Saturday, August 24, 2013

Next Week's Review: Saint's Row 4

          I'm still hard at work playing my way through the gloriously hilarious SR4, so my new review will be delayed until sometime next week. Open-world games tend to take a little bit longer to play, what with me clocking an average of about 55 hours into each Assassin's Creed game. The review will be up on Friday, so look for it then my fellow gamers. Until then, happy gaming!

Friday, August 16, 2013

Game Review: Rise of the Triad

          Now that the game has been patched towards greater stability I can finally bring you all my review. Note that I said "greater" stability and not "complete". I'll come back to that little niggling problem later on, because this is an introduction damnit. For those of you unfamiliar with the name, RotT is a remake of a game named RotT: Dark War which came out in 1994 and was developed by Apogee Software. It was a fast paced FPS that was similar to Wolfenstein 3D on various drugs and completely relished in its own nonsensical gameplay and plot. Now that many years have passed this old gem has been dusted off and given the HD makeover while at the same time retaining the archaic gameplay mechanics which made it stand out in its time. Does this remake still hold onto what made the original so beloved? Well we're about to find out. Lets get ludicrous!

Well it seems we're off to a good start.
Story
          One thing I loved about RotT was how simplistically its story plays out. While this may sound like a negative aspect you should really ask yourself why you expect a game where you communicate almost exclusively via rocket launchers to have a good story. You are a member of the elite team known as H.U.N.T., a force so utterly specialized and secret that this game is literally their first assignment. The game opens with the team sneaking onto a hidden island off the coast of California, whereupon they are immediately caught and forced to mulch every last enemy character in the game with the help of whatever cargo plane airdropped all these damn rocket launchers. That's basically it for the story, though the deeper you go the more confusing it gets. So you start off with soldiers, then robots, then monks who are also wizards, and then alien spider people. Yeah, it makes all the sense. Its best if you not focus on the story. Its essentially Wolfenstein as told by Michael Bay with a hint of occultism thrown in for good measure. Oh yeah, and lots of gibtastic explosions.
                                                                I like my meat extra charred.                        
 Graphics
          When you compare this to the original it is simply stunning to observe how far the gaming industry has come in terms of graphical realism. RotT has never looked better, or run worse. A common problem that many indie developers run into is bad optimization for their games on the latest hardware. RotT was so rife with performance bugs when it launched that I had to delay my review until they managed to patch it. Even with the latest patch the game only utilizes around 50-60% of my GPU. I'm using a GTX 670 FTW just for reference to my readers, not exactly an entry-level card. Through the early parts of the game the framerate was somewhat steady even in larger battles but past Episode 3 is where my performance began tanking into the 15-25 fps margin. This caused the game's fast paced nature to work against me, it became harder to react to emerging threats with any fluidity or precision. Interceptor says they are still optimizing everything, so kudos to them. When taken into account that this game was apparently made without a budget it becomes a wonder how they managed to craft such a gorgeous game. Colors are bright and vivid, with the ludicrously high-res textures being proudly put on display first and foremost. Once you look past the pretty textures you'll notice some strange or downright ugly effects that tend to break the immersion. Enemy corpses, body parts, and organs clip through the terrain very frequently and odd looking blood jets out of stumps with what looks like enough force to propel someone through a wall. If you can look past those issues you will find that the weapons are gorgeously modeled and textured, each instrument of explosive death given an arguably obsessive level of detail. Overall RotT is a great looking game marred by some glaring performance issues that will likely get resolved within the next week or so.
           
