Amnesia is probably one of the scariest games ever made. I’m talking about The Dark Descent. It made you fear every sound and corner due to the fact that you couldn’t fight enemies. The atmosphere was so scary and haunting, not to mention the extremely scary monsters. A Machine for Pigs gets picked up by a new developer, The Chinese Room, of Dear Esther fame. While it’s still scary and haunting, it doesn’t make you fear every second like the first game did.
Honestly, the story is confusing and makes no sense. It’s a garbled mess, and all I got out of it was that there was a machine that processed pigs for mass consumption in 1899. You play as a man named Mandus who is trying to find his two boys who went down into the depths of this machine. That’s pretty much all I got out of it. What this machine is doing is creating man-pigs that are trying to “cleanse” the town of people for the coming 20th century. The ending sucked, and the game is overall just really short and anticlimactic.
A lot of features were stripped from The Dark Descent. You no longer use tinderboxes to light areas, and you don’t need oil for your lamp. You just run around with a lantern, flipping switches, and solving extremely basic puzzles. The Dark Descent had you really scratching your head, but A Machine for Pigs doesn’t even try to challenge you. In fact, there aren’t even that many monster encounters. Sure, when you reach them, they are scary and intense, but the first 2/3 of the game is uneventful. As you get to the last few chapters, it’s mostly story and nothing else. The whole feeling of progress from The Dark Descent is absent here, which makes no sense. A Machine for Pigs felt more like a barely interactive story than a game.
Towards the end of the game, it just feels disjointed and unbalanced. You bounce around from level to level, and nothing feels connected. Many times, in the beginning, I wandered around, not knowing where to go or what to do. The game just lacks guidance or real direction and can’t be felt from the very first level.
That doesn’t mean the game is bad. It’s not nearly as good or memorable as The Dark Descent should be. The graphics are really dated, despite the nice art style that is carried over from The Dark Descent. A Machine for Pigs feels like an average indie horror game with a story that can’t be followed. Fans of the original will be highly disappointed, but newcomers should just skip this and play the first game.
Remember Me is a brand new IP from Capcom. I always welcome new IPs because you never know when you’re going to get the next Assassin’s Creed. Once I started to remember me, I instantly fell in love with it. The art style is fantastic, the story is engaging, and the characters are memorable. This will be a game I talk about for years to come—at least the story anyway.
You are Nilin, a memory hunter fighting against M3morize. M3morize is a corporation that invented technology to let you forget any memory you want and gain memories. As you can tell, this leads to civil war because everyone eventually becomes Leapers, who are completely corrupted and bereft of memories. It turns out that there is some sort of new world order to wipe out everyone’s memories and make them all mindless soldiers. That’s the gist of it, and if I say any more, I will give too much away. The story is fascinating and really plays well with the art style and atmosphere.
The problem with new IPs is that the developers concentrate on just one aspect of the game, and the rest gets left behind. This is apparent in Assassin’s Creed 1 after playing AC3. You can see the difference. Remember Me has an amazing story and characters, but the gameplay is just lacking; it just feels useless and unnecessary. The tools you have to play don’t really mean anything in this game, but that doesn’t mean it’s bad. The first thing is the combat system. While it’s unique, it is very limited and actually holds the player back. Nilin has four different combos she can do over the course of the game. You fill these combos with two different attack buttons called presses. These presses can increase your health, decrease S-Pressen cooldown timers, give you more powerful attacks, and cause a chain reaction. This seems really interesting—gaining health during combat? It’s more frustrating and limited than you think. With just four combo chains, you have to memorize all four of them and also remember what presses are in each one. I had one as a focused cool-down combo, then one for health, and the third was for power. The further in the combo the pressen, the bigger the effect. With just four combos, combat gets really repetitive and super boring; it just never picks up.
Once you unlock S-Pressens, things get a tad bit interesting, but only during boss fights. These are powers that can let you attack really fast, stun everyone, place a bomb, and even turn invisible and get a one-hit-kill on an enemy. You can use two different ones on robot enemies that will attack you. These S-Pressens are key to winning tougher battles later in the game. That’s all there is to combat, and it is so limiting and repetitive. I actually only kept going because of the story.
