Tuesday, November 27, 2012

Halo Confessional a'la Snerts

Fans, friends, and foes alike know how much I love the Halo franchise. The first game blew my mind, and gave me a new perspective on the first person shooter. Halo 2 and 3 were fantastic upgrades that, particularly for the multiplayer segment, raised the bar significantly for all contenders in the genre.

Not many titles provides a map maker; campaign mode with four player co-op options; amazing multiplayer; and a recording system that captures the fun in every match played. They also provided numerous DLC packages, for a cost of course, and unprecedented website support that tracked an insane amount of stats--something previously excluded from console players. The folks at Bungie could do no wrong!

Then, years later the contenders challenged that notion. Today Call of Duty and Battlefield reign supreme for action packed shooters. The latest Call of Duty's also provide a theater mode, but still lack any map builder options. Other games like Left 4 Dead and Mass Effect 3 provide alternatives to the more traditional route that provide unique on-line co-operative experiences.

The Halo franchise responded to these changes with ODST, Reach, and now Halo 4. The first introduced a non-spartan perspective, and a new mode called Firefight. This co-operative game pitted players against unending waves of enemies. ODST was overall a neat game, but couldn't compare to the previous tittles.

The second response was Reach, a prequel to the events in the first game, which really tried hard to deliver a compelling story. I think to a certain extent Bungie succeeded. Unfortunately, by this time, the changes to the gameplay felt like a vain attempt to catch up to the top contenders.

Reach introduced armor abilities, which is arguably the most significant upgrade to the franchise. Players can now activate a variety of power ups like invisibility, or equip a jet pack. Oddly enough sprint was also an armor ability; a standard for most shooters on the current console generation. Another important feature was the pregame load outs that became available for multiplayer games.

Just like Call of Duty, Spartans can now sprint and pick which guns they start with. Just like Tribes there are now jet packs. The Halo franchise has an odd habit of just borrowing ideas from other games. Hoping the extra topping on that old pizza makes it more appetizing.

Now there is Halo 4. The culmination of years of catch up. A new studio gave me the naive impression that something new, bold, and exciting would be produced. Especially with the big bucks from Microsoft funding this project for years. Yet after three levels of the campaign, an hour of multiplayer, and thirty minutes of the new mode Spartan Ops; I was already sick of the game.

Mind you I played many more hours since that moment and writing this post. Trying desperately to find something that I found fun and addictive. I couldn't. After playing other modern FPS games I just couldn't find the fun in Halo anymore.

Halo 4 was advertised, like all the big blockbuster games, as a the next new adventure for the Master Chief. What's so new about this game? 343 Industries took away multiple enemies, weapons, and multiplayer game modes. Guess they thought removing some of those old toppings would make that decade old pizza look tasty again.

Players face off against a Covenant force that excludes Brutes and Drones. The Flood is also absent from the campaign. To make up for their absences the developer added Promethean's (cough Mass Effect cough), which includes three new enemies. There is the flying unit that buffs allies, the fast enemy who runs in packs, and your standard strong solider. Sorry to say these additions aren't enough to make up for the subtractions, and the encounters get boring quickly.

Changes to weapons in Halo 4 echoes the issues with the enemies. The new weapons from the "new enemies" amount to nothing but clones of what was already available. A sniper rifle is a sniper rifle no matter what reload animation the game displays. I cannot think of one new weapon that was significantly different then any of the previous titles. Additionally some really awesome guns were excluded from Halo 4 like the Needler Rifle or the sticky grenade launcher.

Then there is multiplayer. Gone are such MP modes as Free for All, Firefight, and Invasion. The only significant changes to gameplay are the mech vehicle, a sprint button (finally), and strike packages that are awarded for kill streaks in certain game modes. Spartan Ops, the new co-op experience, is like CoD's Spec Ops with more cut scenes. Overall the MP was the most fun, but also reaffirmed my disappointment with Halo 4.

Finally there is the story. The plot to Halo 4 makes Halo 2's annoying cliff hanger look awesome. Why do I have to watch hours of video, outside of the game, to understand the convoluted plot presented to me? Where's my action packed experience? There was nothing gripping, or exciting, about the campaign in Halo 4, and that's with one of the major character being killed (or at least she's dead for now).

All in all, if you haven't figured it out by now, I'm over the Halo franchise. Short of an epic movie, I do not feel compelled to buy anything Halo for a very long time. I love the universe, but I'm sick of being disappointed. Which oddly enough reminds me a lot of the Matrix.

