Galaga is one of the original shmups and hasn’t really done much since its incarnation. I had fond memories of playing Galaga on my original Game Boy and remembering how hard it was. Now I’m back with Galaga: Special Edition, and I’m quite disappointed. I wasn’t expecting HD graphics or tons of different modes. I just wanted an honest, updated Galaga experience. What we have here is a messy and not quite up-to-par version that I would have any fan of the series or genre pass up.
For starters, the game just isn’t fun to control, the animations are awful, and the game just doesn’t feel right. Your ship stays on one screen, and you just move around the area, trying to kill the enemies. It’s a stationary shooter ’em up, but one that used to be really fun. The special effects are awful, and honestly, even the menus feel old and not quite up to speed. I honestly feel like this was a crappy Flash game that was just ported to mobile devices.
If you really need a Galaga to fix on the go, this game will get you by, but it can’t hold a candle to the original game. I also felt the game just didn’t control very well and seemed to “skip” around on the screen. There’s really not much to say here other than keep playing and build up a high score. If you don’t like staying stationary or want a lot of on-screen action, this game isn’t for you.
Shoot-em-ups, shmups, and side-scrolling shooters, however you want to call them, had a grand place in the video game industry. While they may seem like a dying breed, they dominated the arcades and consoles leading up to the PlayStation 2. R-Type, Raiden, 1943, Cotton, Ikaruga, Defender, and even Space Invaders and various other shooters were household names. They are also some of the toughest games ever made. Only consisting of a few levels, these difficult pieces of art were what made you a hardcore gamer. Blazing Star was one of many, and it is now playable on mobile phones.
Blazing Star has only seven levels, but they are extremely brutal, and most people won’t make it past the first one. The controls are simple enough: use your thumb to move the ship around while you fire your bullets, and use another button to cause your bullets to scatter around. It’s fairly simple—sometimes too simple—but it works. The game is as hectic as you would expect and is actually one of the harder bullet hell games I have played. As you move along the 3–4 minute levels, you acquire points and also power-ups along the way. If you die, you get a chance to recover your power-ups, but there’s so much going on on the screen that you will have a hard time gathering them all back up without dying again. Honestly, there’s more going on than I could keep track of, but it was a lot of fun.
The final level is actually just a really tough boss, but beating the game is quite satisfying, and I have to say it looks good too. The screens are bright and crisp on high-res phones, and the only problem I had were the controls. They felt strange somehow, but I preferred a controller. I had to constantly lift my thumb and move it back because the ship didn’t follow my thumb where I wanted. The delay caused me to underperform, but this was fixed using an actual analog stick. I honestly can only recommend this game to hardcore shooter fans; casual lookers will immediately hate this game. There’s also nothing particularly memorable about Blazing Star that really sticks out; it feels average, but average enough to be better than a bad shmup.
The first-person shooter genre hasn’t really advanced over the years. I feel this is one genre that is de-evolving over time. No longer do we have the clever and memorable shooters from the mid- to late-90s and early 2000s. Every shooter these days is all about killing as much stuff as you can as fast as you can, and Hardline is no exception. The game tries to take a more cerebral approach with the addition of stealth. Remember, half the time you are a cop and the other half a criminal. You play a man named Nick Mendoza, who is a good cop who gets framed while taking down a drug cartel in Miami. Your partner is a female cop; there are few plot twists; a lot of unrealistic stuff happens; there’s some cheesy dialog; blah blah, you get the rest. While I was interested in the story enough to keep playing, I forgot about the whole thing once I shut the game off.
Hardline’s stealth gameplay actually isn’t half bad, but it feels pointless in some ways. Sure, you’re rewarded for using stealth and arresting criminals, but I feel this could have been done in a different way. As you sneak around levels, you can make people freeze, up to three, and take them down. This rewards weapon and attachment unlocks, obviously; what else? It’s fun at first, but after the first level, I just wanted to shoot stuff up, but I couldn’t because of the unlocks. Each level pretty much plays out exactly the same: navigate the extremely linear level, get lost a few times, use the annoying scanner to find evidence for more unlocks, and kill more bad guys. Hardline is literally a leapfrog game from stealth to action, and it gets a little tiring after a while. Thankfully, the game only lasts about 5 hours, and then it’s on to multiplayer. On some levels, I was able to take down all the bad guys, and that felt satisfying, but in some areas, you had to enter the right area or take them down in a certain order to not get spotted, and this was so irritating. One level had me trying to sneak out of a prison ground while trying to hide from cops, but for some reason, they constantly spotted me no matter where I hid, and it was all about reloading the game 500 times to exploit the mechanics—not fun.
One thing I do like a lot about Hardline and Battlefield in general is the overall handling and feel of weapons. They have weight, they feel real, and there’s a lot of feedback and skill required to aim the gun, and with this, you will find your favorites. Hardline is more urban cops vs. robbers, so you won’t see the military weapons you’re used to. Most missions I went through with a pistol as my main weapon and then a shotgun or SMG as a backup, that’s it. No grenades, no rocket launchers—nothing like that. It’s an interesting change-up for the series, but it just wasn’t done right.
Multiplayer is interesting, but it still doesn’t top Battlefield 3. Most modes consist of variations of capturing the flag with small maps, but the most interesting is hotwiring. This is a car heist mission where you drive around on maps, but the vehicle handling is some of the worst. Even during the campaign, the car chases felt fake, ridiculous, and completely unbelievable. The janky and over-exaggerated handling doesn’t help either. While multiplayer is a nice change from urban maps over large military fields, it’s not something to write home about. I got bored after getting to around level 15 and just kind of stopped and went on to better games.