Another part of the game that is never fully developed are the puzzles. There are only four in the entire game. These allow you to remix people’s memories to make them think something happened in a different way. You watch a cutscene and then rewind it, looking for glitches that can change the scene. You have to set off the right glitches to change the memory. The problem is that there are no multiple outcomes. You just keep retrying until you get it right; there’s no fun in that. If I mess with someone’s memory, let me decide how it goes. I also wish there were more of them. There are also memory puzzles that you interact with in the world. They are usually really easy, and the answer is given to you after just a minute. I hate how these things were so underdeveloped; they are great concepts. There are a couple of move-the-stuff puzzles using your arm’s special powers, but I felt these were useless. You unlock a gun-type thing that can blast enemies and move things. Why do I need to unlock this throughout the game? Honestly, the moving and blasting open doors just felt like pointless filler.
Lastly, the exploration is very linear. The controls respond well, but the best part is just viewing everything. You get taken from the slums to the richest areas of the city. The journey is fascinating and breathtaking. Remember Me feels like a mix of Mirror’s Edge, Steven Spielberg’s A.I., and Blade Runner. I ate it up, and the characters are very memorable. I just wish it had better gameplay to complement it.
After you finish the game, you will be talking about the amazing story for a while. While none of these mechanics are bad, they are just underdeveloped and feel like they need more work. The combat is interesting but very limited and repetitive; the same five enemies repeat often; and the puzzles are underdeveloped. I hope Remember Me comes back because I love Nilin and her journey through this breathtaking world, which just gives us better tools to explore it.
Nothing is true. Everything is permitted. This is a saying heard throughout Assassin’s Creed, and it really sticks with you. So does the thick plot that has come to take the game industry by storm, as well as one of the greatest game characters of all time: Altair. The plot is actually weird at first because it’s a sci-fi story. You are actually Desmond Miles, captured by modern-world Templars. They stick you in an animus and use your DNA to access your ancestor’s memories to find the Piece of Eden, which can be used to control people’s minds. That one ancestor is Altair, set during the crusades. The second story is of Altair, who ends up losing his rank and status among the Assassin Brotherhood by failing a mission due to his eagerness and stupidity. Your master, Al Mualim, sends on special missions to assassinate key leaders throughout the holy land (Acre, Jerusalem, and Damascus) to keep them from taking the Piece of Eden and using it to win the war.
As you can see, the plot is very interesting, with a lot of twists. How is the game, though? You have a huge open world that is full of side missions and hundreds of buildings to climb. Assassin’s Creed has a parkour climbing system as well as a puppeteering system. You control each of Altair’s limbs in two different states. The “socially acceptable” state allows you to use eagle vision, which can show enemies and key targets. You can gently push people away from you, and this is key because if you’re running around the city knocking people over, the guards will come after you, and towards the end of the game, everyone is highly suspicious of you, and just a few people knocked over will have the entire guard on your tail. The third thing is obviously combated, but if you hold down the run button, you start climbing buildings, grabbing people to toss them, and jumping around.
Assassin’s Creedreally tried to introduce crowd psychology into the game, and it works here but does feel limited. If you climb buildings, people will react by stopping, staring, and saying things accordingly. If you use ladders, people don’t mind so much. While using rooftops is faster and keeps you away from most guards, you must watch out for guards on rooftops who will shoot you with arrows if you don’t get down, kill them, or move away quickly. The climbing works well enough, but there are some control issues, clipping issues, and other issues with the camera. When Altair is facing a different way than the camera, he will jump in his direction instead of the way you’re telling him to. Also, if you run around a pole or near a crate, he’ll start climbing it instead of just jumping over or going around. This can get downright frustrating when you are running away from a dozen guards and trying to find a hiding spot.
The game also introduces anonymity via a symbol near your health bar, which stays white when no one suspects you but will turn yellow when you are watched and flash red when guards are on you. When it does this, get away quickly or kill whoever is watching you. Don’t just kill out in the open, or people will run around screaming and calling guards. Get away from dead bodies quickly because guards will come by and try to find out who killed them, or citizens will give you away. If you are caught, you need to kill all guards after you or hide. To do this, you must break their line of sight, and the symbol will flash yellow. When it does find a hiding spot quickly, it turns red again. You can hide on benches between people, on stacks of hay, in groups of monks praying, or on draped boxes on rooftops. Stay there for a few seconds, and you will be anonymous again. You can avoid all this chaos by just jogging, staying calm, not flailing around and jumping around like a monkey in crowded areas, etc.
