Thursday, March 25, 2010

The Box Art May be Bad But the Game Is Pretty Rad. God of War III Review.

Seriously, who was it that decided close-ups of characters' faces would make good box art this generation? GoW III is probably the worst example; it's not even his face, just one scowl-y eyeball! But I digress, on with the review.

I'm going to try and keep this review as spoiler-free as possible, but in order to discuss the full range of Kratos' weapons and attacks I'm going to give some stuff away. My recommendation, if you wish to keep every aspect of the game a complete surprise, is to either skip this review altogether or jump to the summary and score at the end.

The game picks up exactly where 2 left off, with Kratos hitching a ride on the titan Gaia while she ascends mount Olympus to put an end to Zeus. You'll get a few minutes, and a handful of bad guys/blade-fodder, to re-acclimated yourself to the controls before hitting your first boss fight. This entire opening sequence is quite the site to behold as nearly all of it takes place while riding a titan that would make any Colossus say "daaaaaayyyuuuummm."

Although you don't spend the entire game riding, or otherwise interacting, with titans of various types as most early information on the game hinted, the more limited appearances of the titans keeps their gargantuan size and the spectacle of the fights they are part of from getting to the point of "yeah, seen it."

For those of you that have been wondering, yes, Kratos will lose all of his powers and have to start from scratch, just like God of War II and any Metroid game. Although I would have liked to see a game where I don't have to regain all the powers and abilities I gained twice already, I also understand the need to not start out with a sizable library of moves that would be hard to expand upon without becoming absurd. In short, I'll let it slide. Rebuilding Kratos offensive arsenal is also important as there are some significant changes to his moveset. The L1+O special attack has been replaced with a "combat grapple" that pulls Kratos to his enemies, allowing you to close distances quickly and thus keep the combos flowing. This is also one of two moves that are universal through all your weapons, a good thing as you will be picking up 4 different weapons for Kratos before the game is over. I use the term "different" lightly, however, as two of those weapons are nearly identical to your standard blades. It's hard to fault Sony Santa Monica for this misfire too much, considering the challenge inherent in making weapons that are different but still familiar and I suppose it's better to have weapons that aren't all that different rather than completely different ones no one wants to use. (*cough* God of War 1, Blade of Artemis *cough*) Still, seeing what was accomplished with the Nemean Cestus, the carbon-copy Claws of Hades and Nemesis Whip are a disappointment.

There are a few other changes in regards to the weapons. You no longer have separate magical attacks to upgrade, all magic attacks are tied directly to specific weapons. The Blades of Exile (which are exactly like the Blades of Chaos/Athena from the last two games) have a Spartan Phalanx magic attack that anyone who has seen 300 should be familiar with. The Claws of Hades will summon various spectres who will fire off some of their own attacks before disappearing. The Nemean Cestus has a ground-pounding are effect attack that will knock most enemies of their feet. The Nemesis Whip has an electrical attack very similar to Crono's Rage form God of War II. This works fairly well since the other move all weapons have in common is a L1+X combination that switches to, and attacks with, the next weapon in your possession.
Also a significant change for magic use is that, since these attacks are now directly linked to weapons, they upgrade along with the weapons and require no extra expenditure of red orbs. In general, every other level will increase the power of a weapon's magic attack, up to 3 levels. Upgrading the Claws of Hades increases the variety of souls Kratos can summon rather than your standard "More Powah!" type upgrade. There's even a trophy for those that use every type of soul in battle.

It is especially good that you no longer need to spend orbs upgrading both weapons and magic as Kratos has an entirely new edition to his arsenal: items. While magic is fired with the R2 button and depends on the currently equipped weapon, items are equipped with L2 and switched/fired with the face buttons. These items have their own, recharging, energy bar and can be used for combat as well as puzzle solving such as burning away obstructing bramble or running up certain walls. Like the weapons, these items can be upgraded with the key difference being that item upgrades are cheaper and only go up one level.