The visuals are quite impressive, some of the best out there right now, with fantastic lighting and extremely high-res textures. While the PC version does look the best, the PS4 and Xbox One versions are nothing to scoff at. However, you will need a fairly new system to run this on a PC—nothing over 18 months old.
With that said, Hardline is a nice change of pace for the series, but it just wasn’t executed right. The story is decent, albeit cheesy and fake; the levels are more linear than you can imagine; and the leapfrog from stealth to action is just a little nauseating and causes poor pacing issues. The car chases are terribly done, completely fake, and unbelievable. The multiplayer, while interesting, feels too similar to other shooters and doesn’t top Battlefield 3’s excellent maps and balancing; the visuals are also stunning, but this won’t help the game much. What we have here is a slightly above-average shooter and a below-average Battlefield game. I really felt this was the series’ low point, but that doesn’t mean I wouldn’t want a sequel that’s more fine-tuned.
Horror games that are truly scary are far and few these days. Neverending Nightmares actually helps change that idea with an extremely intense atmosphere, which is what horror games are all about. Neverending Nightmares has you playing as a boy (or man?) named Thomas who roams the pencil-sketched hallways in his checkered pajamas trying to find his sister (or wife?) that had been murdered (or she killed herself?). There’s a lot of open interpretation of the game’s story, but that’s kind of the fun part.
The game’s pace is at a crawl; let me just say that right away. Thomas trods along the hallways with a limited—and I mean limited—sprint button. The slow pace is supposed to add to the tension, but sometimes I wish he moved just a tad faster as the game got repetitive towards the end. The point of the game is to continue moving left (or right) through the hallways, opening doors, and interacting with anything that’s colored and stands out from the black and white background. These give hints at what may have happened to the girl that Thomas is looking for. While there’s no inventory system or even a combat system, there’s really no other goal than to head downward. Sure, there are enemies in the game, but your goal is to avoid them or hide from them. The toughest of them all are the big ogre-like monsters that require you to hide in closets, or worse, run from them. I found these segments frustrating as Thomas’ sprint is limited to about three seconds, and I had to exploit this to escape from these ogres and make it to the next door. I had to tap rapidly to stretch out the sprint or time when I started perfectly. This isn’t fun, and it doesn’t add anything but frustration.
The game has three possible endings, but there are no clues as to how to get them. At the end of each level, you are approached by this girl in different ways, but it all kind of blurs together. When you die, you start off in bed again, leading to the fact that Thomas might be asleep and can’t wake up. Is he insane? Is he a ghost? Who knows, but the endless hallways are probably the worst part of the game. Sometimes I thought the game was glitching because I would go through 5–6 hallways that I swore I went through earlier, but somehow I was progressing.
Thankfully, the game is actually scary; use headphones, and you will be in for a scary night. The music is haunting, and so are the sound effects. I applaud the game for the atmosphere, but the gameplay is really something that’s lacking and needs more polish. I’m fine with just wandering around places, but give me something to do while I’m doing that.
As it stands, Neverending Nightmares is a great horror experience, but as an actual game, it’s lacking mechanics, and the story and progression need work. I shouldn’t be playing a game thinking I’m not going anywhere or giving clues as to how to get a different ending.
Texting with an astronaut. That’s not something you can say you do every day. Lifeline is a text adventure game like no other and actually is an evolution thanks to, well, cell phones. You receive an incoming message from a stranded astronaut named Taylor on an unknown moon. Your job is to give him the advice he needs to survive and find a way off the moon. It sounds boring and stupid, but it isn’t. Lifeline is one of the most unique mobile games I have ever played.
The best part about Lifeline is that you actually have to wait for Taylor to reply in real-time. If Taylor is going down to bed, you may have to wait 4-5 hours; if he’s eating, maybe 30 minutes. This sounds boring, but it’s actually quite engaging and thrilling; it leaves you wanting more. Of course, there’s a fast mode, but what’s the fun in that? My journey with Taylor was quite memorable, and the pace picked up towards the end of the story, which took me about two days to actually get there. Several times I wound up giving poor Taylor some bad advice, and our plucky, sarcastic astronaut died a few times. During my adventure, Taylor ran across two spaceships. The way Taylor describes everything paints a perfect picture in our heads of what the moon could look like. It’s a sci-fi horror mystery with no pictures or spoken dialog, which is what makes it that much more thrilling.
Several times Taylor would stop midway through sentences and cut off, and I wanted to know what happened. I would get a lot of “OH MY GOD” or “YOU WILL NEVER BELIEVE WHAT JUST HAPPENED.” You get a choice of two short responses, and while some may be similar, a few will decide Taylor’s fate. I was able to get Taylor to calm down after seeing strange creatures; we got some glow rods, a generator, and then a long and rough journey to a large crater with a tower in the middle that kept disappearing. Without spoiling anything, after you reach the tower, this is where the climax begins, and the wait times are non-existent. I really felt Taylor’s psyche start to deteriorate and felt his suffering. I actually felt like I was texting a stranded astronaut, and that’s the beauty of this game.
The best part about Lifeline is that you can go back to any point and rewind the story to that point or to the beginning of the day. This allows for zero frustration and complete fluidity through the story—something that other text adventures need to take note of. I just wish the story was longer and we could have explored nearly the entire moon. I wouldn’t mind a game like this lasting days or even weeks with dozens of hours of gameplay; it’s just so satisfying and engaging. With that said, Lifeline is a phenomenal idea, and hopefully more people will pick it up. The writing is believable, and the fact that you’re just staring at a gray screen with scrolling text and some haunting music makes it that much better and more engaging. The game forces you to use your imagination; it uses the unknown and lacks sensory input to make you want more and to really care about Taylor. On top of this, you can tell everyone you have texted an astronaut.