This whole crowd system is really something else and works well, but it feels repetitive and predictable because of the recycled sayings and animations, and it always happens the same way. The combat is the same way because, while you can gain new abilities, it feels like a counter-festival. You can attack with a sword or short sword and throw daggers, but most guards always block, so you just stand there with the block button held down and wait for someone to attack and then counter, which is usually an instant kill. This gets repetitive, and the combat isn’t as deep as it could be since combos are limited and animations are repeated often. It does control well and feels smooth, so I guess that’s better than broken.
The most repetitive thing and the game’s biggest flaw are the constantly repeated missions that repeat dozens and dozens of times. You can save citizens, do some time-trial flag gathering missions, escort missions, assassination missions (probably the most fun), interrogation, eavesdropping, pickpocketing, and climbing tall buildings to find viewpoints to put more missions on your map in that area. Sure, they are fun at first, but after you have saved the 30th citizen or climbed the 50th building, it gets old, and you just want it to end. Some more mission diversity would have been nice.
While it’s cool to be an assassin, sneaking up behind a guard and shoving a punch dagger in his gut and then running away while he falls to the ground without anyone suspecting otherwise is satisfying, and you must look good doing it too. Assassin’s Creed looks amazing, even today, and the PC version sports DirectX 10 graphics with some slightly higher resolution textures. The game looks a lot better than console versions and is well worth another play-through just for that alone. While the graphics are amazing technically and artistically, the game feels very Middle Eastern, with a great soundtrack to support that and voice acting, and the whole game feels true to its time. The architecture is great, as are the clothing, lifestyles, and jobs people do in the game, but it all kind of looks the same with a lot of grays, browns, and whites.
Overall, Assassin’s Creed is an amazing experience with a story you will talk about long after you finish the game, great crowd simulation, and the true feeling of being an assassin. If there was some more mission diversity, visual diversity, and smoother controls, the game would be perfect. This is a game you cannot miss, and every gaming fan should play it.
Forget about the last Shadowrun FPS. That game was a disaster. This HD remake of Shadowrun Returns with a great story, but the combat is lacking just a bit. You are basically a runner who watches a tape of your best friend before he dies. You suddenly become his insurance collector, and you need to find his killer. The story is pretty engaging, and I was sucked in from the beginning. You basically just follow mission after mission, unraveling this mystery.
Of course, you get to pick your class at the beginning. Go from ranged weapons to melee to magic. There’s also a fourth decking ability that makes you stronger during hacking battles. Once you complete some missions, you get to The Union, which is your underground hideout. You can buy weapons, cybernetic enhancements, magic, first aid, weapons, and various other things. Make sure you take plenty of health with you and stock up on the latest before the next mission. Usually, you have to hire out mercenaries to help you in a fight. I found the majority of the story fairly challenging, but later on, it got downright unfair. The biggest issue is the unfair savings system. The game is autosave only. The game will only save at the beginning of each level, so if you die, it’s game over. This is so infuriating towards the end when you have really long and tough fights.
The combat is fairly decent. You can select between ammo types (or magic types), special powers, and items. With this variety, you are sure to win battles. I was just so upset at how often I missed. I could be at point-blank range, and I would miss three times in a row. The accuracy and rate at which you hit enemies seem completely random, and I hated that. Decking battles are interesting but boring because they aren’t as deep as regular combat and there are only a few types of enemies. Once you complete the mission in the hacking area, you have to run all the way back to the opening. If no one’s out there defending you, the enemies shoot up your body, and you can die. That’s really frustrating, and it drove me nuts.
I also wish there was more exploration, but you’re stuck where the missions take you. Sure, there are a couple of side missions, but you can’t explore anywhere. This is a really interesting world with interesting characters, but you’re limited to where the story takes you. That will turn a lot of RPG fans away, but the entertaining combat and story should keep you for a while. I also wish there were more powerful weapons and armor in the game. Even when I was almost done, the same armor from 10 missions ago was still the best. The game is pretty unbalanced, but some may overlook it. The graphics are decent, but nothing special. They won’t make your system sweat.
