Posts tagged #xbox

Next-Gen Console Reviews Coming Soon

Just wanted to let you guys know that the next few weeks will probably see The Inner Dorkdom releasing a good bit of content...
I'll be getting the PS4 this Friday, along with Assassin's Creed IV, Battlefield 4, and Madden 25 (BF4 and Madden, thanks to a great promo deal through Amazon). So along with these 3 games (though there probably won't be a full-blown Madden review), there will be a review of the console itself, just like there was for the Wii U.

Next Friday, I'll be getting my Xbox One with Killer Instinct and the MadCatz KI Fightstick. I'll be doing a review of all three.

Get ready. There's gonna be a lotta readin' soon!

-Josh

Why Do I Do It To Myself? - Josh's Thoughts on Current Resident Evil Games

Ok, so you guys know that we here at The Inner Dorkdom don’t like to “bash” anything, but I’ve really got to get something off my chest. It’s something that has been eating away at my very soul for the past seven or eight years… Well, that’s just a big ol’ fat exaggeration, but Resident Evil kind of does that for most people nowadays.

For most fans, the series has been on a sharp decline since RE4. Personally, RE4 is one of my favorites, just behind 2 and 3. I liked the change in gameplay (the over-the-shoulder style), even if it did seem more like a side-game or “gaiden,” but I had a gut-wrenching feeling that the franchise would be forever changed after that game.

And changed, it was.

I’ll straight-up say that I HATED RE5. Like the RE movie franchise, 5 was waaaaaay too overblown, overcomplicated and action-heavy, leaving the sub-genre which Resident Evil had been known for, survival-horror, lying dead in the dust like a freshly head-shotted zombie.

Last weekend on Steam, I downloaded Resident Evil 6 and Resident Evil: Operation Raccoon City, of which I played RE: ORC to completion and the Ada campaign in RE6. My thoughts? Capcom just really doesn’t know how to make a 3D action game. Forget about the series not being “survival-horror enough”; the games just aren’t good anymore. Frustrating controls, poorly implemented quick time events and a story so convoluted that it makes the Highlander film franchise blush, have effectively killed Resident Evil.

Controls
A game should be fun to control, right? You should be able to “feel” as though you’re playing through the game, not “making the game work properly.” While Resident Evil has never been critically acclaimed because of its control scheme, the series post-Code Veronica has been an utter mess. Originally, the series had what has been referred to as “tank controls.” Basically, the directional pad on the controller always corresponded to the direction your character was facing on the screen. In other words, “up” was ALWAYS forward, no matter where your character was. Combined with the games’ pre-rendered backgrounds (polygonal character models on a drawn background), this took players some time to get used to, though once they did, it started to feel like second nature.

Starting with RE4, Capcom felt that they could improve on the series’ most loathed feature, and switched to an over-the-shoulder perspective. Some fans who liked the original scheme complained, but the general consensus was that the new style was a welcomed change. I liked it. The franchise was trying something different and they succeeded. Unfortunately, it wasn’t the control scheme that Capcom thought everybody liked – it was the “action.”

After RE4, the fifth entry amped up the action elements considerably and put more enemies on the screen, making the new control scheme virtually useless. Suddenly, controlling your character felt like a chore and making them try to get away from a large horde of enemies (which had shifted back in RE4 from shambling zombies and manageable monsters to running, half-humans) just didn’t work very well.

For RE6, the action has been pumped even more, making the game even more frustrating to play. Several, respawning enemies get cramped up into tiny rooms with you and knock you down, only to have you get up and knocked down immediately thereafter with no chance of escape. In my opinion, the game is just an absolute nightmare to control... and not in a good, survival horror-y way.

QTEs
Ah, the quick time event. I hate QTEs. I don’t mind them in a game that’s designed around them (as you’ll see from my upcoming Beyond: Two Souls review), but during an action game, they make me mad… real quick-like.
QTEs are essentially button presses during a cutscene which are intended to make you feel a part of the game at all times. When they were introduced in RE4, I’ll readily admit that I liked them. They didn’t seem forced, they were easy to perform and they gave you a bit of an adrenaline rush at times. In RE5 and 6, however, they’re cumbersome, forced and add absolutely nothing to the gameplay experience except frustration.

My main gripe with RE5 and especially 6’s QTEs, is their poor implementation. I cannot stand how the game designers give you literally 3 seconds to figure out what you’re supposed to do during a QTE. This usually results in cheap death, after death, after death, until you finally figure out that you’re supposed to press a certain combination of buttons or move the analog sticks in such a way as to not be immediately killed.

Story
The Resident Evil story started so simple: A demented pharmaceutical company, Umbrella, who secretly creates biological weapons has had an accident in their facility under a mansion out in the woods. A military specialist team, S.T.A.R.S., comes in to check the place out, only to find that it’s overrun with zombies, monsters, and at one point, undead sharks. That was it. It was just a simple, easy to understand concept that has been expounded upon for nearly twenty titles to date.

With every game, Capcom leads its players to believe that the one they’re playing will be the last one. They don’t do it in the same way the Eagles do when they go on a farewell tour every two years, but every game wraps itself up nicely… or at least, it used to. After RE3: Nemesis, though, it was apparent that Capcom had another franchise, the likes of which had not been seen since Megaman, which could carry on for years. I commend Capcom for at least trying to keep the series moving forward canonically, but it’s just getting stale, needlessly complicated and soap opera-ish. I mean seriously, how many more times can Umbrella cause some country-wide disaster and get away with it?  How many more times can Albert Wesker come back? What’s this crap about Wesker’s son? Oh, so there are about 9 million viruses that Umbrella created?

It’s just getting ridiculous.

Fortunately, Capcom has seen the error of their ways, due mainly to the poor sales of RE6. After playing 5, I was pretty much done with the series, but I eventually did it to myself once again and bought RE6 on sale for $10. In my opinion, the game is worth about that much… maybe less. Don’t get me wrong, I hate to hate on something, but this series really has declined, is in need of going back to its roots in survival horror, and nothing shows it more than RE6. If you like Resident Evil or videogames in general, don't play it.

It’s cases like these that I become a proponent for rebooting a franchise. When it starts getting way out of hand or stale, you need to hit the reset button and it seems that’s at least one of the options Capcom is considering when going forward with Resident Evil. 

-Josh
Posted on October 20, 2013 .

Josh's Inner Dorkdon Journal - Episode 9

No content in over a month and a half?!

Unacceptable.

The Wolverine:
Saw it. It was ok. I wasn’t blown away, but I really don’t think that was the intention of the film makers. It was supposed to be a “bridging of the gap” for the new X-Men: Days of Future Past film, and I think it does that pretty well. One thing I thought was interesting about the movie was the fact that almost any character could have been in Wolverine/Logan’s place. This was very much a side-story featuring an extremely popular character. It works, I just don’t really think it was necessary in the grand scheme of the X-Men film franchise. But who am I to say what a “necessary” film is?
Overall, I’m probably in the extreme minority that likes the original Wolverine Origins movie better than this one.
Yeah, I said it: I like that movie better!
Lots of people hate on it, but I thought it was great. I think they could’ve handled Deadpool much better, but other than that, it was a great movie.

Games:
Things have been relatively quiet in the gaming world lately, which is odd considering the fact that two brand new consoles are going to be released at the end of this year. One thing that I find odd is just how many “AAA” titles are still being released for THIS generation after the release of the PS4 and Xbox One. It makes one wonder if just how much faith Sony and Microsoft have in their new product. Or maybe it’s that they’re being overly confident in thinking that the new systems will sell by the bucket-load, so they’re not pushing it as hard?
Whatever the case may be, I just figured information would be coming a lot more frequently than it has been. How ‘bout some more press conferences or something? 

Doom 3 Mods: 
Steam recently had a sale of all id Software games after the latest Quake-con. For something like $90, you could get nearly every major game the company has released since, and including, the Commander Keen games.
(I realize some of you may be thinking, “What the crap is Commander Keen?” Yeah, I’m old.)

The pack included the likes of Quake(s) 1-4, Doom(s) 1-3 (and BFG Edition), the two Wolf 3D games and even newer titles like Rage. For the old-school PC gamer, $90 is an extremely good deal, considering the quality of content. However, I didn’t buy the entire pack - just some selected titles that I used to have back in the day like the Quakes and Heretic/Hexen.
 In my rekindled love for all things id, I stumbled upon the Doom 3 mod community and found a total conversion mod for Doom 3 which converted the entire game into an all-new Hexen game called, “Edge of Chaos.” It looked amazing from the couple of demo videos and screenshots, so I decided to continue browsing the total conversion mods. The one that immediately caught my attention was “Doom 3: Classic.” This was a mod that basically re-created the entire first episode (Knee-Deep In The Dead) of the original Doom in the Doom 3 engine.
I downloaded and played.

It was amazing.

The level design, enemy placement, secret areas, weaponry and even the music (which is AWESOME, by the way) were completely and faithfully redone with graphics that hold up well with current-gen titles. As soon as you load the mod and start E1M1 (Episode 1, Map 1, for all you non-Doom Heads) and that awesome, metal guitar riff starts up (based off of Metallica’s song, “No Remorse,” in case you didn’t know), you have to wonder if this was the way John Carmack and John Romero originally envisioned the game back in the early 90’s.
I highly recommend purchasing Doom 3 on Steam (it’s only $10), if for nothing else but to experience a 100% faithful remake of the original shareware Doom. Just make sure you buy the original version of Doom 3. The mod (and most others) won’t work on the BFG Edition.

To convince you, here’s a video of the classic first level:

And here’s the Doom 3: Classic mod of the same level:

Pretty cool, right? Go get it… if you’re man (or woman) enough!

That’s about all I’ve got at the moment. I still need to post my review of The Last of Us which is now almost two months old (sorry)! I’ll try to get on that soon. Maybe even immediately after this post!

-Josh
Posted on August 12, 2013 .

Josh's Inner Dorkdom Journal - Episode 8 (E3 2013 Impressions)

Time for another episode of the journal. So what have I been digging on lately? To be honest, not much. Since I’m on a break from school, I’ve been working full-time and that’s kind of taken up the majority of my days. There are a few things, however, and I can use this format (as well as an episode of The Inner Dorkdom podcast that we’ll be recording soon) as a way to relay my thoughts on some of the recent E3 news.




I didn’t watch the E3 conference this year, but I read most of the articles ‘round the internet about it. From what I’m reading, Sony clearly “won” this time.
Just how did they win? By completely standing up for the consumer, as opposed to Microsoft which seems to be very “anti” that mentality.

(Note: After writing this article, I went back and watched the archived conferences. Unfortunately, my following opinions and concerns have not changed.)

Let’s give a little backstory:

Back in May, Microsoft revealed the Xbox One, their newest console. This comes as a little delayed from Sony’s earlier reveal of the Playstation 4. As I said in an earlier article, I wasn’t particularly impressed with Sony’s initial conference that showed the world their new console, but I thought it was just “ok.” That being said, myself and many other videogame fans were completely floored (and not in a good way) by the ridiculous restrictions which were being proposed by Microsoft.

Honestly, I don’t know what they were thinking. A console that has to be connected to the internet to function?

Get out of here.

To be fair, Microsoft later stated that the Xbox One would not have to be constantly connected to the internet, but WOULD have to be connected at least once every 24 hours. This, in my opinion, is still quite unacceptable. I live in a quasi-rural area, so my internet connection is neither fast, nor the most stable. Because of that, an Xbox One would be extremely problematic for me. For example: Nearly every time it rains, I lose my internet connection. So if the weather happens to be bad for a couple of days, I just wouldn’t be able to play… At all. Not even single-player games that shouldn’t have to connect to the internet in the first place would be playable for me if the weather was bad.
“Metal Gear Solid V? If it’s raining for a few days, forget about it.” That’s basically what Microsoft is telling me.
That’s just terrible design. There’s no reason that a game console should ever have to be connected to the internet, at any time, to function.

Back to this year’s E3:

None of gamers’ concerns were alleviated at Microsoft’s second showing. All the restrictions and requirements were still in place: Required internet connection, no used games (unless the developer permits it by offering codes for a flat-rate), a really big push (though subliminal) for Windows 8, and an “always on” version of their Kinect technology. All these things were still around and I (and every other gamer) was being told that they were all “good things” and that I just “didn’t know I wanted them yet.”

Not to get too political here, but that sounds a lot like our government and the ridiculous policies they’ve tried to push in recent years.

The Playstation 4, however, has absolutely none of these unwanted features. Even in their E3 presentation, they made it a point to directly fire shots at Microsoft by pointing this out to gamers. Every shot was met with thundering applause, or so I read.
If I were there, I would have been in the crowd applauding right along with everyone else.

It would seem that this “console war” might be won by the following 2 things: Features and exclusives. Unlike previous console generations, hardware capability has been taken completely out of the equation. This time around, both the Xbox One and Playstation 4 have nearly identical specs under their respective hoods, so most games will be the same aesthetically.  Since that’s the case, one has to look at the two console’s features first.

In both systems, the features are, just like the hardware, nearly identical. You have uploadable content like the new video sharing and social media integration. You also have real-time video streaming on both, with Sony using Ustream and Microsoft using Twitch. Then there are the normal features like Netflix, Hulu, HBO-Go, Amazon, web browsing, etc.  With all these features in mind, exclusives have to be more of a factor.

I’ll readily admit, the Xbox One has more, interesting looking, exclusive titles so far than the Playstation 4. D4, Dead Rising 3, Forza 5, Halo 5, Killer Instinct, Quantum Break, and Sunset Drive are all exclusive to Microsoft.

Killer Instinct is kind of an interesting one.

A sequel to a series that’s been dead since the late 90’s, KI has been something that fighting game enthusiasts have waited for a long time. When the new game was announced as an Xbox One exclusive, the fighting game community went absolutely nuts. I saw several forum and Twitter posts saying that they were now sold on the new Microsoft console. Clearly this is an overreaction, since they seemed to forget about the crazy restrictions they had been complaining about only a few hours before the game’s announcement. Finally, the realizations of complicated tournament play (needing to have the console bought and downloaded for every console at every station at the tournament venue and a constant internet connection) began to rear their ugly heads and doubt began to set in. This doubt became even more substantiated when it was announced that Killer Instinct would be a “day-one download” title which would be “free-to-play.” Only one character (Jago) would be available until the player bought the rest of the characters. When gamers went into an uproar, Microsoft and the game’s developers quickly changed their rather poor wording, saying that KI would basically be a “demo” on day-one and the player would buy the full version of the game if they wanted to at a later time.

Why not just call it a “demo” in the first place? Come on, Microsoft. Get yourselves together.

