Tuesday, June 8, 2010

Xbox 360 - Alpha Protocol

Alpha Protocol by Obsidian / Sega


Here is a self-purported RPG. It gets a GZ of 2/10. In actuality, this game really isn't an RPG. It has some RPG aspects to it, but it is no where near a true Role Playing Game.

Character Creation

First, there isn't such a thing. You are who you are and you can't change that. You can change the appearance, but very limited. In a true RPG, you can choose to be male or female. You can choose classes and you can choose your outfit. There is very little of that in Alpha Protocol. You can find other outfits along the way to increase your armor, though. But these are whole outfits, not single pieces (i.e., gloves, shoes, pants, shirt, etc).

With the character creator in AP, you can change the hair to about 6 different styles. You cannot change the hair color. You can change the skin color, but again limited. You can't change the look of the face (i.e., cheeks, nose, mouth, chin, etc). You can add features like limited beards.

Gameplay

The gameplay is actually very limited. Most of the time you are sneaking around places trying not to be seen. You can go in gunz-a-blazin', but this is really counter to the missions and who knows what kind of things the game may change later as a result.

Leveling up

You do get to level up through Action Points (AP). But, you get so few it takes ages to actually level your character up in any real way.

Controls

The controls are strange choosing to put lots of different things on LT, RT, LB, RB, back and start buttons. After a while, I guess you'd get used to it, but it's really mapped in a strange way. Definitely not intuitive.

Save Points

Ok, so here is one of the major problems with this game (not that this is the only problem). Instead of a save-anywhere system, which any RPG worth its weight in salt should have, Sega opted to offer a 'Save Checkpoint' option. So, basically, you can save your current checkpoint and go back to that specific checkpoint. You can't save anywhere. This means you will have to lose a lot of things to restart a checkpoint. This is frustrating, time consuming and overly stupid. Bad decision Obsidian.

Effectively, this game only supports checkpoint saves and the saving of checkpoints can be done only after the current checkpoint is reached. If you forget to save a checkpoint, you lose the ability to go back to that checkpoint later. This is not an intuitive save system.

Quests

Well, frankly, there aren't any. You get missions and that's that. Whatever missions they give you, you do. You don't get any new missions until you complete the few current outstanding missions. In a true RPG, you should be able to find and start missions at any time. As I said, this isn't a true RPG.

Bugs

This game is completely bugged. This aspect alone was enough for me to stop playing it. In fact, there is a mission to retrieve data from a computer. Once I had completed this task, the game locked me into an area that had no exit. So, my character (and my game) was completely trapped in this space. I had no choice but to stop playing there. It is quite clear that this game was not play tested at all. From this point alone, I would recommend not playing Alpha Protocol.

Graphics

For what it is, this game's graphics are incredibly bad. The characters look low res. The levels look low res and the textures are weak. This looks like it could have been ported from a Nintendo 64 and probably would have run on an N64 also.

Overall

My recommendation is to avoid this game. It is currently far too buggy to recommend playing.. unless you like hitting bugs that prevent you from continuing the game. The game itself needs a lot of work and appears to have been released in the beta stage. Frankly, they should have saved this game until sometime in 2011 giving time to work out the bugs and increase the texture quality.

Score
  • Sound: 7/10 (not outstanding)
  • Graphics: 8/10 (bad textures, low res)
  • Gameplay: 5/10 (average, but also repetitive)
  • Story: 5/10 (no real story that I could see, just missions)
  • Bugginess: 1/10 (show stopper bug, prevents game progression)
  • Controls: 5/10 (needs work)
  • Bang-to-buck: N/A (not completed, probably not)
  • Play Value: $5 (wait till clearance, by then they might have a patch)
  • Overall: 2/10 (poor save system, bad gameplay, show stopper bugs).

Xbox 360 - Alan Wake

Alan Wake by Remedy


Starting with this review, I will give the overall score right up front.
This game is a 4/10. Why? This is one game I really wanted to like, but.... Let's get started.