In the end, Shadowrun is a fun RPG for fans of Fallout and earlier top-down RPGs. The story is great and is a fun murder mystery, but the combat feels too thin, and decking just isn’t fun. The real deal-breaker here is the unfair and punishing save system, and some may quite early on because of it. If you can stomach the unbalanced gameplay and save system, you will be in for a great story.
Well, here it is. One of the most anticipated games of the decade. BioShock was a masterpiece that raised the bar for storytelling in games as well as graphics and atmosphere. The underwater city of Rapture was loved by most gamers and became an instant classic. Infinite raises the bar yet again, and I have to say that this is one of the most beautiful and well-made games I have ever played, but even beautiful things have flaws.
The beginning of the game is just breathtaking and spectacular. It’s probably my favorite opening to any game. I honestly can’t explain much about the story because everything would be a spoiler. All I can say is that you are a man named Booker DeWitt who needs to bring back a girl from the floating city of Columbia named Elizabeth. If he brings her back, he can wipe away his debt from gambling. The story progresses into a huge twist ending, fully cuts you loose, and doesn’t quite answer every question. The ending will shock you and even make my jaw drop. It’s a beautiful ending that is going to have gamers talking about it for years to come.
BioShock’s story is also told through the journey. There are no pre-rendered cutscenes or anything to break the flow. A lot of the story is told through hidden journals, like in previous games. There are a lot of similarities to older BioShock games, but everything is improved upon. The combat system still uses guns and magic attacks; however, you get Vigor this time around. They are replenished with salts that you find instead of Eve Hypos. Honestly, the Vigors don’t seem as useful as the Plasmids did. I pretty much stuck with a couple through the whole game because there are so many guns that these end up being more useful. Crow’s Trap is one of my favorites. You can send angry crows at enemies to pick and stun them, or you can lay traps. My favorite was the shock vigor. It can stun enemies, but later on, it can chain across enemies and make their heads pop. There’s one for fire; Bronco lets you throw enemies into the air; there’s a tentacle one that pulls enemies towards you; and there’s also one that allows you to charge enemies and cause damage. They sound neat, and they look neat in action, but the combat is more fast-paced and challenging than in previous games.
The guns feel so great to shoot in this game. There are pistols, sniper rifles, shotguns, and the typical ones for shooters. Hail Fire and Volley Gun shoot grenades; there’s an M1 Carbine, a repeater, and various others. Honestly, I wish there were more unique weapons like in older BioShocks, but at least they feel good to shoot, and there are plenty of them. I didn’t really need to resort to Vigor unless I had a lot of people after me or had large enemies to deal with.
Speaking of enemies, the ones in Infinite are some of the most imaginative since BioShock 1. There are various human enemies, but the Patriots and Handymen are awesome. There are also various creatures and some fun boss fights as well. I just wish there was a larger variety. There are different reskins of these enemies, but I really just wanted more to shoot at. The Patriots have chain guns that are hard to bring down but are weak in the back. Handymen are rarely encountered, but they are giant lumbering beasts and bosses on their own. Infinite gives you more exploration options during combat. Using the Skyline is so fun and magical. You can slow down, reverse, and hop down wherever you want. You can shoot from these skylines, so it adds a tactical element the series needs. You even get a better melee weapon that has gruesome finishing kills that will make you cringe.
Combat is just very solid in Infinite, but by the end of the game, it started feeling repetitive, and all that kept me going was the story and new places to explore. Infinite has a lot of secrets that need to be opened with lockpicks that you can find. You can equip gear that adds attributes, and you can upgrade weapons via stations around Columbia, like you did in BioShock. You can also upgrade your Vigors, which is nice; there are a lot of upgrades, and you won’t get them all in one playthrough.
