Thursday, April 30, 2009

Dark Sector

Publisher:Aspyr
Developer:Digital Extremes
Genre:Sci-Fi Shooter
ESRB:MATURE

First Look.
First look of the game is really impressive.This third-person action game lacks the compelling storyline that it promises early on, but offers plenty of enjoyable combat.The single-player game starts off with black-and-white prologue mission set some 20 years before the events of the other levels. This mission is mainly concentrated on getting accustomed to the gameplay, that is the gunfiring and looking for cover which offers a strategic advantage,and the enemies in the game are also smart enough to go for self-protection. The story gets underway with a bang, but it gets messy on its way. The characters aren't properly introduced and they appear and leave. New powers are added to your arsenal without any pickups or proper explanation. The storytelling isin't that good, but the combat is able to back it up.

Looks.
Graphics.
The game has got really amazing graphics.The game has got a nice abandoned look which makes it more exciting.The game has got a nice world detail and perfectly designed characters.The blur effect on explosion, the trail of the glaive,the elements (Fire,electric,ice) on the glaive, finisher moves are some of the main attractions of the game in terms of graphics, though we come across some low resolution textures while searching with a flashlight in darkened corners for pickups.

It's also a little funny that in such a realistic-looking world the glaive frequently travels through walls on its way back to you.
But overall the game has got impressive graphics and a modest rig can run the game without slow down and crashes.

Sound
The game's audio is also worthy of note, The game has a nice original background score which warns you when danger arrives. The sound also satisfies the gameplay by making the weapons feel more powerfull and giving the enviornment a creepy and abandoned feling. Some of the enemies appear far more dangerous(due to the sound) than they really are.

Cinematics.
The game contains well crafted cinematics. The cinematics introduce to new charactes, bosses and new powers.The cinematics lack lip-sync, so subtittles are a good choice.The cinematics are short and they don't annoy you with senselss jabbering.


Storyline.
Arriving on the PC after a year it was released for the Xbox 360 and PlayStation 3, Dark Sector is a stylish action game in which you play the role of Hayden Tenno, an elite black-ops agent with an infection that mutates his right hand into a lethal glaive. The boomerang-like glaive is an incredibly versatile weapon and, in conjunction with a decent selection of firearms, serviceable cover mechanics, and intelligent enemies, it keeps the single-player game entertaining from start to finish. The story is a mess, and sadly there's no online support for multiplayer in the
PC version, but if looking for 10 to 12 hours of satisfying combat, you won't be disappointed.

Gameplay.
To play with hayden is like playing as a killing machine.The skills with firearms that you learn in the prologue mission stay with you for the entire game, but even as increasingly powerful weapons become available, you'll find that you spend far less time using them. That's because throwing the glaive that grows from his right hand early on is a more elegant, powerful, and satisfying way to dispatch foes than any gun. Initially, the glaive is used simply as a projectile weapon that comes back to you like a boomerang after every throw. However, when you gain the ability to add aftertouch to the throws, it becomes an even deadlier projectile that you can steer around corners and over obstacles to butcher enemies in glorious slow motion. Applying aftertouch not only makes slicing up enemies easier, but also offers a front-row seat for the kill because you get to see everything from the glaive's perspective. Decapitating enemies this way never gets old, though some of the glaive's other uses definitely do. The game has a bit low supply for ammo so that people could rely on the glaive.


The glaive isn't just an awesomely powerful weapon; it's a Swiss Army knife that can be used to unlock doors, open ammo crates, and pick up items that would otherwise be out of reach. With a little help from the elements the glaive can be used to light torches, create columns of ice, and even put out fires. By hitting specific items scattered throughout the world, it's possible to power your glaive with electricity, ice, or fire for a short time, at which point using it to kill enemies becomes more satisfying than ever. But that's rarely the reason why you're afforded access to an element; more often than not, the elements are needed to overcome environmental obstacles or to solve simplistic (though occasionally challenging, timed) puzzles. For example, sheets of black material stretched across doorways have to be burned before you can progress, and mechanically sealed doors can be opened only with an electric charge override. Puzzles like these crop up a little too frequently in the game and, given that you don't even have to think about them after the first occurrence, it doesn't take long for them to feel like chores that you have to complete before you're allowed to progress and have fun playing with enemies again.

