Thursday, January 27, 2011

Breach: First look

On recommendation from this article BREACH: AN IN DEPTH LOOK, I went ahead and picked up enough points to purchase it. The seemingly highly positive review from someone I shared at least one common good taste with (Monday Night Combat) it should be a pretty safe buy.

I think I was wrong.

Now don't misunderstand, I'm still trying to get into the game. But it seems to me to pull a LOT from the Call of Duty franchise. I already have two of those games, and with Activision seeming to want to turn the CoD series into a yearly new game, I may be picking that one up come this fall. But to end a tangent, I'll get on to what I did like about the game.

Shotgun seemed accurate and had range. ~Shotguns, in real life, are close range powerhouses because of buckshot spreading out and hitting several points. While this effect is accurately portrayed in many FPS games, what ISN'T is that the pellets will travel more than just 20 feet. While you may not get perfect hits at 50 yards, you can probably land at least a couple of pellets on a man-sized figure. This seems at least remotely well potrayed in this game.

Destructible Buildings ~ I like any game that will allow you to blaze your own path through man-made structures. I loved Red Faction: Guerilla for this reason, although the sledgehammer was ridonculous.

Sadly, for a $15 purchase this is a pretty short list. Now, on to the gripes.

Huge maps, slow movement. The maps are *MASSIVE*. Yes, real battlefields are going to be limitless. This isn't reality, and as I have purchased a game I have a semi-realistic expectation for some action. Sprinting seems like crawling compared to similarly themed games. Regular movement is even worse.

RPG's everywhere. Seems like there is a ready cache of high-explosives ready to ruin your day, and the enemy has an infinte supply. RPG's also travel in a perfect straight line, but engine limitations may be the culprit there. However, too many easy booms. Should be earned, IMO.

Low currency gain for kills for such a slow paced game ~ My first attachement/perk/gadget is buyable for 500 xp. 10 xp per kill means that the slow paced game is even slower for rewarding you for effort. Now, I may just be spoiled for rank-up goodies in Black Ops, but unless xp gains go up as you level or for different lists, I can't get behind this system.

Guns have no sway: Nobody can hold a sniper rifle perfectly still. Well, nobody REAL (don't mention Spartans from Halo. They're fictional.)

No reason to use the cover system ~they implement a cover system, then make it so that its so difficult to disengage it and still aim at your assailant that you may as well not use it. Corner-firing rarely comes into play, and blind firing still exposes you enough to be an easy target. Also, grenade launchers and bombs and grenades and RPGs will make short work of you as you can't sprint while engaged in the cover either.

Too much like a CoD knock off ~Granted, there are perks that CoD hasn't explored, and a nice variety of gadgets, but this is less important than the fact that its using this system at all. I think Atom should've attempted a new direction and tried something other than 'perks.' Hell, changing their name to something else would've been enough. Special boosts can have a large variety of names, but they chose the same one as an existing, well known franchise game. Gadgets? Sign me up.

Huge xp investment into stuff you may not like at all ~Xp comes at such a slow rate (I played for almost 2 hours and only racked up 150) that a 500 point purchase seems ridiculous, much less the 2k it takes to unlock new weapons (which will have to have their own attachments purchased) I know I'm revisiting this gripe, but I'm spoiled and expect unlocks to either take a special effort through a specific objective, or to come relatively quickly in the beginning and then slower towards the cap rank. Variety is the spice of gaming, and denying the variety only makes it that much more difficult to enjoy the game. Pigeonholing me into the Sniper class or the Rifleman class is not the way to keep me interested in a very slow moving game.

I'm normally an impulse buyer, so this isn't a regretful purchase: I will hopefully get to play it with a friend or two to redeem the $15 purchase price as playing with friends is the reason I have a 360 to begin with. Otherwise, this mediocre CoD clone will be forgotten about like so many other bad FPS games I've played.

Friday, January 21, 2011

Drop shots and you, the gamer.

