Wednesday, March 2, 2011

Retroview - Marvel vs. Capcom 2 Characters

Like many other players who got Marvel vs. Capcom 3 (MvC3), I was sad to see the number of characters go from 56 down to 36 (excluding Jill Valentine and Shuma "Squid-thingy" Gorath with each costing $5 as DLCs).
Source: http://www.creaturesofaccident.com/
It's not to say that MvC3 isn't as great because that so many characters were taken out (especially since MvC3 is such an incredible follow up to MvC2) but that it saddens me to see so many characters cut out of the roster.  If they do get added to the roster or if a new character arises, Capcom will either make them into DLCs or create another MvC3 with extra features and stuff.  Balancing a fighting game is one of the most difficult things I see in development for the genre, so it's understandable why adding more characters would delay the game even more.  But I hope that more characters get added and that the game can be expanded to the stature that MvC2 possesses.  Here is the list of characters from MvC2 that didn't appear on MvC3 (excluding Bone Wolverine) and the series they were known for (not where they originated from):


Blackheart - Daredevil
Cable - X-Men / New Mutants
Amingo - Original Character
Anakaris - Darkstalkers
Colossus - X-Men
B.B.Hood - Darkstalkers
Cyclops - X-Men
Cammy - Street Fighter
Captain Commando - Captain Commando
Gambit - X-Men
Charlie Nash - Street Fighter
Hulk - The Incredible Hulk
Iceman - X-Men
Dan Hibiki - Street Fighter
Dhalsim - Street Fighter
Juggernaut - X-Men
Guile - Street Fighter
Marrow - X-Men
Hayato - Star Gladiator
Omega Red - X-Men
Psylocke - X-Men
Jin Saotome - Cyberbots: Full Metal Madness
Rogue - X-Men
Ken Masters - Street Fighter
Sabretooth - X-Men
M. Bison - Street Fighter
Mega Man - Mega Man
Silver Samurai - Daredevil
Roll - Mega Man
Ruby Heart - Original Character
Spiral - Longshot
Sakura Kasugano - Street Fighter
Thanos - Iron Man
Servbot - Mega Man
Venom - Spider Man
SonSon - "One of the Arcade Beat 'em Up Games, I think, that follows the story Journey to the West."
War Machine - Iron Man
Strider Hiryu - Strider
Zangief - Street Fighter

(List of Characters from Wikipedia Article "Marvel vs. Capcom 2: New Age of Heroes")

Most players seem to miss Cable, Strider, and Jin the most since they were commonly used for competitive tournaments.  I personally miss Cyclops, Gambit, Mega Man, Roll, and Servbot since I used them to mess around and piss players off in MvC2.  This makes me thankful for characters like Viewtiful Joe, Arthur, and Amaterasu as the new characters in MvC3 since they're not the most serious of characters within their games (with Amaterasu an exception being a Sun God and all).  For competitive play, I miss Hayato, Psylocke, Rogue, Sakura and Strider since I like fast combo characters.  Ever since the announcement of MvC3, gamers across the world have already been predicting what new characters would be added.  Here are some of the ones I was hoping for:

Capcom side:
-Frank West - Dead Rising: Since he was in Tatsunoko vs. Capcom, I was hoping for that.  (He was to be added into MvC3 but was taken out late in the development with problems on his animation and move sets.
-Phoenix Wright - Ace Attorney series: Yes, Phoenix Wright.  He'd be an awesome "funny" character to use.
-Wayne Holden - Lost Planet: I just played the game last year and I think there's potential in him as a character.

I was extremely happy with the inclusion of Dante and Zero for sure though.

Marvel side:
Firstly though, I think they did a pretty good job on the Marvel side.  Some of them seem as if they were added for future promotional purposes (Thor movie, another Fantastic Four movie, etc.) but for the most part it seems like an interesting cast of characters (especially Deadpool).
-Magik - X-Men: It would make sense.  Colossus was in MvC2, and being the sister of Colossus, she would show up with her awesome sword and cut everyone up.  What's that?  Too many characters with magic, swords and teleportation abilities already?
-Ghost Rider - um, Ghost Rider: Can you just imagine his hyper special with flames, motorcycle and chain?  I'm surprised Trish's hyper special doesn't involve a motorcycle seeing how she busted into Dante's building with one in the beginning of the game.
-Human Torch - Fantastic Four: Yeah, I know there's already enough Fantasy Four characters along with a lot of characters with fire abilities, but can they have a constant coat of fire around them?  (Dark Phoenix)  Well dang...