Dark Sector's impressive combat sequences are also broken up with exploration, which becomes a necessary evil as you realize that searching every nook and corner of an area before progressing to the next is the only way to find ammo, currency, and weapon upgrades. Money can be used to buy new weapons on the black market, which is located under every manhole you come across. It's important to buy and upgrade both a pistol (which is used simultaneously with the glaive) and either a rifle or shotgun at some point, because weapons that you pick up from slain enemies function only for a short time before they're automatically disabled by the governors on them. There's a reason they do that, but going into it here would risk spoiling one of the story's very few twists for you. Weapons on the black market are extremely expensive, so despite the range of options to choose from, you shouldn't expect to own even half of them by the time you reach the boss at the end.

The Character also has a couple of powers like the invisibility and the shield. These powers are very effective if used wisely.

There are several boss battles in the game, and all of them are very different. Variety comes courtesy not only of bosses that differ wildly in shape and size, but also of the weapons and abilities that are need to defeat them. None of the bosses are overly challenging if you take your time with them because, with only a few exceptions, their attacks just aren't powerful enough to kill you with a single blow. They'll hurt you, and the borders of the screen will flash red to let you know that you're injured, but Hayden regains health so quickly that getting into cover is generally all you need to do to get back to full strength. That's not to say that all of the boss battles are easy, though, because they're not. It's just that often the tricky part is figuring out how to beat them rather than actually beating them.

AI
The AI part of the game is wat make the game worth playing. The AI use their abilities to the fullest and they dodge the glaive and run for cover and are also pretty accurate. Different enemies have different abilities that amaze you.

Conclusion.
Dark Sector is a bug free game offering a new generation combat style.Overall the game is awesome and worth playing.

Monday, April 20, 2009

Devil May Cry 4 : A Review

Publisher:Capcom.
Developer:Capcom.
Genre:Fantasy Shooter.
ESRB:Mature.


Overview
First Look
Wow! Another installment in the world-famous Devil May Cry series, and the fresh addition has amazing graphics as already confirmed from various trailers and teaser-vids. The First Look of the game is an impressive one...With an opening cinematic that nearly promises the Loads of action involved in the whole game.

Characters
Nero



Surprisingly, this installment of DMC is not all about the Legendary-Devil-Hunter Dante... But rather a teenager - Nero. Who apparently in about 18 years old when the game takes place. Nero is kinda cool guy, arrogant, got a lots of attitude and yet, a fierce fighter. He carries a modded off sword - Red Queen and a Saw'ed-off Double-barreled handgun - Blue Rose. Which, in combination with his own Demon-imbuned Right Hand, is quite an impressive combination. Unfortunately, Having a Sword and Gun doesn't make you any better as Nero doesn't use anything using his Right Hand. He operates both sword and gun by left hand, leaving Right hand open as you can perform some outstanding Grab 'n Smash moves.
Nero's past is, not to mention, not revealed and he's shown to have blood of Sparda - The Legendary Dark Knight. a.k.a. Dante's dad. The connection is quite complicated one... It was about time that Loremasters of DMC figured that out. ;)

Kyrie
Nero's love interest, a beautiful girl of same age as Nero. Nothing much can be said about her.

Credo
Kyrie's older brother and a high-level fighter. Imbuned with a Demonic power, Credo is much more formidable opponent. But has a soft corner towards both Kyrie and Nero.

and finally,

Dante
The man in the Red, carrying his 6 feet sword Rebellion and twin-auto-pistols Ebony and Ivory. Dante is able to take on anyone, right from a frail mortal human to the oversized ultra-powerful demons... He can be pushed to any extreme, any level, and still, he can come out laughing widespreading his both hands and saying, "Come on! Is that all you've got?"

Storyline
Base

Base of the storyline is about a country who worship Sparda as God, a saviour. The rule is maintained by the organization called Order of the Knights and, surprisingly, young Nero is a part of it. This is where is all begins and ends. The storyline is all about a crazed old fool who seeks the Power of Sparda by intending to capture Dante and use him as a core to fuel up an oversized demon - labled as a Savior - and hence take over the World.
Grip
Though the overall storyline feel is actually - Just-Another-Day-In-Dante's-Life! It's definitely not new for someone like Dante to have somebody intending to capture him and use his power! Dante, not to mention acts swift and prompt and this is where the storyline grips you. Dante's entries are brilliant and SSStylish!
Flow
As all DMC series games, the storyline maintains the flow pretty well, through the cinematics and live game action, the storyline is gradually revealed, and hence a lot details about Dante, the backgrounds, and most importantly - Nero.