The Playstation 4 doesn’t boast the larger number of exclusives that the Xbox One does. Drive Club, The Order: 1886, Gran Turismo 6, Infamous: Second Son, and Killzone 4, were the only ones that I could find. So does this mean that Sony’s in trouble? I say no. As I told a friend of mine, there’s only ONE company that can sustain a console on its exclusives, and that’s Nintendo, but that’s because their exclusives are mostly first-party titles that have been around since 1984. On the Xbox One, the only two exclusives that are “blockbuster” titles are Forza and Halo. Dead Rising 3 will be a good seller, as will the 2 new IP’s, Quantum Break and Sunset Drive, but these exclusives won’t be the “system sellers” that a game like Final Fantasy VII was for the original Playstation back in 1997.
Is Halo a system seller? In a sense, yes, but the people who are fans of that game were fans back on the original Xbox with Halo and Halo 2. These fans carried over into the 360 era, but very few jumped on board with Halo 3 or 4. I’m not trying to discount the power of the Halo franchise, I’m just trying to point out that like many exclusives, save for Nintendo’s, Halo is a niche title. The same can be said about Uncharted or God of War for the Playstation. It would be much different if something with the general power of a franchise like Final Fantasy, a third-party franchise, were going exclusive to either Playstation 4 or Xbox One, since that series carries much more clout than games that have ALWAYS been exclusive to one platform or the other.

So maybe exclusives WON’T win the war. Then what will?

If it weren’t for Microsoft’s crazy new policies, I would say that the race would be pretty neck-and-neck. Before hearing about the Xbox’s new, weird way of doing things, that’s exactly how I figured it would be. The simple fact is, gamers and everyday people generally don’t like to be told what to do when attempting to enjoy themselves while playing a videogame. This much is abundantly clear given the recent backlash to the Xbox One.

Perhaps the largest critical backlash from both the gaming press and gamers themselves came shortly after the Xbox presentation at E3. Don Mattrick, President of the Interactive Entertainment Business at Microsoft, was interviewed by GameTrailers.com and asked about some of the backlash towards the new console, particularly the constant internet connectivity issue. He was quoted as saying, “Fortunately, we have a product for people who aren’t able to get some form of connectivity; it’s called Xbox 360.”
This quote and arrogant, yet not surprising, attitude from a big-wig at Microsoft sent gamers into a frenzy. People that had recently supported the Xbox One 100% decided to drop their preorders and go the way of the Playstation. They were basically being told that if you couldn’t connect to the internet, you would be stuck with an outdated console which would probably lose support within the next 3 years and that Microsoft wasn’t going to back down from their outrageous requirements for the Xbox One. I, like all those angered gamers, thought that this was terrible marketing and customer relations. Again, it’s not surprising coming from Microsoft, as they’ve had this kind of mentality since they entered the world in 1975. World domination has always been their top priority, but it’s finally catching up to them.

With all that being said, I don’t mean to skip over Nintendo, but the simple fact is that they didn’t really have that much to show. What they did show was awesome, but nothing uber-exciting, or anything we didn’t already know was coming. I honestly think that it’s become the case that Nintendo is just… well…A NINTENDO company. I really don’t think they’re that interested in grabbing gamers of all types, and more focused on making consoles that play Nintendo-franchise games. Really, I’m fine with this. It’s not the greatest marketing attitude to have, but let’s be serious here: Nintendo franchises are powerful. The people who want those games are going to buy whatever console Nintendo builds in order to play them. If that’s what Nintendo is content in doing, then more power to them.  Personally, I would rather see Nintendo embrace all of gaming and build a console which would compete with the likes of Sony and Microsoft, but (to use a cliché that I hardly ever use) it is what it is. I own a Wii U and I’m excited for Super Mario 3D World and the new Legend of Zelda game that’s in the works. Plus, the 3DS is the greatest handheld every created (and currently has some of the best games on any device), so I can’t really complain. I’ve got my Wii U to play Nintendo stuff and I’ll have a PS4 and PC to play everything else.

*Post-E3 and Aftermath Edit*

As mentioned in the note above, I’ve since watched both Sony and Microsoft’s respective E3 presentations. Pretty much everything I read was accurate and was portrayed just as well in a written form as it was while watching the events unfold visually. In other words, my opinions remain the same. Microsoft chose to stay away from such topics as being connected online and outrageous DRM policies. Instead, they decided to infer to gamers that their system was “so good” that these things wouldn’t / shouldn’t matter. However, according to gamers, these things DO matter. 

Since the presentations ended, fans and the independent gaming press have shown their absolute disdain for Microsoft’s poor choices. I point specifically to internet gaming personality, Angry Joe and his recent interview with “Major Nelson” (Larry Hyrb), Microsoft’s Director of Programming for Xbox Live, as a prime example.
In the interview, Joe asks Hyrb some very difficult questions from his fans which put the Microsoft rep into a clearly uncomfortable and quite defensive position. The questions are simple and to-the-point and deal with gamers’ various concerns, such as the required online and DRM.

Joe tries extremely hard (until he’s discouraged by the Microsoft PR lady standing off-camera to move along) to not let Hyrb slide with his dodgy answers, but ultimately has to cut the interview short. This is due in part to the fact that Hyrb is about to partake in a “live event” on the showroom floor and, from what the rest of Joe’s video suggests, the angry PR lady who dislikes his questions.

Joe never comes off as antagonistic or that he’s looking for a debate, but instead as a concerned gamer. The fact that “Major Nelson” didn’t really want to answer his questions and the PR lady didn’t want them asked in the first place, seems like a confirmation of the attitude Microsoft seems to have at this point: “This is the future. Either get with it, or keep playing your Xbox 360 which will probably lose support roughly 3 years into the new generation of consoles. Even though all you gamers out there say you don’t want this stuff, we know what’s best for you.”

My response:
Sorry, Microsoft, I’LL decide what’s best for me. I don’t need you to tell me what I want. Also, stop dodging questions. You know everyone is angry with you over the decisions you’ve made, make moves to correct it instead of trying to shove it down people’s throats.

While playing Injustice online recently (on Xbox 360, mind you), I was talking with a friend of mine, an avid Xbox supporter, about these concerns. As we were talking, I noticed that every time I talk about these things, I may come off as though I’m a “Microsoft hater.” Nothing could be further from the truth. I happen to not like a lot of their business decisions (something which I’ve felt for almost 20 years), but I don’t like to see anyone “fail.” Truthfully, all of my concerns about the Xbox One boil down to one HUGE concern that I think is shared by 90% of gamers, but they don’t know how to voice it without sounding like raging “fanboys:” We don’t want these things to become console standards.

If Microsoft continues to be the same dominant force in the console market as they were with the Xbox 360, then it’s a given that the generation of consoles post-Xbox One and PS4 will be forced to adopt the same policies. The reason there is a severe outcry right now is because we’re all trying to voice the same thing: We don’t want this. From anyone. Ever.

That about wraps it up for this episode of Josh’s Inner Dorkdom Journal. Sorry that it was such a long read, but hopefully you’ll get something useful out of it and take these things into consideration before you purchase your next gaming console later this year. Hopefully, I’ll be back soon with a review of the game I’m currently playing: Naughty Dog’s, The Last of Us!

Trying to be an optimist in an overcrowded and slowly dying videogame world, I am,

-Josh

Injustice: Gods Among Us - Review

Note -This review is mostly an edit of my earlier IGAU: Demo Impressions article. Since this is a fighting game, the review format will be slightly different than other reviews. Sorry this thing is so late. I've been forgetting to post it. :P

Nearly a year and a half ago, Netherealm Studios revealed that their next game wouldn’t be Mortal Kombat 10. Instead, they chose to pursue a project which would completely abandon their beloved franchise. Most fans (including myself) were disappointed with NRS’ decision… until we saw actual gameplay of Injustice: Gods Among Us, a brand new fighter that featured famous DC superheroes as selectable characters. The footage looked pretty similar to Mortal Kombat, but the fighting game community all wondered if it actually played as such.

Being a fighting game fan and having put a considerable amount of time into fully learning MK9, Injustice has some similarities, so I’ll be comparing it mostly to that game. However, it’s a completely new game with mostly new mechanics, so there are a lot of things which work differently.
Console Differences: I purchased the PS3 Battle Edition and later got the Xbox 360 standard version, so that’s all I really have to go on. The Xbox version is superior, which doesn’t really surprise me, as MK9 was the same way - both Injustice and MK9 being developed for the 360. The graphics on the 360 are slightly better and the PS3 version has a sometimes quite noticeable lag on some stages. This usually happens on stages which have a lot going on in the background. The Xbox version also has significantly better load times. The PS3’s, however, are atrocious. Unfortunately I can’t comment on the Wii U version, though I assume it’s probably closer to the PS3 since it’s also a port.

With all that out of the way, let’s break everything down:

Controls:
In MK9, you controlled the character with 2 buttons mapped to punches and 2 buttons mapped to kicks (similar to Tekken). There was a dedicated block button (which was also used to enhance special moves), a throw button, and supers/X-Rays were done by pressing block and the 2 kick buttons (or just both triggers on a gamepad). Injustice uses a very different setup which is more akin to Street Fighter’s, but slightly simpler. There are 3 attack buttons: Light, Medium, and Hard. A fourth attack button, called “Trait,” (or “character power”) is used as a character-specific move which can do things such as change fighting styles, or in a specific case such as Batman, summon floating mechanical bats which can extend combos.
Blocking is now done by holding back (or down, while crouching) and is one of the hardest things to get used to when coming from MK9. The button that used to block still enhances special moves, but is now pressed during the special’s animation, as opposed to simultaneously. Another button (R1 on PS3, RB on 360) is dedicated to interactable objects in the various stages which can be used to inflict damage on the opponent. One example is a garbage dumpster that can be picked up and thrown. These interactables deal high amounts of damage, can be used during combos, and are unblockable, so the only way to get around them is to move out of their path. Each character interacts with these objects differently, so character-specific strategies on different stages will probably come into play heavily in a tournament setting.

Mobility:
This is perhaps the most initially noticeable difference when compared to MK9. Injustice feels a little bit stiffer. Personally, I don’t really have a problem with it, but it will affect spacing and zoning options over the life of the game. Previously, to get through an opponent’s zoning attempt (i.e. spamming projectiles to force you to move forward), the player could dash-block in order to close space, but now, since dashing forward is highly unsafe, severely punishable, un-cancelable, and you have to hold back to block, new methods will have to be figured out. One method is simply to walk. Walking in MK9 was viable for some characters, but dash-blocking was the quickest way to close distance between you and the opponent. Jumping is also a way to get in, but is also very risky. In this game, if the opponent anti-airs you, you could be looking at a severe amount of damage. Some characters can do anti-air combos in the 40% range. Once people get used to the new mechanics, however, this will become much easier to deal with.

Combos:
Combos work pretty much the same as in MK9: Each character has a set of chain combos (usually 3 button presses that lead into popups) which are “buffered” before the attacks actually land and can be chained together to extend damage. Something new to Injustice is the concept of “wall bouncing.” By holding back and ‘X,’ (PS3) or ‘A,’ (360), the character will charge the attack and when released, hit the opponent, bounce them off the corner of the screen, and leave them airborne for more combo potential. These moves can be extremely hard to time during combos (the timing is different on nearly every character), but highly effective once you get the hang of it and very necessary to get a higher damage percentage. These wall bounces, when in a corner, can also send the opponent through the wall, which transitions into a different part of the stage, all the while causing damage.

New features:
Along with stage transitioning and interactable stage objects, come a couple of new features. One particularly interesting change from traditional fighting games is the lack of “rounds.” Much like the classic Killer Instinct, there are now 2 life-bars present which, after the first one is depleted, pauses the match briefly and puts the characters back to neutral ground. One thing that makes this a little odd is the fact that there is an extremely low “comeback factor.” If your opponent still has 1.5 life-bars and you only have .5, your chances of winning have gone down to about 15%. Especially if the player in the lead has more meter. This is manageable, sure, but it’s going to take a huge amount of skill to do so. The clash system, which takes the place of MK9’s combo breaker system, allows the player to spend 2 bars of their super meter to stop the opponent’s combo. This can only be done when you are down to your 2 nd life bar. Once executed, the match goes into a fancy animation, the characters say something witty to one another, and the players’ respective super meters are displayed. From here, the players “bet” their meter in an attempt to win the clash. This can range from gaining back health to dealing damage, depending on how much meter the players bet. For 1 bar of meter, you can push away an opponent if you’re blocking their attacks. This can kind of relieve some block pressure and stop your opponent from constantly being all over you. Needless to say, meter is highly important in this game and, just like MK9, should be used wisely.

Content:
Several modes and content exist for both the serious and casual player. For the tournament-goer, there is a robust practice mode which puts MK9’s to shame. Here, you can record your flashy combos, set and record the computer A.I. to different actions in order to practice setups and punishes, and check out frame-data (which you can also do in the pause menu during a match), etc. And for the casual player, there exists tons of unlockables such as concept art, challenge battles, and several other nifty elements to entertain. For anyone looking for a challenge, you can try out the S.T.A.R. Labs which offers mini-games that play out under a series of unfortunate conditions (such as, “fight Cyborg while dodging falling meteors). These become more challenging as you go along.

Online:
The online, while a bit better than MK9, still leaves a lot to be desired. The netcode is still not as good as games like SoulCalibur V and Tekken Tag Tournament 2, therefore there’s some noticeable input lag. It’s a shame, since there are some really interesting features such as an online practice mode that can’t really be realized because of lag. Hopefully, there will be some way that NRS can patch this to make it better.

For the fighting game enthusiast, this game was developed with the entire fighting game community in mind, as opposed to just MK players. The more you play, the more this becomes apparent, but there is definitely enough familiarity that MK players shouldn’t have a whole lot of problems getting used to it. It’s going to be interesting to see how the top players in the MK tournament scene measure up to the ones who will be crossing over from the various Capcom fighters such as Street Fighter IV and Marvel Vs. Capcom 3. For the casual player, Injustice offers a ridiculous amount of fun. With the stage interactions, single player features, a decent story mode, and tons of unlockable content, players will find themselves busy for quite some time.

Final Score: 9/10

-Josh
Screenshots will be added at a later time.

Injustice: Gods Among Us (Demo Impressions)

Nearly a year and a half ago, Netherealm Studios revealed that their next game wouldn’t be Mortal Kombat 10. Instead, they chose to pursue a project which would completely abandon their beloved franchise. Most fans (including myself) were disappointed with NRS’ decision… until we saw gameplay of Injustice: Gods Among Us, a brand new fighter that featured famous DC superheroes as selectable characters. The footage looked pretty similar to Mortal Kombat, but the fighting game community all wondered if it actually played as such. The game is not slated for release until April 16 th , but a demo has been released, finally letting us get a glimpse into what’s to come. So what are my impressions?