Even with these noticeable changes to the overall God of War combat, it remains as fast, fluid and brutal as ever. The controls, however, do make a stumble or two. For one, it's a little too easy to mix up doing a counterattack with Kratos damage-reflecting Golden Fleece (still with him from GoW II) since the button presses are identical to certain special attacks and the only difference being a fraction of a second on the timing. Secondly, the double-jumping and gliding seems to have some problems I dont' remember popping up in the previous entries. All too often I found myself looking at "You Are Dead" simply because the second jump didn't initialize or my holding X didn't result in an Icarus glide for some reason. From what I've seen, this results from a change to when you can make that second jump. Before you could jump once, and then throw a little mid-air hop into that anytime before Kratos hit the ground. In III, you have to hit that second jump immediately or nothing will happen when you press X. Stumbles, yes, but not something that's impossible to overcome.
Going back to the brutality, it has definitely been turned up a notch or two since the last game. There are entirely new ways to spill blood and organs that even have their own trophies (disembowel 3 centaurs, for example) but I'll let you discover those on your own. Suffice to say that God of War III absolutely earns it's M rating and probably isn't something you want your younger brother, or son, playing.

Also contributing to the M rating are the numerous bare breasts. True to the style of Greek mythology, any mythological enemy that is female in nature, be it medusa or harpy, will be completely bare-chested. You will also come across a young woman that, for some reason, decided to wear a shirt that only covers her shoulders. Much like the three females Kratos encounters in the highly-publicized "foursome" minigame. While an obvious attempt at attracting the horny teenage boys that populate the market and the unspoken part of most grown men, God of War III at least displays a sense of humor about the gratuitous nudity that falls somewhere along the lines of sitting in study hall and saying "Hey look, I drew boobs, hahahah."

Speaking of visuals, those found in God of War III can be absolutely stunning. It's often hard to believe that everything you're seeing is rendered in real-time by the game engine. From the opening moments to the roll of the credits, there are many acts of absolute graphical wizardry that Sony Santa Monica managed to pull off. The textures, for the most part, are super-high resolution, loaded with detail and special lighting effects and even outdo the almighty Uncharted 2 on multiple occasions. There are also some lighting effects so gorgeous to behold you may find yourself crying involuntarily. Best of all more than once I noticed that the framerate climbed beyond 30fps and seemed to reach a silky 60fps or at least close, so it's not only more detailed than the majority of games on any console but also just...buttah.

On the flip side, however, there are some places where the graphics seem to falter slightly. You'll occasionally see a low resolution texture or a really obvious polygon seam. Hephaestus comes to mind; of course, he's ugly in other ways. No wonder his wife was so...excited to see Kratos. However, these failings are far outweighed by the number of "Holy crap! That looks so amazing I think my eyes are bleeding!" moments. In fact, if the rest of the game wasn't so damn pretty, these occasional missteps would hardly be noticeable.

There are a few glitches worth mentioning as well. All too often I found myself running into, out of and around save points trying to get the "R1" prompt to appear so I could actually save my game. This also happened a few times with chests and other grabbable things that require the player to hit R1. It doesn't seem to be a matter of standing in just the right position as the game just not catching on to the the fact that you're supposed to be able to grab/open the object. There was also a particularly irritating glitch during the final boss fight where Kratos was supposed to land in a "cave" to continue the fight, but he just never appeared on the screen for me. I just sat there for a minute or two with my HUD fully displayed and no Kratos onscreen before I heard him grunt, was told "You Are Dead" and had to redo the entire fight that preceded this part.

Speaking of the final boss fight, I felt it was a little disappointing for a game, and especially trilogy, ending fight. It was just a little too easy and lacked that "epic" feel of several boss fights that took place earlier in the game, which I attribute to the cramped arena most of the fight takes place in. There is one notable stage of the battle, however, that will only feel cool to people that spent some time playing Street Fighter II, Cammy's stage in particular.

The rest of the game's level of challenge is right in line with what series fans have come to expect. I recommend veterans play on Titan (Hard) and everyone avoid Spartan (Easy). Chaos is the new Titan difficulty (just as Titan was the new God difficulty in GoW II) and is as expletive inspiring, controller smashingly difficult as Titan was. Spartan, on the other hand, is insultingly easy. I tried it for my attempts to claim the Platinum Trophy (a suprisingly easy task in GoW III) and found that there's no real reason to ever need block or dodge with how little damage enemy attacks do. Anyone that actually needs Easy mode probably isn't old enough to be playing the bare-handed-decapitation-including game anyway. Just steer clear, trust me.