The "Drop Shot," for the uninitiated, is dropping to prone in the middle of a 1v1 gunfight in Call of Duty (henceforth COD or CoD) or any other First Person Shooter (henceforth FPS) that allows you to go prone.

For your enjoyment: You're wasting your time. Especially against me, but in general its wasted effort. No, its not because I can't do it, since I could easily switch my control scheme so me mashing my aim when I am in a gunfight can drop me to the ground. Hell, back in CoDd4 I would do it semi-regularly. The reason why its useless is this: Lag. The beast that slays all effective tactics in twitch shooters. I'll explain using several scenarios.

1. Encounter enemy. Enemy drops to ground, but I'm dead before I even see him crouch. Wasted time, and not only that mobility getting to your next target. I never stood a chance against you, why did you go prone and make sure my allies have an immobile target?

2. Encounter enemy. Shooting him while ducking behind cover. He goes prone, I pop back out and shoot him. He dies. Drop shot didn't help you, in fact it made you as easy to kill as someone in second chance/last stand: You were immobile, and exactly where I thought you would be.

3. Encounter enemy. I'm aiming lower to see things on the ground (like prone enemies and claymore mines) easier. I shoot at your feet, you drop to prone and get bullets in your head instead. You died FASTER than if you had stayed moving.

There is only one situation where a "drop shot" will have the advantage, and that is if you're prone before the gunfight begins.

4. Encounter enemy. He begins firing, I hear gunfire, spin around, but enemy is below my crosshairs. As I attempt to aim downward and fire, he kills me.

5. Encounter enemy. Both begin firing, but the split second I need to aim downward at my prone opponent gives him the edge.

EVEN IF you're prone on your box when you land the final shot, the effects of lag will cause you to be crouching when you fire your final shot, and that means any shot that I made at that point would still hit you in the crouching state. Strafing would be far preferable, as it actually relocates you and even though you're a larger target, lag will allow you to slip past otherwise spot-on gunfire. Dropping to prone might logically be considered "movement" but in the game world, you're stationary. Bullets fired at your model will likely either kill you, or you will kill me, before your drop shot hitbox change completes.

I am doing this as a public service, as I see people drop shot and want to laugh hysterically. Don't make me wake up my wife or stepson. Be smart, just shoot me and move on.

Friday, December 24, 2010

Don't ask, Don't tell: a few thoughts.

Recently the military policy "Don't ask, Don't tell" was lifted, although it'll take some time to implement across all of our military branches. This policy directly concerned gays, in essence "Don't ask if people are gay, don't tell people you're gay."

Many are calling this the end of oppression of military gays. I wonder though: was it necessary? For one, its the military. By design, your identity is of far less value. Isn't homosexuality a part of your identity? Why the uniforms? Haircuts? Its simple. In combat missions, who you are is not even in the same ballpark, city, or state than the job you need to do. Being gay or straight has nothing to do with following orders. Defeating the enemy and surviving are the only things that matter, along with any other objective along those lines. Simply put: you're another warm, trained body. Not a merciless killer, mind you. It doesn't take military policy to tell you not to shoot unarmed children.

Second, wouldn't being openly gay make you more of a target to our current enemies, the Islamic extremists? Its commonplace for them to go on "gay hunts" where they track down people suspected of being homosexual and execute them. Gitmo prisoners already freak out when addressed directly by female soldier without face covering. Imagine if they captured a gay servicemember. In fact, don't. It probably wouldn't be a pretty picture.

"If it doesn't increase our lethality and/or survivability, I'm against it." Someone said it on a news show but I don't know who. But it makes perfect sense to me. Why should we be promoting the private lives of our soldiers if it doesn't give us a combat edge or protects our troops from enemy bullets and explosives? Like I said, identity is meaningless in combat. It only matters after the dust settles and the survivors can make sense of what just happened. Maybe someone will get a medal of honor. But that is AFTER combat. During combat, our soldiers need the least amount of distractions as possible. Preparing for combat missions, they need the fewest distractions possible. Whether someone is homosexual or not is one of those things that qualifies as a "distraction." Follow orders, or don't expect to be in the service for much longer.