Here we are, the fifth and sixth generations of long-running phones, showing just how far technology has come. Phones are probably some of the most advanced pieces of technology on the planet, and each generation shows it. The Samsung Galaxy Note series has been one of the most popular smartphones ever created. The S Pen—its staple feature—and the large, gorgeous screens are what people come to the Note series for. The Note 5 doesn’t disappoint, and it improves immensely on the Note 4 in many ways. What exactly has a year done for the Note series? From the outside, it may not seem like much, but the Note 5 proves that the little things matter the most for a better long-term experience.
Face Lift
The Note 5 may look nearly the same from the front. The iconic physical home button, the Samsung logo at the top, the round edges, and the chrome speaker at the top all look familiar. The silhouette of the Note series has never changed; one good look at the phone, and you know what it is. However, turn the phone around and on its side, and you will notice a stark difference. No longer does the phone look like cheap plastic and aluminum. The Note 5 now has a glass back with rounded edges and brushed aluminum sides. This makes it one of the sleekest smartphones to ever be created. The top comes out a little and is a tad thicker than the rest of the body. This is so the phone fits better in your hand and looks prettier. The Note 5 is a looker, with the Sapphire Black looking almost navy blue in certain light and being quite eye-catching.
The bottom of Note 5 is also a new change. The speaker is now located next to the S-Pen (with improved quality), and the S-Pen is now completely surrounded by the inside of the phone and clicks out. The power button is smaller and has a more satisfying click to it; the same goes for the volume buttons. For the first time, the volume buttons are no longer rockers. Each button is the size of the power button and is separated. This allows you to easily feel which button you are on. It helps the phone feel less cheap with smaller, more subtle buttons that have a better clicking feeling to them. The Note 5’s screen is also made of Gorilla Glass 4, so it feels sleeker than ever and is less prone to having fingerprints stick to it, which is a first for any smartphone I have used.
Fast Just Got Faster
The Note 4 was an extremely fast phone—the fastest of its generation. The Note 5 is now one of the first octa-core smartphones. What does this mean? Two sets of four cores running at two different speeds for various multi-tasking purposes. While the Note 4 was a quad-core device running at 2.7 GHz, the Note 5 uses Samsung’s own Exynos chipset rather than Qualcomm’s Snapdragon chipset. The 7420 set has a 2.1 GHz quad-core set running alongside a 1.5 GHz quad-core set. The Exynos chipset is also more battery-efficient than the Snapdragon chipsets Samsung has been using for the longest time.
The Note 5 is also the first smartphone to have a whopping 4GB of RAM. This is one of the phone’s secret weapons, as it allows a massive amount of apps to stay loaded into the RAM for ultrafast speeds. The RAM is also LPDDR4, which is the fastest available right now, running at 1600 MHz. Want to put this into perspective? The iPhone 6 Plus has only 1GB of RAM. The Note 5 also switches over from Adreno GPUs to Mali GPUs. The Mali T760 MP8 performs much faster than the Adreno 430 that was in the Note 4. With double the frame rate during benchmark tests and higher clock speeds, the Note 5 is the best choice for gamers who want to run the latest and greatest.
One of the biggest decisions for phone buyers is the camera. Don’t worry. The Note 5 has one of the best cameras on the market. While it’s still 16 MP, it has better technology inside to allow more control and speed. With an exposure of f/1.9, 4K video at 30FPS, 1080p video at 60FPS, and 720p video at 120FPS, video stabilization, auto HDR, manual focus, tracking focus, and various other features, the Note 5 becomes an extremely powerful camera. The Note 5 is also one of the first phones to save in RAW format for complete manual editing in Adobe Lightroom or Photoshop. The Note 5 also has various other features, like video collages and faster editing, thanks to the more powerful hardware. It can’t be said how beautiful the pictures turn out. Even low-light images are pretty impressive for a phone camera.
What about installing apps, downloading, and writing to the internal memory? The Note 5 uses UFS 2.0 flash memory, so read/write speeds are nearly double those of the Note 4. Games load faster, apps install quicker, and everything is just lightning quick. This is honestly the fastest phone I have ever used. Never have I used a phone before where everything just happened instantly or near-instantly. No slowdown, no loading, no freezing. From swiping up on the camera app from the lock screen to taking a photo, it took all of two seconds. Yes, just two.
Benchmarks
Just like PCs, high-end phones are benchmarked for their performance, from CPU and GPU load to physics tests. 3DMark has extensive benchmarking software just for these reasons and allows you to compare your phone to pretty much every device in existence. The Note 5 stands as the most powerful phone available, with only tablets beating it (which is expected). Below are the various benchmarks, including the brand new Open ES 3.1 and 3.0 graphics tests, which are the most demanding in the world (for phones). Remember, the Slingshot tests are meant to be too powerful for phones to run at a high frame rate. FutureMark benchmarks are designed to be too much for devices to handle to truly push them to their limits.
Open ES 3.1 Slingshot
The Slingshot 3.1 benchmark shows that the Galaxy Note 5 is one of the most powerful devices available, with only four tablets outperforming it (the Nvidia Shield TV is at the top of the list). This is extremely impressive and shows that the Note 5 is ready for the latest and greatest in gaming.
The Slingshot 3.1 test includes three: Test 1 uses particles and post-processing effects that are very GPU-intensive. Test 2 consists of volumetric illumination, and then Test 3 is a physics test for the CPU. All of this is rendered in 1440p, which is higher than your standard 1080p, which is quite impressive. The iPhone 6 Plus, in comparison, is about 70 down the list with a score below 1,000.