Being a fighting game fan and having put a considerable amount of time into learning MK9, Injustice has some similarities, so I’ll be comparing it mostly to that game. However, it’s a completely new game with mostly new mechanics, so there are a lot of things which work differently. Also, the demo (from what I understand) is based off of a several months-old build, so most of what is present in the demo may be very different in the final game.

With all that out of the way, let’s break everything down:

Controls:
In MK9, you controlled the character with 2 buttons mapped to punches and 2 buttons mapped to kicks (similar to Tekken). There was a dedicated block button (which was also used to enhance special moves), a throw button, and supers/X-Rays were done by pressing block and the 2 kick buttons (or just both triggers on a gamepad). Injustice uses a very different setup which is more akin to Street Fighter’s, but slightly simpler. There are 3 attack buttons: Light, Medium, and Hard. A fourth attack button, called “Trait,” is used as a character-specific move which can do things such as change fighting styles, or in Batman’s case, summon floating mechanical bats which can extend combos.
Blocking is now done by holding back (or down, while crouching) and is one of the hardest things to get used to when coming from MK9. The button that used to block still enhances, but is now pressed during the special’s animation, as opposed to simultaneously. Another button (right bumper on a controller) is dedicated to interactable objects in the various stages which can be used to inflict damage on the opponent. One example in the demo is a garbage dumpster that can be picked up and thrown. Each character interacts with these objects differently, so character-specific strategies on different stages will probably come into play heavily in a tournament setting. Supers are executed the same way as X-Rays were in MK9.

Mobility:
This is perhaps the most initially noticeable difference when compared to MK9. Injustice feels a little bit stiffer. I’ve heard that in the final version, this has been slightly tweaked to be more fluid, but that’s pure conjecture and may not be the case. Personally, I don’t really have a problem with it, but it will affect spacing and zoning options over the life of the game. Previously, to get through a zoning attempt, the player could dash-block in order to close space, but now, since dashing forward is highly unsafe, severely punishable, un-cancelable, and you have to hold back to block, new methods will have to be figured out. One method is simply to walk. Walking in MK9 was viable for some characters, but dash-blocking was the quickest way to close distance between you and the opponent. The problem that I see with Injustice is that there is so much distance to be covered and the walking speed is rather slow for the 3 characters available in the demo (Batman, Wonder Woman, Lex Luthor). But again, I feel that once people get used to the new mechanics, this will become much easier to deal with.

Combos:
Combos work pretty much the same as in MK9: Each character has a set of chain combos (usually 3 button presses that lead into popups) which are “buffered” before the attacks actually land and can be chained together to extend damage. Something new to Injustice is the concept of “wall bouncing.” By holding back and one of the attack buttons (depending on which character you’re using), the character will charge the attack and when released, hit the opponent, bounce them off the corner of the screen, and leave them airborne for more combo potential. I found these moves extremely hard to time during combos, but highly effective once you get the hang of it and very necessary to get a higher damage percentage. These wall bounces, when in a corner, can also send the opponent through the wall, which transitions into a different part of the stage, all the while causing damage.

New features:
Along with stage transitioning and interactable stage objects, come a couple of new features. I’m not exactly sure on how the new Clash System actually works, so I won’t comment on it too much. All I know is that you bet your super meter against the opponent’s and are rewarded with either health boosts or physical damage if you win. That’s my extent of knowledge on the subject. I’m not entirely sure as to the purpose of the whole thing, but it is what it is. Push-block, however, is something that I do understand. For 1 bar of meter, you can push away an opponent if you’re blocking their attacks. This can kind of relieve some of the block pressure and stop your opponent from constantly being all over you. One particularly interesting change from traditional fighting games is the lack of “rounds.” There are now 2 life-bars present which, after the first one is depleted, pauses the match briefly and puts the characters back to neutral ground. One thing that makes this a little odd is the fact that there is an extremely low “comeback factor.” If your opponent still has 1.5 life-bars and you only have .5, your chances of winning have gone down to about 15%. This is manageable, sure, but it’s going to take a huge amount of skill to do so.

My personal opinion of the game so far:
I like it, but it’s going to take a lot of getting used to. Not to toot my own horn, but my skill level in MK9 was to a point where I could probably take a few games off of any top player in a casual setting (and have taken in a tournament), but Injustice is another story completely. I’ll have to practice just as hard as I did for Mortal Kombat to get that good at another fighter, but that’s part of the fun in playing these kinds of games. As of right now, the only way I can practice is by setting the game up for 2 players to get the hang of combos, which is severely frustrating since I can only do so much before the opponent is knocked out and I have to go back to the character select screen to try again. Once I get my hands on the final game and training mode is available, I’m sure my enthusiasm will increase greatly.

Overall, this game was developed with the entire fighting game community in mind, as opposed to just MK players. The more you play, the more this becomes apparent, but there is definitely enough familiarity that MK players shouldn’t have a whole lot of problems getting used to it. Once the final game is released, it’s going to be interesting to see how the top players in the MK tournament scene measure up to the ones who will be crossing over from the various Capcom fighters such as Street Fighter IV and Marvel Vs. Capcom 3.

Hopefully, I’ll have an actual review of the final game shortly after its April 16 th release. For now, the demo is available on both PSN and Xbox Live!

-Josh

Bioshock: Infinite - Review (PC)





Ah, Bioshock. I got into the series a little late, having gotten hold of the first game about 2 years after it was originally released. I had no idea what I’d been missing.


Bioshock was a beautiful, fast-paced, action-packed first-person survival-horror game (that’s a lot of hyphens!) with a story that could rival Hollywood’s finest. That being said, I never played the second game in the series, Bioshock 2. During my playthrough of the first Bioshock, Bioshock: Infinite was announced. I had seen screenshots of the second game, but it looked near-identical to the first. Infinite, however, was on a completely different plane of existence (quite literally, as it would turn out). I decided to skip Bioshock 2 since Infinite supposedly had no, or very little, connections to the upcoming Infinite.
The game was announced nearly 3 years before it was actually released, with multiple delays plaguing its development. Finally, in March of 2013, we finally got our hands on it. So how is it? Bioshock: Infinite is a great game, but there are some things that knock it down several notches from what I was expecting.

PC vs. Console:
Before I go into this, and just to let it be known what I’m using to do these PC reviews, these are my system’s basic specs –
Intel – i7 2600 3.4ghz Quad-core
32g RAM
Nvidia Geforce GTX 680 w/4gig of dedicated VRAM.
For the most part, Bioshock: Infinite is the same on all platforms: gorgeous. The only notable differences are better resolution overall and on textures for the PC. All the great lighting effects are present across all systems and everything runs at a smooth and consistent 60fps. There was some slight stuttering whenever the game would load something new, but Nvidia released new drivers shortly after release which eliminates this problem.

Breakdown:


Story: 10/10
Just like the original Bioshock, Infinite’s story is what makes the game truly shine. Taking place in an alternate version of 1912, you play the role of Booker Dewitt, a man tasked with finding a girl (Elizabeth) who is being held captive in a city above the clouds called Columbia. It becomes immediately apparent that something is slightly “off” about the city. The patrons appear to be religious fanatics and not to mention, racists. As Booker eventually meets up with Elizabeth, he finds that she has been held captive for most of her life and contains some kind of strange power which the leader of Columbia, a man named Comstock, wants to harness.
The story gets stranger and stranger as you progress and more and more is revealed about what Elizabeth’s true role actually is and how Booker connects to it. Since the story is such a mystery and one that absolutely must be experienced, it’s really hard for me to talk about without spoiling it. Just trust me, the story is why you should own the game.
I will comment on the ending, however. I’ve been seeing a lot of people complaining about it online and how it wasn’t very well thought out, or that it didn’t make any sense. These people are, quite simply, stupid. The ending makes total sense, but you have to pay attention to every detail of the story leading up to it. Personally, I think the ending was brilliant.


"You truly belong with us here among the clouds."
Visuals: 8/10
The graphics are good, don’t get me wrong, but they were only “jaw-dropping” 3 years ago when Infinite was originally announced. Now, the graphics are just standard compared to everything else, which is not a bad thing at all. What sets this game apart from others is its art style. With the setting of the early 20th century, the developers took extreme love and care when it came to replicating the feel of the era. Based on the architecture of the 1893 World’s Fair, the game has a pretty distinct steam punk vibe in its presentation, something that was also present in the original Bioshock. Columbia absolutely bustles with life. All of its citizens go about their business independently and seem as though they’re actually alive. No detail was spared in the visuals while making Columbia look and feel like a living, breathing world.


Sound: 10/10
Excellent. As far as sound effects and immersion go, Infinite excels. All of Columbia’s citizens converse with one another in a natural way, enemies’ location can be determined from the echoes of their voices, and weapons sound authentic.
It’s the music that really lends itself well to the overall game design. Infinite uses its music to tell story and offer clues as to what is actually going on within the screwed up world Booker finds himself in. Several classic songs are redone in a way that makes you think, “How is this song from the 1970s being played in 1912?!” Word of advice: Pay attention to things like that, as they’re vitally important to figuring out the mystery.


...but gameplay-wise, this is all she's really good for.
You actually grow to care for Elizabeth...
Gameplay: 7/10
Here’s where the game loses several points. As you’ll see from the final score at the bottom of this review, I’m probably going to get scoffed at and flamed pretty harshly, but just like any other review, these are just opinions. Everybody’s got one. Everybody else just happened to review it with scores of 9 or 10.
The gameplay of Bioshock: Infinite is pretty bland. There’s really no difference between this one and the original, with the exception of skylines and Elizabeth. Skylines allow Booker to hook onto them and ride a virtual rollercoaster from place to place more quickly. While this idea is neat, and pretty necessary to the game’s plot, it’s really just a form of quick movement. In all fairness though, it’s pretty cool to watch. Elizabeth is your A.I. partner through about 90% of the game. She replenishes you with weapons and money and, fortunately, takes care of herself during combat, leaving you free of worrying about her getting killed.
While from a gameplay perspective, she’s kind of unnecessary (except for lock-picking, which could have easily been adapted into Booker’s abilities), but her being with you makes you truly care about her wellbeing in a way not seen since Telltale Game’s The Walking Dead adventure game last year.
Everything else is just standard, first-person gameplay. You have gunplay, a special power, ammo to pick up or buy… you know, pretty standard nowadays. This isn’t necessarily a bad thing, I just expected more from a game that had been in development for so long. But, as the old saying goes, “If it ain’t broke, don’t fix it,” and the original Bioshock accomplished these things extremely well.

It's pretty, but it's literature. Not a game.

Bioshock: infinite is a great game, I just hoped for a slightly more innovative experience versus the original Bioshock. But if you’re looking to experience a highly detailed world that immerses you into its story with solid (though standard) gameplay mechanics, then Bioshock: Infinite is definitely worth your $60. Personally, I would suggest waiting until the price comes down to around $40 or so. I highly recommend a playthrough of Infinite, but only if you’re craving an extremely well done story and don’t care so much about the next “fun game.”


Final Score: 7.5/10

Now flame away!
-Josh
Screenshots courtesy of The Inner Dorkdom


 

  


Tomb Raider - Review (PC)




I’ve always enjoyed Eidos’ Tomb Raider series, but it would be a falsity to lead one to believe that the series hasn’t had its fair share of pretty bad titles.


For some reason, the first game was the only one really worth its salt. In my opinion, this is because the other games were just a bit ahead of their time and couldn’t - due to the technology of late 90s-era gaming - properly advance the gameplay mechanics which the developers wanted to implement. That being said, once Crystal Dynamics took over developing duties, the adventures of Lara Croft really began to come into their own.
In 2011, it was announced that after 3 highly successful entries (TR: Legend; TR: Anniversary; TR: Underworld), Crystal Dynamics would be rebooting the franchise. Like I’ve said many times before, I’m not exactly gung-ho when it comes to reboots/remakes, but this one looked like it could be a good thing for the franchise. By telling a sort of origin story for Lara and making her a character that you actually care for, Crystal Dynamics has created what is, in my opinion, the best Tomb Raider game ever made.


Vistas like this and even more impressive are what you can expect.
Differences between the PC and Console versions:
Unfortunately, the PC version was released with some problems due to the graphics tech wars that are going on right now between AMD and NVIDIA. A new realistic hair physics technology called TressFX which the PC version of TR uses was built for AMD video cards. Therefore, NVIDIA cards have trouble anytime the effect is on screen, taking about a 15-20 fps dip. I have an NVIDIA card, so I was a victim of this shot to the PC community. Luckily, NVIDIA is currently working on new drivers that should fix the issue.
*EDIT - The drivers have been released and these problems have been completely remedied.*
From what I’ve seen, the standard PC advantages exist in this port. You have better frame rates, better resolution, etc. However, the console versions do not have the TressFX feature. Apparently, this is PC exclusive. Is it going to hinder your gaming experience one way or another? Absolutely not. Tomb Raider still looks great regardless of the system you choose to play it on, with the obvious, yet slight, PC advantages.

Breakdown:

"This old guy won't stop hitting on me..."
Story: 9/10
Since this is a reboot and an origin story, the Lara that we’re presented with in this iteration is very different from the Lara of the previous games. In fact, the only real similarities are the facts that she’s British and has a love for archeology. Lara is less a female Indiana Jones-style treasure hunter, and more just a girl who wants to check out ancient ruins for the simple wonder involved.
Part of a crew which is taking a ship-ride to find the lost island of Yamatai, Lara finds herself shipwrecked and alone once a large storm overtakes the ship. After being captured by some unknown locals and eventually escaping, she meets up with a few of her crewmates which begins to lead Lara into a dark world of not only survival, but cult-inspired mystery.
The thing that is perhaps the most impressive about the plot is its use of naturalism. In a game, this is something that isn’t the norm. At every turn, Lara is halted by something that doesn’t want her and her crew to leave the island. There are a lot of moments where she will be so near to her goal that it - even from the player’s point-of-view - can be tasted, only to be snatched away by yet another huge problem. It’s almost as though for every 3 steps Lara takes, she is always pushed 2 steps back. While this may sound like a frustrating narrative tactic, the game’s writers really pulled it off beautifully.

Check out the detail!

Visuals: 10/10
I couldn’t praise the visuals of this game anymore than they already have been. Other than something like Crysis 2 and 3, Tomb Raider has the best graphics I’ve ever seen. One thing that you don’t see every day in games is a well done, outdoor, open-world, jungle setting. Sure, there were games like Metal Gear Solid 3: Snake Eater and Assassin’s Creed III (though that was more forest, less jungle), but Tomb Raider actually looks and feels like a real jungle. Light shafts flow naturally through trees, animals scurry about, and the game’s water looks like water.
The character models and animations are truly astounding as well. Just like I wrote in my Assassin’s Creed III review, developers continuously get better with model design. I’m just glad that characters in games now look less like creepy dolls and more like actual human beings. Plus, creepy dolls freak me out.