When it comes to visuals, Infinite is one of the most beautiful and original games ever made…ever. On PC the DirectX 11 upgrade looks fantastic, the lighting is amazing, and the art style the team went for will blow your mind. I spent the first few hours just staring at everything because of how beautiful it looked. The pacing is spot-on, and the story makes you care about all the characters, or hate them. Ken Levine and his team are masters of their art and it’s proven here. This may even be his opus, but only time will tell. There’s nothing out there like Infinite; this is probably one of the few shooters in years that has tried to use the genre for what it’s good for. There’s no multiplayer, but you don’t need it. I also wish there were visual upgrades to the weapons like in BioShock 1, but those are minor gripes. Honestly, it’s hard to complain about this game other than the lack of enemy variety, the fact that Vigors feel underpowered, and the fact that there are no visual upgrades on weapons. The story is fantastic and gripping, and this game will hopefully live on to be one of the best ever made.
The splashing of waves, the grass between your toes, the ash in your eyes, and Dunmer at your feet. Ah, it’s nice to be back in Morrowind! I was surprised when I found out Dragonborn took place on Solstheim, which is a volcanic island just off the coast of Morrowind. You arrive there due to a strange, occult thing happening. People are building relics in their sleep—basically, sleepwalking and building. You ask around about a guy named Miraak, and people say he sounds familiar, but they can’t quite remember. As you ask around in the main city, Raven Rock, you will be greeted by Devin Mallory’s brother and various other people who are very interesting to talk to.
I first have to mention that Dragonborn has some of the best art in any Elder Scrolls game. When you start getting the Black Books and travel to Apocrypha (Hermaes Mora’s territory), you will be stunned. It’s very Lovecraftian with the Lurker and Seeker enemies. There are strange tunnels that move, walls made of sticks, floors covered in paper with arcane writing, and strange magic and objects. I loved these areas and enjoyed them immensely. However, the main quest line is super short; there are more side quests here, which is good, I guess. The final fight with Miraak (not a spoiler, it’s obvious) is very challenging, and you get to ride freaking dragons! This is probably the most powerful thing added to an Elder Scrolls game. I love the new shouts, such as Bend Will. This will make enemies fight alongside you. The new Bonemold and Chitin armor looks awesome, as do some new weapons. There’s quite a bit here, a nice chunk of the game, and a great final goodbye to Skyrim.
Many of the quests are more puzzle-related and quite challenging. It was nice to be really challenged by exploration in Dragonborn. One final quest has you finding cubes in an old Dwemer ruin. You have to place them in a certain order and run around finding them to open up new parts. The enemies are challenging, and I found it all quite fun. There’s plenty of Morrowind lore here for longtime fans and newcomers who don’t know much about it.
I warn you, though, that you need to be at least level 20 to start this. I came in at level 7 and got my butt handed to me by the Ash Spawn, the first enemies you will encounter. I died in just one hit, so be careful. I also hated how there was no place to train for smithing, and there was only one major town. At least you can fast travel to and from Skyrim via the map and not by boat every time. I was also upset that you didn’t get to ride dragons until the final quest, and it’s very brief. Also, be warned: Miraak will steal all your dragon souls if you kill dragons in Solstheim. He’s a real bastard.
Overall, Dragonborn is a solid and final DLC for Skyrim. It is much better than Dawnguard in the sense that the story is more interesting, but there aren’t two sides to play. Being able to ride dragons is a major addition to the game; the enemies are interesting and challenging; the art looks fantastic; and the lore is great.
Where should I begin? Well, let’s start with the story. You play (put the first name here) Shepard, who is a US Navy Alliance officer and tries to work his or her rank up the galactic ladder. A Turian named Saren tries to unleash a supposed extinct alien race that’s older than time itself. Can you stop him in time while uncovering the past? With that out of the way, let’s start with the presentation. Mass Effect has some of the best graphics, sound, voice acting, and production values of any game I’ve ever seen next to Gears of War (courtesy of Microsoft’s bank account). The game is packed with tons of extremely detailed textures and models, remarkable never-before-seen character animations, and BioWare’s next-gen dialog engine.