The inclusion of the Phoenix was possibly one of the coolest ones for the Marvel side.  X-23 was a confusing addition since she's a clone of "Wolverine", but I realized she has a different play style after trying her out in a few matches.

Oh well, I can only hope for additional characters.  MvC3 is still really fun and I hope the roster continues to grow without having to accumulate a large sum of money to get them.

Tuesday, March 1, 2011

GameLight - Dynasty Warriors 7

Official English Site: http://www.dynastywarriors7.eu/uk/index.htm

Source: Youtube Channel machinima

DYNASTY WARRIORS 7!  It's coming out late March early April with new combat systems, new characters, extra timeline, and returning character and weapons Koei took out in DW6.  I am so excited about the new Dynasty Warriors, and I'm sure long time fans are too (especially those wanting everything that was great about DW5 and previous ones before everything changed in DW6 back in DW7).  Dynasty Warriors has had a long history of being a repetitive hack 'n slash with no depth and purpose by critics and the gaming community.  Only those who have followed the Dynasty Warriors series for the past 10 years have been praising Koei for their hard work and dedication to the series each time they revamp the game.  Other past complaints have been Koei's tendency to come out with expansions to each DW game such as Xtreme Legends and Empires.  Most argue that the expansions should have been in the original game to begin with for the full experience of the game.  Spin-offs have started having their own series and iterations of games including Samurai Warriors, Warriors Orochi, and Dynasty Warriors Gundam, Dynasty Warriors Strikeforce, and Fist of the North Star: Ken's Rage.
Source: http://www.digitaltrends.com/gaming/dynasty-warriors-7-returns-to-reclaim-the-hack-and-slash-throne/
So even after so many iterations and low ratings by critics, why am I still excited about a 7th installment of Dynasty Warriors?  Besides having followed Koei since their Romance of the Three Kingdom days watching my dad play on the NES and having great interest behind the history of the Three Kingdoms era, I am hoping for something truly great from Koei after they had some experience creating a few more games on the Playstation 3.  The combat system for Dynasty Warriors 6 truly was shallow compared to the extensive combo mechanics Dynasty Warriors 2-5 was so well known for and the change in character weaponry with copy animations a la fighting games (like street fighter's Ryu and Ken or Smash Bros. Melee's Marth and Roy) was a great disappointment.  There were interesting changes in DW6 that made the game fresh, but some of the changes took quite a bit of what was great about the game out of it.  Well, here are some of the things to look forward to in Dynasty Warriors 7 that has hopefully improved the game:

Source: http://darkaquamarine.blogspot.com/2010_11_01_archive.html
Rise of the Jin Dynasty
Unfortunately, my Ancient Chinese history isn't up to snuff and so I can't say for sure in what time period the Jin Dynasty took place.  As far as I understand, it's sometime near the end of the Three Kingdoms era (Three Kingdoms 220–280 / Jin Dynasty 265–420 - Wikipedia).  So this means new storylines, new characters, and new battles.  I already like the character Wang Yuanji based on her description and her musou on the video up top at 1:12.  With such a large difference in time periods, will the story in the Jin Dynasty be separate from the Three Kingdoms era entirely?  Sima Yi (usually of Wei) is seen in the characters list of the Jin Dynasty, and it also possesses decedents of those who fought in Wei such as Sima Yi's son Sima Shi, Zhuge Liang's family decendent Zhuge Dan, and Xiahou Yuan's son Xiahou Ba.  From what I remember in the actual history, it was one of Cao Cao's decedents that ends the long war between the Three Kingdoms.  Perhaps it has something to do with the Jin Dynasty?  Not sure, I should really learn the actual history or at least read the translated version of Romance of the Three Kingdoms.

