Sunday, February 20, 2011

DC Universe Online


Ok, first thing's first. DC Universe Online is my first MMORPG. I don't just mean the first I've reviewed, I mean my first EVER. With the possible exception of Runescape. So bear with me, while I muscle through my first MMORPG review. Hopefully it turns out ok, and tells you all exactly what you need to know. Lets get to it.

STORY
DCUO begins with an astonishing cinematic, detailing how exactly everyone gets superpowers. It starts with a bang as we see Villains fighting heroes in an all out war and as the fighting dies down, Lex Luthor gains the upper hand, effectively killing Superman. As the victory sinks in, Luthor looks to the skies, as a Braniac invasion fleet blacks out the sun. It's as epic as it sounds.
We then learn that this was a possible future, and that "Future Lex" travels back in time to give the Heroes and Villains of today a fighting chance, by delivering the exobytes; tiny bug-like machines that hold the superpowers of a destroyed future.

This basically sets us up for DC Universe Online. You're one of the many ordinary people infected by the super-power bestowing exobytes, and the game sends you on various missions to help save or enslave the world.
The story is fittingly comic-booky, with storylines that seem ripped right from the pages of the famous comics.

PRESENTATION
The art style of DCUO is far from the awesome that was Arkham Asylum, and has a nice comic book style for all its characters and locations. The superpowers all look pretty awesome, and they really help to personalize your character. On the subject of "your character", the creation/customization options aren't as varied as, say, City of Heroes/Villains. The trade off here is having licensed heroes in your game; and that's not to say the creation is lacking either. It's just not AS extensive as CoH.
The voice acting varies from outstanding (in the form of Mark Hamill and Kevin Conroy as The Joker and Batman respectively) to annoying (mainly due to the NPC civillians who just keep saying the same 1 or 2 lines). The soundtrack is rather fitting, with the epic brass instruments everytime you exit a safehouse as a hero.

Accompanying all of this are little hand-drawn cutscenes to round off the end-quest instances. The voice acting in them is immaculate and the art is always interesting and cool in it's own way (seeing a gorilla-formed Flash, or Joker-toxin infected Batman in villains own thoughts).

Sometimes theres some graphical or sound hitches, but its early days yet, and if theres anything awesome about MMORPG's, its that they're constantly being updated.


GAMEPLAY
The gameplay of DCUO follows the usual MMORPG trend of "Go to mission start, go kill X amount of enemies, Collect x amount of Y, go to mission end". That's fine, its expected; but theres a strange shortage of missions between level 1 and level 30 (cap). The end-game content is all rather compelling, but most of it requires you to team up, and for some players, that's just not their style.

For those of whom that do like the social interaction part of MMO's, there are a variety of Alerts (group instances), Raids, Duos (2 man instances) and a range of PVP modes, including Legends, which allows you to take the role of a licensed DC character.

This seems all pretty standard to me, so what sets DCUO apart from the competition is the combat system. More suited towards a controller, the game takes a more Action RPG approach to combat. This means each button press equals an attack and theres a larger sense of involvement (for me at least).
I did notice something a bit off with the gameplay, however. Usual MMORPG's have you fit into a role; Healer, Damage dealer, Tank or what have you. While DCUO does feature these roles, the power sets for each of them seem too similar to make it feel as though your role is having a huge impact like it would in, say, WoW. You feel a bit less special, and a lot more interchangeable.

REPLAYABILTY
Once you reach the (somewhat low) level cap of 30, theres a buttload of end-game content to do in the form of instances, raids and duos. Along with that, theres a whole lot of exploration to do, with feats/milestones available to show off what random thing's you've done. Loot is always a big plus for games like this, and a big reason why people will be playing past the cap is for the Iconic armour sets. There are 3 for each mentor, and I gotta say, they are stunningly cool. Can't wait to get my House of El warsuit.

OVERVIEW
Are you a hardcore MMORPGer? DCUO may be missing alot of the detail that you're used to. If you're a fan of comics (DC in particular) you can't go wrong with this. Besides, it's not like you have to pay for more of a subscription than you want.

A side note, if you buy for the PC, you get the usual added bonuses such as faster loading times and better graphics, but at the cost of combat awesomeness. For PS3 users, loading times can get a bit tedious, but your controller will be your best friend in DCUO.
Oh, and I hope you have an HDTV... the chat text is so small, it strained my eyes like nothing else. The difference is absolutely huge. And voice chat seems to have some bugs. At the moment. Lets not forget that it's early days yet.