Just like any BioWare game (KotOR, Jade Empire), you decide the fate of the game through your interactions with people. You can intimidate them, charm them, or just plain use force. With the dozens of alien races and characters you’ll encounter, there are limitless possibilities. The game has third-person gunplay mixed with role-playing elements. You can upgrade your character through an easy-to-use upgrade menu, where you can upgrade tons of stats and attributes. You also have powers that you can use. Along with you are two other squad members of your choosing, and you can give them simple orders. You can hack objects to obtain new weapon upgrades, different types of ammo, and even more armor. There are even a few vehicle sessions as well, and this helps mix up the gameplay.
You travel around by using the mass effect relay system, which can shoot you throughout the galaxy. You can travel to different worlds to collect different types of resources, complete side missions, and more. While all this is wonderful, the game does have some major issues. The frame rate can never keep up. It’s always skipping and chugging, and there’s a constant texture pop-up as well. There are also random load times every so often. The game is also very short for BioWare standards, ending in about 15-20 hours, and with all side missions (about a dozen), maybe 25–30. While there is no co-op or online play, the game is still fun, very cinematic, and a wonderful masterpiece.
All those World War II shooters we endured for an entire decade felt like a war on its own. Shooter after endless shooter bombarded our systems, and then there were the really bad ones in between the Call of Duty and Medal of Honor yearly releases. Call of Duty 2 was highly anticipated because it was the actual sequel to the award-winning original. Does it stand out like the first game did? Is it full of cinematic finesse and finely nuanced mechanics? Not really.
There’s not much of a story here because it’s based on WWII. Black and white footage with a dull narrator telling you about different theaters of the war, then there’s the typical journal entry during the load screen, nothing interesting at all, and even when the game came out, I was sick of these WWII shooters. What does Call of Duty 2 build on? Nothing; it’s just more of the same, but at least it has high production values and does the same stuff right. The game has you following three different soldiers from the Russian, British, and American sides. One thing I liked was that you get to play on a different side of Normandy Beach, and that’s the Rangers. They climbed up the cliffside, trying to shut down the German pillboxes and various artillery, so our troops stopped getting slaughtered on the beachhead. Call of Duty 2 tries to tell the smaller stories of the war, which is a nice change of pace.
The same weapons are here that you have shot a million times. Lee Enfield, M1 Garand, MP40, MP44, Sten, and various others. Of course, not all WWII weapons are here, but I wanted to see some of the more obscure ones, like the Browning or BAR. At this point in time, it was just about better graphics and who’s weapon textures looked the most realistic. Call of Duty 2 delivers the visuals and was a benchmarker much like Crysis is now back in 2005/2006. It was one of the first games to support SLI, really pushed PCs, and made you get those $500 graphics cards. It was a must-have for PC owners and was also a GPU seller. With that aside, the textures look great even today, and the visuals really pop. The sound is great as well, with gunfire chattering in the distance and soldiers yelling all around you. It may seem dated today, but you can really see how much the Call of Duty series hasn’t evolved. There are striking similarities to the Modern Warfare series because it’s all the same: shoot anything that moves.
The game can be pretty easy at times; I could just rush into a building and blow everyone away with one clip and survive. I still find it painful to know that grenade physics are still really bad and bounce around like rubber balls. There are various things I just really can’t stand about these shooters, and that’s the lack of realism. When I shoot enemies, blood doesn’t even come out. Where’s the gore and violence? Brothers in Arms was the first WWII shooter to use this violence in the genre, but Call of Duty just feels like some sort of censored theme park ride.
CoD2 had a huge multiplayer following, but sadly, no one’s online anymore. Even so, it’s just a typical online shooter and isn’t anything special. I was really disappointed to find that CoD2 wasn’t as cinematic as it could have been and just felt the same throughout the whole game. Blow up this door, defend this position, destroy that mortar nest, and kill this Flak 88 crew. It’s the same stuff we play in every single WWII shooter, and nothing ever changes. Sure, it was mindless fun, but I have come to realize why I was so glad everyone moved on.
Dead Space is one of my favorite franchises of all time. The first game was the most memorable with its deformed and twisted monsters, a very deep and intriguing plot, and revolutionary HUD that was very minimal. Dead Space 2 was more of the same, but not enough new to make it memorable. It also had so-called multiplayer, which was fun for a few hours but quickly got boring. Dead Space 3 is here with a co-op and a new more open design. Is it better than DS2? In a way.