New Weapon System
According to the description on Koei's site, every character has access to almost all the weapons and can equip two weapons at the same time like in Dynasty Warriors Strikeforce (Koei seems to implement new systems and game mechanics every time they tried it out on a spin-off).  From the screenshots, it seems many players of Dynasty Warriors 6 complained about the characters losing their original weapon and thus losing the entirety of what made the character unique and special because each character holds a weapon they used to use prior to DW6 and a 2nd weapon that they wielded in DW6.  The fact that any character can use any weapons really worry me.  If that's truly the case, what's the point of playing any other character if one can do it all?  If it's just the story that's different, then there's a big problem.  Doesn't that just ask players to play with the same character throughout the entire game since they'll practically be the same?  I really like the idea of new weapons and being able to switch between two of them in the middle of battle, but there's a lot of concern about being able to wield any weapon.

Switch Attack
Since characters can hold two weapons in battle now, a special attack called a "switch attack" grants the player with an effect that aides the player in fighting such as a bolt of lightning spreading everywhere or swords flying around the player while they attack after switching weapons in the middle of a combo.  The idea sounds cool, but I wonder how smooth the transition between switching weapons will be.

Musou Attack and EX Attack
Each character has two different musou or "hyper" attack for those who don't know what a musou is.  One is used on the ground like usual and the other can be used in the air.  This could come in handy for certain situations against large groups of enemies or generals that ride on mounts.  The EX attack sound similar to the combo system used in the Samurai Warriors series where an extra Triangle or "heavy attack" can be chained to cause a stronger or longer attack or combo.  I'm hoping that it changes the way combos are done because constantly mashing on the square button with the occasion of the triangle and circle was pretty boring with only 2 different heavy strikes compared to DW5 and below's 7-9 different combo chain.

Growth/Upgrade System
The skill trees, upgrades, weapon looting and such are back.  I didn't mind the implementation of the skill tree since it was much like an RPG game with skill branches and gave the player more control of where to grow in power.  All the items, weapon looting, skill trees, seals and all will implement really well with the additional mode they're adding to DW7.

Conquest Mode
I am super excited for Dynasty Warriors 7 with this additional mode being one of the reasons.  It's a free roam map with mixtures of Adventure, RPG, Strategy, and of course Action Hack 'n Slash.  If anyone has played Dynasty Warriors 5 Xtreme Legends on Xtreme Mode, you'll probably get a kick out of Conquest mode.  Xtreme Mode in DW5XL was sort of like a one time RPG adventure where the player chose between three missions upon completion and upgraded weapons by going to blacksmiths while staying replenished with the army by going to the shop.  There will be similar aspects in Conquest mode as well as those from the Empires expansion (which I never played but have seen).  I'd say that Conquest Mode is one of the biggest attractions to the next iteration of the series.

Source: Youtube Channel KOEIWarriorsMedia

Well, there you have it.  Here's hoping for an awesome game~

GameLight Review - Marvel vs. Capcom 3

So I bought “Marvel vs. Capcom 3: Fate of Two Worlds” two days ago for $53.99 (amazingly) and got to spend some time playing it and looking through all the features.  I knew I wanted to play it, but I wasn’t dead set on buying it right away.  Seeing how it was slightly cheaper than everywhere else, I couldn’t help but purchase it.  I’m really glad I did.


Source: Youtube Channel machinima
Developer: Capcom
Publisher: Capcom
Platforms: Playstation 3 & Xbox 360
Release Date: February 15, 2011
Genre: 2D Fighting (with 3D graphics)

Pros:
-Visually appealing with slick art style and smooth animations
-New innovations with same old school fun
-Amazing soundtrack that captures the spirit and personality of the characters
-Fast and exciting gameplay that’s balanced and feels polished
-Online gameplay is smooth and integrated into offline mode to have that arcade challenger feel
-Controls are much easier to learn and it is more adaptable for console players
-Player License with records of play style and character usage is convenient (for some)

Cons:
-A lot of characters from previous installments have been excluded
-Two characters are out as DLCs already when the game released with each one costing $5
-Arcade and professional MvC2 players may not like the simpler controls
-The combat is slightly slower than its predecessors like SFIV was to SFIII
-Not enough time in the day to play

Much has happened within Capcom and Marvel in the past ten years.  So when Marvel vs. Capcom 3 went into development, it’s no surprise that new characters were added and old ones were reinvented.  But with the decisions to take out numerous amounts of characters, simplifying the controls to the game, and focusing solely on consoles rather than arcade is this game still worth it?  Heck yeah, it is!  Get ready, for Marvel vs. Capcom 3 will “take you for a ride!”