Visuals
3d Graphics
Done pretty brilliantly, the visuals of the game are definitely of the best quality. Though CAPCOM has turned back to the DMC2 styled special effects again, instead of a lot better looking DMC3 styled ones, they are done pretty brilliantly. The ambience, and illuminaions, lightings SFXs and Dynamic renders are of stunning quality. The brilliant designs for the Bosses lets you completely open-mouthed. The stunning animations and jaw-dropping fighting sequences make you kinda forget that you are actually playing a game. I had played the Boss fights several times, but more I like is grabbing a packet of pop-corns and actually watching someone else play it! It's really enjoyable. Trust me.

SFXs The Special Effects are one of a kind, Slashing weapons, sparks and gunfire is brilliant, and so are the other effects, The enemies' attacks, acrobatics and variety in animation is simply stunning. Most importantly Nero's set of animations is done greatly, He can execute the variations of his Grab and Smash moves! Nearly three of 'em for each enemy type that you can encounter. Namely, the normal on Ground Grab. The Aerial verion of it, and the extra Devil Trigger version of both the previous!
Particles and other effects like Fire or Water are done with details but what I liked was the dust effects! The most realistic dust effects seen so far in any game are present here in DMC4!

Cinematics
This is a TRUE beauty. The animation sequences are done brilliantly. With great details and utmost precision. The animation and motion capture technology is high level. The dialogues are gratly lip-sync'ed, even in the fiercest heat of combat! The graphics and effects are done pretty well and greatly maintained throughout the gameplay as well.

Gameplay
Systems
The gameplay is virtually unchanged from previous DMC games. Same set of moves for Dante for Rebellion, E&I, and Coyote-A But here's a difference. The Style system is greatly reworked. Dante still plays all four styles - Trickster, Royal Guard, Gunslinger and Swordsmaster, but the styles can be switched anytime, anyplace! Of course, this has resulted in minor nerfs from every style, example - Tricker cannot to Wall Hikes, Gunslinger has less power on Charged Shots additionally, Royal Guard cannot to the Ultimate. The Style system has remained virually unchanged from previous. Except for what the Letter stand for, meter starts out at 'D'eadly and peaks at 'S'moking 'S'ick 'S'tyle.
Still, one cannot deny the gameplay and combo system that was implemented with characters, Nero has a Exceed Gauge which is used by Red Queen. Exceed adds up additional effects to the attacks, like an enhancer, that can be revved up to three times. Potentially, unleashing a single attack that makes it thrice more powerful. Or multiple chain attacks, that gradually consume the revved up bar, but powerful ones.
Dante, has an impressive new weapon in his stock. The Pandora's Box! The box, is actually a gun, which takes multiple forms depending on how it's used. The Pandora has a Disaster Gauge, which is filled up by using many attacks from Pandora. Only Gunslinger is able to use the advanced attacks of Pandora which consume the disatster Gauge, but is used effectively, pandora is deadly weapon that can clear off entire raging army of Demons or Put a Boss trembling, weakened. Dante, also has a Brand New Weapon - Lucifer. Gotta give credit to CAPCOM for such amazing design.

Weapons and Skills
Nero's weapon arsenal is small but amazing. And he mas many combination moves that allows a lot more combos... Plus the visual stunningness and fluidness in Combo branching is really done well. Nero can use Demonic Arm along with the Sword or Gun combinations. Unfortunately, Nero's gun seems a bit less effective than sword, unless used in Charged Shot mode. (Yes, Nero's charged shot is a lot different than Dante's)
Dante carries his usual arsenal, but greatly reworked from DMC3. As effective as it's a little difficult to handle than Nero's. But it's Okay. Once you unlock the Dark Slayer style (The fifth style) then, the real fun begins...
The Cool Combos are simple but damn effective... The visual threat to the onlooker and a great and addicting experience to the player himself.

