Thursday, October 25, 2007

Where's My Tin Foil?

It is very hard for me not to run out and buy some new tin foil to fashion a very stylish hat out of.

Tuesday, October 23, 2007

Call of Duty 4 Demo Impressions

I had a chance today to play the Call of Duty 4: Modern Warfare single-player demo and I was very impressed. The CoD4 demo is truly how all demos should be: fun, intense, and satisfying within itself. So many demos come out these days with a short, pitiful glimpse at what the game offers. Fortunately, this is not the case with CoD4's demo.

The entire Call of Duty series is noted as having some of the best single-player FPS action to date. So far, CoD4 is shaping up to be no different and it's not World War II this time around! CoD4 is set in modern times, hence the Modern Warfare subtitle.

The demo starts the player off in a Middle-eastern setting on a mission to secure a damaged tank. Along for the ride is an entire squad of U.S. Marines. The action starts immediately, and when I say immediately, I mean it. There is literally no time for a player to check their weapon load-out or control schemes before the squad leader is barking out orders to move forward and suppress the enemy's fire.

It doesn't take long to realize that CoD4 emphasizes action and fast game-play over complicated strategy. This forces the player into a "don't think, just react" mode, and that can be uncomfortable at first. My best advice: learn how to duck for cover, because the intense action is what makes this game so fucking great. There is no shame in hiding for a minute to assess and advance on the situation presented.

As the mission progresses, players get a taste for some of the tools available in the full version, such as night vision, vehicles, and a gadzillion different weapons (yes, gadzillion is a made-up word, but it sounds fitting). It is very refreshing to play a demo where I didn't feel the available weapons were restricted in anyway. Every few steps, there was another new weapon to be found.

And the best part of the demo is the fact that it has a verifiable conclusion. Players definitely reach a point at which they can say; "I did something here and I'm glad its finished." I can not wait for the full version of this game, and all of this based on the single-player alone. We haven't even touched the multiplayer yet!

Monday, October 22, 2007

Sorry Hellgate

It wasn't bad enough that the recently released Hellgate: London demo sucked, but EA has once again gone and tried to make a buck off of unsuspecting gamers.
...people installing the newly released Hellgate: London demo have noticed that the game includes adware, advertising that is integrated into software. Here's the pertinent section of the license you have to agree to abide by once Hellgate is installed onto your system:

The Software incorporates technology of Massive Incorporated ("Massive") that enables in-game advertising, and the display of other similar in-game objects, which are uploaded temporarily to your personal computer or game console and replaced during online game play. As part of this process, Massive may collect your Internet protocol address and other basic anonymous information, and will use this information for the general purposes of transmitting and measuring in-game advertising.
This is the exact reason I did not buy Battlefield 2142 from EA. This is another reason I will never buy, own, or care about Hellgate: London. Don't get me wrong, the recent Hellgate demo didn't exactly win me over, but it didn't completely kill my interest in the game either. However, the coffin is closed now.

Vote with your wallet gamers, say no to Hellgate: London.

Friday, October 19, 2007

Mythos Update

The beta for Mythos, Flagship Studio's free-to-play sudo-MMORPG, has a massive update incoming today.
As many of you already know, we'll be taking down the servers at 1:30 to install a new build. You will automatically patch when you log in, so don't worry about re-downloading or anything. This patch fixes many of the inevitable little bugs that cropped up with the huge update. Changelists are posted in the forums so check it out if you're curious as to what's changed. Our downtime should be short - under an hour.
Included in the update is an entirely new hub town and adventure zone, essentially doubling the size of the current Mythos universe. With this comes new levels, a revamped skill system, and tons of new items. I should have some updated impressions within the next few days.

My initial impressions of Mythos can be found here.

Wednesday, October 17, 2007

Team Fortress 2 Initial Impressions - Part III

Part I
Part II

It is ironic to me that Team Fortress came from a primarily "non-team" oriented period of game development. Plus, it came in the form of a non-commercial mod. Now, Team Fortress 2 comes in with a storm of other professionally developed team-based shooters such as Enemy Territory: Quake Wars. It really shows how the FPS market has changed. Team-based games are far more accessible, as previously shown in my impressions, and that accessibility leads to a great game.

One of the key factors in accessibility is feedback to a player. Any game needs to be able to clearly and efficiently inform a player of what is, has, and will be occuring. After playing the Enemy Territory: Quake Wars demo for a while, I had to bring it's accessibility into question. In ET:QW, it was never very obvious what needed to be done or how players were supposed to go about doing it. Not so in TF2.

Every goal is clearly identified in TF2, and while it may take some players a few tries to learn the maps, it is never tough to understand what the goal is. This is all layered into as few game modes as possible, with as few paths to victory as needed. To put it bluntly; TF2 is simple to understand.

My biggest complaint with ET:QW was the state of confusion I was always in and it is fairly apparent which team-based shooter I am currently playing. TF2 and ET:QW both do many things right, but where TF2 really sells itself is in its communication to the player.

When a player dies in TF2, the feedback is immediate. A quick and clear death camera zooms in and displays the player who took them out. The player instantly receives feedback, that hey, a Sniper can shoot them when they run out into the open. Or that going toe to toe with a Heavy, healed by a Medic, may not be and advisable move in the future.

Another form of feedback in TF2 plays right into the graphical style of the various classes. It is very easy, at first glance, to identify what class a player is and take the appropriate actions. A common example; "Hey that's a Heavy, I better find some cover." It is no different than playing Super Mario Bros and deciding a course of action when confronted by a simple Turtle or an incarnation of Bowser himself. Due to the significant difference in appearance, the reaction is immediate.

Part IV
Final Thoughts