Snerts recommends a rental for Halo fans and avoid at all costs for FPS pros.

Wednesday, September 26, 2012

Nip Picking a'la Snerts: The Dark Knight Rises

I finally found something that sparked the writing urge. I love nit picking movies--even the ones I really enjoy. There's always one or two things to rip on, and certain websites like How It Should Have Ended put a lot more production work into their critiques. I, however, will just list out some of my observations. An update may or may not follow after subsequent viewings. Please be aware that spoilers lie ahead.

First up is the third Batman movie directed by Christopher Nolan, The Dark Knight Rises. Overall I enjoyed the movie, but I must admit that The Dark Knight was a far superior product. Here is my list of what the fuck moments in no particular order. 

  • Bruce Wayne has his back broken by Bane, just like in the comic series. Yet unlike the comics he recovers with a piece of rope in a foreign prison. 

  • The police underground seemed really clean, and fit for duty, despite being locked up for an extended period of time.

  • The police charge an entrenched enemy position with inferior weaponry, and suffer relatively minor losses. It should have been a blood bath considering Banes men had fully automatic weapons and the fancy high tech vehicles. 

  • Catwoman is a horrible thief who seems to always get caught.

  • Catwoman and Batman have a very forced romantic relationship. 

  • When Batman firsts fights Bane he doesn't use any gadgets at all. So not Batman!

  • Why couldn't Bane be of Latino origin? Instead we get a muzzled Sean Connery. 

  • Gotham was a very bright city compared to previous films in the series. 

  • Oh gee wow. Robin is introduced. Is he staring in the next three films?

  • The stadium collapsing scene consisted of poor special effects.

  • Bane tells the people to rise up against the government, but traps them within the city with a bomb. Then he releases prisoners and arms them. People are seen looting the rich, and there are many Occupy Wall Street like messages. I much prefer the chaos vs. order theme from the second film over the proletariat vs. bourgeois ideals expressed in the third.

  • Finally the whole movie was building up on so many points then failed to deliver in the second half. Vague I know, but I can't forget how many times my eyes rolled during the home stretch. 
Well there you have it. Snerts gets nit picky with the latest Batman movie. Who knows maybe after additional viewings I'll grow to like it more?

The next post of this nature will most likely be The Avengers, which was released this week on dvd. 

Monday, August 20, 2012

The Misadventures of Sir Click

Game: Diablo III

System: PC/Mac

Release: May 2012


Diablo III is Blizzard's much anticipated follow-up to the smash hit Diablo II. In the ten years between tittles old systems have been streamlined and new features implemented. Overall the developer covers the most important aspect of any videogame--it's fun. There is, however, much to be desired especially for those of us in it for the long haul.

Diablo II was an unforgiving mistress. Players could invest hours upon hours into a character just to find out the skills selected are useless at higher difficulty levels. This is not the case with Diablo III.

Stats are automatically assigned while leveling up, and each character has access to all their abilities once they reach the level cap at 60.  A set number of abilities and/or spells are mapped to the hot bar for use in game. Each ability has a rune that offer enhancements or changes specific properties. Selecting the different builds can be done at any time, however, it is difficult to switch things around when monsters are trying to kill you.

Although I miss the synergy features found in the skill tress of old, I do appreciate the new skills system in Diablo III. You can start your Wizard off performing ice spells, then switch to arcane or lightening on the fly. What I don't understand is the sheer number of useless runes. Many of the enhancements are unimaginative (add knockback, stun, etc.), and often the higher level runes are less effective then their earlier counterparts.

There are five classes in Diablo III--Barbarian, Monk, Witch Doctor, Demon Hunter, and Wizard. The spells and abilities for each class are typical to the franchise. Some smash. Some cast spells. Some smash, and cast spells, with a touch of healing. Each class is fun to play, but I would have loved to see more. The plot doesn't hold up well after the first playthrough, and adding additional classes would improve the replay factor.

Speaking of plot, Diablo III provides another boring main story surrounded by interesting filler and background lore. Fans of the series will be re-introduced to all their favorite characters like Cain or the Skeleton King. In fact it seems like the main heroes from the last two games are the least important characters in this fictional world. The playable cast are around just to make Tyrael look good.

Probably even less important then the heroes are their followers. They fall into the typical caster, warrior, rogue trio and frequently add such witty remarks as, "Look at the size of that monstrous creature." As they level up skills are unlocked, and each follower can equip a limited number of items. They provide decent support in game, but are never missed if you have a friend to team up with.