Side side note: Best move ever, crushing an enemy with a flaming meteor, then throwing it at a bunch of other enemies. Awesome.

Phew! that was a big one. And I doubt I covered alot of it anyway. But I believe that's more than enough for you guys to make an informed decision. See you next time!

Sunday, February 13, 2011

LittleBigPlanet 2


Last year, when I posted a retrospective of Little Big Planet, I was so excited for its upcoming sequel. And now that its out, I have to say... I'm 100% satisfied with the final product; which is a rare thing when a game is hyped up as much as this.
LittleBigPlanet 2 is the sequel to 2008(?)s PS3 exclusive, LittleBigPlanet; a game based off of user generated content. LBP2 continues this style of Play, Create, Share.

STORY
LittleBigPlanet 2 begins with sackboy being abducted by an evil monster that looks like a giant Vacuum cleaner, known as the Negativitron. As the Negativitron attempts to trap Sackboy, rescue arrives in the form of Larry Da Vinci and Avalon Centrifuge, the apparent "leaders" of The Resistance.
The game follows Sackboys recruitment into the Resistance and their efforts to rid Craftworld of the Negativitron.

The story of LBP2 exceeds the original's approach in so many ways. More memorable characters, plus actual cutscenes and voice acting give the game a lot more character, while retaining the charm it always had. As well as that, the story actually gives you a more focused experience, introducing the Antagonist from the beginning, rather than tacking him on near the end; like the Collector in LBP1.

The story is really quite funny, and using the in-game tools to create the cutscenes, Media Molecule made it possible to insert some much needed drama into the game.


PRESENTATION
LittleBigPlanet 2 returns with the style that made it so charming and memorable in the first place; the entire landscape has a handcrafted feel to it, which gives the levels themselves almost as much character as the actual characters.
Sound design is perfectly executed in this sequel; the various soundtracks all fit perfectly with the levels, and they all have a sense of playfulness to them, no matter how ominous or grand it may sound.

A big departure from the storytelling of its predecessor, LBP2 features fully voiced cutscenes, made with the in-game creation tools. The voice actors in the story made the characters their own, and much of the dialogue is why I enjoyed the story scenes so thoroughly.

The game itself looks substantially better than the last, with Media Molecule polishing the game engine to a mirror shine. Everything looks and sounds better than the original.


GAMEPLAY
Gameplay inside the main story levels of LBP2 remain largely unchanged since the original; most levels revolve around directing sackboy from one end of the level to the other, using basic platforming techniques as you go. New gadgets such as the grabinator and the graqppling hook spice up the gameplay, as do devices like the controllinator (which allows sackboy to take control of any vehicle/object with controls mapped to the controller).

A word of caution, however: the "floaty" jumping controls of LBP1 have not been adressed, so if you're one of those people who will miss out on an amazing gaming experience because of some extremely minor detail like that, LBP2 will not change your stance on it. You didn't like the jumping in the original, you won't like it now. Just saying.

Now, anyone who played the original will know that "play" is only 2 parts of the equation. 1 part story, 1 part community play; but what's the 3rd part? The 3rd is "Create", which allows any player to make almost anything using the creation tools. The tools are robust enough to make anything you want, but simple enough to start on something small for those of you who are creatively challenged.

The creation tools are so robust that we've seen top-down racers, side-scrolling shooters, first-person shooters and fighting games. For anyone well versed in the create tools, the only limitation to your creations will be your imagination.

REPLAYABILITY
So what happens when you finish the story and you're done with creating? Well, if you've gone back and aced all the levels, collecting everything there is to collect, then it's time for you to jump online and experience what other people are sharing. Or if you'd like, share some of your own stuff. LBP was one of the only games I've continually played since its release, and I foresee LBP2 being played on and on and on, because the level library is always expanding.

The addition of competitive multiplayer games to the mix makes this title even more fun with friends, both locally and cooperatively. Be sure to try the basketball game. It's amazingly addictive.

Oh, and if you happened to waste your money on PS Move, or WiiHD as it's been dubbed, then it also comes with Sackboys prehistoric moves. Haven't played it, but free stuff is always nice, right?

OVERVIEW
I don't want to sound like a rabid PS3 fanboy here, but if you don't own a PS3, this is the reason for you to get one. Don't get put off by the childish vibe, just do it. You won't regret it. For those of you who played the original, you need to pick this up. LBP2 is exactly what a sequel needs to be; polished presentation, natural evolution of gameplay and simplified, yet robust creation tools make this an amazing title to own.