Graphics
When videos of the gameplay started making appearances over the internet, the most striking new feature was the art style that the developers went for.  After ten long years between MvC2 and MvC3, the 2D pixel art is traded for a sleek, heavy ink, comic-book style 3D models and environment.  With the transition to 3D graphics, there was a concern about the animation and gameplay being slower and more realistic.  Despite the higher detail in the art style, the same crazy special effects, lightning fast movements, and exaggerated actions still exist.  The camera angle still makes it difficult for one player or both when one is high in the sky and the other is on the floor, but players quickly adapt to the proximity as we all (hopefully) did for MvC2.  I can’t praise the models of the characters and the animation done for them enough.  A lot of the movements, actions, and personality of each character are faithfully represented within the game with all the attacks, special abilities, and projectiles having close ties to their respective games.  Anyone remember the awkward way Arthur of Ghost ‘n Goblins (or Ghouls ‘n Ghosts) would jump and double jump?  Well, that’s how he jumps in MvC3!

Source: Youtube Channel machinima
Along with his motions is a whole arsenal of weapons from the original game such as lances, daggers, crossbows, etc.  The art team took a lot of time to study and interpret each character of both realms to fit them into the same theme while still retaining the unique qualities of those characters and the series they came out of.  The same goes for the stages too.  Each stage captures a scene from a series with familiar music and cameos of characters from the series.  The layout of the user interface is clean and simple in the form of a comic book which makes it easy to navigate around the game.  I also have to give high praise to the amazing introduction to the game where all the characters are in a universal bout transitioning from one fight to the other.  It's a good first impression of the game and its characters.  Graphics: 10/10

Audio
The music is truly a work of wonder.  With over three hours worth of music packed into one game, it’s no wonder they have a soundtrack up for sale.  The songs are remixed versions of the character’s signature theme and/or original songs (mainly for characters for Marvel).  It has that upbeat theme that the music from the MvC series is known for.

Source: Youtube Channel DatMangoSentinel

Along with the music is the amazing voice acting and sound effects.  The voices of older characters such as Iron Man and Dr. Doom sound different but newer characters like C.Viper are the same voices from the original (as far as I know).  It’s not mainly the voices that are great, but the dialogue and the amount of detail put into each encounter with one character fighting another.  It’s like there’s something for each character to say to each other.  That, to me, really adds to the idea of the crossover between the two universes.  Deadpool has some of the funniest lines in the game.  The sound effects are current and what’d you expect in modern day quality games.  It’s not to say that it is very realistic, but rather believable within its own world.  Overall, I am very satisfied with the audio recording, programming, and arrangement/composition they did for the game.  The music exceeded my expectations which grants the score extra points.  Audio: 10/10

Characters/Computer AI
I’m not going to lie, I’m very sad to see a lot of previous characters absent from the roster and I can’t help but feel as if the game could have more characters in it without having to charge and extra game for it (yes, it’s possible to buy a game with $5 nowadays).  Despite the exclusion of lots of possible new characters and memorable old characters, it was still exciting to see familiar characters all rugged with an edgy look as well as new additional quirky characters like Deadpool, Taskmaster, Viewtiful Joe, Amaterasu, and Arthur in the game.  The mix of characters within the roster truly brings a diverse crowd to the stage and changes the play-style a lot.  Still, I miss silly characters like Megaman and Servbot.  I heard Frank West was almost part of the game but was taken out late in the development.  I would’ve liked to play as him.  I guess I just need to play Tatsunoko vs. Capcom for that.