IceStorm Unlimited
IceStorm Unlimited shows the Note 5 is extremely powerful when it comes to Open ES 2.0 rendering at 720p. IceStorm is a benchmark that can give a more even and balanced test over nearly every device that has been released in the past 3 years. The Note 5 actually outperforms some tablets and laptops, which is extremely impressive. The IceStorm Unlimited test consists of three: Test 1 stresses the GPU with vertices, while Test 2 uses a lot of pixels on the screen. Test 3 is a physics test to stress the CPU. The iPhone 6 Plus is about 100 down the list, with a score of around 17,000.
PCMark
PCMark is actually a benchmark for everyday use of the phone, including video streaming, read/write access speed, web browsing, photo editing, and typing. This benchmark shows that the Galaxy Note 5 outperforms tablets and laptops, which is once again very impressive. The buttery smooth operation of the Note 5 just can’t be stressed enough. This is the fastest and smoothest phone I have ever used, and that’s not just because the phone is new. The PCMark app is not available for the iPhone, so a comparison can’t be done.
The S-Pen
Samsung continues to improve on the iconic S-Pen that the Note series is famous for. How could they improve on the excellent Note 4 S-Pen? Well, they found a way by making the S-Pen more sturdy using thicker plastic, making it less like a toothpick. The button is much smaller but more responsive, and the pen also has a new metallic look. Ideally, the best thing would be to make it out of metal, but maybe another time. For now, we have a fantastic new pen that is more responsive and sensitive than ever before. The bottom of the pen clicks in (think a clicky pen), so it lays flush with the phone.
What’s a stylus without good software? The S-Pen software suite has actually been improved in many ways I didn’t think would happen. My favorite new feature is the lock screen writing. Just eject the pen and start writing on the black screen with white ink. You can save your note or delete it to go straight to the standard lock screen. This is great for taking quick notes when launching the suite isn’t an option.
Outside of the lock screenwriting is a more advanced and much faster suite of options. The usual four apps are back that we are familiar with, but with new features. The most notable is the scrolling capture in the screen capture app. This allows you to save large sections of text or an entire webpage. However, a huge feature has been removed, and I don’t understand why. The smart select does not detect what kind of content you are selecting anymore and rather just lets you save the content as an image. Why this was taken out is unknown, but it’s a slight setback that may annoy some people.
Air Command now lets you add two of your own shortcuts to the list of four, which is a nice touch. The air command icon is also always on screen, so you don’t always have to click the pen button. Thanks to the buttery smooth operation speeds, everything comes up instantly with no lag, and my S-Pen experience has never been better. I would have liked to see more features or a new Air Command app, but don’t fix it if it ain’t broke.
A Bigger Bite of Lollipop
Android 5.0 Lollipop has been around for a while, but 5.01 broke the Note 4. The Note 5 uses 5.1.1, and I couldn’t be happier. Lollipop is just a fantastically streamlined OS and is Google’s best yet. The Samsung skin on top of Lollipop is actually better as well, with their awful TouchWiz home launcher being redone and improved. Samsung now offers themes that change everything on the phone and can be quite fun. Even if you use a third-party home launcher, anything system-wise will be changed via the theme. This is a nice step up and makes it that much easier to customize your phone, which has always been a pain up until now.
One of my favorite additions to Lollipop was the lock screen notifications. No longer do you have to unlock your phone or swipe your drawer down. Just swipe away on the lock screen or double tap to open the notification in the app. The same goes for when you are using your phone; you now get a nice pop-up at the top of your screen instead of the entire notification scrolling in the home bar at the top. Outside of this, Samsung toned down the various hand-waving gestures you can do. They are no longer the front-running features like when the Galaxy S4 was released. Using your hand to hang up, put someone on hold, and various other features using the Smart Stay are now on the back burner, and that’s a good thing. These features no longer drain your battery, but if you don’t mind pressing one extra button, you can just turn them off.
One major addition to the Note series that is built-in is the Samsung SideSync app. This allows you to mirror your phone on your computer and easily transfer files back and forth. I used it a lot on my Note 4, and it works great with the Note 5. Samsung is one of the first phone makers to have good-working proprietary software to use your phone on your computer.
Thanks to the faster-running software, tapping to pay has never been easier. I could never get it to really work on the Note 4 due to the Lollipop update slowing the phone down. However, Samsung Pay and Google Wallet are both available to use for tap-to-pay. It’s never been easier; just link your bank accounts or cards, set a pin, tap your phone to the card reader, and you’re done. Naysayers and paranoid users aside, tap-to-pay is the future of electronic payments. However, I still suggest carrying your cards with you in case it somehow doesn’t work.
Sacrifices Must Be Made
The Note 5 isn’t perfect; there were a few key design choices that Samsung had to sacrifice. One of those is the battery and expandable memory. To make the Note 5 look as sleek as it does, it had to enclose the battery, which means expandable memory as well. The Note 5 also has a slightly smaller battery over the Note 4, at 3000 mAh, despite being a little thicker. However, Samsung has its power management down pretty well, so the battery won’t drain as fast as you think if you optimize your phone correctly. The Note 5 comes in 32GB and 64GB variants, and I highly recommend the 64GB. This has been the biggest gripe over the phone, but honestly, you can transfer your files to a computer or use cloud storage. These are probably the biggest hits to the phone, but after using it for some time, it feels less of a deal.
The Little Things Matter
Wireless charging is another huge addition to the Note series. Using a Qi wireless charger allows you to charge your phone without the cables, and it charges just as fast. While wireless chargers are a little expensive right now, they’re worth the investment.
