Showing posts with label Gaming - Genre: Adventure. Show all posts
Showing posts with label Gaming - Genre: Adventure. Show all posts

Friday, February 6, 2009

Metal Gear Solid 4



Developer/Publisher: Kojima Productions/Konami
Release Date: June 12, 2008
Rating: M
Available On: Sony Playstation 3
Genre: Stealth action
Number of Players: 1
Strong Points: Engrossing story; graphics, animation and sound are all as good as they come; superb stealth system; combat feels fluid and natural
Weak Points: A few of the cutscenes may be too long for some players, though they can be either paused or skipped
Technical Score: A
Artistic Score: A
Final Score (not an average): A
Moral Warnings: Violence is used throughout the game, with some blood; certain female characters show cleavage, and the camera also gives the option to zoom in on it; playboy magazines can be seen and looked through in the game, though no nudity is present; some strong language peppered throughout the campaign, including f- and s- words; Old Snakes smokes… a lot

Fans of the Metal Gear Solid series have been anticipating the fourth installment for quite a while now. Kojima Productions, the developer behind the fourth game in the series, has gone all out in polishing the game technically, trying to give it the most immersive experience seen yet in gaming. However, even with excellent graphics and superb playability, a game needs more to it than pretty explosions, resounding gunshots and good controls to make it something to remember; that is, the story, the most important aspect to any single player game, is necessary, and through much work and sweat, Kojima Productions manages not only to give the game a fantastic story (which, incidentally, manages to tie up all loose ends left dangling in previous games), but also gives it such a presentation that it will be remembered for generations to come.

The story of Metal Gear Solid 4 is actually quite simple to grasp. The game’s protagonist, Solid Snake, now codenamed Old Snake due to the premature aging occurring because his “clone” engineering is breaking down, is tasked with going into the Middle East and taking out Liquid, one of the game's main antagonists. Liquid is thought to be raising an army to take over the Sons of the Patriots organization. Sons of the Patriots, or SOP, is a nanomachine system used mainly by the PMCs to enforce the loyalty of their soldiers and to track them. The nano bots are injected into all soldiers, and can be used for many purposes, one of the most beneficial being silent talk. This lets soldiers of the same company talk and think as one, without so much as opening their mouths. If Liquid were to control Sons of the Patriots, he would have total control over anyone injected with the bots which would make him near unstoppable. Thus, Snake and company have reason enough to take him out. While I cannot say too much about the story without spoiling it, I will say that throughout this epic tale, you will come into contact with many old friends and foes previously seen in earlier Metal Gear Solid games.

Metal Gear Solid 4’s narrative, which in truth just boils down to having to take out the bad guy and save the world, has been seen elsewhere in other games of its ilk. However, the way in that it's told hasn’t been seen before. Truly the most amazing part to the game is the way that the narrative is told. It grabs hold of you and won’t let go until the very end, which, incidentally, is one of the most amazing moments in all of gaming. What makes it so unique is that the cutscenes, many of them ranging into the half hour-hour mark (they can be paused for breaks, though), are directed in such a way that they don’t feel like a game. When one of those epic scenes starts, it automatically feels like you’ve been put into a movie. One of the most notable reasons contributing to this effect would be the ‘flashbacks’ which occur during some of the movies. These flashbacks take place when you complete a certain button press (usually tap X repeatedly) that will appear in the upper left-hand corner of your screen. However, this also means you don’t want to put the controller down and relax completely during the movie scenes, because doing so may cause you to miss one of the prompted button presses, making you miss a flashback, which added quite a bit to the movie feel of the game.



However, this is also Metal Gear Solid 4’s biggest downfall: some of the movies may be too long for certain players. If you’re seeking an action story and nothing else, know that this game is probably not for you. Yet if story is irrelevant to you completely, the scenes can be skipped totally.

Metal Gear Solid games have always been about sneaking around behind enemy lines, avoiding detection at all costs, usually to retrieve a certain item or take out a certain person. Combat has never been the primary focus of the series, due mainly to tricky camera angles and buggy shooting controls. With Metal Gear Solid 4, that changes. Kojima Productions has tuned the combat so well that the game can, if desired, be played as a shooter. The aiming mechanics will feel familiar to anyone who has played Gears of War or the like, with L1 bringing up your weapon and R1 firing it. Or you could, if preferred, fight from the first person point of view. First person is triggered by holding L1 and clicking Triangle, and you’ll revert to the regular third person perspective once L1 is released. Those two control schemes open the game up to players wanting an action experience, whether as a shooter more as to the likes of Halo or third person action game similar to Gears of War.