Yes multiplayer is where most the fun is for Diablo III. Teaming up with some friends to slaughter waves of demons is a real treat. With each additional player the difficulty increases ensuring the challenge is never lost. There is no fighting over loot because each player gets their own drops that no one else can see or pick up. As of this post there is no PvP, which is a massive disappointment and severally hinders the replay factor. You can only kill Diablo so many times, with so many different groups, before you get sick of the clickfest.

The other major issue, besides lack of PvP, is the armor system and auction house. Stat distribution on armor is completely randomized and the drop rates are horrid. Many times I found stats that would not work for any character; like having intelligence on a giant two handed axe suited for a Barbarian. Also none of the armor I have equipped on my two highest characters came from in-game drops. The auction house is where you will find relevant armor without wasting days of your life with the vain hope that the game would produce some decent equipment.

At one point I found myself spending an average of twenty minutes per game session in the auction house. This was not fun, and I started to realize there was no point to acquiring all this awesome armor just to replay the same four acts one more time on the highest difficulty. Add to this a lack of PvP, and you begin to realize there is no fun end game for Diablo III. This is a disappointment after Blizzard produced such addicting games as Diablo II and World of Warcraft.


That said Diablo III is not dead yet, and still has plenty of potential. The previous tittle really didn't take off until the first expansion hit. I'm confident that Blizzard will make some key changes to increase the replay value, but I'm hesitant to fork over any more cash. If you haven't already purchased Diablo III, then you may want to hold out until an expansion is released. The game is fun, but not quite worth the full price of admission.

Thursday, May 10, 2012

Return of the Spectres!

Game: Mass Effect 3

System: Xbox 360, PS3, PC

Release: March 2012

Bioware is to be commended for creating the amazing universe found in the Mass Effect trilogy. The aliens, characters, worlds, and stories will be talked about for ages to come. One could even argue that this is the current generations Star Trek or Star Wars phenomena. A theory that will be tested with time.


Mass Effect 3 marks the conclusion of Commander Shepard's adventures. The game begins with the much anticipated Reaper invasion. Once again Shepard must take command of the Normandy, and lead a team to save the universe from extinction. As with my other Mass Effect reviews I will not spoil the plot, but rest assured the journey is a worthy experience. The ending, however, leaves much to be desired, and will be the focus of another post.

The major difference between the first two titles and the last is the invasion itself. Everything seems much more urgent and desperate then before. Wandering the galaxy collecting resources, for example, has been streamlined. Now planets are scanned while the Normandy is flying about the sector. When the ping picks up anything of interest the scanning mini game returns from the second game. The more scans used, the greater chance Reapers will find, give chase, and destroy the Normandy. This adds to the looming external threat that was only briefly felt in the earlier games.

In the second Mass Effect, the main focus was building an elite team and forging a relationship with the crew. If you didn't complete quests for squad mates, then odds are they would parish at some point in the game. No such power is granted to Shepard this time around. The focus is the ever present invasion, and the need to gather resources. This is what drives the majority of missions, and as a result I didn't feel as connected with some of the new crew mates.

Speaking of the crew, the Normandy is not home to has many characters as the previous titles. There are about half as many combat comrades, and four of them are from the other games (Garrus, Tali'Zorah, Liara, and Ashley/Kaidan). New characters include EDI, who finds herself with a new sexy body, and James Vega, the tough but lovable soldier with a Latin flare. As with most Bioware games each squad mate has deep conversation trees that could lead to potential intimate relationships and side missions. The latter, however, is lacking compared to ME2.

(On a more personal note, I really liked how Mass Effect 3 had characters visiting Shepard's quarters on the Normandy to talk. In my Mass Effect 2 review I mentioned how annoying it was to sit through load screens just to discuss personal issues. Glad someone out there was listening/reading critiques from the fans.)

What about those lovable folks from the second game? If they aren't apart of your crew, then they're featured in various segments through ME3. Some play a more pivotal role then others, but rest assured Bioware left no one out. Unless, that is, you had them killed over the course of the trilogy. In that case they'll be replaced with a similar but different character, or will not show up at all. Tali'Zorah, for example, is a key figure in the third game. Her untimely demise will have a greater impact then the death of Grunt or Jack.

This brings me to one of the most awesome features of this series--the imported character. Bioware has created a world where one character can be played in three games. The choices made are felt throughout the series, which increases re-playability substantially.

From big story beats to subtle conversations you truly feel like your decisions matter, and will have an impact in the game world. Despite the controversial ending, I praise Bioware for providing an awesome connected experience across three different games. Something I've personally never seen before.