I am NOT saying that every gay person in the military is bursting at the seams in anticipation with telling everyone they see that they're gay. But it would only take one to create a major distraction which can get people killed. Do I think gays should be discharged if their sexuality is revealed? Absolutely not. Anyone who has the gonads to join the military (I certainly don't!) should be able to stay in, no matter their sexuality. But I feel the whole issue is exactly what identities become on a battlefield: a distraction. I think a better policy for this would be "Don't ask, Don't tell, Don't make big deal out of it." Because its not a big deal if you're gay. Its who you are, which should be subdued in preference for complete focus on the task at hand just like everyone else.

Complete the mission, and survive. We need you to come back so you can tell us how homophobic we are.

Tuesday, December 7, 2010

To the surprise game of a lifetime

Several months ago, I was loading up my xbox 360 after it had frozen and saw on the dashboard's "Summer of Arcade" this advert for Monday Night Combat.

"Intense third person Arena Action" I believe it said. I had the points sitting around, so I said "Why the hell not?" and went ahead with the purchase. It has been the best $15 I've ever spent on a video game. I've probably logged more time into MNC than in Halo: Reach and Call of Duty: Black Ops combined. Its simpler, colorful graphics hide a depth of gameplay that is hard to reach, including by Reach.

First, you have two main game modes, Blitz and Crossfire. Blitz is the "Players vs waves of AI" style game that has been included in many recent shooter games, from Gears 2's Horde mode, Halo's Firefight, Call of Duty, WaW and BO's Zombie modes to L4D and L4D2's... well entire game. This mode pits up to 4 players against waves of enemy bots. Crossfire is MNC's VS mode, pitting two teams of six against each other, with a twist: The objective is to destroy the enemy team's moneyball. Simple? Not quite! It is protected with shielding that only your bots can break (well, at first you could take the shields out just by shooting it alot. This has been fixed however) which will allow you to attack the Moneyball and bring yourself closer to victory.

Both game modes feature a "skill" system in which you upgrade your character with money you get for completing various objectives. In Blitz, its destroying bots and surviving rounds. In Crossfire, you get money for killing enemy pros, destroying their turrets, destroying their bots, and shooting their moneyball. All four skills have three skill levels, allowing for your own personal progression into the power that each class wields, or upgrading as the need arises.

There are a total of 6 classes and each one fills its roles well. Every Pro (what the classes are called) has his specialties and weaknesses, as described by what they can most easily destroy and what they have trouble destroying.

The Assault uses his Assault rifle, grenade launcher, Bomb, and Jetpack to out-maneuver the enemy team and make their days very sad indeed. He excels at short to mid range against enemy pros, and his Bomb can stick to the enemy, guaranteeing an instant kill, or very heavy damage to the Moneyball. His jetpack allows him to hover, making missed jumps not nearly as missed, and allows him to take unorthodox routes to surprise the enemy.

The Support goes about his merry way, dropping a powerful turret known as a Firebase which will target the nearest enemy after it finishes deploying. The support also can throw airstrike markers, dropping a powerful bomb from the heavens that is a one-shot kill for anyone in the radius. He can also hack turrets (including his firebase) to greatly increase their range and rate of fire. His Heal/Hurt gun can heal and overheal his allies, and drain health from his enemies, and his Shotgun does exactly what you'd expect: make enemy pros who get too close very very sad. He can also hack enemy turrets to his side, making for a very confused and scrambling defense against the now hostile turret.