The sounds in caves even bounce off the bones on the ground! Not really, though.
Sound: 9/10
The sound design works very well for the immersion of the game. The ambient sounds of the jungle are present in full force. Bugs, animals, etc. are all there. Another thing that impressed me was the reverb used. Sounds and voices - particularly of enemies  - seemingly echo off of trees, rock walls, and caves just as they actually would in the real world.
There isn’t that much music in Tomb Raider, and what little it does have is mostly forgettable, but it’s not exactly needed either. The ambiance carries the game and gives a constant feeling of isolation, which is what I believe Crystal Dynamics intended.


Sure, Lara... Use your pickaxe instead of the shotgun on your back.
Gameplay : 10/10
Everything about the gameplay is perfect. Tomb Raider, like most games nowadays, utilizes RPG elements to allow the player to level up Lara throughout the course of the game. You have the option, upon earning points, of leveling Lara’s various abilities which help her become a better treasure hunter, and a more skilled combatant.
The combat is some of the most well done I’ve ever seen in a 3rd person action game. It melds the best elements of games like the contemporary Resident Evils and Gears of Wars into something unique. You have to use cover, stealth, and your various weapons to get through the crazy cult members that block every objective. While a lot of games get boring with these mechanics, Tomb Raider never does and combat remains enjoyable all the way to the end.


Archery with Lara Croft. Sounds like a good time to me.
I love this game. I’ve enjoyed nearly every Tomb Raider title (Angel of Darkness… ugh. Horrible.), but this game perfects the series in every possible way. Lara is now a character that players will actually care about and have a boatload of fun while guiding her through this excellent reboot. Is it worth $60? Absolutely! I can’t recommend it enough. If you haven’t picked it up yet, go get it. Now. I guarantee you won’t regret it and you’ll get your dollars’ worth.


Final Score: 10/10
-Josh
Screenshots courtesy of The Inner Dorkdom

 

 

Josh's PS4 Thoughts

Console hardware is becoming increasingly difficult to discuss. As of right now, the Wii U has already been released and the PS4 was revealed only recently. How do the two compare and how will they stack up to Microsoft’s new Xbox? It’s really hard to say given the fact that no one outside the gaming industry has actually played anything other than the Wii U.

Some of the features revealed to be capable of the PS4 are kind of neat, but will they be enough to make the system sell? It seems as though Sony is going down the same road as Microsoft did last generation with more of a focus on social networking features. Stuff like being able to share gameplay videos across various media outlets such as YouTube and Facebook, or being able to spectate and take over the control of a friend’s game are cool ideas, but how much of that will simply be a novelty that will quickly wear off?

One thing about Sony’s presentation that I noticed was the very odd balance contained within. On the one hand, Sony was taking the Nintendo approach of, “this will change the way you play games,” but on the other, there was a focus on the PS4’s raw power, likening it to higher-end gaming PCs. While for most it would seem as though the presentation contained a good balance of the two, I felt like Sony is finding it hard to market this new console to consumers that have grown accustomed to current-gen hardware. More like, “how do we sell this thing? Is it the features, or the power?”
At least the “used games lockout” rumor proved to be false.

Going off pure features other than those mentioned above, it looks like there won’t be much more to offer than the PS3. The idea of playing games streamed to the Vita is ok, but it is a feature that requires one to actually own a Vita. Sony could possibly move a few more units by implementing this kind of connectivity, but given the Vita’s lackluster library, that’s highly doubtful. The PS4’s lack of backwards compatibility could also be problematic for some gamers. The Wii U succeeds here given the fact that it will play previous generation titles, as opposed to the PS4 which will not play PS3 games. In my opinion, every console should at least be capable of playing games from the previous console. I was disappointed that the Wii U can’t play Gamecube titles, but at least you can still boot up Wii software. In the final days of a console’s life, being able to play previous-gen titles on the new machine can keep the last generation alive for just a bit longer and ease people into the transition of a new box. Odd that Sony opted not to do so.

On power, there’s no question that the PS4 is in the lead so far. True enough, we don’t know what the exact specs on the Wii U are (which I’m getting really tired of saying, by the way), but then again, we probably never will. Nintendo has never been forthcoming with its system specs, something which Sony had no qualms with in their presentation. The PS4 will make a pretty big jump in improvement over PS3 architecture, making it a much easier system to develop for (according to developers, themselves), given its new, “not-cell” processor and various memory improvements.

In the graphics department, who can really say? It’s highly doubtful that the Wii U is capable of the near-PC quality visuals displayed by the PS4 demos, but you never know. As Nic and I talked about on the most recent episode of the podcast, we’ll never truly know until Nintendo develops and releases a game specifically built for the Wii U. But Nintendo’s system’s true power could possibly make itself known even further down the road seeing as how Nintendo has only just started experimenting with shaders and lighting effects.

So how does all this stack up to the new Xbox? There’s really no telling at this point since there has been no official news on anything pertaining to Microsoft’s new console other than a reveal event, similar to Sony’s, which is just around the corner. Judging by the rumors, the new Xbox will have nearly the exact same hardware that’s stuffed inside the PS4. Unfortunately, there are still some terrible rumors such as having to be constantly connected to the internet in order for the console to function and forced Kinect integration.
A lot of people ‘round the internet are already seeing the PS4 as the “one to beat” this generation, but I really think people are underestimating Microsoft. This is a company that has built a gaming empire with its Xbox Live online service. With comparable hardware under the hood and the consistent online features of the Xbox 360, there’s still a lot that remains to be seen. Also, there’s no doubt that Microsoft will take the same extreme measures in securing 3 rd party support as they did last generation. Sony has seemed to take similar measures, which will make the whole thing very interesting to watch.

Overall, I think the PS4 reveal was a good one, I just wasn’t overly impressed. The thing is though; I wasn’t really expecting to be. I remain skeptical that consoles will bring new things to the table that become mainstays of gaming, but I won’t know for sure until they’re hooked up to my television/monitor and the controllers are in my hands.

Sony has been the first to show what next-gen console gaming is capable of, something that Nintendo has yet to do, and Microsoft’s plans are still unknown. That being said, this year’s E3 will probably be one of the most interesting in recent history. E3 will give Nintendo a chance to reveal new games which will start to show the direction they want their console to go and the new systems will have a chance to build hype. I think that once the new Xbox is revealed and there is much more of a chance to compare and contrast all 3 systems, perhaps my excitement level will increase. All that can be said at this point is, “we’ll see….”

In order to wrap up, this brings me to something that people really need to realize: None of what you’ve just read, or what Nic has already written, or even what websites like IGN have written, really matters at this point because of 3 things:

1. The PS4 and Xbox HAVE NOT been released yet. No one has actually played the 2 consoles, aside from the aforementioned gaming industry (developers).
2. We don’t know how popular these features might eventually be. The PS3 was the first console to truly implement integration features (web browsing, streaming video, apps, etc.) and at first, they were services that nobody thought they would use from a videogame system. Now, these features have become the standard across the PS3, Xbox 360, and Wii U. A year down the road, a “share button” could be what turns the tide for consoles. That’s highly doubtful, but entirely possible given consumer’s mindsets these days.
3. All these “impressions” are based off of how well Sony presented their product. Did these features make you want to buy their console? Based solely on a presentation, that’s really hard to determine. Just like point #1 states, we have not actually used the console yet. I remember my initial impressions of the original Xbox as not being that great, but after I actually bought one, I ended up enjoying it. You know what made me want to get a Nintendo 64 initially instead of a Playstation? Playing Mario 64 for hours on end at Wal-Mart. Until one can actually review the console, then these impressions are, for the most part, meaningless.

After E3, when perhaps journalists will be able to spend some hands-on time with the PS4, these impressions will take on a bit more validity. Even then, however, the features that Sony has revealed of the PS4 won’t be known until one buys the console, plugs it in, and starts to play. Remember, “Knowing [about a console] is only half the battle.”
“G.I. Joooooooooooooooooooooooooooooe!”

-Josh

Aliens: Colonial Marines – First Impressions


I’m a xenomorph fan and like most xenomorph fans, I was excited for Aliens: Colonial Marines. When the game broke its street date and was released a few days early, reviews and opinions started pouring in. Most of what I read was negative. Of course, I was pretty shocked. From everything I had seen on the game, it looked like it would be really good and close to the feel of the Alien films, but all these opinions were saying the opposite along with other negative criticisms about various aspects. Ignoring these early impressions, I decided to take the plunge and proceed with purchasing the game for PC.

In a word: I like the game. Is it the best thing I’ve ever played? No. Does it show signs of being in development limbo for several years? Yes. But from the 3 or 4 missions I’ve completed, I can say that it’s a good game. At this point, I’d probably give it a 7/10. The only thing I could agree with from these impressions is the fact that some of the AI is kind of dumb at times, but mainly on the part of the human characters.

After the game was actually released, official reviews started pouring in, most of which were horrible. IGN’s review stated, “You don’t ever actually feel like you’re actually in danger. You don’t feel overwhelmed. In fact, over the course of its six hour campaign the game never gets even remotely close to replicating the genuine feelings of fear and dread that simmer throughout James Cameron’s cinematic classic, simply because its xenomorphic enemies are so mindless.”
I have to disagree with almost every bit of that.

Let’s take these one by one, shall we?

1.       “You don’t ever actually feel like you’re actually in danger.”
Apparently IGN didn’t play the mission where you have no weapons, are being chased by some sort of giant xenomorph (not a queen), and have to move slowly throughout the underbelly of Hadley’s Hope in fear of waking up the sleeping “acid-filled exploding” new aliens. I was genuinely creeped out by this section. I felt like I was in plenty of danger as I didn’t want to die by waking one of those jokers up; when one did wake up, I had to remain perfectly still since these new xenomorphs operate completely off of sound. When it came right up to me, slowly circled, and eventually trotted off, I breathed a huge sigh of relief. Plenty of danger, indeed.

2.       “You don’t feel overwhelmed.”
There are a ton of xenomorphs that show up all the time which you have to fend off, sometimes having to protect a squadmate as they complete some kind of task. How do you not feel overwhelmed?

3.       “…the game never gets even remotely close to… the genuine feelings of fear and dread that simmer throughout James Cameron’s cinematic classic…”
Excuse me? Did you guys even watch Aliens? If we were talking about “simmering fear and dread” in the original Alien film, I could get behind your point, but we’re talking about Aliens. Aliens was a high-octane, action/sci-fi flick. Ninety percent of the movie was spent blasting xenomorphs and another five percent was Ripley fighting the queen with a loader. There were some “fear simmering” moments (which accounts for the remaining 5%), like the infamous turret scene, but the majority of the film was action oriented.

4.       “…the xenomorphs are so mindless.”
While I don’t completely agree, I can see where they’re coming from. The xenomorph AI isn’t as complex as it was in the most recent Alien’s Vs. Predator title, but it’s not terrible by any stretch. I wouldn’t go so far as to call them “mindless,” though. Less advanced than AvP, sure.

Another thing related to the AI (which seems to be one of the game’s largest criticisms, including IGN) I don’t agree with is when IGN writes, “The problem lies with the aliens themselves; they’re not smart enough to hunt in packs or take you by surprise; they just willfully hurt themselves in front of your short, controlled bursts.”
Again, the xenomorph AI isn’t the greatest in the world, but really, when has AI in a game ever been smart enough to “hunt” the player? The only thing I can think of is in AvP when the xenomorphs will sometimes try to get behind you rather than attack you head-on, but I wouldn’t call that “hunting.” Like I said before: That’s something that shows the AI in this game isn’t as advanced as it was in AvP. But in all fairness, AvP and A:CM are two different types of games. They’re both first person titles, but AvP had varied game types by being able to choose between the 3 species… Two of which you had to play as hunters. Here, you’re stuck with the marine and only the marine in a story that needs to be a little faster paced like the film it claims to be a sequel to.

Also, everyone needs to be aware that this game is pretty old and has been in development for quite some time. It has switched developers more times than I have fingers and toes. No matter what Gearbox (the last developer) did to the game, the only thing that would have “fixed” the outdated features in the game would be to rebuild it from the ground up, which would have delayed the game even further. That being said, the game is pretty good for having been a complete and utter disaster when it comes to developing software.

Once I finish the game, I will give my full review of it. But as of right now, I’m really enjoying it and, for me at least, Aliens: Colonial Marines is mostly a success so far.

-Josh
Source: IGN

DmC: Devil May Cry - Review (PC)


I never really got into the original Devil May Cry series. I played a majority of the first game and a little bit of the 3rd and 4th ones, but it always seemed as though the series was a fairly good one; I was just involved with other games at the time. Apparently, Capcom felt the need to reboot the franchise, so they contracted UK developer Ninja Theory to handle the reset. Previously an action/puzzle solving hybrid, DmC (No, that doesn’t stand for DeLorean Motor Company) strips away most of the puzzle elements and relies on straight-up, over the top, demon-slaying action.



Differences between the PC and console versions:
I played the PS3 demo and downloaded the PC version on Steam a few hours later. The demo may not be indicative of the finished PS3 game, but what I played was pretty close to the PC version for the most part. The game runs at around 60 fps even on the console, but the PC version benefits from higher resolution, better lighting effects, and other various optimized features. No matter what platform (Xbox 360, PS3, PC) you choose for DmC, it’s going to look fantastic; although the PC version does contain advantages.

Breakdown:

Dante speaks with "Kat," the mysterious guy's personal witch.
Story: 10/10
DmC tells the story of Dante, a half angel, half-demon hybrid who must travel back and forth between the real world and what the game calls “limbo.” Dante is enlisted by a mysterious stranger and his assistant/witch to help fight back demons that are trying to force themselves into our world. Dante also wishes to exact revenge upon the demon king Mundus who killed his demon father and angel mother. The story may sound extremely simple, but that’s because it is. DmC, with its highly-steeped Christian mythology, never tries to take a religious standpoint of any kind and keeps things unquestionably fictional and easy to follow.  

The things that can happen in Limbo.
Visuals: 10/10
Every bit of this game is gorgeous. The real world and Limbo have distinct visual styles apart from Limbo just looking “really messed up.” The real world looks a bit grittier, while Limbo has very saturated colors and truly looks otherworldly. One thing in particular that stands out is the character models and their facial motion capturing. Developers are really getting good at this technique and DmC is no exception. Facial expressions are very well captured and the character models look more like actual actors and less like CG dolls whose mouths kind of match their words.
Animations are extremely fluid, lighting is great and the overall look of the game is pure eye-candy.