The storyline that ties all of this sex and violence together is exactly what one should expect after the first two games. Lots of Kratos being angry and one character selfishly betraying another and/or changing sides for no real reason and so on. There are some philosophical, and likely controversial, bits towards the end that tie directly in to the final boss fight and also manage to show some growth in Kratos as a character. And I have to applaud the creators for finally giving Kratos some depth beyond "You pissed me off, now DIE!" The ending, however, is probably going to irritate you. It's very abrupt and manages to create a few questions right then and only answer about 3/4 of them. Despite multiple claims to the contrary, this may not be the last time we help, or at least see, Kratos rip someone's head of.

Overall, the game is absolutely outstanding, a definite reason to buy Playstation 3 and a worthy "conclusion" to the story of Kratos and his angry, blood-filled quest.

Score
Graphics - 9.5/10 - Most of the time the best looking game on any system with ridiculously detailed models, superlative lighting effects and butter-smooth framerates. Other times...not so much
Story - 8/10 - Exactly what you'd expect from God of War: a reason you're decapitating all these people. With a little dash of depth added to Kratos and a "Really!?" ending.
Gameplay - 10/10 - Fast, fluid and ferociously violent, this is the combat that made God of War the powerhouse franchise that it is. The few puzzles scattered throughout don't quite reach the scale or complexity of the previous game, but it's unlikely you'll even notice.
Replay/Extras - 8.5/10 - There are some really cool videos that are unlocked after you beat the game. I thought the one focusing on Quality Assurance was particularly good since most people still think those guys "just sit around and play games all day." There's also the unlockable bonus costumes and "Godly Posession" items that can be used on repeat playthroughs as well as the Challenge of Olympus and Arena options to mess around with. The game box claims there will be "add-on content," but we'll have to wait and see on that one.
Overall - 9/10 - Go buy it, you know you want to.

Wednesday, March 17, 2010

Peace Walker Sneaks Away from PSP Go

As further evidence to how poorly the PSP Go is doing, the newly announced Metal Gear Solid: Peace Walker bundle will contain a PSP - 3000 rather than it's diminutive, and (inexplicably) more expensive, cousin: the PSP Go.

As detailed by the Playstation Blog, the new "Limited Edition Metal Gear Solid: Peace Walker PSP Entertainment Pack" will launch on June 8th, alongside the standalone game, and include a "Spirited Green" PSP system, Metal Gear Solid: Peace Walker (on UMD, hmmm...) PSN voucher for free DLC, PSn voucher for free movie download, and a 2gig memory stick pro duo for a retail price of $199. For those of you that don't feel like doing math, that whole bundle clocks in at $50 less than a standalone PSP Go. Maybe the fact that you can get a system, game, extra content, movie and 2GB memory stick for $50 less has something to do with the fact that the Go has been dropped by several retailers. You think? Sony? Hello? Oh take your fingers out of your ears...

Monday, March 15, 2010

Low on PS3's? Not if Kratos has anything to say about it.

With IGN reporting this past Thursday (March 11th) that Sony was having trouble keeping up with production of Playstation 3, they have a new story today stating that production will be stepped up to coincide with the increase in demand they're hoping God of War III's release will produce.

Apparently the record-breaking sales of Playstation 3 that took place in December of '09, which saw 1.36 million consoles moved, are still having an impact on Sony's ability to keep retail supplies up. Sony claims this inability to keep up with production is a large contributing factor to the console's sales continually falling behind both the Wii and Xbox 360. The company also believes that forthcoming first-party software, such as Heavy Rain, God of War III, ModNation Racers and Gran Turismo 5, will help bolster system sales as supply is replenished.

The story gets a little fishy after this point, however. With Heavy Rain proving a powerhouse at retail, besting even the mighty BioShock 2 on PS3, it would seem there is already a need for increased production of PS3's to meet the, presumably, connected demand for systems. Sony seems to be more worried about ensuring there are enough systems on shelves for the release of God of War III than increasing supplies immediately. With GoW launching tomorrow, this calls forth the question, If they have the supply to meet the GoW-fueled increase in demand, why aren't they just being shipped to retail now? More importantly, if they have the ability it simply "up" console production, why didn't they do it when sales were being affected?