                                       That blood is from all the enemies stupid enough to run at you. Which means ALL OF THEM.
Gameplay
          I wasn't kidding earlier when I said this game is fast-paced. This is old-school fast paced we're talking about, where lightning fast reaction time and pinpoint precision will see you through to the end. A loaded rocket launcher never hurt either I suppose. Call of Duty seems like a time distortion next to RotT, where you are expected to hurtle yourself over terrain and obstacles at ludicrous speeds whilst dodging concentrated enemy fire. The feeling is cathartic when you unload a well placed rocket into a group of tight-knit enemies, their gory remains slamming down wetly around you. Its at moments like these where RotT shines its brightest, allowing you to traverse the levels like a human bullet filled with explosions. Then the game suddenly decides to become a platformer, promptly hurling jumping puzzles at you like the aforementioned rockets. These sections are plentiful in supply and supremely irritating, as they shatter the pacing and force you to plod along through them through trial and error runs. Mangled by rotating blades? Back to the last checkpoint. Impaled in a spike pit? Back to that last checkpoint. You see, unlike the original game, the remake has no quick-save system in place. Each level has several checkpoints, which records your current status as you pass them. I don't have to tell you all what a bad idea this is, so I'll just give you an example. I'm running through a winding hallway, gravely injured from my last huge encounter with no porridge in sight to gobble down. I come across a sudden left turn, take it, then flee for my life as a giant boulder comes rolling down the incline. I outpace it, pass the checkpoint, and emerge into a room filled with enemy soldiers. I have 6% health remaining. Oh dear. Moments like these are what makes RotT so infuriating to play, and whats worse is that they occur with common frequency. The player is given little to no warning of where hidden traps may be, often having to blunder into them first and reload that last checkpoint. I'm not that masochistic Interceptor, geez. Without rattling on about the awful save system and frequent insta-death moments, I'll just say that the combat and secrets are the only things that save this game from a more scathing review. Some things transfer over better from the original, while some features should have been redone entirely or taken out. Collecting all those floating coins really brought out my more OCD tendencies, damn. Each level is packed with the shiny things though they only add to your overall level score, so feel free to ignore them if you wish. Along the way you'll pick of various flavors of rocket launchers such as a rocket minigun and the Flamewall, which dish out death via mini-splosions and scalding heat respectively. Every weapon has been finely tuned and feels perfectly overpowered within the context of the already ludicrous story. You can use your dual pistols or MP40 if you wish, though I find it hilarious that you can reload even though both weapons have infinite ammo and clips. Personally I fell in love with the rocket minigun, popping my opponents like the blood-filled meat sacks that they were. Joining the bizarre arsenal are some even more bizarre powerups scattered throughout the levels, serving as what I can only assume as more proof that this game is ludicrous. You have God Mode, which turns you into a deity with the power to deliver lethal blasts of electric energy; Dog Mode, which turns the player into a small mutt who can access tiny passages and rip out throats, and Shrooms mode to name a few. Most of these are extremely useful while some serve to potentially hinder your progress for a short duration. I should also mention that the A.I. is terrible, though I'm sure that's intentional. Gameplay-wise this is a faithful transition into the modern era, for better or worse.
ZAP!
Sound
          To round off this package, RotT features a pretty nifty metal soundtrack and not much else. I hope you like the sound of explosions and poorly acted screaming, because that is going to get crammed into your ears throughout the game. Aside from the music there really isn't much else I can say here, overall the sound design is lacking and a definite step down from my last review of TIAoVH. I'm sorry, I really loved the music in that but it isn't a fair comparison. RotT has a more minimalistic approach to its sound effects, no doubt related to the game's lack of a budget. I suggest putting on some tunes in the background, it'll really improve the flow of the game.
 Must. Collect. Everything.
Conclusion
          For $15 you are getting a ludicrously action packed shooter that sometimes tries way too hard to be a platformer. If that sounds like your cup of tea then this game is for you, but for those expecting a more straightforward experience you may be disappointed. When I pre-ordered the game it came with a 4-pack containing Apogee's earliest games, including RotT and it's expansion, so you may be able to still attain that pack if you are looking to play the original before delving into the remake. Honestly I'm glad I played this game, it showed me what a little studio is capable of if it has enough passion and love for a project. Interceptor should be congratulated on bringing this remake to life, and then be reminded to keep patching their game. 7.5/10 (Only PC version available)

Friday, August 9, 2013

Review Delay: Rise of the Triad

          Due to technical issues within the game I will not write a new review today and shall reschedule it for next Friday when the game is properly patched and running smoother. Sorry for the delay everyone, I would just rather review this game when it is properly optimized.