Gun-and-duck cover taking is also a major aspect to the fighting, since Snake will take damage extremely quickly when in the open. You can take cover behind nearly any surface in the game, though some items will make better choices than others. For instance, you could jump behind the nearest fence when you begin to receive fire, yet bullets will pass through it if it isn’t thick enough. This has been seen before, yet in a game where every bullet you take could very likely mean the difference between life and death, it adds a considerable amount of strategy to the overall experience.

Early on in the campaign you will come across a weapons dealer named Drebin. Through him you will be able to purchase numerous weapons; you’ll find everything from a sniper rifle to a submachine gun to a rocket launcher in his shop. However, he doesn’t take money. What he takes is a special kind of points, called none other than Drebin points. These are collected in the field by picking up enemy guns. If the gun is already in your stock, it’s automatically sent to Drebin, minus the ammo, and you’ll be awarded precious Drebin points for your trouble. However, the points are good for more than just adding another gun to your inventory. Drebin will also supply you with explosives, ammo and weapon upgrades. And to add to the ease of use, Drebin’s shop can be accessed through the menu screen at any point in the game using the Mk. II, which will ferry items and weapons between you and Drebin.

If stealth is your preferred style of play, the game can still be played from that perspective, even with the large steps taken by the developer to bring in the action crowd. Old Snake has many gadgets which make sneaking about undetected in an enemy camp extremely fun. The OctoCamo suit is the most useful of them all. What this body armor does is blend Snake in with whatever the background. If you were to lie up against a white wall, your suit would automatically turn the exact shade of white as the wall. This works for any obstacle in an environment. The Face Camo, which you’ll discover a few hours into the game, is nearly identical in effect to the OctoCamo suit. It’s a mask that will blend into any background, making you even harder to detect.



Another asset to the stealth system is the Mk. II. This recon robot is used for exactly that: recon. Using its invisible cloak, you are able to sneak about quickly and avoid detection. The Mk. II can be used to stun enemies and pick up items, and it also serves as your contact between both Drebin and Otacon.

Graphically speaking, Metal Gear Solid 4 is one of the most beautiful games out there. The environments, to start off with, are gorgeous. The blades of grass and weeds will sway individually if a gust of wind should happen to disturb them, and they will crunch under foot or belly if Old Snake is crawling around within them. Smoke effects are another well done part of the graphics package. If a spray of machine gun fire runs along the ground, you’ll notice how the dust kicks up above the holes left by the bullets, and floats away, diminishing with longevity from the cloud it was to scant dust particles. However, even with how well done the environments are, they pale in comparison to the facial animations found in this game. Characters in Metal Gear Solid 4 portray emotions with such uncanny effect that you will likely think the faces on screen are that of real actors, and not computer generated images. It truly has to be seen to be believed.

Equal in class to the graphics is the audio quality in MGS4. The greatest reason for this is the voice acting, which is, honestly, Hollywood worthy. Snake sounds like a man in agony when he’s supposed too, and certain villains will likely creep players out with their eerie, albeit mechanical, voices (although the enemies in question are part robotic). Besides the exceptional voice acting, other sound effects, like gunshots and explosions, sound great, especially when paired with surround sound. Musically, Metal Gear Solid 4 has an extremely memorable score. It suits the game perfectly, adding even more emotional feeling where needed.

Morally, Metal Gear Solid 4 has several things hurting it. First off, and most notable, is the violence found within the game. The object of the game comes down to, in essence, having to kill the bad guys. However, the violence used is more like that found within a game like Call of Duty than that in, say, Gears of War. There is some blood, though it's kept mostly to cutscenes, and there is no gore to speak of. However, I can’t say the same for the language found throughout the campaign. Everything up to and including the f-word is used, though the worse of four letter words are infrequent, especially considering they namely appear in cutscenes. There is also some “potty humor” in Metal Gear Solid 4, though nothing explicitly “dirty”. For instance, at one point during a firefight, a friend of Snake's craps his pants, with complete sound effects and groaning. The “Suggestive Themes” rating on the back of the box refers to several things. The most chiefly noticeable reason for that rating would be the Playboy magazines that can be used to distract enemy soldiers, causing them to become totally oblivious to anything but the pages they are flipping through. Old Snake can also look through the magazines, though all the women in the magazines are in swimsuits; there is no nudity. That rating also refers to some suggestive comments made by certain characters, and the cleavage shown off by some of the female characters (which, during certain cutscenes, you are given the option to zoom in on). The last thing that should be mentioned in this section is Snake and company smoke frequently.