I can’t stress enough how much these little changes make the phone feel better. The new buttons, glass back, better S-Pen, and overall design tweaks really mean a lot once you have the phone in your hand. The Note 5 represents subtly and elegance and proves that you don’t need a rebooted design to make a phone have a huge impact on the market. Sometimes a minor adjustment can make that much of a difference. However, the question comes to mind: were there so many little adjustments that Samsung really felt the smaller battery and lack of expandable storage were worth it? Only the sales will tell. I, for one, think they are, and maybe the Note 6 will have expandable memory again. Could this be a field test to see just how much people care about expandable memory? Who knows, but there are other solutions available that are easy, from cloud storage to portable hard drives and even your computer.
As it stands, the Galaxy Note 5 is truly a beautiful piece of hardware and proves that the evolution of phones is heading in an all-new direction. With phones becoming and replacing computers more and more, a fast OS and operating speeds are becoming paramount—maybe even the most important thing a phone can have.
Oh, Halo, I have a love-hate relationship with you. Back when Halo was released, I didn’t really think much of it. I saw the box in game stores, but I never actually heard much about it. It wasn’t until Halo 2 that the series really took off and was talked about by everyone who loved it and hated it. I just so happened to be someone who hated it, even though I didn’t play it. It looked like a generic sci-fi shooter with boring guns and boring enemies. For years, I refused to even accept Halo as a good game series. I finally sat down with the first game on PC back in 2007 and felt it was like a chore. The game was overly difficult and ugly, and I didn’t get the game at all. I washed my hands of it and was done.
Later that year, I borrowed an Xbox from a cousin (the original) and rented Halo 2 from the video store (back when that was still a thing) and actually started to like it. The game felt more balanced, more cohesive, and had a more interesting story. However, I still hadn’t even touched the multiplayer, as I didn’t have Xbox LIVE. I wouldn’t experience Halo multiplayer until Halo 3. After playing through every Halo game, I started to feel fatigued by the series. ODST and Reach were extremely boring and didn’t do much outside of the story and presentation. However, I would still go back to playing Halo 2 and 3, but I swore never to touch Halo 1 again. Now, 8 years later, I’ve played through Halo 1 and like it a little more; however, it still feels like a chore.
You play as Master Chief, a Spartan in the Earth Defense Corps who just so happens to get stuck as the savior of Earth. You fight some Covenant, an alien race hellbent on capturing Halo, and then some Flood, a super-weapon species designed to wipe out all life in the galaxy. You spend almost the entire game on the Halo Ring, which is a giant ring-shaped artificial planet that looks like Earth. Later, you run into an AI called The Librarian, whose function is to destroy all life in the galaxy to wipe out The Flood, so they starve to death. Of course, Master Chief and his AI partner Cortana must not have that. The story is quite interesting; however, it doesn’t really explore much of the Halo universe, and I wanted more.
Halo’s famous for its balanced gunplay and enemy AI. While there are only about 10 different enemy types in the game, Halo was one of the only FPS games at the time to force you to change up your tactics, weapons you use, and how you approach each firefight. Despite popular belief, Halo is not a run-and-gun type of game at all. If you run out into the open, you will die almost immediately. Halo is also the father of the regenerating shield, which is a core gameplay element of the game. Without it, the number of enemies you have to kill and scenarios would not be possible, as you would die and never make it through the game. Despite the shield recharging so slowly, it makes you stop and think before you step out again and lose your health.
The guns are also very memorable and iconic in Halo. The needle is a weapon that fires pink shards at the enemy, and they home in. After a few seconds, the shards explode, causing damage. The assault rifle is probably the most iconic weapon, as it’s the standard and most basic weapon in the game. Aside from plasma and standard weapons, you can also drive vehicles. This is actually where I had a huge issue and still do: the vehicles controlling garbage. The Ghost, Banshee, and Warthog are floaty, not very responsive, and counter-intuitive to what the game wants these vehicles to do. I also don’t like how you can’t drive and shoot the Warthog at the same time; it makes you too vulnerable.
The one thing Halo has always had a problem with is the repetitive hallways and the extreme linearity. Nearly every level had you backtrack back to the beginning once you got all the way through, and this got frustrating and tiresome toward the end of the game. The core game is also just repetition, but that’s expected of any shooter. Shooting the same enemies over and over in different variations just gets old, and some people may not be able to tolerate it. Despite this, and like I mentioned earlier, Halo combats this by making you think before you run out into the open.
Outside of the shooting, the game just feels strange as a whole. It feels dated still despite the update; however, it does help tremendously and makes the game more enjoyable. The new graphical update is more than an update. It’s completely redone, and switching from remastered to classic graphics on the fly makes you realize just how old this game is. We’re talking Quake 3/Source Engine graphics here. After playing the updated version, I could never go back. The game just looks way too ugly compared to others, which makes it much less enjoyable. In fact, the updated graphics actually help make the game easier to play with better lighting and more detailed environments. I found the original Halo way too dark in most areas, and it was always hard to see.
When it comes to multiplayer, it also suffers from feeling old. While the maps are remastered, the gameplay just feels a little old and not as fast or deep as the newer games; however, there is a charm to the age. The game is very simple, there’s not much to the multiplayer, and the maps are also not as complicated as newer ones. Fans of the original game will love being able to finally play the original online, like it was intended to be.