Friday, August 2, 2013

Game Review: The Incredible Adventures of Van Helsing

          Hello again all and welcome to the Gaming Lair; today I shall be reviewing a little indie gem known as TIAoVH. While being one hell of an acronym, TIAoVH is also one damn good Diablo clone that brings loads of content to the table whilst only being a fraction of the cost of Diablo 3. I'm going to come right out and say this game was addictive once I got into it, just staring at the screen and clicking away on enemies and loot that exploded from their corpses like pinatas designed for wealthy kid's birthday party. The main driving focus in dungeon crawlers is finding better loot and equipment, something this game takes to heart as it showers you every few moments with expensive goodies and shiny objects. Based on the deep lore surrounding the mythological Van Helsing, this game has a lot to prove to interested gamers. Now with all that being said, how about we crack open this resplendent chest?
You do have to wade through a fair amount of enemies to get to that chest however.
 Story
          TIAoVH's story actually takes place from the point of view of Van Helsing's son Abraham, an energetic and determined successor to his world-renowned father. Abraham is a fledgling monster hunter, trying to live up to his father's insurmountable legacy, a monumental task considering Van Helsing brought peace between the humans and vampires of Borgova. Along this journey Abraham is accompanied by Lady Katarina, a buxom spirit and servant of the Van Helsing family who takes an endless amount of pleasure in nagging him. The two begin their journey in the haunted hillsides of Borgova but soon find themselves in places such as mountainous caverns filled with werewolves, boggy swamps brimming with semi-intelligent toad people, and an impressive mechanical city teeming with science-spawned abominations of flesh and metal. The ultimate goal here is to bring peace once again to Borgova whilst foiling the sinister plans of whatever mad scientists still reside in the area, twisting beast and nature to their whims with nonsensical pseudo-science that would make even George Lucas giggle. While being admittedly a little too-lighthearted through the first part, the game's second act presents a clear idea of what is at stake if Abraham fails in his task to bring down the mad scientists. The game loves throwing out references to other movies and games that preceded it, even filling the mandatory quota of at least one Portal shout out in the latter part of the story. Make no mistake, this is not an ultra-serious adaptation of the various books based on Van Helsing's adventures, but rather a deliberately silly romp through various locals wiping out hordes of monsters and aberrations while waiting for that next legendary item to drop. While the story started off a little weaker than I expected, I quickly became entranced by the witty dialogue exchanged between Van Helsing and his spectral lady friend. Katarina is an absolutely fantastic support character and frequent comic-relief for those who didn't think the game was already humorous enough. RPG enthusiasts will also be pleased to know that she is fully customizable, but more on that in the Gameplay section. Overall this is a very good start for this series, providing an interesting backdrop and locations while giving you a clear reason as to why you are pursuing the next objective. Think of it as a more self-aware Diablo 3 in terms of the story, always expanding as you progress while avoiding the common irk of flying off into ridiculousness that most RPGs seem to suffer in their final acts.
Abraham and Katarina as seen here, looking mighty serious about something.
Graphics
          It really says something about the industry when an indie developer manages to develop a game that looks arguably better than several other AAA games that cost at least $60 to buy. TAoVH is an absolutely gorgeous ARPG that never ceases to wow with its enormous environments, impressive spell effects, and detailed character models. A lot of love has been poured into the game world by the developers and it really shows in the layout of each sprawling area you traverse, admiring the scenery as you savagely gib fearsome swarms of beasts of various size and type. Some of the higher tier spells you unlock create some truly awing battles, as protective flames engulf Van Helsing or bursts of freezing particles snap-freeze enemies solid. It is also unsettlingly satisfying to slice and maim your way through swathes of beasts, leaving behind hunks of meat and pools of blood in your wake. At first I was skeptical with Abraham's look, though it quickly grew on me as I went about my journey, outfitting him with an ever growing wardrobe of strange hats and coats.. I never thought I would actually enjoy a humorous rendition of the Van Helsing legends, but the realistically rendered worlds really helped immerse me wherever I ventured. The game shares many visual assets with the Diablo series, most notably the HUD which struck me as being directly from Diablo 3 save for a few changes. It even seems to give a few nods to the relatively new free-to-play Path of Exile, another excellent ARPG Diablo-clone. Another interesting touch here is Abraham's arsenal of death-dealing weapons, namely how over-sized they seem. From dual-wielding pistols and swords to hefting around huge rifles and blades, TIAoVH never ceases to amaze me with the ludicrous amount of weighty weapons it throws at you with seemingly every turn. How can any monster hope to best a man wielding a blade that is at least 2-3 times his own body length? Apparently someone gave the creatures an uplifting speech because they sure throw themselves at you with wanton abandon, with the ranged types generally staying rather unusually close to you as well even when approached directly. I really must hand it to TIAoVH, this game is a real visual treat to behold if you have the rig that can handle everything maxed out.
Behold a pissed off Lady Katarina!
Gameplay