Metal Gear Solid 4: Guns of the Patriots is, without a doubt, a game that will be remembered for generations to come. Through its impressive graphics, amazing story presentation and epic characters, the game amazes in all areas. While some may be put off by the unusually long cutscenes, those numbers will be few; the game in between those story sequences more than makes up for having to sit through an hour long movie scene, compelling the player to proceed through the game by offering up amazing gameplay. So, if you own a PS3, there should be nothing stopping you from picking up this game today. It’s just that good.

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Friday, November 21, 2008

Review - LostWinds

Developer/Publisher: Frontier Developments
Release Date: May 12th, 2008
ESRB Rating: E
Available On: Nintendo Wii (WiiWare)
Genre: Adventure
Number of Players: 1
Strong Points: Fantastic art direction; simple and intuitive controls; creative gameplay
Weak Points: Very short play experience (roughly three hours)
Technical Score: B+
Artistic Score: A-
Final Score (not an average): A-
Moral Warnings: Fantasy setting includes spirits and creatures of a vague mythological setting


When Nintendo's WiiWare digital distribution platform launched earlier this year, LostWinds was there to start off the new service. Similar to Microsoft's Xbox Live Marketplace and Sony's Playstation Network, WiiWare promised to bring new games of all kinds to Nintendo's console at low prices. Still, few were confident that Nintendo's service would be exceptional. It would take a strong lineup of very solid games to show the gaming world that WiiWare could succeed. Fortunately for gamers, developers, and publishers, LostWinds was able to set WiiWare off to a great start with an intriguing little platformer to the service at launch.

It is especially good for gamers that LostWinds was available at the launch of the WiiWare service. The game has a deceptively simple look about it. On the surface, it looks like a fantasy-based platformer that comes at a slow pace. However, five minutes spent in front of LostWinds with a Wiimote in hand reveals that the game is nothing to scoff at. A beautifully crafted world, original gameplay elements, and great use of the Wiimote have resulted in a game that still stands as a testament to what is possible with the WiiWare service.


The game opens with a narrative in a charming fantasy environment and art direction that reminded me immediately of Nintendo's The Legend of Zelda: The Wind Waker and Capcom's Okami, and by all means, that is a good thing. The characters and the game world alike are absolutely brimming with life. The forest-like world is aglow and detailed. Plants sway in the wind, characters go about their lives in the villages. In the cave-like regions, torches light the way. Water pours down from cliffs. Enemies fly back and forth.

Indeed, the game's beauty is likely the first thing to catch anyone's eye. Artistically, the game is excellent, even if it does borrow little bits from other titles. Technically, the game is also quite surprising. I have to agree with countless others in the gaming press who say that LostWinds gives a lot of major Wii releases a run for their money in terms of graphical qualities. This is a ten dollar downloadable game, but it certainly surpasses expectations in the things it pulls off. Fluid animation, real-time lighting. smooth surfaces; the developers aimed to impress, and they hit their target.

The audio in the game also impresses. The sound effects are not exactly mind-blowing, but the soundtrack (short as it may be) is surprisingly good. Taking nods from the works of master game composers Koji Kondo (Zelda series, Mario series) and Nobuo Uematsu (Final Fantasy series), while bringing in ideas of its own, I found the music interesting and moving. Better yet, the music perfectly suits the mood of the gameplay.


Speaking of the gameplay, that's probably what makes the game most interesting. It would be easy to look at the game on the surface and say that it's a simple platformer without a run button, but that's not really the case. In all reality, it plays more like a 2D adventure game. Strolling from one region to another, solving puzzles, looking to unravel the secrets of a mystical past, this truly is an adventure game.

The thing that sets this apart from Castlevania and other 2D adventure games is the way that you go about your quest. The key gameplay element is the use of wind. Pointing motions made with the Wiimote allow for a variety of wind-related tricks to be pulled off. The wind can be used to send fire from a torch to a nearby woodpile, suspend an object in mid-air, and many other things. Combat takes a backseat to puzzle-solving in the game, but the ways that you eliminate enemies are often creative and fun.

In every respect, the game is very solid. By far, the game's biggest shortcoming is that it is very short. A playthrough with full exploration will take a few hours at most. Those few hours will be a great few hours, and a second playthrough due to the game's beauty and design would be easy to justify, but LostWinds is still a short experience.

Morally, the game is based in a loosely mythical environment. There's nothing pertaining to any real-world occult present, and what supernatural elements that are present (like a great evil of old and spirits that possess elemental powers) are very lightweight. There is nothing to say in the way of profanity or sexuality. Violence is limited to enemies bursting into clouds of smoke after being pushed into a wall by the wind.

