(a) Games Shooters?

After watching the trailer for the new Steel Battalion, I couldn't help but notice the strange use of pseudo-WWII clothing for the tankers in control of the mechs. This strange mix prompted me to write this article that people have already predetermined their opinion on, are Mech games shooters?

Or come to think of it, are Mech games even considered real games to most sites? It's people like Gametrailers and IGN that almost every single japanese or western made mech game, that in their reviews are tossed aside as either trashy or just not fun. Me and some of my friends beg to differ that mech games (even the cheesy generic gundam ones) can be plenty fun if you like blowing stuff up with cool-looking vehicles. Is it just me or do people at IGN and Gametrailers just don't understand the general authestic that mech games bring?

How does making mech games cool any different from people wanting to play Darth Vader in a Star Wars game? I also think I went on a side-rant here....

Getting back to the topic at hand, I can see why people don't tend to call mech games straight out shooters, even though most of the games are about shooting and blowing up enemies. I know that you could kind of call Mech games a "popular niche" due to their widespread yet generic treatment. Gundam, Macross, Evangelion, and other Japanese titles show that people love a good mech story, and while most of these plots are psycho-pilot driven with horrendously driven counter-and-co cliches, getting into a mech and feeling like God is nowhere close to being overrated to the people who enjoy a good nuke-down.

And that's probably why determining the real genre for Mech games, besides just calling them mech games is somewhat of a draw. Mech games are technically a type of shooter called shoot-em-ups, due to the fact that unlike shooters that you only kill dozens of people, Mech games are all-out slay-fests that by the end of the game...you've probably depopulated a good chunk of the world (lol). That's the thing though, even though you're "the good guy", you're pretty much have created all-out and gun-ho genocide against the waves of almost endless enemies. That and while the stories set you up as being "a tactical asset", there's nothing really tactical of desolating a whole vicinity of cities or otherwise.

Probably the only real difference between mech games is how fast your mechs go, and how god-like your weapons are. Take it from me that games that feature Wing Zero from Gundam Wing, that using a special weapon from that thing could end a good string of bad guys (or in the show a whole freaking space colony). While the games talk about morals, there's nothing really moral about using a super-vehicle to blow up entire regions of the world. You can't really feel sorry for the good guys or bad guys if the only thing you both do is kill everything and anything you see lol. That and mostly all the characters are crazy or psychopathic. If the term for it is PTSD, then these guys have it "over 9000"!

I mean, the only real games known to be "typical shooters" and a bit over-the-top are Call of Duty, Id games, and Bioshock...but are they really comparable to the insanity and downright surreality of Mech games....No. And that's probably another reason why people might find appealing, is the insanity of the characters, dialogue, and situations that are a type of cheese you can't get anywhere else. Probably why IGN and GT hate the games, it's not their favorite kind of cheese.

Well, I think that's about it to be done, unless you want endless drivel.

Thanks for reading, stay tuned!

Wednesday, August 17, 2011

Shooters and Cliches: An Update

Now, It's been awhile since I've done a passionate post on my favorite gaming genre (or has it?), and I think it's time for a good update since quite a bit has changed in the realm of the shooter.

Now, I have played two of the Halo games, but I find it just kind of jarring that after Bungie left Microsoft to make something that isn't Halo...That the supposedly only planned "trilogy" has somehow warranted 3 more games, and a lame remake of the original.

Is Microsoft so bored and so greedy that they have to milk their own best-selling franchise? I hope these two reboots sell horribly.

Call of Duty Modern Warfare 3...even my clanmates who loved the original MW aren't planning on getting this since the last 3 games were nowhere close to being fun as MW1. That and with stuff like Battlefield 3, why would you want this piece of milking?

Activision in my eyes has shown me that they're more greedy than Microsoft, and from what I played of any of the the Call of Duty games...I'm amazed that even one copy was sold.

Gears of War 3; why did it take this long for Epic Games to make the game actually look good? The other two games looked like a garbage can, and had the textures overall of a garbage can...It shouldn't take the third and maybe FINAL game to actually stop being lazy with the modeling and textures!

That, and we need more anime shooters! I love realistic graphics but, After seeing gameplay of the PS2/PSP versions of Ghost in the Shell...A cel-shaded, vibrant-oozing, third or first person shooter would rock! This and while Valkyria isn't a straight-TPS, it shows that there is a market for more colorful and interesting characters in the shooter-space.

It's time we evolved and expanded the shooter genre...not going back to old trends and make my most favorite genre go sour.

That's about it for me, thanks for reading.