          If you've played more than a few dungeon crawlers then you are going to be pretty familiar with how TIAoVH works, feeling like a mishmash of Diablo, Torchlight, and Path of Exile. This is a top down perspective type of game, with the camera able to be zoomed in and out depending on how close or far away the player prefers it. Honestly though the bigger fights kind of force you to zoom out a bit as roving packs of monsters seem to randomly jump into the fray of a heated battle. I fondly recall a huge battle near the end-game where I had somehow attracted the attention of dozens of bloodthirsty beasties, the ocean of blood and body parts coating the ground proof of my triumphant success. Most of the combat and movement is done by using the mouse, whilst special abilities, spells, and potions are mapped to the keyboard. The set-up is very similar to the control scheme of Diablo 3 and never feels cumbersome or clunky. Everything is ultra-responsive and works perfectly well, though the huge skirmishes do make it a pain to see where your character is located amidst the sea of writhing monsters. Just point, click, and watch with grim interest as Van Helsing and his companion reduce ravening beasts into barely recognizable piles of sliced meat and gore. Upgrading your character's a abilities is a necessity if you are going to survive, especially late into the game when humongous abominations shamble towards you. Luckily you are awarded lots of skill points for completing quests and leveling up, giving you the ability to customize Abraham to your heart's content. The game has no classes, rather relying heavily on active and passive abilities to really define your character's role on the battlefield. I completed my first playthrough while only investing points in the melee tree, becoming a nigh-unstoppable death machine whenever I brought my sword into play. All major abilities come with power-ups that you can activate by attaining rage in battles, boosting your abilities in a variety of ways. Rage is a vital resource that is both plentiful and scarce, only able to attained through striking foes or wearing certain items and able to be depleted by taking damage. Over the course of the story you will learn to become extremely efficient at managing your Rage, or you'll never even notice it and keep playing exactly how you started. I completely forgot about the stuff for half my playthrough and just assumed the power-ups were passive, not realizing my grievous error till later when more demanding foes began flooding me. Lady Katarina can also be fully customized with gear and her base behavior modified to however the player wants to use her best, able to take the role of ranged or melee on the fly with but a click of a button. If she loses all of her health she will become fully incorporeal until she regenerates, providing a passive defense boon to her master, making her an effective ally even outside of combat. Like Abraham, Katarina can invest points into solely passive skills that provide many kinds of boosts to Van Helsing's stats, keeping him combat effective at all times depending on what passives are employed. And as if all these stats weren't enough the game contains a Fame system that levels dependent on how many monsters and champions you slay. Each increase in level allows you to pick from a list of perks which expand as the story progresses, suiting any style of play while adding another layer of depth and providing incentive to hunt down every last enemy. Now we get to the loot. Oh the glorious loot. TIAoVH lacks some of the item variety seen in the Diablo and Torchlight series, as the game contains no pre-made classes. This still does not deter slain enemies and smashed objects from spilling tons of gold and enchanted trinkets forth, providing a steady supply of even more gold to the player as he sends Katarina back to town with a full inventory. I will say that some of the Epic-level loot is extremely unbalanced, staying effective even through the final act. I found a two-handed sword so powerful and loaded with passive boosts that it was the only melee weapon I needed in my playthrough, and this was acquired near the start of the game. Don't let this dishearten you from hunting down as many items as you can though, the game has plenty of different types of armor and weapons it can randomly generate on the fly, much like Diablo. Connecting most of the areas together are HUB locations such as towns or lairs which can be utilized to upgrade auras, forge items, enchant items, sell unwanted loot, and attain side-quests. Chatting with towns-folk always provided a welcome reprieve from the near-constant engagements I kept stumbling upon, however I wished there were more side-quests on display here. There is also a very well-implemented tower defense mechanic that is utilized later in the story, though I will not spoil it as it is tied to events in the storyline. If you are a hardcore Diablo or Torchlight fan then you should feel right at home in TIAoVH, as it feels like a welcome combination of the best elements of those games.
Rats, it had to be rats!
Sound
          Perhaps even more of an achievement than the beautiful graphics engine is the soundtrack, the music is absolutely beautiful. I was dumbstruck by how hauntingly serene the ambient tunes were, filled with sweeping orchestral scores and instrumental chimes which puts the player into a breathtaking world filled with horror and mystery. I could just imagine myself sitting on a hillside in Borgova, watching the grass sway in the wind. It really is that captivating and the composer really deserves some kind of award for producing music that can rival nearly any triple A title in the industry. It must also be mentioned that the voice acting is right on spot for most of the characters, with Van Helsing and Katarina standing out clearly above the others in the delivery of their lines. The rest of the sound department is rather average, with your typical weapon and monster sound effects. Perfectly serviceable with nothing drawing the attention away from the combat. Besides the music. Man, that was some damn good music.
The music deserves it's own award, so here you go.
Conclusion
          Developed by Neocore Games, TIAoVH is a fantastic addition to any ARPG lover's collection and a worthy dungeon crawler at that! Going in, its easy to see that the developers had much love for the legendary Van Helsing, paying homage whilst crafting their own zany tale about the adventures of a monster hunter and his sassy ghost servant. For $15 you are getting an excellent deal, a decent length campaign with enough incentive to warrant a couple more playthroughs and also offering up extra challenges for max level players. A sequel is already in development and I can't wait to see what new places Abraham Van Helsing and Lady Katarina embark to. A truly underrated gem and excellent start for the series. 8/10 (PC version reviewed)

Thursday, August 1, 2013

Upcoming Review: The Incredible Adventures of Van Helsing

          Tomorrow I shall be reviewing a game which pleasantly surprised me this week with its astounding quality. The Incredible Adventures of Van Helsing is an indie dungeon crawler in the likes of the Diablo series and various other ARPGs. Based on the lore of Van Helsing, this dungeon crawler is filled with loads of content and hilarious dialogue exchanged between Abraham Van Helsing and his ghostly mistress Lady Katarina as they make their way through the haunted hillsides of Borgova to solve a terrifying mystery of what horror plagues these lands. Join me tomorrow in fleshing out this exhilarating adventure!