Beatin' down some demons at the beginning of the game.
Sound: 9/10
All of the slashing, shooting, and bone crunching is all accompanied by some mostly great music. I’m not too fond of dubstep, but its use here fits the game’s situations rather well. I much more prefer the metal-style tracks during combat. Every time Dante engages in combat, the metal starts and you can’t help but feel pumped up as you play. The reason I have to dock it a point here, and this may be more of a writing thing, is because of the excessive cursing used throughout the game. Cursing isn’t something that bothers me, but its use here is, a lot of the time, unnecessary and downright corny. That being said, the voice acting is fantastic and some of the best I’ve ever heard in a game. Coupled with the facial capturing, the characters feel more alive than in most titles.

Bosses are usually on the 'large' side.
Gameplay: 8.9/10
There is no way that you could play this game and not have fun. Whether you want to “button-mash,” or actually learn the combos and various moves, there’s mass fun to be had here. You can’t help but feel awesome as the game informs you that you’ve taken out a crowd of enemies and achieved an “SSS” ranking. These rankings reward you with points which you can spend on upgrades for your arsenal, or more moves and powers. I did, however, feel that some of the moves were a bit unnecessary. Usually, you’ll only need a few key moves in order to progress throughout the game, but these extra abilities do add to the visual appeal and overall awesomeness of combat.
The boss battles are excellent. They’re not terribly difficult, but unlike most bosses in games which are strictly difficult, these are actually a joy to play. Most involve not only hacking at whatever huge demon you’re up against, but using platforming elements to avoid their various attacks.
The only real complaint I have with the gameplay is that it can be a little repetitive during the game’s final levels… and I’m talking like, maybe the last 2 or 3.

Controls: 10/10
Like the overall gameplay, the controls are fluid, yet relatively simple. Combos are easy and you’ll be demon slaying like a pro in no time. As you progress, you gain more and more abilities, but the game eases you into them gradually rather than unloading all at once. By the end of the game, you’ll be taking out swarms of enemies as if it were second nature. 

Dante says, "Don't buy this game for children. I curse alot."
Other than Portal 2, DmC may be one of the best games I’ve played in quite some time. Normally, I’m not that big a fan of “beat-em up” style games, but this one transcends all of the clichés associated with the genre. Is it worth $60? Definitely. No question about it. This is a must-have game for any gamer. Only keep it away from the kids; There’s a reason it’s rated ‘M’ for mature.

Final Score: 9/10
-Josh

 

My History of Thoughts on Nintendo (A disclaimer for the upcoming "Nic vs. Josh" debate)


First off, I just want to say that I consider myself a Nintendo fan. Am I a fan of their hardware? I would say yes, but I’m more so a fan of their software. Growing up with franchises such as The Legend of Zelda, Mario and Metroid kind of makes it hard to not eagerly anticipate the newest titles in their respective series.

Second, and most importantly, I think that Nintendo, in more recent years, has made some rather poor choices when it comes to hardware design and business in general. This doesn’t mean that my fandom has diminished or that I hate Nintendo, it just means that I’m sort of disappointed in their lack of willingness to compete with the rest of the video game world.

Here we go…


During the 8 and 16 bit eras, Nintendo ruled the entire planet. Sure, there was competition from Sega with the Master System and Genesis (maybe a little with the TurboGrafx 16), but Nintendo always seemed to 1-up (like that?) them in some fashion. Whether it was graphics, sound, or quality titles, Nintendo always seemed to have the bigger dog in the fight.

Around the 32/64 bit era, things started to change. Previously, CD-ROM based add-ons were met with mostly negative results. The Phillips CDi didn’t do well, the Sega CD was mostly horrible, and even Nintendo canceled a partnership with Sony during development of their own SNES CD add-on. Unfortunately for Nintendo, they created a monster that would prove to be much more competitive than Sega ever thought possible.

The Sony Playstation was released on American shores in 1995, but wasn’t exactly the most popular piece of hardware ever created. A year later, Nintendo released the Nintendo 64 (previously known with the much cooler, Ultra 64 moniker), a much more powerful system. There was one problem, though: The system still used the cartridge format for games.

Now let’s step back and think for a second: Could Nintendo really be at fault for that? From Nintendo’s perspective, every CD-based add-on/console had failed up to that point. Why would Nintendo ever think to release a console with its primary form of media being the Compact Disc? Nintendo probably thought that they were doing the right thing, a thought with which I can mostly agree. The only thing one can really chalk it up to is timing. The time was just right for a CD-based console.

The one thing that really hurt Nintendo during that time was the announcement that Final Fantasy VII would be released for the Playstation rather than the Nintendo 64. By this point in history, RPGs were starting to become slightly more mainstream. Games for the SNES like Final Fantasy III (VI, as it would later be known) and Chrono Trigger were "must-have" games for 16 bit gamers. Because of the rise of RPGs and their ever expanding scope, Square decided to release FFVII on a console that could handle the larger demands of the game. There would be a hit taken when it came to visuals, but FFVII could be a much larger game with the CD format.

The quality (or lack thereof) of the game aside, FFVII was a monster title. The thing sold a ridiculous amount of copies and, (again) unfortunately for Nintendo, a LOT of Playstations. Because of the growing Sony console market and the ability to reach a much larger scope with the CD format, most of the previously "Nintendo loyal" third party developers jumped the Nintendo ship and began producing games on a near exclusive basis for the Playstation. While Nintendo was still successful during this period, due mainly to relying on their brand name and first party titles, the 128 bit era would start to see things change drastically.

Sony, still riding high as the dominant console when it came to software sales, released a more powerful console in March of 2000 dubbed, "Playstation 2." Sony would continue its dominance throughout this era as well, facing off against competition from Nintendo’s newly released "Gamecube" and newcomer to the console market, Microsoft and their "Xbox."

The Gamecube was a great system, don’t get me wrong. It was technically more powerful than the PS2 and more on equal footing with the more powerful Xbox. The problem was software sales and name recognition. The PS2 was not only the first out of the gate in the new generation of consoles, it also carried a more recognizable name this time around. Most third party developers were already on board with the Playstation brand previously, and with sold out preorders around the world, were more than willing to develop for the new system. The Gamecube was left out in the cold and the Xbox was just starting to gain steam.

Nintendo still had their first party titles which were, and still are, top-notch in terms of quality, but perhaps Nintendo’s shining decision was securing exclusive rights to Capcom’s Resident Evil franchise. This was a huge move for Nintendo, but the exclusivity of one franchise couldn’t make up for the ridiculous amount of third party franchises on the PS2. Also, Capcom’s exclusive contract must not have been a very long one. Shortly after the Gamecube release of Resident Evil 4, there was a port of that game (with huge additions), Resident Evil: Outbreak File 1&2, and Dead Aim all released for the PS2. Outbreak and Dead Aim being PS2 exclusive, I might add.

The only thing bad that can be said from a technical standpoint about the Gamecube is its choice of format: Mini-DVD. Other than wanting to preserve the small (size-wise) nature of the console, this is a decision that I honestly can’t understand to this day. Did this hurt the console? To be honest, I’m not really sure. It’s possible, because rather than have games cost roughly the same across all three consoles to produce physical copies, publishers perhaps had to pay a little extra for Mini DVD. I can’t really say for sure, simply because I don’t know how much it cost back in the day to produce that particular format.

In the current generation, things got even more hairy for Nintendo. Microsoft was the first company on the floor with their Xbox 360 in 2005. With more of a focus on multiplayer/networking and graphics that were a noticeable improvement over the previous consoles, it’s no wonder that the 360 gained popularity as quickly as it did.

A year later on November 11th, 2006, Sony released the Playstation 3. Unfortunately for them, Microsoft had mostly blanketed the market with the 360, so the PS3 was marketed as more of an entertainment "do-all" than a straight-up video game console. Sony also used the PS3 as more of a marketing tool to sell their new High Definition format: BluRay. While I commend Sony for wanting to integrate new features into home consoles, they were a bit ahead of their time. Video streaming services had not reached the popularity that they are in 2013 and neither had the advent of the "app." It was good to know the PS3 was capable of doing these things, but in 2006, people found it hard to care enough to drop $500 on the console.

Nearly a week later, Nintendo released the Wii. The problems that I had with the system are shared amongst most gamers, so I’ll break down some of those opinions:



Motion Controls -
When the Wii was first revealed, I remember seeing images of the controller and thinking, "What the crap is that thing?!" The design was so far removed from what gamers were used to that it was somewhat unrecognizable. There were a few familiar elements like a d-pad, a few face buttons, and an analog stick, but you were supposed to hold separate pieces in each hand and point it at the screen in order to interface with whatever game you were playing. On paper, the ideas for gameplay sound pretty cool, but in actuality, they become somewhat frustrating. First person games were tedious because movement was a lot more difficult; platformers mostly required you to turn the wii-mote portion on its side in a somewhat uncomfortable fashion; and having to point the controller at the screen constantly became quite tiring after extended periods of play.
I, like most gamers, like to "vedge out" while playing a video game. I don’t really care to wave my hands about just to make my in-game avatar turn around to look behind me, or have to point the controller constantly on screen to make sure my character moves in a particular direction. These actions are made much simpler by the use of dual analog sticks.
A "classic" controller was released with a more conventional design, but it was only compatible with a few regular Wii games and mostly used for downloadable (Virtual Console) titles.

Graphics -
High Definition graphics and imagery were becoming the standard before the Wii was released. I understand Nintendo’s focus on gameplay, but graphics immerse me in the experience as well as gameplay. When I’m having to deal with frustrating/tiring controls AND graphics that are nowhere near what they COULD be, the immersion is lost. Immersion is clearly what Nintendo was going for with the introduction of motion controls, but is it really that hard to have both graphics and gameplay? I don’t think that a game has to be pretty to be fun, I’m just saying that there’s no excuse for releasing a console that is underpowered when compared to its competition just for the sake of in-game controls.

Lack of Third Party Support -
This is the main problem with the Wii. I can’t blame anyone but Nintendo for this one. With the Gamecube, even though developers were attached to the PS2, they still knew that Nintendo could release a quality piece of hardware. Games COULD be ported, they just weren’t because of the popularity and large user install base of the PS2. I believe that had Nintendo released an equally powerful console like the Xbox 360 (and perhaps dropped the motion controls), they would have seen more third party developers gravitate towards them. Releasing a drastically, technically speaking, inferior console than what technology was capable of, made developers scoff at the Wii and mostly avoid it. Also, motion controls would HAVE to be integrated into the game since not everyone had the classic controller or "nunchuck" peripherals. These extra controller options, and added motion controls in general, take more time and therefore cost more money to implement. I honestly can’t blame third party companies for wanting to pass on the Wii. I don’t say that out of spite; I only say it because it’s the most realistic viewpoint.

Catering to the "Casual" market -
I’ve been talking about how I’ve been writing an article about this for a few weeks now, but I’ll go ahead and address part of the subject.
A casual market does, indeed, exist. The thing I get sick of hearing is the "core gamer" term. I think that the term is used in most cases to put a stamp on gamers who like games like Grand Theft Auto, etc. Most of the time, it’s used in some kind of derogatory manner, or to separate certain games from others that shouldn’t be separated in the first place.
I look at games in 2 different styles: Casual games… and EVERYTHING ELSE. There is no in-between. Grand Theft Auto is no more "core" than Super Mario Bros. A casual game is something like Angry Birds. Most of what you’ll find in an app store for your particular smartphone can be considered casual games. These games are defined by the fact that you can pick them up for 5 minutes and put them down. Basically, games you play when you’re bored or waiting in the doctor’s office.
Most gamers, just like we all did back in the 80s and 90s, take video games seriously. The video game market EXISTS because we take them so seriously. Not only do consumers take them seriously, but so do developers. Gone are the days when a game was developed over the course of a couple months with a team of 5-10 people. Nowadays, games usually have 40-100 people working on them and sometimes take up to 2 years to produce. With that kind of production, developers want to deliver the absolute best experience possible, which is something most of them didn’t feel was possible on the Wii. Just like developers want to deliver the best experience possible, gamers want to receive the best. Being a platform which caters predominantly to gamers who only want to pick a game up, play it for 5 minutes and then go to work, the Wii was not the platform to go to for most third party companies.

With the Wii, Nintendo based their marketing strategy around roping in the casual gamer… and they did it in spades. People who normally wouldn’t dare pick up the latest Nintendo console were actually making it a point to do so. One particular example that’s always used is that of someone’s grandma playing Wii Sports. Did this actually happen? Yes, it did. The problem is that a grandma is still a grandma. Because grandma enjoys bowling on Wii Sports, that doesn’t mean she’s going to be beating down the doors of her local Gamestop to preorder the next Mario or Zelda game. For grandma, it begins and ends with Wii Sports. My question is: What was the point in Nintendo doing this? The answer: To sell more systems. But system sales are only half the battle. If a company doesn’t have the software to back it up, then that company doesn’t get any back end off of titles sold and the console sits and collects dust. Such was the case with a great many Wiis that were sold in 2006 and onwards.

All that being said, the Wii DID have some solid titles, but those were few and far between. I realize that that’s subjective given to one’s tastes, but can’t that be said no matter what console is the subject of discussion? I believe the games that were the strongest were ones that were developed by Nintendo themselves… which were few and far between. Nintendo didn’t have the "next killer app" down the pipeline from month to month. Sometimes strong titles would release with 6 months to a year between them as opposed to the PS360 which had a new, large-scale title available nearly every month. But when you’ve only got one company releasing consistently, top-drawer games, what do you expect?

I’ve already made my recent opinions known about the Wii U, so I won’t go into that again. I’ll only say that Nintendo has a lot of catching up to do to win back all the gamers that they’ve lost to the other two big companies in recent years. I still love Nintendo and will probably continue to buy their hardware for as long as they continue to produce it. But when two other guys carry around bazookas and you’re still carrying around a pistol, it’s easy to see how the fight’s going to end.

Ok, I was done with the article and then I thought of this analogy to sum up the whole thing and expound upon that last line:

Nes = Pistol; Everything else at the time = BB-gun

Snes = Machine pistol; Everything else at the time = Pistol

N64 = Upgraded machine pistol; PSX = Regular machine pistol with more bullets

Gamecube = Assault rifle; Xbox = Assault rifle; PS2 = Slightly less powerful assault rifle with more bullets

Wii = 2 assault rifles duct taped together; Xbox 360 = Machine gun with buckets of bullets; PS3 = Machine gun you can play BluRays on, but has the same kind and amount of bullets as the Xbox 360, but sometimes misfire.