The computer AI is very important as part of introducing the game to the player and to prepare them for real competition against other players online or locally if not providing a solid experience for single-player.  In a lot of fighting games I’ve played, the AI would be standstill dumb in the beginning and merciless monsters after stage 4 or 5.  If not that, then there’s a ridiculous final boss the player has to overcome that usually requires some sort of cheap move to finish (Tekken 6, Street Fighter IV, Virtua Fighter 5, BlazBlue Continuum Shift, etc.).  So far, there have been a few occasions where the computer AI was really easy and then suddenly on stage 5 he becomes a caffeinated, steroid crack-head with advanced blocks, full team roster change in a mid-air combo, and chained specials (specifically a match I had on normal difficulty going up against Captain America.  I don’t remember the other two since they were easy.  My team – Arthur, Amaterasu, and Zero).  To make matters worse, the final boss to the game is Galactus.

Source: Youtube Channel IGNentertainment

Galactus, from the Marvel universe, is known to eat whole planets as sustenance to keep him alive.  When the battle starts, he creates two metal-like versions of characters within the game’s roster to fight the player at the same time (totally reminded me of Super Smash Bros. Melee when fighting the metal versions of the characters).  If the player finishes them off, they start fighting Galactus.  He’s so large that only the head and body is shown.  His attacks can take anywhere from 25%-50% of the players health in one hit.  I never find any of these battles exciting since doing complex moves never work.  I ended up beating him each time by shooting projectiles at him on the edge of the screen.  Aside from that, it’s a decent experience fighting against the computer AI in Arcade and getting the ending scene of whichever character the player finishes Galactus off with.  Characters/CPU AI: 8/10

Gameplay
I had an idea of what the game was going to be like from trying out the game at E3 2010 last year; however, I didn’t know nearly enough about the changes they made between MvC2 and this one.  Once I started playing the actual game enough and understood how the game mechnanics worked, I was blown away.  Sure, it’s possible to pull off something amazing when randomly button mashing, but it’s more amazing to actually execute something you meant to do.  I picked up on how to play the game fairly quickly (if 2 hours is fast enough) and started whipping out entire team specials, crazy air combos, and chaining attacks I didn’t think were possible.  Even then, I lost exceedingly bad to my friend who’s an incredible fighting game player who isn’t even a tournament player.  This was exciting, because it meant that there was still a lot more I could learn and much more the game had to offer.  Although the number of buttons has been reduced by half, the game has much more depth than just mashing buttons.  The controls a concise and easy to handle, the combat is slightly slower than MvC2 but still really fast-paced (meaning the animation is slower, but there’s still a lot going on), the assist/tag switch-out system is still just as good as before, and the advanced guarding and offensive attacks presents a lot of strategies for players to experiment with.  Like all fighting games, multiplayer is where the fun begins.  38 characters is already a lot to choose from, but the game changes a lot when forming a team of three with each character having three unique assist move.  When there isn’t anyone at the immediate moment to play with, an online mode allows the player to connect to players from across the world to go head-to-head.  Online gameplay is just as smooth as local gameplay (so far for me) and is a great way to find some new challenge and play against players of different play styles (I’m an aggressive combo player, so my defense sucks).  If the player wants a more arcade-like feel to their online challenges, they can play offline mode on Arcade or Training and have fight requests from other players.  I can’t find anything critical that could downgrade the score for the gameplay other than the fact that there are characters more useful or powerful than others which will affect character choices for tournament players.  I can’t really complain about that since any character can become useful in some sort of way when teamed up with characters that benefit from each other.  Gameplay: 10/10

Overall
I haven’t played a game that felt as polished and welcoming as Marvel vs. Capcom in the longest time.  It’s a great fighter for any skill level and a fun game to play casually as well as competitively.  I’m mostly a casual fighting game player but like to play competitively once in a while when I’m in the mood for a serious challenge.  I highly recommend Marvel vs. Capcom 3 to anyone since its crazy nature makes for a fun game to play at parties, gatherings, and hanging out (much like Super Smash Bros. Brawl is like a party game).  With intuitive game mechanics and an accessible combat system, the game is great for both the casual and the hardcore.  Besides a desire for more characters, this phenomenal game is near perfect and a must-buy for any gamer who's looking for a solid game to play for the next few years (or decade like MvC2 did).  Overall: 9.5/10

Friday, February 25, 2011

VGCulture - Rogues are flippin' awesome (Dragon Age 2)

So yeah, I think rogue is the class for me (Mage is pretty cool too).

Source: Youtube Channel gullberg

Sorry for not having a full blown post, I'm going to be very busy this weekend for work.  So if you haven't, go try out the Dragon Age 2 Demo!