Next week, my first MMO, DC Universe Online. Should be interesting. I'll see you next time!

Sunday, February 6, 2011

Metal Gear Solid: Peacewalker


Another week, another PSP game to review. Just got back from New Zealand, and any time I wasn't chilling with family or friends, I was reading or playing my PSP, an activity that seems so much more enjoyable thanks to last weeks game, and now Metal Gear Solid: Peacewalker.

STORY
MGS: Peacewalker is set 10 years after Metal Gear Solid 3, and players take control of the legendary soldier known as Big Boss once again. After executing his former mentor and averting nuclear war between the USA and USSR, Big Boss (though preferring the codename "Snake") has begun his own Military nation, Militaires Sans Frontieres (Military Without Borders) and is hired by a client to rid Costa Rica of an occupying force, suspected to be the C.I.A.

The story follows MGS tradition with a well written, yet overly complicated story. Though not the most convuluted in the series, it definitely needs some kind of an editor. Otherwise, the story is quite entertaining and brings the wide range of emotions that Metal Gear games are known for.

Characters are well written, and Big Boss is really well developed as a character. For those of you who haven't played Snake Eater, a warning; spoilers occur in Peacewalker, so try to play Snake Eater first.

PRESENTATION
Along with Ghost of Sparta, Peacewalker is one of the best looking and sounding games I've ever had the pleasure of playing. Though not as slick and smooth as their HD, console counterparts, both games have magnificent voice acting and musical scores that set the tone for the game.
MGS fans should expect no less than the usual amount of awesome that is packed into the standard Metal Gear game.

David Hayter and Lori Alan return in thier roles from Snake eater, and are accompanied by a cast of interesting voices that add a lot of depth to the games main characters.
While the game may not look as good as its PS3 counterpart, it pretty much equals its late PS2 counterpart, which is fitting, seeing as it follows on from it story-wise.


GAMEPLAY
Peacewalker is the usual Metal Gear formula of sneaking and gunfighting, which works fairly well on the system provided. The controls are certainly more fitted to sneaking than anything else, but the lack of a 2nd analog stick affects this too. The camera is a bit awkward to position, using the face buttons instead of a second stick.
The problem with this is, while sneaking, you want to see as much as possible around you. Conversely, while gunfighting, this system doesn't provide the best accuracy possible, and sometimes makes the action sequences seem like a chore.

A variety of items and weapons can be gathered, allowing you to play your way, whether that be sneaking, rambo-style, or a mix of the two. These weapons and items are retrieved through a management-like minigame where you hire soldiers and assign them to teams within your army, whilst sending soldiers out on missions, or capturing new recruits or vehicles.
I gotta say, as fun as the main gameplay was, I found it almost as fun to just mess around with my teams, sending them into battle, rearranging soldiers, firing and recruiting all the time. It was honestly quite fun.

My biggest problem, and it may be a small problem, is that it was a rather short affair. For a Metal Gear game at least. And the boss battles lacked the flair that Peacewalkers' console counterparts almost always contained. Instead of fighting highly characterized, interesting people, it's always a mech or vehicle of some description. What a shame.

REPLAYABILITY
Though the story seems a bit short, it may be due to the fact that each of its chapters is split into around 10 missions. This allows for players to go back and attempt to better their score on a previous mission. It also encourages players to search through previously played missions for new goodies to take back to Mother Base.
This, along with the management side of Mother Base, gives players a fairly large amount of replayability, especially for a PSP title.
Along with main story missions, there are Outer Ops missions, performed by members of the MFS, as well as co-op missions to be played with up to 3 other friends. The PSP has never been known for its replayability, until now.

OVERVIEW
Were you disappointed when it was announced that the next MGS game would be based around Raiden and his ninja abilities? If so, this is the game for you. The next true sneaking/action game is on the PSP and it's name is Peacewalker. Nothing against Raiden, but if you're more into the traditional MGS experience, Big Boss has got you covered on the Playstation Portable. Despite not meeting a few of the standards of previous games (awesome boss battles, long game-time) Metal Gear Solid: Peacewalker is an entertaining, well presented, epic sounding masterpiece in portable form.


Thats it for this week, next week it'll be LittleBigPlanet2. Also, just wondering, should I get DC Universe Online? It's about 20 bucks a month for the subscription, and I'd be new to MMORPG's. Anyway, I'll see you next time!