The story is pretty epic and is told on a larger scale now. You are no longer stuck on a derelict ship or space colony. You start out on Earth in your run-down apartment, where we find out Isaac has turned himself into a depressive bum. Ellie has recently left Isaac for another man, but they soon get brought back together to save humanity once again. A crazy man named Danik is trying to find a way to bring humanity to “ascension” and “rebirth” by wanting the Necromorphs to destroy everything. You and a team cast off to the Marker homeworld to stop all this once and for all. The problem here is that the game is stretched out so much that the story is hard to follow during the first half. Cutscenes are too far apart, and so little is told because it is saved for the end. The story is a bit disappointing, and the ending doesn’t have the wow factor that it should. You just finish it and think, “That’s it?” It’s one of those trilogy endings.
The gameplay is pretty much the same and untouched. Things feel a bit more smooth and streamlined, but nothing has changed there. The first big change you will notice is that you can create your own weapons. A crafting system has been implemented where you get loot off of dead bodies to craft various items. You can build weapons from blueprints or build your own. You start out with a frame, then add an upper tool, a lower tool, and a tip for each tool. After that, you can add chips that increase the gun’s stats more than two support modules, such as more ammo, stasis-coated bullets, and various other things. This is really awesome and allows you to combine your favorite weapons. Stick a flamethrower under your shotgun. How about a blade gun under your plasma gun? Do whatever you want. The problem here is that you can only carry two weapons now. This really sucked. I guess they thought that each gun had two weapons, so it really was four. It doesn’t really work that way. It also takes a really long time to gather enough materials to craft anything. I couldn’t really do much until I was nearly halfway through the game. This is to encourage people to spend money on microtransactions and sucker them into buying materials. Taking advantage of impatient gamers isn’t a nice thing to do, but what can you expect from a greedy corporation like EA?
The crafting system is similar to your suit because you can gather materials to upgrade them, like air capacity, stasis, telekinesis, health, and armor. Another major addition is side missions. There are only seven of them in the game, but three additional ones are added for co-op only. I found these side missions boring because they were all the same. Go through the same identical compound, killing hordes of Necromorphs, to find a chest of stuff. The stuff isn’t even that good. The loot packs don’t give you much, so these side missions were disappointing. At least the main missions are fun and varied, with some fun scripted events. You can set out scavenger bots to help find loot if you want, but that’s just a distraction rather than a mission. I felt EA really tried too hard with this game. Instead of making the game memorable like the first one with scares, they just make it completely action-based and stretch out the world.
The first half consists of you floating around several ships in space, trying to find information and various other things. Humans are a new enemy in this game and are a nice change of pace, but the same old Necromorphs pop up. Sure, they are cool, but there weren’t enough new ones. By the end of the game, I was so sick of these damn things. I honestly don’t want to see another Necromorph again, not because they’re scary but because I’m tired of seeing them. The game just isn’t as scary as it used to be. In the beginning, it felt a bit eerie, but after that, it was just the same hordes of monsters coming at you. Once you are done being in space, you crash land on an icy planet, which is the “homeworld,” but things just feel the same here too.
The game just suffers from fatigue at this point. Fans will enjoy this game for sure, but you long for a good scare or something to really change. There is a lot of backtracking towards the end of the game, with you running back and forth through the same area several times. It is almost like the developers ran out of ideas towards the end. I would have loved a shorter, more solid campaign, but what is here is fun. The graphics look good on PC, but the textures still stink. Up-close shots really show that this is a console port. There are some nicer lighting effects, but they are subtle. Even an older rig can handle this game maxed out.
Should you buy this game? If you are a hardcore fan, sure, but I just suggest waiting for a price drop. When you finish this 15-hour campaign, you will be slightly disappointed. Sure, it’s fun and all, and crafting weapons is neat, but the scare factor that people expect when they play a Dead Space game is nearly gone.
Skyrim with guns. That was Ubisoft’s description for Far Cry 3. While it isn’t quite Skyrim with guns, that’s okay because no one really wanted that. Far Cry 3 is still a huge open-world game and is exactly what Far Cry 2 should have been. After Far Cry 2 left a bitter taste in my mouth with its boring, empty world and mediocre story and missions, I just didn’t have much hope for Far Cry 3. Thankfully, I was wrong, because this game is truly great, with memorable characters and a great story. The whole world feels more lively this time around and less empty.