Story

You play as Alan Wake, a novelist. In this game, however, instead of writing a novel, Alan Wake becomes part of his own novel and must unravel the pieces before it's too late and everything is lost.

The game begins with Alan Wake and wife taking a vacation to a quaint cabin in the woods (cliche). It soon becomes apparent that there's something not quite right about the whole deal. When he visits the person to obtain the keys, he has a strange encounter that starts the whole deal of what follows.

Alan's wife disappears into the lake (along with the cabin, that supposedly hadn't existed in the lake since the 70s) and Alan must find a way to free her.

The story has a reasonably Stephen King like feel, but is marred by the unnecessarily repetitive game play. This is one game I was hoping would marry gameplay and story better than most, but unfortunately, it didn't.

Gameplay

This game is a standard third person shooter. It's not particularly inspired, but it does become both repetitive and annoying. It's repetitive because each level is nearly identical: running around in the woods trying to avoid the 'Taken' (spirits that manifest to kill you) and you must seek the next street light (that makes them go away). It's annoying because of the way the game spawns the 'Taken' to kill you (i.e., intentionally out of the camera and usually behind you). Unfortunately, each and every level is basically the same. There are a few exceptions to this when you have to avoid possessed objects instead of people, but even that becomes repetitive.

The weapons are mostly standard including a pistol and shotgun. Because the 'Taken' avoid light and seek darkness, you also have light weapons including a flashlight, flares and flashbang grenades. Unfortunately, the flashlight only removes the Taken invincibility and lets you finally kill them. You can temporarily increase the brightness of the flashlight to make it work faster (at the cost of using up the battery). The battery recharges, but very slowly.

At some points in the game, you get access to other light sources like search lights and construction lights, but these really do no better than your own flashlight. In reality, it's far simpler to run to the next street light checkpoint. And yes, the street lamps are generally checkpoints. So, it's actually far more beneficial to keep moving than to stop and try to defeat the Taken in each encounter.

Enemies

The enemies you encounter include the Taken. These are dark spirits that manifest and try to kill you by throwing hatchets, chopping you or hitting you. They are primo at ganging up on you and, worse, the game loves to make them appear inches behind you out of the sight of the camera. For this reason alone, I am downrating this game. Using the lack of camera sight to throw enemies at you is a no-no. Never ever do this. If, as a game designer, you think this is some kind of challenge, it isn't. It's an unfair tactic to the gamer. If you want to design this kind of enemy, then offer a HUD where you can see them as a dot around you. So, you may not be able to see them standing just out of the camera, you can at least see them on the HUD.

Controls

The controls are pretty standard. There was nothing horribly wrong with the way the controls are mapped or how they work.

Episodes

The game is broken down into distinct episodes or chapters, but this really wasn't necessary. So, you play for a short time and that segment ends (like a TV show). The next episode starts up and recaps what you did previously (like a TV show). You then move into the game play segment again.

The ending was a bit on the cliche side, but left you hanging enough that they can create an Alan Wake 2. It didn't really end as I expected it to, but the ending didn't really end either.

Overall

This game tried to be unique, but really ended up as a mediocre third person shooter. It's reasonably bug free, but it's still not perfect. It was also reasonably short as I was able to get through it in about a day of play.

Score
  • Sound: 8/10 (eerie at times, but not that cinematic)
  • Graphics: 8/10 (not bad, but shaders could have been better)
  • Gameplay: 4/10 (boring and repetitive)
  • Story: 4/10 (episodic format was not necessary, ending weak)
  • Bugginess: N/A
  • Controls: 8/10 (average, nothing new)
  • Bang-to-buck: 1/10 (no replay value)
  • Play Value: $10 (story is really better than gameplay, not by much)
  • Overall: 4/10 (could have used more work).

Monday, May 24, 2010

Xbox 360 - Red Dead Redemption

Red Dead Redemption by Rockstar


Parental Rating: Mature Themes, Violence, Gore

Plain and simple, this is Grand Theft Auto with a new setting in the old west. Nearly all of GTA4 is in Red Dead Redemption (RDR), with exception of a few omissions (swimming, modern vehicles, modern weapons). Instead of jacking cars, you can jack stage coaches, trains and horseman. You have all of the old weapons. Your character is Jack Marsten.