Upgrade System
The game uses two currencies instead of one as opposed to the previous installments, Red Orbs are used exclusively for Consumable items and Blue Souls are used for purchasing extra moves upgrades etc. Kinda cool and great. I loved the way the Upgrades are, and the Variety of moves. Dante's styles can now be upgraded instead of perfecting them through the combat. Which seemed a kinda dull to me. Duh!

Anyway, This s all about Devil May Cry 4 for now...
We shall be soon back with another great review, Stay Tuned.

Friday, April 17, 2009

Command & Conquer : Red Alert 3

The another game from Westwood and EA games... However, this time the title was shipped completely under EA. I have played CnC: Generals from EA and for some reason I have skipped CnC 3 : Tiberium Wars.

This is Review by Sid, upon special request from Original Blog Author.
This is 100% Original and (c) Both the Authors.

First Look
CnC Red Alert series had always been my passion ever since I had caught glimpse of Red Alert and have owned Red Alert 2. And not this is a third time, Red Alert comes up with an exciting new 3d Graphics, and high definition flashy effects.
First look of the game is really impressive, much like Red Alert 2's Opening cinematic, that makes your heart beat with double rate.
Okay, the first impression is good. The significant difference is the Gameplay tutorial, which explained almost every aspect of the gameplay, which appears to be really vast and much in-depth. The tutorial is briefed nicely and covers every tiny details of the Game, so much information that overwhelms you if you are not a Micromanagement pro. ;)

Looks
3d Graphics
Impressive 3d models and physics. Due to fact that Red Alert 3 uses RNA engine - an upgrade from CnC: Generals, you feel no significant difference in the gameplay, if you already have played Generals. The Tanks shake the earth and nearby trees, the Camera shakes and blinding flashes upon large explosions and the Appocalypse Tank Run-Overs are created brilliantly. However, there's a slight balistic problems with the new V4 Rockets at min range, (I guess it cannot be helped, as Tomahawk from Generals also had a same problem)

GFX / SFX
One word - Amazing. The Dynamic renders and GFXs are really great. The Parachutes and such props follow physics pretty well, and they are not overdone either, which is a best part of it. The Effects appear brilliantly merged with the Gameflow and do not 'Stick-out' like they used to in the old W3D engine used by Red Alert 2. Particle Effects, Fire or other trails are done pretty well, though they did not maxxed it out as they had done with Generals. (Okay, No Issues)

Sounds / Audio
Sounds are nicer this time, but I found the lack of proper sounds, actually. In Red Alert 2 the sound was heavily focused upon and units used to respond as though they were really on noisey battlefieds, In Red Alert 3, the Sound simply fades in and out, None of Distorts Cut-Offs, Noices etc. etc. to make the scene realistic. Some RTS fans would enjoy it though, but I personally prefer the true Battlefield experience. Ambience sounds seemed to playing at far distance, I believe if they really have payed attention to the 3d positioning of the sounds. Or maybe because I played with Vertical Z angles, so maybe the even Z axis is considered for 3d sounds, either ways, it was nicer than it was before.

Music
I dunno what had come over the developers, but sound tracks are not changed at all! The same sound tracks, as they were in Red Alert 2 make their return in Red Alert 3! Not even a tiny beat is changed. Of course, the Music is kick-ass, but I was expecting a bit more... New!

Cinematics
EA gets the glamour on screen now, with Real-Life actors acting on the cut-scenes and cinematics, real-life places referenced and much importantly, a former Playboy-featured model playing role of Infamous Tanya! EA succeeded in pulling over all the Glamour. With all girls wearing some nasty costumes while they brief you about the mission, your minds are naturally diverted, But it's a good commander's quality to stay focused, Got it? (As for me, I focused the Girl more than what she was saying... Hehe, Kiddin')

Storyline
Overview
Red Alert 3 is fictional universe, having a storyline about altered past and hence a new future. The Epic Saga had continued, but in a very different manner. Now this time, the Soviets are the Heroes of the Time Travel! The Soviet Generals travel back, and eliminate the Einstein, and when they come back, all they have two mortal enemies instead of the one they sought to defeat! Pretty impressive at the start, isn't it?
Unlike previous games, this time, the Storyline is not One-Way-Fluid at all. You can begin with any of the three factions, Allied, Soviets or Empire of Rising Sun, and lead your faction to the Global Conquest. Non-linear plot, where any of the sides can emerge as winner according to the alligence chosen by the player. This was a Huge Leap, compared to what other CnC games were about.