Wii U = Machine gun; Next Xbox = Bazooka of some sort; PS4 = Bazooka of some sort that will probably play BluRays.

Yeah, the analogy is a little bit ridiculous (and using the bazooka to represent the unknown was probably extreme), but it illustrates how Nintendo’s consoles are viewed by the majority of the gaming public (myself included) and that recently Nintendo has seemed to be behind in recent years. At times, being behind in a somewhat costly fashion.

With that, I release you!

-Josh

Assassin's Creed III - Review (PC)


This is going to be a “nitty-gritty” style review, in that I will assume anyone who reads this is already somewhat familiar with the Assassin’s Creed series.  The review is based on my playthrough of the PC version.

Differences between the PC and console versions:
Basically, it all comes down to graphics. The Xbox360 and PS3 versions are identical. Both contain some pop-in and the framerate tends to chug when there are too many citizens or enemies on the screen at once. The Wii U version, while otherwise identical to its console brethren, has an odd problem with the depth-of-field effect present through most of the game. It tends to make the background elements look weirdly stretched, rather than just “blurry” when the camera is focused on characters during cut-scenes. That’s not a slight towards the Wii U, it’s just a minor hiccup in that particular port.
The resolution is the largest and most noticeable difference between the console and PC versions. The consoles are locked at 720p (even the Wii U port), while the PC port is capable of displaying in 1080p and runs at a smooth 60 frames-per-second, as opposed to the console’s 30 (approx). I don’t mean to sound like a PC elitist, but if you have a PC capable of running the game as the developers intended, the PC is the definitive version of the game. And hey, at this point within the first few months of the game’s release, it’s $10 cheaper (on Steam).

Let’s get into it.

Story: 9/10
The story was definitely the best part of the game, but it came with a price: The main character, Connor, is kind of bland. I remember playing ACII for the first time and thinking the same thing about Ezio, but by the end of the game, the character had gone from a spoiled rich kid to a noble, honorable warrior and an overall likeable guy. Connor has no such story arch. The character stays completely one dimensional throughout the entire game. Connor is always focused on one particular goal (which I won’t detail for fear of spoilers) and absolutely nothing else. He’s also a jerk and comes off as really stupid and ignorant at times. Part of his character is that he IS, indeed, ignorant of his surroundings because of being thrust into an unfamiliar world, but some of his personal decisions made him seem… well… dumb. Harsh criticism towards a videogame character, I know. Hopefully Ubisoft will take the same route as ACII and release more games with Connor as the protagonist. Maybe then we’ll see him grow more as a character.
Aside from the mediocre main character, the story is really good. The Colonial setting provides a lot of intersections with history in which the player crosses paths with real-life figures such as George Washington, Benjamin Franklin and Paul Revere. Finding out how they all play in to the huge “end-of-the-world” plot of the present is definitely interesting to see. And again, aside from the main character, ACIII has some of the most interesting characters I’ve ever seen in a videogame, particularly the villains.
The overarching story set in the present day and featuring Desmond Miles is wrapped up very cryptically, but I believe that it falls in line with the series’ previous entries. What the next game’s plot will be is only briefly hinted at during the epilogue, but it seems as though the series could be going in a pretty interesting new direction.

Visuals: 8/10
The graphics are like the rest of the games: gorgeous. The team behind the AC games has an unmatched ability in creating an open-world environment which feels as though it was plucked directly out of the past. From the Crusade-Era “Holy land” of the original game to the recent game’s Colonial American battlefields, the series always has striking visuals.
With that being said, the art direction is a little bland. That’s no fault of the developers to a certain extent, it’s just the time period in which the game is set. For the past 3 games in the series (ACII, Brotherhood and Revelations), the setting has been in and around Italy and Istanbul. While it could be that I’m simply partial to the beautifully elegant Italian/Roman architecture of those games, ACIII falls a bit short. Story-wise, the mid/late 1700s setting works great, but for a game, I feel it perhaps should have had a different setting.
The “frontier” areas which connect all the various cities and towns are all beautiful, albeit a bit void of any purpose save for small side-quests.

Sound: 10/10
Hands down, this is the best sounding game you’ll ever hear. I’ve never really taken notice of the sound design within a videogame, but in ACIII, sound is constantly driving the atmosphere. Whether it’s the bustling streets of New York and Boston, the wilderness of the frontier and homestead areas, or the ocean waves during Naval combat, the sounds of the game immerse you, I guarantee, as no other game has before.
Along with the sound is ACIII’s music. In my opinion, and no disrespect to original series composer, Jesper Kyd, Lorne Balfe has created the best score of the entire series. Like many of Hans Zimmer’s apprentices (Klaus Badelt), Balfe manages to have the same disease: He’s better than Hans Zimmer. I strongly recommend picking this score up on
www.amazon.com where it’s available as a digital download. You won’t regret it.

Gameplay: 6/10
I found the gameplay to be quite unfocused at times. The game constantly changes up your control scheme and play-style throughout its entirety. One minute you’re doing your normal assassin routine, the next you’re riding on horseback while yelling at 3 groups of soldiers to fire their cannons at redcoats in a “tower defense” mini-game.
And that’s essentially what most of the game felt like to me: A series of mini-games with normal Assassin’s Creed gameplay sprinkled in. You spend more of your time with these diversions in gameplay than you do being sneaky and “assassin-ing.”
Most gamers probably welcome these types of constant gameplay changes since it has been stated that the series tends to be “boring and repetitive.” This is a claim that I can agree with if talking about the first game, but I believe Ubisoft rectified the problem with the sequels from ACII through Revelations. In all fairness, it’s probably a good thing that Ubisoft did, in fact, change things up a bit to keep the series fresh, I just felt like the change ups seemed rather forced at times.


Controls: 6/10
Control is kind of wonky every now and then. Connor will sometimes get locked into position and unable to move. This becomes extremely frustrating when having to jump from rooftop to rooftop, or tree branch to tree branch in order to escape guards, or take out a target within a time limit. Although it could have been because I was playing on PC with an Xbox360 controller, it seemed like my ‘B’ button would occasionally stop working. This usually happened when I was engaged in combat and had to use the button to counter an enemy’s attack. I would hit the button to counter, but absolutely nothing would happen and Connor would just stand there like an idiot, resulting in a musket being driven into his face. Again, this could have just been a PC related issue or a problem with my controller, though I haven’t had this problem with any other games using the same one (including other AC games).

For the most part, I felt that Assassin’s Creed III was a decent entry in the series. It was good, but it certainly didn’t live up to the standards which I believe were set by ACII.
I always like to give an “is it worth $60,” or “full price verdict” and here it is:
Is it worth retail price? Maybe.
If you’re a fan of the series, full price is definitely worth it, but if not, wait till the price comes down around $30. Frustrating (at times) controls/gameplay and a main character that has about as much personality as a rock, might turn potential fans off if they haven’t spent time in the AC universe before. Only spend the full price of admission if you absolutely cannot wait to see how the Desmond Miles portion of the Assassin’s Creed series comes to an end.  
Final Score: 8/10

-Josh

By the way, I take credit for these screenshots. All were done by me from my PC except the boxart and video/music. I'm slowly inching my way to fancier things! 
Posted on January 2, 2013 .

Josh's Inner Dorkdom Journal - Episode 4

Christmas time! I got an Nvidia Geforce GTX680 videocard (which came with a free copy of Borderlands 2!), Assassin's Creed III (PC), Battlefield 3 (PC) and Assassin's Creed: Liberation (Vita). Not too shabby… Not too shabby, indeed.

I’ll have my reviews of the ACIII games up later tonight. Honestly, the review for ACIII was the hardest I’ve ever had putting thoughts into written form. There were some minor conflicts I had with the game, but overall, I loved it. Been digging hard on some Assassin's Creed. Steam has been running their Holiday sale for the last couple weeks and I re-bought ACII through Revalations. I also bought the soundtracks for ACIII and Liberation from Amazon and the AC Encyclopedia from the Ubiworkshop. Now all I need is a super cool hoodie and a hidden blade…

Other games I got on Steam over the last couple weeks and my initial impressions:
Alan Wake – Played this before on the Xbox, but the PC version is prettier. Very interesting survival horror game.
Dear Esther – A unique first person game in which you walk around an island. No enemies. Just you, an island and a guy narrating. As boring as that sounds, it’s quite interesting. Check it out if you get a chance.
Lone Survivor – A side scrolling post-apocalyptic game done in a 16-bit style. Pretty cool, but I haven’t played it much yet.
Ys: Origins – Cool, anime-style, action/rpg. Nuff said.
Dragon Age: Origin – A fantasy Bioware game. Great so far.
Manhunt – Had this back in the day on the PS2. Awesome, brutal, disturbing game that’s definitely not for the kiddies.
Prince of Persia – Haven’t played yet.
RPG Maker VX Ace – Not a game exactly, but an engine with which to create your own 2D RPG. Great program. Couldn’t pass up since it was on sale for $30. The regular price is $70.
Sim City 4 – The most complicated Sim City game I’ve ever played! My city went bankrupt in 2 hours due to all the things that have been added to the game.
Dark Souls: Prepare to Die Edition – The hardest game I’ve ever played… but also one of the most addicting. If I ever beat it, I’ll do a review.
Street Fighter X Tekken – Not a great fighter, but was on sale for $5.
I know this one was a bit short, but Assassin's Creed is the ONLY thing I’ve been really diggin’ on this week.

See ya next week! Well, except for the reviews tonight.
-Josh
Posted on January 2, 2013 .

My Videogame Life Pt. 3 (The Conclusion!)

-The Present & The Future-

So after reading the first 2 parts of this whole thing, we’re finally up to the present day of gaming, but let’s backtrack just a touch. I haven’t really covered handheld consoles, so let’s do that real quick…

I was never a handheld gamer until around the time of the Gameboy Advance. I had played an original Gameboy along the way, but the Advance was what really sold me on how awesome handhelds could be. Essentially, the GBA was a mini-SNES. Need I say more? How could you not love the fact that Nintendo was allowing ports of old 16-bit titles along with brand new IPs on a relatively cheap console? We were able to get Final Fantasy IV, V and VI (all with their correct Japanese numbering), new Metroid(s), Castlevania and a slew of other games which effectively ushered in “retro” gaming. The GBA allowed new gamers the opportunity to experience something that they may have missed out on (or not been alive for) the first time around. The GBA sported 2 different models: The original and a smaller, flip-top version with a MUCH brighter screen. There was also a ridiculously awesome attachment for the Gamecube called the Gameboy Advance Player that allowed GBA games to be played on a television through the GC itself.

Nintendo continued through to the Nintendo DS which introduced, in retrospect, a kind of useless second screen. It was a touch screen, so that was kind of cool, but other than being able to display stuff like maps and miscellaneous things like that, it was just a, “hey, that’s neat,” kind of thing. The important thing about the DS was the games for it. Phenomenal titles all around. Since the DS was significantly more powerful than the GBA, the system was capable of 3D graphics which lent themselves well to Square’s complete 3D remake of Final Fantasy IV. The only problem I had with the system was the amount of versions that were released over its lifespan. There were a total of 4 versions of the DS released over 6 years. The second version, the DSLite, was a smaller, lighter version of the handheld with brighter screens. The third, the DSi, was similar to the Lite, but dropped the GBA backwards compatibility in favor of features like a camera and several small applications. The fourth and final version, the DSi XL, was exactly the same as its previous version, only twice as large. I can understand maybe 2 versions of a system (upgrades and such), but 4?! Surely Nintendo could have cut out the middle 2 versions. What was the point in releasing the DSi and then a year and a half later releasing the DSi XL? Why not just wait for the larger, better one? But the DS, over its 6 years of existence, made a killing, so what do I know? I owned the original DS and the DSi, while Nic owned 3 of the 4 models.

It was at this time that Sony tried their hand at the handheld market, a market that Nintendo had completely dominated since the days of the original Gameboy. The result was the PlayStation Portable (PSP), a sleek black handheld that’s looks and interface definitely embodied Sony’s current gen system, the PlayStation 3. Was the PSP a good system? Did it topple Nintendo’s king-like reign in the handheld market? Kinda and no. Yes, the PSP was a good system, being nearly as powerful as the PS2, but no, it didn’t really effect Nintendo’s business at all and they still remain on the throne to this day. The whole UMD thing was kinda silly, as well.

So that brings us to the current generation. Right now, there are 3 consoles and 2 handhelds on the market: The Nintendo Wii and 3DS, Microsoft’s Xbox360 and Sony’s PlayStation 3 and Vita. I own them all except for the 3DS, so I’ll give my thoughts on ‘em.

The Wii and 3DS –Quite honestly, this is my least favorite of the consoles I own. And I don’t just mean from this generation. I have a total of 6 games for the system. Thing is, those 6 games are all that have interested me from what the system has to offer. I have my own thoughts on Nintendo’s business decisions as of late, but I won’t go into them in very much detail so as not to sound like a hater. I will state this here so that it will be on the record for all time: I do not hate Nintendo. I think Nintendo, over the most recent years, has made some extremely poor choices that could have been easily remedied, but I’m not their business manager, so I can’t complain too heavily. The Wii is, in my personal opinion, the worst business decision they have made thus far.

Let me explain: Releasing a system to cater to non-gamers is not the way to sell a console. Not when you’re up against more recent heavy hitters such as Microsoft and Sony. Well, let me rephrase that –It’s not the way to sell software for your console. Nintendo currently holds the top spot as far as systems sold in this console generation. This is a good statistic, but if you look at their software sales, they aren’t nearly as high as Sony or Microsoft’s. One needs to look no further than a top-selling game like Call Of Duty. Which console do you think had more software sales for, say, Modern Warfare 3, a game that was available on all 3 major consoles? It wasn’t Nintendo, I can tell you that.
Xbox360 –Microsoft did absolutely no wrong this console generation… Except for that whole “red-ring-o-death” thing. Seriously, why not fix that? It took until about a year or so ago when Microsoft released a remodeled version of the console to finally fix a problem that completely breaks the thing. As far as software goes, this was the place to get your fill when it came to new and exciting titles. While most games were released for the big 2, the Xbox version usually outperformed the technically more powerful PS3.

PS3 and Vita –
For me, the PS3 is smack dab in the middle of the console war. While it’s more powerful than its competition, it is, by in large, not a videogame console. It’s a “do-all.” A “home entertainment system,” if you will. The PS3 plays nearly any kind of disc known to man except for HD-DVD (an unfortunately dead format. I think it was better than Blu-Ray). All the way from Compact Disc to Blu-Ray, the thing would play it all, including being backwards compatible with the previous 2 Sony systems. I heard at one point several years ago that the system was extremely hard to program for, which made developers a little apprehensive about making games exclusively for it. The system did have a few things going for it, though: Like the Wii, it had free online as opposed to Microsoft’s payment plans (although you get what you pay for. If you don’t pay, you run the risk of that big Sony hacking fiasco last year). It had some decent exclusives (God of War, Heavy Rain, Metal Gear Solid 4), and most importantly to me: It kept the exact same controller since the Dual Shock was released back in 1997.