Regardless of your past decisions, with the Reaper invasion in full force you'll be spending plenty of time in battle. Combat in ME3 is fluid and fun. Like the second game powers can be mapped to three hot keys, and encounters can be stopped at any time by bringing up the power wheel. This allows players to coordinate teammates for devastating blows against more challenging opponents. Level design is suitable, and a few of the scenarios fit the cliche--edge of your seat action!

Unlike the first game, each class is fun and offers a unique experience encouraging multiple playthroughs. In fact, the combat and classes are so much fun that they are the main force driving the somewhat repetitive multiplayer. That's right folks. ME has MP.

Four players take on the rolls of various species and classes to fend off waves of enemies. Each class has a number of races to choose from. The cool part is the leveling system. Classes gain experience as a whole. E.g. Playing as the Geth engineer will level up the Human of the same class.

There was even free DLC adding more maps, weapons, and characters to unlock. Completing multiplayer mission objectives will be rewarded with credits that can be cashed in for additional content. There are numerous packages to purchase that offer a variety of rewards. The more expensive the pack, the more likely a rare item will be unlocked.

This seems awesome at first. A reward system to increase re-playability. Then you spend an entire weekend trying to unlock one character and fail. All of a sudden MP has lost its replay value. Unfortunately if you want a particular ending for the campaign you will have to play MP.

Yep! The multiplayer affects single player, and will dictate subtle events during the final part of the game. A map appears in both segments denoting the "Galactic Readiness." The higher the percentage the better, which can be a challenge.

The percentage declines steadily over time, but will never go below 50%. If an MP class reaches the level cap at 20, then that class can be promoted to SP. This will result in a permanent percentage increase in your Galactic Readiness, and the promoted class will be reset to level one.

Although the relationship between SP and MP is poorly explained in game I do enjoy the concept. Not many games connect various modes into a cohesive unit. Multiplayer is also a good quick fix for fans who want more action then plot. All of this illustrates an attempt to mix up the traditional Bioware formula.

Mass Effect 3 has it all. An ending to a trilogy brought to us by the awesome folks at Bioware. They continue to uphold their reputation for great writing and fun experiences. They've also improved each iteration in the series at numerous levels. Add on some multiplayer and you have a robust package that is sure to please fans of shooters and RPGs alike. I whole hearty recommend this franchise, and I look forward to future (non-Shepard based) adventures in the Mass Effect universe.

Saturday, March 31, 2012

DLC Hodge-Podge

Greetings true believers! This post will cover some of the DLC that I've experienced since the beginning of this year for Batman: Arkham City and Deadspace 2.

Arkham City:

Unlike the previous tittle Arkham City has seen a ton of post launch support. Some of the content was available since day one in the guise of pre-order bonuses, but eventually everything went up for sale on Xbox Live or the PSN. The slew of content contains different costumes for Batman as well as new maps and characters for the Riddler Challenge Mode.

The most boring pack only gives you costumes for Batman to wear in the campaign or challenge mode. The kicker is you have to complete the game before changing tights. If you are not planning multiple playthroughs, then you may want to avoid this purchase. Luckily the other content packs are a bit more robust.

The Robin pack features the character by the same name and two maps. Robin feels like a weaker version of Batman with a few unique gadgets and a staff. In particular, I enjoyed the remote detonating shock-wave mines. Like all non-Batman characters, Robin is lacking some key moves which really hinder his combat strength. Fans will automatically be frustrated when they can't destroy enemy weapons, or discovers the lack of gadgets in stealth situations. Regardless having different playable characters extends the replay value of the challenge mode.

Nightwing is also featured in his own DLC pack with a couple of new maps. As I mentioned with Robin, Dick is lacking some moves and gadgets compared to the Dark Knight. Unlike Robin I believe Nightwing holds his own in combat, and feels like an upgraded Catwoman. Most of his area of effect abilities are fantastic, and make up for the lack of take-down moves. For stealth sections NW can be a bit frustrating. He lacks the ability to glide, and many of his gadgets are glorified batarangs.

Both the Nightwing and Robin packs features awesome maps. Each comes with a stealth, and my personal favorite, brawler game modes. The train level found in the Robin pack gives a left to right string of events versus the more traditional open room design. The level ends with a boss fight against the Black Mask. The Nightwing pack has you exploring Wayne Manor, and the brawler features a good mixture of enemies.