Thursday, February 24, 2011

NewNews - Dragon Age 2 Demo (on PC and PS3)

So it's not the most current of news, but Dragon Age 2 has a demo out for everyone to try out (not 100% sure on Xbox 360).  Being fortunate enough to play PC games and own a PS3, I got to try out the demo for both and compare the differences between them.

Source: Youtube Channel Games

I have to be honest and say that I didn't play Dragon Age: Origins and only tried out the PS3 version when I was at a game store.  My experience with Dragon Age 1 made me feel like the game was really slow, the fighting was automatic and not directly controlled, and that it was going to be mainly about the story seeing how it's by BioWare who makes incredible stories for games (granted that it was only 5 minutes).  So when I heard about the soon to be released Dragon Age 2, I kind of didn't care.  Recently, I've been playing Demon's Souls and suddenly had an urge for good old Medieval themed RPG (and remedied that by playing Mount and Blade).  Then I saw the demo was available for Steam and PSN and decided to try out the one on Steam for PC which led to trying out the console version out on PS3.

"How does the same exact game play so differently?"  I kept asking myself this when I played the PS3 version of the demo after the PC version.

Steam PC Version
I turn to Steam a lot these days when it comes to PC gaming (when not free MMO related) and so I saw the demo available for it.  When I got into the game, I was surprised to see that the camera was in the orientation of a top-down RTS action RPG that looked like Dungeon Siege with controls like World of Warcraft and Guild Wars.  The skills for the character are lined up on the numbers like all other RPGs on PC and the gameplay is very fast-paced.  It was hard to click on the enemies I specifically want to strike at because of how fast they were moving and how I had to keep moving the camera around.  I was very surprised since I was expecting something similar to Demon's Souls where the camera was behind the character and the fighting was done through buttons rather than clicking.  I got this impression from the five minutes I spent on the PS3 version of the first Dragon Age and wasn't expecting a top-down point and click Action RPG.  The camera and fighting was really hard to control, but the game had a lot of action to it and gave a lot of control to the whole party for the player.  I learned today from a video that it didn't have to be chaotic and can be very strategic:

Source: Youtube Channel 0Antar0

So if you're the type of player who is looking for a bit more challenge and like the point-and-click style action RPG with keyboard/mouse style controls, then the PC version is for you.


Playstation 3 Console version
This is EXACTLY what I was expecting and hoped for.  The controls are a lot more responsive and makes much more sense from what I remember from the first Dragon Age.  The camera is by default behind the character in a 3rd-person perspective and attacking and skills are executed through the buttons.  The combat system feels much more different from the PC version and does an incredible job of adapting to a console controller.  I was very curious as to how the game was going to adapt all the skills with the limited amount of buttons and the party mechanics with no mouse to point and click.  Certain skills pauses the game to allow the player to strategically place where the spell or item to be executed at rather than having the player manually pause it like in the video demonstration for the PC version.  The game plays very fluidly and works much like an Action hack-n-slash game which feels much easier to adapt to than the controls on the PC version.  For those who want a 3rd-person action style RPG similar to Phantasy Star Online, Demon's Souls, or Vindictus, then the console version is the way to go.


I find the differences between the game mechanics to be interesting and think it's great for the developer to allow players to choose the style of play they're most comfortable with.  The PC version is really exciting and it's interesting to have the choice to pause the game and strategically set where skills are executed.  It's geared towards PC players who are accustomed to point-n-click RPGs, RTS games, and tactical games.  The console version makes much more sense to the console gamer to make it into a sort of action hack-n-slash.  It's going to be really hard to choose which one to buy, but I am leaning more towards buying a copy for the PS3 since I'll eventually be buying Diablo 3 for my point-n-click RPG desires.  For those who have not tried Dragon Age before, go and try out the demo for the sequel.