The most likely answer is that Playstation 3's really aren't in supply-emptying level of demand Sony wants you to believe. It does, however, make a good excuse for coming in third yet again, and looks good to their customers when they put in that "extra effort" to make sure there are enough consoles on shelves to let everyone gleefully indulge in excessive violence as the Ghost of Sparta.

Thursday, March 11, 2010

What's a four-letter word for Playstation Motion Controller?

(click to "move" to a larger image)

In something of a follow-up to Monday's story about the then-unnamed Playstation Motion Controller, GDC has finally brought a name to the peripheral: Playstation Move.

Besides the official name, a few other details were unveiled at GDC. The overall design of the move remains unchanged from it's appearance at E3 2009. There is a large ball at the top that glows and can change colors for interaction with the Playstation Eye. Below the ball will be the standard Playstation face buttons (X, Square, Triangle and Circle) a PS button and an analog trigger on the back. The front of the controller also features a large button featuring the official "Playstation Move" logo:There is apparently a second part to the Move,dubbed the sub-controller, much like the Nunchuk to the Wii-mote. Unlike the Nunchuk, however, the sub-controller does not need to be plugged in to anything. The button setup for the sub-controller features an analog stick, with a D-pad, X and Circle buttons below. There is also an analog trigger on the back, identical to the main Move controller. For a better view of each component, you can check out IGN's gallery here.

Speaking of IGN, they got some hands-on time with the new peripherals as well as some vague information on the price: "under $100." Slightly more detail on the pricing can be found in an article at SFGate stating that both controllers are available in a bundle with the Playstation Eye for the sub-$100 price point. A good thing, too, since the Move requires the Eye to function. (Too bad it's not called the Hand, because that would mean it required Hand-Eye coordination.) In general, Playstation Move combines the technology of competing products Microsoft's Project Natal (itself a more advanced implementation of the technology behind the Playstation Eye) and the Wii's standard controller. Although, in regards to the latter, the Move has a noticeably greater degree of accuracy than even the Wii Motion-Plus according to cnet. This is particularly true in the Move's ability to accurately track depth and rotation.

As for the physical controller, IGN says the construction feels "solid" with a good weight and all buttons well within reach of the user's fingers. The exceptions to this are the subcontroller's D-pad, which can be difficult to reach at times, and the PS button, which is recessed and set apart intentionally to prevent accidental presses.

With so much focus on the Move controller the camera-tracking aspect of the setup often gets lost, increase the inevitable comparison to the Wii-mote. This is somewhat unfortunate since the PS3's boasts considerably more processing horsepower to work with, granting not only HD visuals, but true 1-to-1 motion tracking capability. This creates the potential for genuinely new mechanics and gameplay simply not possible on the Wii. All the fancy specifications and potential in the world doesn't count for anything without software to back it up, however.

Fortunately, IGN reports that 36 developers have pledged support for Move:

505 Games U.S.
Activision Publishing, Inc.
AQ INTERACTIVE Inc.
ARC SYSTEMS WORK CO.,LTD
ATLUS Co., LTD.
Bigben Interactive
CAPCOM CO., LTD.
CCP
Crave Entertainment
CYBERFRONT Corporation
Disney Interactive Studios
Electronic Arts Inc.
FromSoftware, Inc.
Game Republic, Inc.
GUST CO., LTD.
HUDSON SOFT CO., LTD.
IREM SOFTWARE ENGINEERING INC.
Koei Co., Ltd.
Konami Digital Entertainment Co., Ltd.
Majesco Entertainment
Marvelous Entertainment Inc.
NAMCO BANDAI Games Inc.
ONGAKUKAN Co., Ltd.
Oxygen Games
PAON CORPORATION
Q Entertainment Inc.
Q-GAMES, LTD.
SEGA CORPORATION
Sony Online Entertainment
Spike Co., Ltd.
SQUARE ENIX GROUP
TECMO, LTD.
THQ Inc.
UBISOFT
Warner Bros. Interactive Entertainment
Zoo Entertainment, Inc.

It's important to remember that just because a company has pledged support does not mean that they will develop games specifically for the peripheral, they may just include optional functionality in a game, or do a remake similar to the Wii version of Resident Evil 4.

