“Darksiders” demo: holy moly

26 02 2010

The Darksiders demo hit Microsoft and Sony’s respective marketplaces last week, and it completely blew me away when I got around to playing it today. The roughly 90 minute demo (it took me longer, actually) spans one of the game’s early dungeons, the Twilight Cathedral, in its entirety, and features a satisfying variety of gameplay. The story remains mostly a mystery, but apparently War, one of the four legendary horsemen of the Biblical apocalypse, has been stripped of his powers, and is now working his ass off to return to his former glory.

Tiamat, the final boss of the Twilight Cathedral, wants to tear your face off

Darksiders seems to be the perfect marriage of Zelda-style exploration and God of War-style combat, with puzzle elements, like moveable blocks and climbable environments, that draw inspiration from both series. As War explores the cathedral, he’s faced with loads of enemies, some seriously baffling environmental puzzles, and items that, in function, if not form, are exact replicas of Zelda’s bomb flowers, boomerang and even heart pieces.

Despite his similarities with a certain tunic wearing fairy boy, as a warrior War has much more in common with the ferocious fallen god, Kratos. Combat flows with ease and surprising brutality, and even in this relatively small chunk of the game, War’s arsenal is impressive. QTE’s are mercifully trimmed down to a single button press to finish off the bosses and mini-bosses, of which there are several in the Cathedral.

One of the only things that irked me during the demo was the unforgiving edge detection. Darksiders has a ton of platforming, so the repeated missed jumps have the potential to get seriously irritating. Falls into lava send you back to the entrance of a room, but there were a few gaps in particular that-when missed- sent me back several rooms and cost up to 2 minutes in backtracking. Hopefully the platforming will feel more natural with practice, because besides that Darksiders is a ridiculously appealing adventure game.

Image from http://www.darksiders.com/#/media-screenshots





Past Deadline Review: “Uncharted 2: Among Thieves”: this game is a movie

8 02 2010

Naughty Dog’s PS3 exclusive adventure Uncharted 2 is on so many 2009 game of the year lists for good reason. It’s a game that, unlike many, is meant for the masses, and everything about it is done exceptionally well. My girlfriend hasn’t really been enamored with a video game since 1996′s Tomb Raider, but she’s enjoyed both Uncharted titles, just like Sony’s commercial said she would.

The commercial only tells half the real story, though; When the guy leaves the room, his girlfriend picks up the controller.

Nothing is more mainstream than movies, and Uncharted 2 is the most cinematically produced game I’ve ever played. But what exactly is it about Uncharted 2 that’s made comparing it to a movie practically a cliche? For one, the voice acting is the best I’ve ever heard in a game by far, especially Nolan North’s; the few cringe worthy moments in the script are caused by cheesy one liners rather than poor acting. The set pieces are huge, and the plot twists and turns wildly throughout.

Massive praise has already been rightfully heaped on Uncharted 2, so I’ll instead pose a question: Does its cinematic nature come at a price? In a 90 minute movie, one or two plot twists suffice. In a normal 12 hour game, the same is true, because the story to action ratio is much greater; the bulk of most games is spent shooting things, not watching the cardboard characters awkwardly interact. In Uncharted 2, however, the plot twists and dramatic one-handed rescues of about three movies are jammed into one extra long narrative arc. At least the characters aren’t one dimensional; far from it, in fact.

I can't remember if Indie ever took out a helicopter

But for such a visually realistic game, Uncharted 2 asks players to stretch their suspension of disbelief awfully far. When Sean Connery gets shot in Indiana Jones and the Last Crusade, Indie has to fetch a magic cup just to save him. Likewise, when Uncharted 2‘s Nathan Drake gets shot in a cut scene, he’ll be bedridden in a Tibetan mountain village for three days. During normal gameplay, though, he soaks up bullets like a magnetic sponge. Necessary, I know, but inconsistencies like that irk me nonetheless, and even detract from my immersion.

In the end, though, these gripes really don’t take away from the awesome technical achievement and, even more importantly, the joy of playing this great game. The graphics are absolutely beautiful and the controls, gunplay and physics have all been massively improved since Uncharted the first. Scaling walls, statues and just about everything else is intuitive and fun. Though there could have been more weapons, I enjoyed the variety of those present. The scarcity of certain ammo types added an extra tactical element; you really have to make those five sniper bullets count, because you’re not about to get any more. Stealth kills, especially those executed when hanging from a ledge or crouched behind cover, are neck-snappingly satisfying, and add another strategic aspect to combat. The environments are often massive in scale and the campaign, at its best, is nothing short of riveting.

this chapter is a pain in the ass, seriously. but in a good way

Unlike Uncharted the first, Uncharted 2 has multiplayer. Online multiplayer. Sure, it was probably only added to prolong the life of the game and discourage used game sales, but it’s surprisingly robust.

There are playlists, matchmaking, ranks, a variety of game modes, and everything else you’d expect, plus a few bonuses. Racking up kills and completing objectives earns you cash that can be spent unlocking new skins or “boosters,” Uncharted‘s version of Modern Warfare’s perks.

Online matches play more like Halo than Modern Warfare, though. Tactical options like Modern Warfare‘s claymores or cold-blooded perk are MIA, and gameplay is centered around running and gunning, cover and teamwork. However, Uncharted lacks the power weapon factor of Halo, making camping less rewarding. Yeah, there’s still a rocket launcher, but I never felt like it was being abused. Grenades are often irksome, but everyone has those, so no one’s at a disadvantage there.

One thing that didn’t become evident until I was a few hours deep in online matchmaking was how heavily the vertical aspects of character movement factor into the matches. If you’re getting shot, climb over a wall and hop down the other side, or hang off a ledge and wait in ambush for someone to run by. Climbing, hanging and leaping really set Uncharted apart from its vertically impaired contemporaries.

online multiplayer is surprisingly robust and full of features

Co-op modes include objective based missions and elimination rounds similar to Halo 3: ODST‘s Firefight and Gears of War 2‘s Horde, which pit you and a few teammates against continuous waves of enemies. Uncharted 2 even provides co-op matchmaking, unlike ODST. Co-op elimination game types are, at their best, adrenaline-filled bouts of teamwork, strategy and sweet desperation. They’ve been cropping up a lot lately, and I’m hoping they become a standard mode in online shooters.

Despite my initial skepticism, Uncharted 2‘s multiplayer quickly sucked me in. I never felt clueless, even at the outset, and my only complaint is the lack of splitscreen. At this point, though, that’s really more of a complaint with the entire industry than with any particular game, and this isn’t a review of the Playstation Network, so I’m not going to bother talking about how much that sucks.

So was Uncharted 2 really the best game of 2009? I don’t know, I didn’t play every game in 2009 (chuckle). Regardless, you shouldn’t take my petty complaints with the storytelling too seriously; everything considered, Uncharted 2 is the closest thing yet to a must have for PS3 owners.

Some images taken from http://www.unchartedthegame.com/U2AT/.








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