The controller has obviously always been important in videogames. Each new console has released with a new controller that usually ends up adding something to the next generation’s design. Every single console owes its controller’s design to the original NES because they’ve all grown from there. The SNES added 4 face buttons and shoulder buttons on the top, the N64 added an analogue stick, all of which have been incorporated into all console’s controllers over the years. Sony just happened to find a design that works perfectly for all games and stuck with it. Not to sound like I’m trying to beat a dead horse here, but the Wii’s controls are something I just don’t see ever becoming the norm. At least not for a looooooooooong while. I like to relax while I play games, not wave a stick around like an idiot.

The Vita, on the other hand, needs to step it up quite a bit. I own one, but I own it for one simple reason: Mortal Kombat. Currently, it is the only handheld that has MK and for someone that likes to keep his MK chops up, the Vita version is where it’s at. The Vita needs stronger titles and hopefully it will get them once bigger titles like the portable Assassin’s Creed III spin-off are made available.
So what about the future? 2013’s E3 should be the big reveal for both Microsoft’s “Xbox720” and Sony’s PlayStation 4. Nintendo’s Wii successor, the Wii-U, was revealed at last year’s E3, effectively winning the conference. The 3DS is out there doing pretty decently, although it had a fairly rocky start from what I understand. Very little is known about the Wii-U and even less is known about the other two consoles. Nintendo has a lot to make up for with 3 rd party support on their new system, but with games like Ninja Gaiden, Batman: Arkham City and Assassin’s Creed III, it looks as though they’re making a step in the right direction. Microsoft only needs to keep doing what they’ve been doing and Sony needs to actually create a game console rather than a home entertainment system. 2013 should be an interesting year to say the least.

I hope this 3 part article has been at least somewhat interesting to you. I know that it became more of a “history of videogames” than about my personal experiences, but maybe it was interesting nonetheless. Through the new website, I hope to be able to update you guys on the progress that the videogame world continues to make with both reviews and opinions which might shape where you want to go when it comes to your games.

-Josh

THE END *Doubleback by ZZ-Top should probably play right about now*
Posted on June 26, 2012 .

My Videogame Life Pt. 2

-The 32/64 and 128 Bit Era-

By the time the PlayStation was released in North America,the SNES was still going strong. Really,I (and nobody else,for that matter) had absolutely no interest in the thing until around 1996 when it was announced that the newest Final Fantasy title would be released exclusively for the console.

At this time,I owned a Nintendo 64. The N64 was,in my opinion,a great system. It was the first to introduce analogue sticks, which are something that are kind of the standard today. Plus,the graphics were phenomenal for its time. By this point,I was still getting Nintendo Power in my mailboxevery month,so I,like many others,saw an article before the N64’s release that displayed screenshots from a tech demo from Square. The tech demo showed characters from Final Fantasy III (VI in Japan) fighting a humongous knight. Supposedly,this was going to be the tech that Square would use to develop for the N64,but alas,Square dropped the added graphical horsepower in favor of storage space.

Upon Final Fantasy VII’s announcement, sales of the original PlayStation skyrocketed while I was left thinking,“what in the world just happened?” Why was it that a company that wouldn’t have been nearly as successful without Nintendo,suddenly leaving and making games for another company? It was like Square was cheating on their wife or something! And that’s exactly how I felt when I bought a PlayStation in 1998.

Up until this point,I had been a Nintendo fan through and through. Thing is,that’s all there was. At least,that’s where all the great games were. Now it looked like all the larger franchises and interesting games were being moved to the PlayStation.

I remember the first time I ever played one was shortly after Final Fantasy VII had been released. Down at our local video store,you could rent a PlayStation for around $20 plus the price of the game. Naturally,I rented FFVII. I thought it sucked how you had to turn the thing upside down for it to work. I believe it was something to do with the disc drive going bad. Of course,the rented console didn’t come with a memory card,so in order to keep playing you had to 1) Not die. 2) Leave the system on if you had to walk away.

Was the original PlayStation all that great? Looking back on it,not really,no. The graphics were horrible,the load times were ridiculously long,and gameplay on most games was fairly stiff. It should be noted that this was a transitional period in gaming. Most games played on a 2D playing field before this time and we were now suddenly thrust into 3D. I had always been a PC gamer as well,so the transition wasn’t all that shocking to me,but people who had only owned consoles at this point were in a completely new world. That being said,there were good concepts in those horrible looking,horrible playing 3D games that would be the building blocks for some of today’s most popular franchises. Metal Gear Solid,Resident Evil… The list of potential new franchises was as long as your arm. The N64 still did well because of its first party franchises such as Mario and Zelda, but when it came to 3 rd party games,it just couldn’t hold up to the competition. Suddenly,“Nintendo” had been replaced by “PlayStation” as the household name when it came to games.

You can always see what system is the most popular simply by watching television. As a child of the ‘80s,I was raised on sitcoms. I watched everything from Andy Griffith,all the way to more recent shows like How I Met Your Mother. The movie, The Wizard showed us that the original NES was king and references in such shows as Full House made us realize that the SNES was where it was at in the early ‘90s,all the making us believe that those Olsen chicks were one person. In the late ‘90s,however, the PlayStation was the most featured console in television,letting us know that Sony had one that particular console war.

Sony would continue their dominance throughout the late ‘90s and early 2000s with the release of the first 128 bit system, the rather simply titled,PlayStation 2. The first game I ever played for the PS2 was the demo for Metal Gear Solid 2: Sons of Liberty. The demo came packed in with my friend Danny’s copy of Konami’s Zone Of the Enders. I was taken aback with just how much the graphics and gameplay had improved from the first Metal Gear Solid.

While console wars had usually been comprised of just 2 companies duking it out for marketplace dominance (Nintendo/Sega,Nintendo/Sony),this time there would be 4 consoles in the war. Sony had the PS2,Nintendo had the Gamecube,Sega had the Dreamcast and newcomer Microsoft had the Xbox. Sega’s Dreamcast would quickly die off and fade into obscurity,leaving Sega to enter the 3 rd party software market,while the big 3 struggled to fight the battle.

The PS2 reigned supreme throughout its lifespan based on their head start and carryover of 3 rd party support from their previous system. Nintendo would,with the Gamecube,have to suffer the “sins of the father” (N64) and struggle to find its footing while lacking very much 3 rd party support at all. It’s a shame because,other than it’s media choice (mini-dvd),the Gamecube was technically more powerful than the PS2 and had more in common with the Xbox. Developers at this time had kind of blackballed Nintendo as the company they didn’t want to make games for. Was it because of the lack of 3 rd party support on their previous system? Was it because the storage capacity was smaller on the Gamecube? I have no idea. Nintendo put out some triple-A 1 st party titles around this time,just as they did with the N64,and have continued that trend here in the present.

Microsoft,new to the console world,would be the wildcard throughout this section of the console war. The Xboxwas easily the most powerful of the three systems,but it didn’t quite have the 3 rd party support of the PS2. Don’t get me wrong,there were a lot of games ported from the PS2 to Xbox, but there weren’t that many new franchises being debuted on the console… Except Halo.

Ugh… Halo.

I’m just not a huge fan of Halo. It’s ok,but I just don’t see what’s so special about it. Truthfully,I had already played Halo several years before it came out… when it was called Doom. That’s right,I said Doom! Sure,Doom wasn’t as pretty as Halo,but it was basically the same thing,only Doom was darker,you fought demons from Hell that you THOUGHT were aliens,and much cooler music than that choir chant stuff that everybody just loves to pieces. Heck, Master Chief even LOOKS like the Doom Guy!

Anyway,rant over. I just don’t care about Halo. Sorry.

My decision to buy an Xboxcame fairly early on. Dead Or Alive 3 had been a launch title for the system and I already had some experience with the fighting game franchise from Tecmo. I knew that one of the playable characters was none other than Ryu Hayabusa from the Ninja Gaiden series. I remember telling my friend Danny that if Tecmo ever announced a Ninja Gaiden game for Xbox,I’d go buy the system that very day. One day I get a call from Danny saying he got his new Game Informer magazine in the mail. He started out by telling me about some upcoming games within the mag until he finally got to one in which he said, “Dude,you’re gonna have to buy your Xbox today.” There,in a 2-page spread in Game Informer was a preview for Ninja Gaiden on Xbox. I went to Danny’s house,picked him up and we set off to buy an Xboxand Dead Or Alive 3 on the very day he told me about Ninja Gaiden.

As the 128-bit era of the console war ended,it was very clear that Sony had won yet again and Sega had lost so bad they had to get out of the business. Nintendo and Microsoft had sort of hung in the middle of things. Looking back on it,it seems as though Microsoft was using the original Xboxas a testing ground for a much larger weapon…

To Be Concluded…
*BTTF fanfare once again!*
-Josh
Posted on June 21, 2012 .

How To Play Mortal Kombat (MK9)


Since I need more people to play Mortal Kombat with, I’m gonna create a tutorial on how to get started playing the game. I’ll introduce you to fighting game terminology, strategies, combos, and general fighting basics in what I hope will be the easiest guide you’ll ever read.




Button Layout:
First off, we’ll need to explain the controller and the normal button configuration. I’ll be referring to the buttons in numbered format so things will be a little easier to understand. This button setup applies to both the Xbox 360 and PS3 versions of the game.

360/PS3 – Number which applies to both consoles (and most non-Capcom fighting games)
X/Square – 1
Y/Triangle – 2
A/X – 3
B/Circle – 4
Forward - F
Back - B
Down - D
Up - U
Block – BLK (Right Trigger)
Throw – (Right Bumper)
X-Ray – (Left & Right Trigger Simultaneously)
JiP – Jump in Punch (pressing 1 or 2 while jumping toward an opponent)
JiK – Jump in Kick (pressing 3 or 4 while jumping toward an opponent)
NJP – Neutral Jump Punch (pressing 1 or 2 while jumping straight up)
NJK – Neutral Jump Kick (pressing 3 or 4 while jumping straight up)
Dash – Press ‘Forward’ twice and your character will dash forward. This is effective in juggle combos (keeping the opponent in the air) and Dash Blocking. Dash blocking can be used as a safe way to move toward your opponent faster than either normal dashing, jumping, or walking. To dash block, press FF, BLK, F, BLK, F, BLK, F, etc. After the initial dash, you only need to press forward once in between blocks. You’ll know you’re doing it properly when you see your character scoot across the screen at an extremely fast rate.

Buttons 1 & 2 are both punches, while buttons 3 & 4 are kicks. If I were to explain how to perform Sub-Zero’s freeze move, I would say “DF3.” This would mean that you would kinda roll your thumb from down to forward, then press “A” on the 360, or “X” on the PS3 pad.

Note: Personally, I prefer using a PS2/PS3 pad for playing MK. There are a wide variety of arcade sticks made especially for fighting games (even one specifically for MK), but my opinion is that the game plays better on a normal gamepad. It’s really all a matter of preference. Some are more comfortable using a stick, others a gamepad. The 360 controller’s directional pad is atrocious for fighting games, so I use a converter that allows me to use a PlayStation 2 controller on the 360. You can pick one of those up for about $40 at this website: www.etokki.com



Now that you know the button layout, let’s move into some basics:
All the characters in the game have special moves such as fireballs and other moves that are done by entering specific commands like Sub-Zero’s freeze mentioned above. Throughout most of this tutorial, I’ll probably be referring mostly to Sub-Zero since he’s the character I know the best and is, in my opinion, the easiest character in the game to use.

Let’s look at a few of Sub’s special moves:

DF3 (Freeze) – Sub creates a ball of ice projectile that travels along the screen and freezes the opponent, leaving them open for a combo, or free hit.

BF4 (Slide) – Sub slides across the screen, knocking the opponent down when it hits.

DB1 (Ice Clone) – This is probably Sub’s best move. He creates a clone of himself that, if touched, puts the opponent into the same frozen state as his freeze projectile.

You might be asking yourself, “If Sub-Zero has a projectile that will freeze you, why not do that over and over again?” And here we get into some fighting game principals! If you’ve ever played a fighting game with your buddies, they might sometimes use projectiles constantly just to annoy you. They’ll stay across the screen firing projectile after projectile which will frustrate you, forcing you to learn some specials just to be able to compete with them. While to the uneducated this might seem “cheap,” it is actually a tactic called “zoning.” Zoning is a term that is used when a character uses his projectiles over and over in an attempt to force you into trading projectile for projectile, or jumping over them in which he or she can hit you while you’re in the air (anti-air). But again, “Why not just do that all the time?” Simple answer: Projectiles are usually unsafe at certain distances. If you jump over the projectile and are at close enough range, you can do a JiP and start a combo, effectively punishing your opponent’s zoning game.

The word “unsafe” is a term you’ll hear quite a lot when talking about fighting games. This means that if you block a move that is unsafe (such as a projectile), you are at an advantage and can “punish” your opponent for throwing that move out there. Not only are certain special moves unsafe, but some normal moves are as well.



The five big fighting game terms:
Safe – Moves that, when blocked, put you at advantage
Unsafe – Moves that, when blocked, put you at disadvantage
Punish – What you do when the opponent throws out an unsafe move.
Advantage – You can react before your opponent can, allowing you to block or throw out another move or set of moves.
Disadvantage – You cannot react before your opponent, therefore opening yourself up for punishment.

Most fighting games are based around these terms. It’s been my experience that once you learn these, learning the rest will be a piece of cake.



The Main Screen:
During a match you’ll notice your basic HUD (Heads Up Display) which presents you with both character’s life bars at the top and their respective “Super” meters at the bottom.


  1. Life Bar:
    The life bar is located in either the top left, or the top right of the screen, depending on which side you are on. Green on the bar indicates your remaining life, but when you see red, it means that you’re taking damage. As combos connect, the red on the bar will all stay consistent and there’ll be no breaks in between, meaning that all the hits of the combo are connecting and the opponent cannot block between them. This is important as you create combos, to know that your combos will connect during a match.
  2. Super Bar:
    This is the absolute most important thing in the game and the basis for MK9’s fighting system. As you look at the super bar, you’ll notice that the entire bar is divided into 3 segments. Over time, the segments fill up, until the entire bar is filled. You can spend these segments for either enhanced special moves, breakers, or an X-Ray.