Overall, Halo: CE Anniversary is a fantastic update and probably about as good as the original game can get without changing any major gameplay elements. On the Xbox One, the game runs at 1080p and 60 FPS, which looks fantastic, and it also has the menus of The Master Chief Collection’s, which is an upgrade over the Xbox 360 version. If anyone couldn’t stand the original, they may find it more appealing now, but expect the overall gameplay and design of the game to not have changed.
I’ve finally done it. I know I have all three current-generation gaming systems. What’s the positive side to that? Being able to enjoy each console’s strengths and exclusives. The bad side? I play more games than I can in a week. Why did I wait so long for the Xbox One? Its game exclusivity release windows were far and few between, and it didn’t offer anything the PS4 couldn’t… well, that anyone cares about anyway. There are a lot of nice features on the Xbox One that no other system has, but are they what sells the console? At this point, Microsoft doesn’t really have anything to sell the Xbox One outside of its already built-up user base as well as its three trump cards: Halo, Forza Motorsport, and Rare. While Microsoft used Killer Instinct, Forza 5, and Halo 5 to get people excited about the launch, Microsoft’s launch was very weak outside of a few strong games.
Let’s face it, the look and design of a console can really matter. Just look at the Atari Jaguar with the CD add-on—it looks like a toilet. The original Xbox was geared towards PC gamers who were already used to bulky cases. While it wasn’t as sleek as the PS2 or cute as the GameCube, the monster box meant power—and power it had. Being the first system to have an online infrastructure and have a built-in HDD, the Xbox shipped with an 8GB HDD, but Xbox LIVE wasn’t up and running until long after the console’s release. Then a little game called Halo swept the gaming and entertainment industries by storm, and Halo 2 helped kickstart and raise the bar for first-person online gaming. It was massively successful and even made Nintendo and Sony rush for a proprietary FPS. Sony made Killzone (stank), and Nintendo made Metroid Prime (awesome). However, neither garnered the attention that Halo could, and Killzone was quickly forgotten. What else made the Xbox so successful? It’s hardware. It had a whopping 733 MHz CPU based on Intel’s Pentium III Coppermine chipset and a 233 MHz GPU made by Nvidia. This meant off-the-shelf parts and was easily programmable, similar to a PC. While the PS2 was extremely difficult to develop, the Xbox had great-looking games from the start. From Halo, Forza Motorsport, Blinx, and Fable, the Xbox had a great lineup, but it quickly died out towards the end of its life cycle. The Xbox showed its age and games; we’re looking better on the PS2 for some reason (God of War, Shadow of the Colossus), and Microsoft quickly lost interest from Japanese developers, so the PS2 made waves.
With that little history bit, the Xbox 360 had a year’s head start and was powerful, but met the same fate as its little brother. Great games from the start, but many exclusives jumped ship, and Microsoft lost steam once the PS3 sales were climbing. While still a good system, it doesn’t have the exclusives it did five years ago and isn’t as unique as it was at launch.
Out of the Box
The Xbox One takes the original design and the Xbox 360 S design and smashes them together. You have the sleek box shape of the 360 S and the hard lines of the original system. The Xbox One is huge, bigger than the PS4, and somehow less powerful. More on that later. The Xbox One logo on the front brings subtle attraction along with the glossy panels and chrome disc drive bezel. The box is sleek and Microsoft’s best-looking one yet. It’s also surprisingly light for the size of the system.
Under the Hood
The Xbox One is actually a little weaker than the PS4. I know fanboys are going to scream and have a tantrum, but the numbers and facts don’t lie. Sure, it’s powerful, but not as much as you’d like to think. While the Xbox One and PS4 both have an 8-core AMD CPU that is similar to that in phones, the Xbox One is clocked at 1.75 GHz, while the PS4 is clocked at 1.6 GHz. Yeah, go ahead and laugh, but the GPU is probably more important on consoles than you think. While the Xbox One has an 853 MHz AMD GPU, the PS4 has an 800 MHz one but has more compute units. The PS4 has 18 while the Xbox One has 12, meaning the PS4 can outperform the Xbox One with this. To make it easier, the Xbox One has a GPU equivalent to an AMD 7790 or Nvidia GTX 650 Ti. The PS4 has a GPU equivalent to an AMD 7890 or Nvidia GTX 670. While those GPUs have now been left in the dust, the PS4 and Xbox One are stuck with them. Sadly, this means lower resolution on Xbox One, and due to only having 8GB of DDR3 RAM, loading times could be much longer towards the end of the life cycle over the PS4, which has 8GB of GDDR5 RAM. The Xbox One also has three USB 3.0 ports; one is cleverly hidden on the left side rather than being in the front. I also have to commend Microsoft for making this the very first console to have 5 GHz WiFi, which is a huge win over any other console for download speeds. I could download a 62GB digital game five times faster than I could on another console. I love this.
GUI
I hate to say this, but…Xbox One looks too much like Windows 8. I know. I know. Go ahead and say it. It is the most difficult system I have ever had to navigate. For starters, I couldn’t find the system settings. Why is it an app? Why is everything an app? I like apps on consoles, but everything on the Xbox One is an app, and it relies on the internet more than any other console. If you pin your favorite stuff to your home area, you can’t use it when you are offline. It doesn’t end there; I couldn’t find anything in the game store. Yeah, that’s probably important, right? The game store looks empty and completely unintuitive. There’s a small featured section as well as Top Paid, Free, Newest Games, etc. However, I could not find the Games with Gold section anywhere except at the home dash in a featured box. That’s completely ridiculous. I still don’t know what’s for sale for gold members, and I can’t find it. This is the worst game store setup I have ever seen.