Finally there is the map pack featuring two brawler levels and one stealth segment. I didn't care much for the Batcave sneaky stuff, but the other maps had unique twists to the typical combat scenario. The Iceberg Lounge is the cliche unending bad guy design. Villains will move faster, and weapons become more prevalent, as time goes on. Joker's Carnival is similar, but features a cash in system. Build up the meter by kicking ass and not getting hit. Any damage taken resets the meter. The higher the meter the more difficult the enemies. If you get up to a one-hundred hit combo Joker himself comes to crash the party. Fun stuff.

Obviously if you don't like the challenge mode in Arkham City the DLC content is not for you. There is no effect on the main story. The costumes are superficial. The new characters are a nice touch, but they are also not game changing. I only recommend this purchase for the die hard fans, or for people who seriously enjoy the challenge modes.

Deadspace 2: Severed


Severed is a short but sweet return to the world of Deadspace 2. Players take on the roll of a soldier named Gabe Weller. His story takes place during the events of the main game. Gabe is constantly coming across areas that Issac has plowed through, and is desperately trying to find his girlfriend Lexine Murdoch. She is the target of some government agents because of a big secret that is revealed towards the end of the two chapters.

The plot follows the general survival horror and conspiracy beats that Issac Clark experiences. The gameplay is unchanged, and because the main character is different all stats are reset. This is actually a good thing because it keeps the DLC challenging. There is one boss fight against a gunship, and the ending is cliche but well done.

Overall Servered is fun trip back to the world of Deadspace. A little short, but what's there is solid. I wouldn't recommend this content for fair weather fans. If, however, you can't wait for the next Deadspace, then Severed will help you scratch that itch.

Wednesday, February 29, 2012

Hiatus!

To my faithful readers!

Do not fret. Eventually I'll start writing again for both my blogs. Life has been rather busy--moving, work, nightlife--leaving little time to devote to videogames. I do, however, have a few things on the writing "To Do" list.

For Videogames a'la Snerts, I am thinking about incorporating other entertainment based interests. I'm a huge Simpsons fan, and I do watch the occasional movie so don't be surprised to see posts along these lines. In general this blogs content will remain light and nerd-centric. The heavier topics will be found on my other blog.

The reason for this change stems from my personal goal to spend less on videogames each year. I haven't had Gamefly since November 2011, and I'm not about to start buying every new release like I did during college. This doesn't mean I'm abandoning the hobby. Just scaling it back. Expect to see posts about the DLC content for Batman, MW3, and Deadspace 2. I will also continue to write about trends in the industry.

Past to Present a'la Snerts will continue to feature more thought provoking content. Topics will range from the Arab Spring to energy development and local politics. This, however, may change has time passes. In general the goal is to write more on the topics that really make me think and are grounded a bit more in reality than the entertainment business.

There you have it. My excuse for avoiding writing, and some goals for 2012. As always any feedback is welcomed. The semi-great Snerts has opinions about everything. Send an email with topic suggestions if you so desire.

Stay awesome everyone!

--Snerts

Monday, January 2, 2012

Top 5 Games of 2011

Starting 2012 by looking back at 2011. Here are my top 5 games of last year. Remember this is my top 5. Check that nerd rage at the door.



Set in post World War II Los Angeles, LA Noire tells the story of Detective Phelps. Atypical gameplay mechanics have players finding clues and integrating people in addition to the traditional driving and shooting. State of the art video capturing, and excellent acting from numerous celebrities also made this tittle stand out from the rest. Rockstar continues to prove that the Grand Theft Auto formula can be tweaked to create new, yet familiar, experiences. 


The good stuff keeps on getting better. The single player comes to a satisfying conclusion. Spec Ops adds a new game mode called Survivor, and Multiplayer sees some welcome changes. All the while it maintains the level of excellence fans have come to expect from Call of Duty.  




This action packed survivor horror started 2011 off right. Issac Clark's nightmare continues, but this time he's on a space colony. The larger environment compliments the deeper story--thanks in part to Issac finding his voice. Improved gameplay mechanics and edge of your seat encounters are also sure to please horror and shooter fans alike.




2) Portal 2
The most creative game of the year. Valve took the ideas from the first Portal to new heights. Expanding on the story behind Aperture Labs, players are treated to another round of puzzles and sarcastic robots. Co-op adds another delicious layer to this already awesome cake. My only gripe is the low replay value. The game looses its charm when you know all the answers. 



Surprise surprise. My top pick is Batman: Arkham City. Rocksteady took everything that made the first game great and made it even better. A larger sandbox dilutes the narrative, but the sheer volume of content makes up for it. New game plus and the challenges will keep me playing this game for years to come.