A few titles were on display at GDC to show off some of Move's functions. The Shoot is basically a light gun game with the Move controller acting as the gun (pull the trigger to...pull the trigger) and the Eye tracking your movements and translating them to your character, i.e. you duck, he ducks. The big catch with the game being that you're filming movies rather than engaging in "actual" combat (The Shoot = double entendre anyone?) and your lives are actually takes.

Also on display was Wii Sports Resort clone Sports Championship. While nearly identical to the Nintendo title, Sports Championship also goes a long way towards illustrating teh difference in accuracy between the Move and the Wii-mote. Whereas the Wii-mote is based on use of accelerometers, the Move uses motion tracking. So when you're say, swordfighting (and using the second controller as a shield), you can't fake a powerful swing with a simple flick of the wrist, you actually have to make a big swing. The same goes for tennis based games, no quick wrist-flick for his speed hits or serves, you're going to need to actually put some power into those. The game even recognizes when the controller is behind your back.

Speaking of Wii software comparisons, another demo on show was SOCOM 4, said to play much like Wii title Metroid Prime 3: Corruption. The subcontroller and it's analog stick handle movement and cover (via the trigger) with the main controller used for aiming and shooting. SOCOM wasn't designed around the Move, however, the funcionality was patched in. Because of this, the game is a better example of what other companies may do with existing titles than what Move software is capable of.

Another title that recently had Move functionality patched in was EyePet. When it was revealed at E3 last year, EyePet used the Eye exclusively, showing what is saw on your TV (most likely you in your living room) with the addition of a ridiculously cute monkey-like pet rendered in the middle of everything.
(click for larger adorableness)

The eye functionality is still there, and is still the primary focus, but now certain interactions -- such as making bubbles with a bubble wand or dumping cookies into a bowl -- will be accomplished via the Move. The real draw here is still the way the Eye creates the illusion of interacting with the pet and, of course, the absurd level of cuteness. While the implementation of Move appears superfluous at this point, there is potential for some interesting ways for it to interact with your EyePet.

For more in-depth coverage on everything Playstation Move, you can check out IGN's coverage here.

Before we end the article, I'd like to throw out a personal opinion:

As cool as I think the Move could be (I'd love to try some sword fighting where I'm actually...sword fighting) I don't know what Sony thinks it's going to accomplish. They're not going to draw any market share away form the Wii, they're just not.
The Wii's biggest audience is comprised of people that don't generally play video games -- your parents, your grandparents, your girlfriend -- with the other segment being the hardcore Nintendo fans who bought the Wii just to play the handful of franchises actually worthy of the title "video game:" Mario, Zelda, Metroid.
Neither one of these groups are going to find anything of interest in the Move. The investment is far too steep for the first group, and the second group only cares about being able to play first-party Nintendo games.
The only way I see this accomplishing anything is the exceptionally rare scenario of "Gee mom/grandma/honey if you/we spend an extra $200 for the PS3 and Move you can play games just like on the Wii and I can still play 'real' games."
Yeah, good luck with that Sony. Remind me again, how well has the Eye sold? You know, that camera peripheral that's also required for Move? I bought your system for the AAA games like Metal Gear Solid 4, Uncharted 1 and 2, Killzone 2, LittleBigPlanet and Heavy Rain that I couldn't get anywhere else, stop making me blush with these "me too" antics.

/rant
/article

Wednesday, March 10, 2010

Vanquish = Gears on (Japanese) Speed?


Well if this is the direction shooters are going to start taking, I may need to get my design molded into something playable real soon. (Come on Activision, where are those details? Help me out here.)

Shinji Mikami and his Platinum Games studio are ready to tweak yet another genre with their upcoming title, Vanquish, which has its very own preview over at 1up.com. Despite early comparisons to Gamecube dud P.N.03, likely due to the main characters suit more than anything, the game seems to have more in common with Epic's Gears of War games. Vanquish mostly sticks to the "stop 'n pop" style that Gears birthed, with a few uniquely Japanese additions.