Functionality
Let’s talk about some of the Xbox One’s exclusive features. Microsoft is seriously trying to push the set-top box thing; however, this is probably only something that less than 10% of users will use, mainly sports fans. The Xbox One does feature a TV-Out HDMI option, so you can plug in your HD set-top box or even another console. While plugging in consoles isn’t recommended due to lag, it’s an option for people short on ports. Hell, you can play Killzone via the Snap app on your PS4 while someone is playing Halo right next to you. God forbid. There are features in the system to set up your TV and sound system to use voice commands via the Kinect, but only users who bought the launch consoles will have a Kinect. I feel many people from here on out will never see this feature happen.
Another function is the Snap app. This is actually really nice, as it cuts out a quarter of the screen for using other apps on the Xbox One. This includes TV, walkthroughs, web browsing, the media player—you name it. This comes in handy for people who love to multi-task, but I noticed some slowdowns when playing graphics-heavy games. Another feature that is new to Xbox is Blu-ray. Yeah, Sony fans are saying “Ha ha,” but it’s a smart choice. Games are just too big for dual-layer DVDs these days, so with their own high-capacity media disc being burned out by Blu-Ray, Microsoft didn’t have a choice. This means you no longer need a separate Blu-ray player or PlayStation 3 or 4 to play Blu-ray movies.
Another small feature is the Xbox One Smartglass app, which you can use with your phone or tablet. The layout is pretty much the same as the Xbox One itself, was responsive, and worked well as something that can be used to control your console. This is great for watching videos or listening to music, so you don’t have to keep turning on your controller.
Outside of these features, I did find something disturbing that is probably the Xbox One’s most fatal flaw. Slow install times off discs. The PS4 takes less than a minute, and you can play the full game right away. For some reason, Microsoft thought it was cute that you could play what’s installed, but that’s literal. I booted up Killer Instinct, and all characters were locked until the game finished installing. Wonderful, so now I can stare at the menus for 3 hours while the game installs. Oh yeah, another thing: games are fully downloaded from Xbox LIVE rather than installed off the disc. This is one of the dumbest things I have ever had to deal with. I booted up the Xbox for the first time at 5 p.m. on a Saturday, and I left Killer Instinct installing all day; it took forever. The trick is to disconnect from Xbox LIVE before installing, so it only takes roughly 15 minutes. Connect again to download the current update. Even if you have a fast connection, the games take forever to install, as they need to be downloaded and then installed rather than doing both at the same time, like on PS4. One positive thing came out of this, and that’s being able to play digital downloads while you wait, which is something that can’t be done on PS4.
I won’t talk about the controller much, as I already did an extensive review on that, but I will say that the controller is amazing and is an evolution of the Xbox 360 controller. I also want to mention the DVR and capture features that the Xbox One has. The Xbox can snap moments when you unlock achievements, and even the father of the achievement system has evolved. They are more informative when they pop up, no longer leaving you puzzled as to what caused the achievement to unlock. Outside of the name, a description of the feat will also appear.
The Games
It all boils down to the games, right? I played Forza 5, Killer Instinct, and Halo: The Master Chief Collection, and I was seriously impressed. Microsoft actually released better-looking games at launch than Sony. Forza 5 and Ryse: Son of Rome are truly impressive launch titles. They look absolutely amazing and wipe the floor visually over any PS4 launch title, even Killzone: Shadowfall. Games played just like you expected they would; however, Microsoft has a trump card that will come in handy towards the middle of the Xbox One’s life cycle, and that’s cloud computing. This allows AI and even graphical features to be processed on the Xbox One, which is a super powerful tool that no other competitor has. Forza’s Drivitar AI is computed on a server rather than inside the Xbox One. While this feature is slow to start, it’s sure to bring some impressive stuff to Xbox One later on.
Xbox One for All and All for One
The Xbox One isn’t a perfect system and has many flaws in its GUI and various functionalities, but it’s a great system and a worthy successor to the Xbox 360. While it lacks the exclusives that the Wii U and PS4 have, it will grow in time and hopefully carve its own unique experience that previous consoles from Microsoft failed to do. If Microsoft can keep exclusives exclusive to Xbox One forever, it will help a lot. If they can help grow the system over time, like they did with Xbox 360, it will help quite a bit. It’s impressive to see where Xbox One is now after the disastrous launch and reveal two years ago. Xbox One is well worth a purchase for the handful of excellent exclusives available right now.
Smartphone controllers are not a new thing. However, Android users have been lacking a great controller for quite a while. Moga has been considered the name brand for Android controllers for a couple of years now. From small pocket-sized controllers to full-sized ones, Moga is the way to go; that doesn’t mean they are the best controllers ever made.
The Moga Pro Hero feels like an Xbox 360 controller with an alternate analog layout, triggers, bumpers, and face buttons. The controller feels good in your hands and is very familiar; however, that’s about where it stops being familiar. Like other Moga controllers, the game feels too rigid, while we appreciate sturdy controllers, and on this one, the buttons are too stiff. The face buttons make a very loud clicking noise and require a good hard press. The D-pad also feels too D-pad; there’s no diagonal movement whatsoever. While this is good for older games on emulators, it is not good for fighting games. I also felt the triggers were too stiff and required too much heavy-handed pressing to feel comfortable; the same goes for the bumpers. The analog sticks are probably the only things on here that feel familiar and right, but that’s still not saying this is a bad controller. The arm that holds your phone is nicely cushioned; however, the inner piece feels too loose, and I felt the phone wobble a tiny bit when moving.
A nice feature of this controller is that it has a built-in battery, so no more AAA or AA batteries. You can also charge your phone from the controller thanks to its large battery, which is nice for long gaming sessions. I also love the HID (Human Interface Device) mode for emulators, as games must support the regular mode natively. Emulators respond nicely to this controller, and it has more than enough buttons for what you need.