On the whole, LostWinds is a great game, and a great example of why WiiWare has the potential it does. The game is short, but it is interesting and a lot of fun. The artistic direction is beautiful. The gameplay is tight. Morally, there isn't a lot to complain about. All around, LostWinds is easy to recommend to gamers with ten bucks just laying around.

-Kenny Yeager (kenny@revolve21.com)

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Monday, September 1, 2008

Review - Strong Bad's Cool Game for Attractive People


Developer/Publisher: Videlectrix / Telltale Games
Release Date: August 11, 2008
Available On: Nintendo WiiWare, Windows
Genre: Adventure
Number of Players: 1 Player
Strong Points: Captures the web cartoon's humor perfectly; a great throwback to point and click adventure games of the past
Weak Points: Playtime feels short for a game
Technical Score: B
Artistic Score: B+
Final Score (not an average): A-
Moral Warnings: Use of mild language ("crap"); some crude humor (presence of the Poopsmith); pranking that involves indecent exposure and prank calls


Strong Bad's Cool Game for Attractive People - Episode 1: Homestar Ruiner may be a ridiculously long title for a downloadable game, but the game is the first in an episodic series packed full with ridiculous gags and a refreshing change of pace.

For those unfamiliar with the name of Strong Bad, a brief explanation may be useful. Strong Bad is a character from the popular web cartoon, Homestar Runner (http://www.homestarrunner.com). One of the cartoon's recurring series is Strong Bad Emails. In this particular segment, the luchador-esque Strong Bad responds in a snide manner to emails sent in by fans. These responses commonly end up in the development of some new product (like the Ab-Abber 2000, sure to give users ten-pack abs) and/or pranking of the locals.

SBCG4AP begins as any Strong Bad Email would... almost. The game opens up with a genius (if, of course, you appreciate the humor) musical number, the first of many things that set the game apart from the cartoon series. The bigger, and more obvious, change from the cartoon series is the ability to interact with practically everything in the game's world.

From the pile of laundry on Strong Bad's floor to the Stick to all of the residents of Freetown USA, Strong Bad has some witty remark to make. Indeed, the game is packed full of jokes and references that fans of the series are sure to get.

On the other hand, those who are unfamiliar with the series will still find things to laugh about, but will not be able to appreciate the depth of the game's world and design. I wouldn't say that it's a prerequisite that you should already be a fan of the series before buying the game, but it certainly does make the game that much better.

As far as actual gameplay is concerned, the developers seemed to have taken plenty of notes from the classic point-and-click adventure games put out by LucasArts. The game is played in a semi-linear fashion that sends Strong Bad off on a quest in which you must come up with ways to progress by interacting with environments and using items you will acquire throughout the game (often in unpredictable ways). By no means is SGCG4AP an action-based game, requiring wit over reflex, and that's part of what makes the game so enjoyable. The game is comparable to a Caesar salad hidden among meal after meal of spicy buffalo wings: It's lightweight, cool, and a nice break from the norm.

Fortunately for fans (and everyone, really), the game has kept the voice and creative talent from the series. Moreover, the game retains, with surprising grace, the humor and pacing of the cartoon. I would be hard pressed to name many games that more smoothly transition a animated series or film into a game than SBCG4AP.

Visually, the game is simple in presentation. Of course, that is the case with the source material, and it would be unfair to condemn the game for not pushing the system's hardware limitations. In all reality, the developers should be commended for keeping the game so true to its source.

The same can't quite be said for the audio. The voice work is, depending on how you judge it, amazing and terrible. All of the characters are unique in their voicing (including accents and speech impediments). However, some voices (many of them, actually) may be annoying to some people. It, like most of the series, is wholly dependent on whether or not you "get" the humor and style. The same can be said for the music, which is both cheesy and perfectly suited for the game.

Morally, there isn't a great deal to worry about. Some implied violence (through verbal threats or being thrown out of a window) is present, but it is presented in an entirely humorous fashion. Strong Bad quips about his love for the "pretty ladies" and comments about making out (in a tame manner). "Crap" and "freaking" are the extent of profanity. If you've seen an episode of Homestar Runner, you can expect the same thing here.

On the whole, Strong Bad is a game that I absolutely loved. Having been a fan of the series for years, I downloaded the game with high hopes as well as high demands. Needless to say, I was quite happy when both were met. The game is outrageously funny (and, relatively speaking, remarkably clean) and a lot of fun to play. The game is short, but worth every cent... and even a second playthrough. If the relatively minor moral issues do not bother you, it is easy to recommend SBCG4AP as your next WiiWare (or Windows) download.

-Kenny Yeager (kenny@revolve21.com)

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