Grip
The storyline focuses on small tactical and battle missions, that play as skirmishes for most of the times, unlike few stealth missions that were available with Red Alert 2 - Tanya or Boris. But overall, even if the Grip is nice, it failed to hold me for a long time. I did not enjoy the storyline, as for the heights and standards set by the Backgrounds and Cover stories, the Core stotyline of the Misions and campaigns do not stand upto the expectations.

Flow
Even if the Grip part fails to interest me, the Flow is good. The only reason why I would have wanted to play the missions is the flow maintained. Good work on this area, EA.

Expandible Plots
This is the speciality of EA - the coin is flipped in the air and the outcome can be both heads and tails! So is the storyline. At the end, one of the sides have achieved the Gobal Conquest, but on the other hand, the Epic Saga can still continue... Expect a Red Alert 4, Can we?

Gameplay
Factions

Okay, not to mention Allied and Soviets make their return, but now much has changed. Due to the Past altered for the second time, Soviets no longer have Nuclear Technologies. But if whatever happened in Red Alert 1 and 2 had never happened, where did Sovets get Kirov from?(Well, I guess it's a glitch, a hole in the plot they missed!) Okay anyway, Many new weapons, Tanks and stuff came up. Absense of Nukes had make the game a lot better and innovative Super-Weapon Ideas and cool stuff had kicked in. I personally loved the Magetron from Red Alert 2 and really loved to see same guy back on Red Alert 3 - Magnetron Satellite, Cool!
The Empire of Rising Sun is the New entrant this time, as the Past had changed, No nuke was ever created, and hence Japan never actually suffered the setback in mid 19th century. The growth of the technology went uninturrupted, and arose the Empire of Rising Sun!
I personally loved the way Empire was created, Impereal Foot Soldiers - With Laser Wadoichis' at their hands, Advanced Shinobi and Ninja tactics, Tsunami Tanks - Not to mention - Amphibious, King Oni that towers above all! and small Tengyus that fly around. Quite impressive reanimation of Feudal Age Japan of Warring State!

Systems
The Factions have pretty unique systems, and most notably the buillding system. The Soviets build their structures, gradually, over the area of influences. Allied still, stick to the old method, Prepare and Deploy. Empire, however, use a very different system. All the Structures they create are the Cores - which can be deployed at any spot of the Map. But that's a balance part of it. Empire needs to upgrade every structure individually. Fair Enough.
The coolest part is the Transports, This time every faction has unique transports, Allied have heavily armored transports, Soviets can 'project-like-a-balistic' the soldiers from their passenger vehicles, which, rainover the target area from Parachutes! Whereas Empire's transport vehicles can disguise themselves as other player's own vehicles or some Neutral-Looking-Limo!
Additionally, Empire fascinated me with the Mecha-units, Most of them are Transformers! Really cool animations and stuff. Planes that flip over and submerge in the Water, or Submarines that flip over and become the Planes... It's got to be one or another... Who cares?
The good thing is that almost every unit has got one or the other special ability that can be quickly used at a Button press. Many are Jumpers as well, allowing them to easily cross the Cliffs and similar areas. And Tanya's got a Time-Warp-Belt! Natasha can Kill the vehicle crew - Remember Jarmen Kell from CnC: Generals?

AI
This is where the game doesn't disappoint you. AI is good, almost too Good. Prefect at Micro and great with selection of units for both Offence and Defense. Not to mention that is it way better than Red Alert 2 and still better than Generals.

Balance
This is a Annoying part. If you have played Red Alert 2 or CnC Generals, and expect this game to turn out the same, You'd be utterly disappointed. Red Alert 2 and CnC Generals were of the Balance High type, where each unit is unique and inflicts Maxxed out damage, except at the Counter-units, where Damage is simply reduced. Whereas Red Alert 3 is of the Balance Low type. That means, the unit will deal extra damage only to the target it's strong against. If put before any other, it's worse than useless... Imagine an Infantry surviving a Direct Hit from an Oversized Battle Tank? Well, that's how it works, Sadly.

Concusion
Red Alert 3 is a great game. But do not expect it to be a True sequel of the Red Alert series.