Overall, if you need more buttons and a full-sized experience, the Pro Hero is a perfect choice. Just be ready to get used to some stiff buttons and a weird D-pad.
The Batman Arkham games are some of the greatest things to grace the video game industry in the past decade. With the most advanced combat system since God of War, and not to mention the best superhero video game series ever made, Arkham Knight continues this trend. While Origins was a bit of a snag, I don’t count it as part of the Arkham trilogy. Arkham Knight is another masterpiece that any Batman fan will love.
Scarecrow and the new Arkham Knight are the main villains in this game, but don’t worry, there’s plenty of Joker as well, despite being dead. Joker is a manifestation in Bruce’s mind, and he constantly appears everywhere, putting his two senses into everything Batman does. It’s great to hear him again. Arkham Knight is also probably the best-structured Arkham game yet. Instead of a hodgepodge of little repetitive missions everywhere, the game has a Most Wanted mission wheel. Known Batman villains are to be stopped and captured through mission branches that are a blast. Firefly, Penguin, Two-Face, and various other villains have their own little subplot. This brings Arkham Knight to a meaty and well-balanced mission structure that the game desperately needed. The only other side things you can perform are AR missions that include fight and batmobile challenges and Riddler trophies. Oh yeah, I said Batmobile.
It’s finally here! The one and only Batmobile. It plays just like you think, controls like you think, and is as badass as you think. The batmobile can transform into a tank, allowing you to engage in battles with enemy tanks, but the best use of the batmobile is puzzles. Sadly, the tank battles are probably the worst thing in the game. While they work, they are the same thing over and over and over again; nothing changes. Enemy tanks will have a white line go across the screen, showing the trajectory of their shot. This allows you to dodge enemy missiles and shots. That’s great and all, but why does combat have to be this slow? Towards the end, the battles just get bigger with 50+ tanks in one area; that’s not exactly fun in my book. While the tank battles aren’t very frequent, they are happening often enough for you to sigh and wish it was over. As for the puzzle-solving, the Batmobile fits better here. Using the power wrench to crawl the downsides of buildings, using the wrench to power things up, ejecting out of the Batmobile to glide into a tunnel. All of this feels just like in the movies and comics; there is no disappointment there.
Combat has been perfected in Arkham Knight with added moves to make an extremely complex fight system that is so simple to learn. Outside of the counter system that we are all used to, new knock-out moves are introduced. Using your gadgets is much easier, as the button combos for them are easier to remember. LT for Batarang, LT+B for an electric shock to enemies with taser sticks, LT+Y for Batclaw, and RT+RT for Freeze Blast. It is very easy to remember, and the controls pop up on the screen to help you out when the option is available. The same goes for the knock-out moves, as well as fighting heavy enemies. These guys have their own system all to themselves. Do a fast punch combo, parry a guy behind you, a red exclamation pops up at a guy with a taser stick, LT+B, he’s down, continue pummeling the heavy, three more counters, then knock the heavy out. All of this is one big combo, and it’s so fluid and fast and one of my favorite fighting systems I have ever used.
The second combat system in Arkham is the stealth part. This has been expanded exponentially in Arkham Knight. There are more gadgets introduced that allow for more ways to take down opponents. The stealth areas are much larger and allow for multiple ways of taking people down. We’re used to stealth takedowns in various ways, including hanging, grating, and gliding behind people. Multi-level grate combat is introduced, as well as enemies being able to destroy grates so you can no longer use them. Using a voice synthesizer allows you to give commands to enemies and set up traps with your electric gun or disruptor. The disruptor allows you to sabotage weapons and drones to knock out enemies (yeah, I can’t say kill since Batman doesn’t do that). The stealth combat is fantastic and so much fun, and it allows for strategy over beating everyone up.
Outside of these new gameplay elements is the story. Arkham Knight has a long and well-told story that you actually care about. There are some great moments in the game that really get you hooked, and the ending is satisfying. I really felt the strengths and weaknesses of Batman come out through the story several times, as well as the other characters. My favorite part of the game is the ending with Scarecrow, but I can’t give it away except that it’s a first-person shooter sequence. WHAT?! Play it to find out!
Let’s talk about visuals. I know that the entire world knows how terribly optimized the game was for PC; however, if you have a powerful rig, it is very playable. Not perfect, but enough to not be really noticeable. This requires tweaks (there is a tool available on the Steam forums) to the game settings to get it to work. Out of the box, the game won’t run very well at all. There are some nice new effects, like RainWorks, Interactive Smoke and Fog, and various other effects. They look amazing, and Arkham Knight is one of the most detailed and good-looking games in a long time. However, a game should ship working, and this is just unacceptable. Most people don’t know how to tweak a PC game and will get frustrated and demand their money back (which happened and suspended the sales on Steam). The other issue is that you need a very new and powerful system to get the game to run well. I tried a GTX 670, and while I got 60 FPS when I was above the city, it dropped below 30 on the ground. Interactive Smoke and Fog dropped the game to 5 FPS; however, on a GTX 970, there were a few issues. The frame rate will vary constantly. You will jump between 60 and 30 a lot, but the tweaks available make it less noticeable. Anyone running a GPU older than a year will have issues for sure and should play the game on a console for now.
As it stands, Arkham Knight is a fantastic game and the pinnacle of the Batman video game franchise and superhero games in general. Taking all of what made the series great and optimizing and compiling the best of what everyone loves. More villains, more stories, more Batman. That’s what we came to see, and we got what we wanted.
Try multiplayer. A lot of fun !