While Rockstar did a reasonable job converting GTA4 to an old west setting, there are a number of problems that plague this game.

Controls

The controls could be better. For example, the 'Dead Eye' mode is nearly impossible to activate on the right stick controller. If you press or wiggle the right stick enough times, you might just activate this mode at the last minute and make it work. Then again, you might not. This mode could be great if it would reliably activate. Yes, I realize there is a 'dead eye' meter, but even when it's full it doesn't always want to activate.

Walking through doorways can be an immense chore. Instead of walking through the doorway, he straddles the door frame, first on one side, then on the other. No, I'm not talking about the right button (RB) that activates Jack in cover mode. I'm talking about in free walking mode. I spent the better part of about 2 minutes maneuvering him to walk through a friggin door. Seriously, this part is exceedingly bad. This is also obviously something new for this engine. I'd never had issues controlling a character through a doorway in GTA4. I have no idea why he's that hard to control in RDR, but he is.

Breaking broncos can be a chore when you're near cacti or cliffs. When the camera gets anywhere close to a tall object or cactus, it focuses so tightly on Jack, you can't see what you're doing and the game will ultimately throw you from the horse. If you want to break horses, do it in open areas, not close to cliffs or cacti.

Jumping onto a train (or between train cars) can be near impossible at times. Other times, it can work perfectly.

Controlling a horse can be near impossible at times. When you move the camera to view the character from the front, pushing backwards on the controller should turn the horse around. It doesn't. Instead, the horse keeps going in the forward direction. You have to actually use the stick and swing (rotate) the stick so that the horse also swings and turns. This is very annoying.

Note that nearly every problem with the control system is because of the sluggish controls on Jack. Rockstar pulled the highly annoying slow-to-respond controls from GTA 4 into RDR and this system makes this game suffer and suffer badly.

Gameplay

The gameplay is reasonable, but nowhere near perfect. The problematic controls prevent this game from being anywhere near perfect. It's probably too late to re-engineer the controls for this game, but hopefully Rockstar can fix the control problem with RDR2.

Story

You are Jack Marsten. You are an outlaw who has decided to track down an old friend-turned-enemy. Since Jack is a clean slate, how you choose to handle where you are is entirely up to you. So, if you want to become an outlaw, the game gives you that option. If you want to be a good guy, the game also gives you this option. As you progress, you make choices that add or remove honor and fame. The more honor you have, the better people like you. The less you have, the less they like you. If your honor goes negative, then you're an outlaw.

So, as you progress, you learn new things and get new items and weapons. The missions run much like GTA4 in that they begin and end. You must complete some kind of task and you get a reward. If you complete the task successfully, you may get additional General Store items or new game features.

It's actually hard to tell what's the main story and what's a side story. So, you'll just have to play the game to determine that for yourself or read through the Game Guide.

Weapons

Various weapons become available as you progress. These include a pistol, a shotgun, a repeater, a lasso, a knife and your fists (among others you can find).

Game Map Sections

Just like GTA4, as you progress through the game, other parts of the map open. So, completion of key missions will unlock more map areas. Until then, the bridges prevent you from visiting those other areas.

Game Saves

There are two ways to save games. This has improved over GTA4, but is still not optimal for this game. If you purchase a house in a town, you can save your game by sleeping (just like GTA4). Secondarily, if you get far enough out of a town you can set up a campsite and save your game at the campsite. Once you save, the game's clock will advance by 6 hours.

Accidental Mission Starts

Unfortunately, there are far too many times in RDR where proximity missions start accidentally and, if you want the reward, you have to see them through to completion. But, there are times where you haven't even finished a previous mission and a new one starts simply by reaching a certain area. So, when this happens, you have to make the choice to abandon the new mission to complete the other one. It's also unclear if you abandon a specific mission whether it is restartable later. Note that the main missions start with a yellow X that Marsten must get close to. But, bandit camps are activated merely by proximity (and not close proximity at that).