Far Cry 3 has an awesome opening and really shows that this is already the best game in the series. You play Jason Brody, just a regular guy who vacations on an island with his girlfriend and a few friends. Of course, things go wrong, and you are captured by some local pirates. The story has a lot of torture scenes spread throughout, but the beginning jailbreak with your brother really shows off the amazing voice acting and animations. You immediately get attached to these characters, and you are introduced to one of the most memorable game characters in recent history, Vaas. This guy is a sick and twisted psychopath and is truly demented. His relationship with Jason reminds me a lot of the Joker and Batman. Jason makes Vaas question his own sanity, and he is not comfortable with that. Jason seems to always come back from the dead, and this infuriates Vaas all the time. Every time Vaas comes on screen, you can’t help but get excited for what he’s going to do next. Truly a well-developed character.
Once you get past the first scene, you are dumped into this huge, luscious jungle and start getting introduced to various gameplay elements. Hunting is introduced as well as crafting. This includes crafting with animal skins to hold more things like ammo, weapons, and syringes. You can gather plants to craft syringes for health, enhance perception, hunt, steadily aim, and various other things. While these two new elements are fun, they seem a bit disconnected from the formula of Far Cry. The hunting is a bit underdeveloped because stalking these animals isn’t anything like in Assassin’s Creed III. You can try sneaking up on them, but most are hidden in grass, forcing you to use hunting syringes. When you fire off a shot, all animals scatter, and some take quite a few hits to take down. If you don’t get them down in one shot, you have to chase them down, and eventually you lose them. The crafting requires different animal skins for each set, but I really felt it was a hassle to do this.
The same goes for plant gathering. Certain plants are required for certain syringes, but early on, these fill up your loot sack, forcing you to hunt for the skins for a bigger one. You also get a small wallet and have to craft a larger one for more money. Not exactly economical game-wise, but this is to the taste of the player. I didn’t mind it, but I never really pursued hunting specific animals. I just gathered whatever got in my way. There just isn’t a huge incentive for hunting and gathering this game.
There are a few side quests, such as hunting specific animals with certain weapons, killing marked targets, racing, and the Trial of the Rakyat, which requires you to complete certain goals, such as killing everyone in the area with headshots. These are fun and can break up the main story. The map is actually completely blacked out until you find radio towers and take them offline. This involves climbing the towers and figuring out how to scale them. It feels a bit like Assassin’s Creed, actually. There are also loot containers and relics spread throughout the island, but I honestly didn’t bother. I really hate item gathering in games because it is a lazy way to extend the playtime, but some people out there like it.
My favorite part of the game was the main story. Missions vary greatly, but I looked forward to the new characters and the ever-evolving story of Jason, Vaas, and Hoyt (the main bad guy). The whole idea of going from a city slicker to a powerful tribal warrior is really interesting. There are some fantasy elements thrown in when you go through trials to become the most powerful Rakyat warrior on the island. You have to defeat a giant boss at one point with a bow and arrow. Pretty exciting and fun. This is probably one of the more interesting FPS campaigns I have played in a long time; in fact, most FPS games seem to bore me these days. Far Cry 3 was a nice change of pace.
When it comes to visuals, Far Cry 3 pushes PCs yet again, like it did back when it first came out. The game has amazing DirectX 11 features such as SSAO and HBAO, as well as anti-aliasing, high-resolution textures, high-quality shadows, some amazing lighting effects, and some great shaders thrown in to make this game look like a lush jungle. You will need the latest PC gaming hardware to run it like this, though; even my rig couldn’t run it 100% maxed out. The PC version is definitely the best. When it comes to multiplayer, I really can’t say much other than that you won’t be coming back too often. Nothing really exciting there.
Overall, Far Cry 3 sports amazing visuals, a great story, and memorable characters. The huge open world is fun to explore, but the hunting and crafting mechanics feel a bit forced and underdeveloped. Multiplayer isn’t as interesting as you think, but the co-op campaign is where it’s at. If FPS games have been boring you lately, take this for a spin.
Super, thank you