The Gunner is an offensive powerhouse. His Minigun deals heavy damage at a high rate for a much longer distance, while his Mortar is devastating to enemy turrets. Upgrading his passive gives him a Dual Minigun, maxxing out your offensive output and also causes the Mortar shot to split a second after firing, doubling or tripling its damage output. When the enemy gets too close for comfort, he can Slam them away, or attempt a Gunner Grapple. When in a ranged contest without Sniper's around, he can deploy and increase his accuracy and greatly increase his critical shot output, making so that anyone in the reticle is toast if they can't get away quickly.

The Tank is just that: Hard to kill. But don't let his slow speed fool you: He can be VERY agile in the right hands. His Charge move, at higher levels, recharges quickly and deals heavy damage, and can be used to grant very large "Tank jumps" which allow him to cross the map in a hurry, to close the distance and torch the enemy with his short range Jetgun, or to flee and try to take them out with the sniper like Rail Gun. He can also fire a "Product Grenade" which deals damage and, once upgraded, blinds enemies for a good duration, and at max level splits into a cluster bomb capable of destroying a wave of enemy bots or doing great damage against enemy turrets. He can also deploy, greating increasing his damage resistance and health regen and at 3rd level gives his weapon infinite ammo meaning he never has to reload. His passive gives him more damage resistance, making him even tougher to take down.

The Assassin is quick, precise, and deadly. Her Dagger, driven into the back of the unwary, is heavily damaging or a one-shot to lesser armored classes. She can use her Cloak to get behind enemy lines, and uses Dash to move about the map quickly. She has the highest jump with her Smoke Bomb, which blinds enemies in the blast radius and immobilizes bots/blinds turrets. Her passive, when upgraded, reduces fall damage (helpful when cloaking after a smoke bomb jump) or, at max level, removes it entiirely and gives her a Katana, the most efficient bot killing tool in the game. Only a gold armor endorsed gunner or a Tank can survive a backstab with the Katana. Her Shuriken gun is fantastic against the heavy classes as you can land many shurikens in a short time frame, and they do fantastic damage to them. She can also do a Lunge with her current melee weapon using the Reload button, which allows her even FASTER movement in a quick burst of speed, and ends with a powerful bladed swipe against the target.

The Sniper is a long range beast. He can pop you repeatedly at range with his Sniper Rifle, or gun you down with his SMG if you get too close. He can throw down Ice traps which will freeze the enemy in place, or throw a Flak grenade which makes a heavily damaging zone which will stall the enemies advance, or deal great AoE damage to many targets when properly placed. His Passive upgrades his sniper rifle, allowing it to shoot through the enemy, and at max level gives him an explosive shot allowing him to deal AoE damage to bots and anything adjacent to the first contact point of his sniper shot.

If you have $15 bucks sitting around, go get the points and get this game. You won't be disappointed. Its depth is nearly unmatched by the current crop of shooters out there. Its developers, Uber Entertainment, are very involved with its online community and actively take balance suggestions. They're always working on new content, and just released their first DLC, which is free so the up front cost doesn't go up.

I will warn you: The learning curve is a bit steep, as it will be in all games that are class based. You'll have to learn the dynamics between the classes, which have advantages against the others, which are easy targets for which classes, etc. You'll also have to learn which classes take care of the bots the easiest, because sometimes your allies forget they're there and need to be destroyed too. But with just a little work you can enjoy a great game, at a frickin STEAL of a price, and be confident in the developers actively seeking to stamp out bugs and provide new content and class balances.

This game gets a 9.5 out of 10 from me. -.5 because of SNIPERS gaaaahhghahghragerageragerage!!@@#E@$!#@!!@!!!!

Time to return to Blogger

And, after over a year hiatus, I am returning to Blogger for my blogging as my other blog seems to have gone the way of the dinosaur.

Speaking of Dinosaurs, i watched a few episodes of "Clash of the Dinosaurs" on Netflix. The first episode is all you really need, as they relentlessly recycle the same animations repeatedly. And much of the same information as well.

Anyway, good to be back to a place I can write a little bit at!