So as a tip, once you complete a mission, always immediately save before doing anything else. Because saving is so cumbersome in RDR, this part of saving is a chore. This is where RDR fails with game saves. Anyway, to save that means traveling to a house or setting up a campsite. If you don't do this, you will end up redoing missions over and over. Note that some missions (like duels), Marsten can end up dead several times before you figure out how to duel. So, save often.

As I said earlier, the save methods in this game are problematic because of this one issue described above. This game desperately needs a save anywhere system. Because it's so easy to trigger something by accident, RDR needs to allow the gamer to save anywhere at any time. Honestly, there is no real reason why you can't do this either. Without saving, you will end up redoing missions several times using trial and error gameplay to avoid the pitfalls.

Fast Travel

Note, you can fast travel to any destination on the map (including custom way points) when you are at a campsite. So, if you want to fast travel, leave the town you are in just far enough to set up a campsite, then select your destination and travel. Note that time will elapse the same during fast travel. So, if it would take you 3 hours to do it on a horse manually, when you fast travel it will also add 3 hours to the clock.

Accidental Death and Unknown Circumstances

Be prepared for accidental death by saving often. Because there are so many different ways to die in RDR (duels, falling off cliffs, falling into water, getting into accidental gunfights) or even simply just triggering things that shouldn't be triggered, Marsten could die, accidentally kill someone or end up with a hefty bounty. You might even botch a mission that might kill you or reduce your honor. So, save early and save often. There are too many times where the game triggered something that should never have been triggered.

For example, after I obtained the ability to break broncos, I activated a job by stopping on the yellow X and proceeded to hop into the coral. I drew my lasso and was trying to lasso the horse. In this process, the game said I had assaulted the ranch hand (who was outside of the coral) and the job ended. This is one perfect example where I had to reload a previous save to start this mission over again.

Failure and Game Loading

If you fail at doing something or die, the game reloads from the last save. Except, the game keeps state information from the last thing you attempted and won't let you do it again from that modified game load. So, that means you cannot attempt the last task again from the automatic load. This means you need to reload the game again from disk to reset everything so you can try that task again. Why the game has to modify the load to prevent redoing the last task again, I don't know, but it's annoying has sh**.

And further, the game load times are incredibly long. It takes at least 30 seconds to 1 minute to load a saved game. This is way too long. To reload the level where you are should take no more than 5-10 seconds.

Graphics and Sound

The graphics are reasonably well done, but surprisingly there is some screen tearing that happens. The audio is reasonable enough, but it's not cinematic by any degree.

Overall

Red Dead Redemption could have been a much better game if the designers had thought through the design to accommodate the mission design. Instead, the game designers decided to pull in GTA4 almost completely and simply change the scenery without thinking through the way things work. Further, it doesn't really appear the game was truly play tested as these issues should have presented during play testing. Unfortunately, Red Dead Redemption suffers as a result of the lack of proper design.

If anything should be taken from Red Dead Redemption, it should demonstrates that merely pulling a game engine forward from a previous game is not enough to accommodate a major game paradigm change. In the case of RDR, this game would have been far better served with a save anywhere design, with much more clearly defined missions (always used Xs to denote the start) and a far better control system. The sluggish GTA4 controls need to go away in lieu of controls more like what's in Saint's Row. The character's sluggish control (on or off of a horse) is just too problematic to make the game truly fun. A game's controls should easily become second nature. When you're fighting with the controls instead of playing the game, the game has failed the controller, the game and, ultimately, the gamer.

Score
  • Sound: 7/10 (not outstanding)
  • Graphics: 8/10 (good, but not great, lighting works, skin surfaces flat)
  • Gameplay: 6.5/10 (needs some help, accidental mission starts)
  • Story: 6.5/10 (could be better, but works)
  • Bugginess: 4/10 (three lockups, one during at the first boss battle)
  • Controls: 5/10 (needs work)
  • Bang-to-buck: 2/10 (might replay)
  • Play Value: $10 (story and mission length will make this title)
  • Overall: 6.5/10 (needs better save system, needs better design).

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