  • 1 Bar - Enhanced Move: Enhanced moves are performed the same way as normal special moves, but you press block at the same time as the button command. For example: Sub-Zero’s enhanced slide is done by inputting, BF4+BLK.  Press back, forward, and then 4 and block at the same time. Enhanced moves usually have different properties and should be used for different situations than normal specials. Sub-Zero’s normal slide, while costing absolutely no meter, only knocks the opponent down. The enhanced version of the slide goes under the opponent, and flips them into the opposite direction. Since Sub-Zero’s playstyle involves keeping the opponent in the corner, this is an effective move if Sub needs to reverse positions and get the opponent where he needs him to be.
  • 2 Bars – Breaker: If you have 2 bars for meter built up, you can perform a combo breaker. After the second hit of an opponent’s combo connects with you, you can hold Forward and press BLK to break their combo, pushing them off you and allowing both characters to return to neutral ground. Characters DO NOT take damage from breakers.
  • 3 Bars – X-Ray: A full super meter means that you can perform an X-Ray move. X-Rays are mainly used as unbreakable damage, usually dealing around 35% damage to the opponent. When I say unbreakable damage, I mean that the opponent cannot break a combo that ends with an X-Ray, or break during the X-Ray.



How To Build The Super Meter:
You can build the super meter by both taking damage and using special moves. You also build meter while hitting an opponent that is blocking. Rush-down (characters that need to be close to be effective) characters (Johnny Cage, Kung Lao, etc) build meter very quickly when they get close – since a lot of their moves will usually be blocked - and zoning characters (Kenshi, Noob-Saibot) build meter when they use moves like their projectiles. You should always pay attention to how your character builds meter the best and how your opponent builds their meter. You can always crouch to avoid most projectiles, but you have to take into account the fact that your opponent is building meter while they throw them at you. Watch and pay attention to both your opponent’s meter and yours.

Yet again, the super meter is the most important tool in MK9. A well thought out breaker can turn the tide in a match, as well as an enhanced move at the end of a combo to cause a little bit of extra damage. Use the meter wisely. Don’t just throw out an X-Ray at random. It could be blocked, leaving you with no meter and the opponent able to get you into a combo that you don’t have the meter to break. X-Rays should only be used if you absolutely need the unbreakable damage, or if your character builds meter quickly. As tournament player Tom Brady/Bill Menoutis says, “The meter at the bottom of the screen is more important than the meter at the top.”

Moves That Have Armor:
Another important feature of MK9 is armor. Some enhanced special moves have armor that allows the player to absorb a hit(s) and go through an opponent’s combo string. This can be used in several different ways. If the opponent is pressuring you (hitting you with several strings while you block, trying to open you up to take damage), a well timed armored move can break their pressure and put you both back on neutral ground. Armored moves are also a good way to get through zoning attempts. If Noob-Saibot is constantly throwing out shadow clones at Sub-Zero, one way he can get through the barrage of projectiles is to use an enhanced slide. Sub will absorb one of the hits (still taking damage), but he will go through the projectile, hitting Noob.

Wakeup Moves:
Most special and enhanced moves in MK9 can be used as ‘wakeup moves.’ These moves allow a player that has just been knocked down to get up quickly with a move. Be careful, though: Opponents will attempt to bait your wakeup moves so that they can block and punish. Be wary of this tactic, as it can dramatically change a match.
Wakeup moves also have ‘invincibility frames.’ This means that the opponent cannot hit you while you are performing a wakeup move. To perform a wakeup move, simply input the special move command like normal, just as your character is about to get up off the ground after a knockdown.
Another wakeup tactic is rolling backwards. Sometimes, rather than doing a wakeup special, a roll back might be in order. To roll backwards, simply hold back as your character is getting off the ground after a knockdown.

Throws:
Throws are very important. Throws always take away 12% of your opponent’s life bar and can be a good tool when it comes to positioning. To throw an opponent, press the throw button (or 1+3) while holding the direction you want them thrown. If you use a zoning character, throwing the opponent into open space is mostly the best option. Most rush-down characters are more effective if their opponents are thrown in the direction of the corner. Crouching always avoids throws, if your character is either blocking, or crouch blocking, you are always at risk to be thrown.
While extremely hard to time properly, throws can be broken the moment the opponent grabs you before the throw. Throw breaking is also a guessing game. You have to guess which way the opponent is going to throw you. To break a throw that will send you behind the opponent, press either 1 or 3. For a forward throw break, press either 2 or 4.

Anti-Air:
If your opponent is jumping toward you, you have a few options. All characters have a built-in anti-air move in the uppercut (D2), but some characters like Johnny Cage have fast enough jabs to, when properly timed, start a juggle combo. Sub-Zero can use his Ice Clone (DB1) as an anti-air. This particularly comes in handy if the opponent has just knocked Sub down and is jumping in for more pressure. Sub can use the Ice Clone as a wakeup move and anti-air the opponent, leading to a full combo.

The Combo System:
MK9 uses what most people refer to as a “dial-a-combo” system. This means that if you input 2,1,4~Slide with Sub-Zero, you do it all at one time, regardless of what is happening on the screen. Doing this, will send Sub into a full combo rather than inputting each individual command for each individual hit. With games like Street Fighter, you input each command in real-time as it’s happening on the screen. The only combos in MK9 that don’t follow the dial-a-combo system are combos that require you to dash and juggle, or juggle combos in general.
MK9 also uses a “create-a-combo” system. This system lets you create your own combos as long as the strings you use will link with others. A list of each character’s strings can be found in the move list on the pause menu. Go into training mode and try ‘em out!

Canceling Into Special Moves:
For the longest time, I had trouble figuring out what this meant. Canceling into a special move is quite simple, actually. One of Sub-Zero’s combo strings is 224. During this combo, Sub will punch once, hit with a sword made of ice, then do a roundhouse kick, sending the opponent away from him. If I were going to cancel this string into a special move, I would simply press 22, and then do a special move. Examples: 22~Freeze (DF3), 22~Slide (BF4), etc. All canceling really means is that you use a special move to end the string instead of the last input. Simple enough?

Hit Levels:
All moves in MK9 have different hit levels that effect where the opponent is hit and what happens afterwards. These are divided between High, Mid, Special Mid, and Low. High attacks will whiff (miss) crouch blocking opponents, Mid attacks will hit characters that are crouch blocking and usually cause them to be popped up off the ground, leading to a possible juggle combo, special mid attacks register to the game as high attacks, but will actually connect vs. crouch blocking characters, and lows connect against characters if they’re blocking while standing. Also, remember that all jumping punches are considered mid attacks. You must block those standing. Knowing these hit levels is a key factor to success in MK9.
By knowing the hit levels, you can do what is referred to as a “mixup.” Mixups are combo chains that have more than one optional hit level to end the string.
For example: Remember Sub-Zero’s 2,2,4 sting? The first hit is high, the second is a special mid, and the fourth is also a high (H,SM,H). If you cancel the string with a slide, the hit levels change to H,SM,L because the slide is a low attack. If you see that your opponent is constantly blocking high, try canceling the string into a low attack such as the slide to knock them off their feet. Also, 224 can be done as 222 (H,SM,M), which ends with a mid attack. This way, when your opponent starts expecting the slide after 22, they’ll crouch block on that hit, allowing you to end the string with 2 rather than the slide. This is why it’s called a mixup. Your opponent must guess what hit level you’re going to choose as your attack.

Hit Boxes:
Certain characters in the game have different hit box properties. Hit boxes are what the game uses to recognize a character as being hit or not. Think of it as if your character had actual boxes around him on different parts of his or her body. You may have one on your head, shoulders, torso, feet, etc. Characters like Kung Lao, Jax and Mileena all have low hit boxes. This means that when they crouch, certain attacks that hit mid and special mid might whiff. Always keep in mind what characters you’re fighting against and keep in mind what their hit boxes properties are. It may be the case that you have to change up different combos depending on the character you’re fighting.

Pressure:
Here’s the part of the game that’s extremely difficult to get down. Not only is it something that takes practice to learn how to implement effectively, but it also takes practice to learn how to get out of properly when your opponent is pressuring you.
I once heard pressure referred to as “hunting for damage.” That is, indeed, the perfect way to describe it. You are hitting your opponent with the starters of combo strings to see if they’re blocking and also trying to get them to counter what you’re doing so they’ll take the hit and you’ll get some damage off of them, or a full combo.

Also, in MK9 when you or the opponent is hit while blocking, you take “chip damage.” This cuts normal hits down to a small percentage of their actual damage, but you still take damage. For characters such as Johnny Cage and Kabal, this is where they actually acquire most of their damage. Sometimes you can get a good amount of damage by pressuring, but mixing that up into a throw. With Cage, you could perhaps do F33~Throw because the opponent might continue blocking, thinking that you’re going to continue with your pressure.

To get out of an opponent’s pressure, you can attempt to poke out during the string. Usually, poking out is done by performing a character’s D1, D3, or even D4. Kitana has one of the fastest D1s in the game, so it’s extremely hard to pressure her.

Examples Of Combos and Strategy in MK9:
Here, I’ll give some examples of combos in the game, using Sub-Zero as an example. Keep in mind: All combos should be used in a situational manner. Meaning, don’t just throw out any old combo. Always have a reason for doing what you’re doing. While giving these combos, I’ll explain the reasoning behind them. Also, no, I did not create these combos. These combos and strategies are things I’ve learned by both playing against human opponents and watching high-level, tournament play. Keep in mind: All combos are notated as if your character is facing right.

Let’s start with an easy one -
214~Slide: This is one of Sub’s bread ‘n butter combos. It’s not very high damage, but it is effective for a little damage. What’s really effective is the next combo…

JiP,214~X-Ray: This will take 50% of your opponents life bar. Only use this combo for the unbreakable X-Ray damage and if the opponent DOES NOT have a breaker. It should be used mainly to end a round. There’s a little trick to getting the X-Ray to land properly. Sub’s X-Ray can be charged by holding down both triggers, or 3+4+BLK on a stick. The X-Ray will not hit until you’ve released the buttons. In order to get the X-Ray to connect in this combo, you must charge the X-Ray for a spit second before you release it.

Here’s a bit more complicated one –
22~Freeze, backup, JiP, 214~Slide: This is Sub’s absolute best open space combo. Your entire goal while playing as Sub-Zero is to push the opponent to the corner and keep them there. This combo pushes them a good chunk of the way there. Also, let’s take a second to talk about hit confirming.

Remember what I said about mixups? Usually when doing that, you’re actually confirming off of the first few hits what you want the final hit level to be. If the opponent blocks the first 2 hits high, then you can try going for the low slide.
You can do something similar with Sub-Zero’s ice clone. The timing is tricky with the 2,2 string, but it can be done. If you see that the opponent has blocked 22, quickly hit 4~ice clone. This will push Sub back and create an ice clone that the opponent now has to jump over, or armor through in order to get to you.

“So I’ve thrown out a clone and the opponent jumped into it. What do I do now? Uppercut?” Actually, you can do a full combo to get a whole lot more damage than a 12% uppercut. This also applies to any time an opponent is frozen in the air.
Simply walk up to the opponent and -
NJP, DASH, B12, 212~Slide

Stagger State:
One thing I haven’t touched on is the stagger state. Several characters have combo enders or moves that leave the opponent briefly staggered. This can lead to more pressure, a throw attempt, etc. The main thing it does is shut down their wakeup game. When put into this state, the opponent is automatically at a disadvantage, leaving you to decide how it is you wish to proceed. Again, since Sub’s playstyle is based on getting the opponent into the corner, using his stagger ender is a great tool. After you’ve frozen a standing opponent (either during a combo, or from a naked freeze), try this –
JiP, B121: This will leave the opponent standing and you can continue pressure or throw. One good tactic is to immediately try –
212~Freeze, DASH, DASH, 2,2~Slide: This pushes the opponent nearly all the way to the corner if started at mid-screen. The 212 part can actually be rather easily hit confirmed into an ice clone if the opponent is blocking.



Corner Traps:
Sub-Zero is the king of corner trapping. By setting up an ice clone in front of a downed opponent while they’re in the corner, Sub has eliminated all of their options except for 2: Jumping out and armoring through the clone. If they attempt to jump out, Sub is at just enough range to use his 22 string as an anti-air, which against some characters (depending on their hitbox size), can make them fall back onto the clone, freezing them, and allowing Sub a full combo. After the combo, Sub can end the combo prematurely by canceling into another ice clone and the trap starts all over again.
Some characters can get out of this trap by armoring through, but there is a way to get around this. One way is to simply block. Another is this –
214~Freeze, 4, 222: This will splat the opponent on the ground and give Sub enough time to put up another clone before they can get out a wakeup move. For example: If Kung Lao decides to wakeup with an enhanced spin which advances forward, has armor, and can go through the clone, Sub has enough time and space between himself and Lao that he can block the advancing spin and punish, sending Lao back into the corner and set up for another corner trap. If a character such as Kabal uses a wakeup ground saw, the move pushes him forward, which will freeze him immediately. If Kabal tries to use an enhanced nomad dash to get through the clone, just like in the situation with Lao, Sub has enough distance to be able to block and punish accordingly.



The Ice Clone:
While Sub-Zero may not be the best character in the game, the ice clone is definitely the best move. Since it’s primary use is anti-air, the best way to get someone to jump into it, is to bait them into it. Make them think you’re going to advance forward, then immediately pop out the clone. This will sometimes trick the opponent into trying to jump across you, but instead they get frozen and leave themselves open for a full combo. Sub can also use the ice clone during a jump, which can lead opponents to believe they can catch you in the air, when in fact, they’ll be eating a mid-air clone.
The ice clone can also be used a shield. If Sub pops out the clone while in mid-screen, he can use the shield to advance, shut down characters with teleports by moving and also sit behind it and trade projectiles. DO NOT trade projectiles with Sub-Zero. If you trade and the freeze hits you, you are asking for a full combo. People who know what they’re doing with Sub can trade with the fastest projectiles due to expert timing. You have to ask yourself, “Is throwing out an 8% damage projectile worth eating a 30% combo?”



That’s about all I have. Hopefully you’ll be able to use this knowledge to get good at the game and perhaps even branch out into other fighting games. I can’t take credit for all that’s here, though. Again, most of this is knowledge I gained by playing against friends, sitting in training mode, and going to a major tournament. Also, for those of you that want a more in depth look into each individual character, check out Tom Brady’s Living Guide. It’s available as an app on the Android Marketplace and on the Amazon Kindle for only $2.99. The info provided in there is definitely worth more than that.
Also, though the online is terrible, my gamertag on Xbox Live is Tang94, so hit me up if you want to play some laggy MK9. If you want to play some nearly offline perfect MK9, hit me up on the PlayStation Vita. My tag there is DarthTanger.

Peace out everybody!

-Josh