Wednesday, February 23, 2011

GameLight Review - Project Blackout (Point Blank)

Official Site: http://pb.ntreev.net/

Source: Youtube Channel freemmogamer

Developers: Zepetto
Publisher: SG Interactive
Platform: PC
Release Date: December 10, 2010
Genre: Tactical First-Person Shooter

Pros:
-Lots of weapons to choose from
-Decent graphics with distinguishable color palettes
-Levels are moderately sized
-The game is free, easy to download, install and start playing

Cons:
-The usual lag is persistent and impedes on smooth gameplay
-Hackers are already on the rise with this game
-The hit-box for the head is hilariously large
-Not too different from the other dozen free first-person shooters

Project Blackout (originally Point Blank) is a free to play Online First-Person Shooter involving team-based objectives such as team deathmatch, plant the bomb, and such.  The game is very similar to other free first-person shooters such as WolfTeam, WarRock, Alliance of Valiant Arms, Combat Arms, and Soldier Front with the shop allowing players to purchase a weapon for use of up to 1 day, 7 days, or other set durations.  The game succeeds in creating a fast-paced, action shooter for those who want a quick game and instant satisfaction; however, the game suffers from a number of problems that disrupts the gameplay from being as smooth or fair as it could be.  Despite being very similar to other free shooters in the market, there is still potential and content it can offer players that may not necessarily be available in other shooters.

Graphics
The level designs and amount of detail is rather intricate.  They're bright and colorful with a wide variety of themes.  The textures; however, are archaic and don't seem to fit into the modern day graphics.  It's not entirely a bad thing since it makes the download a lot smaller and allows the game to run at its optimal speed at the highest settings.   Though slightly blocky, the models are decent.  The blood that comes out is unrealistic, but kind of funny.  It comes out it blotches of red splashes and disappears immediately.  The user-interface is easy on the eyes and easy to get around.  As seen in the trailer, there's a wide variety of places and themes with both indoor and outdoor combat.  The game's graphics are clean, crisp, and graphically runs very smoothly.  Graphics: 8/10

Audio
The audio is very standard for a free FPS.  The soundtrack is nothing special, the guns are not incredible, but not bad either.  The sound of a player getting shot is kind of funny.  Every hit, you'll hear the player go "euh ah oo".  The voice that announces the streaks such as "double kill" or "headshot" sounds very similar to the voices in "WolfTeam".  I wonder if it's the same guy.  Not much to discuss, the audio is very average for the game.  Audio: 7/10

Gameplay
Project Blackout plays similarly to other free FPS where the player logs in, create an in-game name, buy all the weapons they want to use and then join a game to start playing.  The controls are very standard WASD movement, spacebar jump, and the shift is walk like in Counter-Strike as opposed to Call of Duty's run.  Guns can be shot from the hip and is less accurate than aiming down sight (when given the option).  Holding down the fire button for automatic weapons causes the spray to become wider and is indicated by the cross hair.  As far as I can tell, body parts do have an effect on how much damage is dealt to a player.  So shooting the chest is more likely to kill an enemy as opposed to their hands and legs.  The hit-box for the head is rather large.  I got one head shot after another just by spraying from the hip on the upper half of the body.  It's possible to get a lot of headshots with a knife as well.  There's a frequent amount of lag within the game that really affects hit boxes and accuracy to the game.  I've had cases where I shot a player and their body ended up dead 10 feet from where I shot him from.  Players die pretty quickly in following suit of the "tactical" sub-genre of First-Person Shooters.  There's a good amount of weapons to choose from in the shop that players can buy and use for a certain duration before having to buy it again.  There's five different game modes to choose from with a decent amount of maps to play on.  Gameplay: 7/10

Overall
The game is pretty fun despite some of its set backs.  It was nice to finish the download so quickly and be able to start playing right away.  It's not better than a lot of the other free FPS I've tried, but I wouldn't mind logging on once in a while to play.  There's lots of weapons to experiment with, missions that can be fulfilled for more money and experience points, and the maps are unique.  If you're looking for an FPS to mess around on and want instant satisfaction, then I'd recommend trying Project Blackout.  Overall: 7.3/10

Tuesday, February 22, 2011

GameLight - Filler with video of Rise of Immortals

I'm really busy today and can't get to writing anything descriptive.  Take a look at this:

Source: Youtube Channel riseofimmortals

It's a new free Multiplayer Online Battle Arena (MOBA) game following the trend of Champions Online, League of Legends, and Heroes of Newerth from their DotA predecessor.  Enjoy and see you tomorrow.