What Zone of the Enders is to Armored Core, Vanquish looks to be to Gears of War. Namely: very Japanese in art direction and a a few notches up in terms of combat speed, notches that include the number of projectiles on-screen at once. Making the transfer from Gears is the cover system, icons to signigy environmental interaction, rolling between cover points, and reviving fallen allies. New, QTE's for runnign up giant spider's arms before taking out their kneecaps, assorted melee attacks such as uppercuts, acrobatic flips, bullet time and (ironically after the last one) the aforementioned boost to overall combat speed. Although, no matter what, it will still be a step down in speed from Platinum Games' frenetic last title: Bayonetta.

Comparisons aside, there are a few juicy tidbits of information found within 1up's preview. As with most of Mikami's games, Vanquish will focus entirely on single-player. The game apparently takes place mostly on a space station where a battle rages on between US and Russian military forces. Main character, Sam, is a DARPA employee that owes most of his ability (including combat-powerslide, I kid you not) to the "Augmented Reality Suit" that is of his own design, at least in part, as well as his transforming gun. (No, not that one.) The overall speed was elaborated on by breaking the game down to the player taking cover, firing a few shots, then moving to new cover as quickly as possible. By comparison, most cover-based shooters reward the player for staying behind cover and taking out each enemy from that position, rarely requiring the player to move before that. Players that master the new speed and over-the-top moves will be rewarded by the "Mission Stats" screen at the conclusion of each...mission, duh.

Aside from the fact that there will be weapon upgrades, such as a "+10 Damage," there was little else detailing Vanquish. Given the games pedigree, however, it looks like one to watch. Check out the full 1up.com article to see the subdued enthusiasm yourself.

Tuesday, March 9, 2010

Rate Your Vengeance! God of War III Reviews are in.

The game may not have dropped yet (although you can get some serious hands-on time if you happen to be in the San Francisco area) but the reviews are everywhere. God of War III can now be considered a hit amongst gaming critics. A stop at any one of you favorite gaming sites will likely find you at a review for the game, but you're already here, right? 1up.com, IGN and Europe-based CVG all have fairly level-headed reviews that, in general, seem to agree: God of War III is awesome. Fun side note, if you have a certain amount of time you need/want to fill by reading the review, CVG has the shortest review, followed by 1up and IGN definitely has the longest.

Note that I said "in general" they seem to agree. IGN still seems to prefer GoW II, with the other two sites granting slight favor to the most recent entry. In regards to the graphics, while they all seem to agree that God of War III is absolutely, drop-dead gorgeous at times, both IGN and CVG claim that the game can range from that to pretty good. 1up, on the other hand said "the visuals almost make it worth playing on their own." The same can be said for the story with regards to how well and coherent it is as well as how it compares to the previous entries in the series. Although from the sounds of it, the ending seems to be quite the dividing factor.

The best part of all these divided opinions, though, is that they are a great excuse to play the game and see for yourself. So...you know...get on that.

Monday, March 8, 2010

Some Cheers, Some Tears, Mostly Huh?'s

Those of you interested in the status of your favorite "is it ever actually coming out!?" game can check out the latest "Life Support" article over at IGN.

This lists the general status of several titles whose development status has remained amazingly questionable, for years in some cases. (Yes, Duke Nukem Forever is still on there, 13 years and counting!)

There is one interesting tidbit for readers of Higher Tech, Beyond Good and Evil 2 has had it's status bumped up to stable. However, no new details have emerged since HT last covered the game, so I'm not sure what caused the slight status promotion. But feel free to check everything out at the link above.

"Wand" Afterall?


While the Playstation Motion Controller has yet to receive an official name, it looks like the unnofficial "Arc" moniker may have just been thrown out.

According to a story at CVG, a Microsoft-held patent on the name Arc for PC accessories has killed any possibility of that becoming the name for Sony's forthcoming controller. Although, with the controller still having no official name and Arc being more of a codename for developers, the likelihood of this becoming a real issue is about the same as Kratos challenging his opponent to a dance-off. So the search for a name for the Playstation...thingy continues. Let's just hope they don't go with that other, shinier codename.

Wednesday, March 3, 2010

Adding Molecules to the Playstation

(click to feel even bigger love)

In a move reminiscent of their purchase of Naughty Dog in 2001, Sony Computer Entertainment has purchased LittleBigPlanet developer Media Molecule. Although it may seem kind of odd to purchase a company with only one title to it's credit, when that one title is as successful and beloved (by both players and developers) as LittleBigPlanet, purchasing early on is a pretty safe investment.