Showing posts with label PC. Show all posts
Showing posts with label PC. Show all posts

Tuesday, October 24, 2017

Wolfenstein: The New Order Review



Wolfenstein The New Order
Developer: Machine Games
Publisher: Bethesda Softworks
Platform: Playstation 4 (reviewed), Xbox One, PC via Steam, Playstation3, Xbox 360
U.S. Release Date: May 20, 2014

Unfortunately the world we live in right now has become rife with a resurgence of KKK, Neo-Nazis, and Patriot Extremist groups that are utilizing similar tactics that the Third Reich did back in the 1930's.  And while I'm sure all of us can agree that these people are universally bad/hated/unwanted we also probably don't know how to handle them because of some of the overwhelming "are you serious" attitudes on social media nowadays.  Well I find it rather ironic that I started to replay though the new Wolfenstein game this summer only for something like Charlottesville to happen only a couple weeks after I was taking my slow progression through it.



But, I don't really want to dive down into the rabbit hole that is above (plus I'll be talking about the reaction on social media to the ad campaign of New Colossus in a future rantology), so I really want to start getting into the meat and potatoes here.  Wolfenstein The New Order is a brutal re imagining of the classic Wolfenstein series in a few bold new ways.  Everything you love about the old games is back, but with the added love and affection of glorious 2014 updated graphics, special kill sequences for melee attacks, and of course Nazis in space.  While the looks and action in this may be a far cry from older Wolfenstein games, the Nazi killing message certainly isn't.  The Nazis are back, and this time BJ Blazkowicz is even more pissed of than before.  Oh, and before we get too far into this thing I want to go ahead and toss in this just for good measure.

******************************SPOILER WARNING *********************************

So, the game starts off in 1946, taking place 3 years after the events of 2009's release.  The Nazi war machine has been developing new technologies with the help of General Deathshead, and they have managed to start to push back against allied forces.  So in steps BJ fucking Blazkowicz, the most badass soldier to ever rip a Nazis face off, and you guessed it, he's still fucking pissed.  During the attack on Deathsheads castle base BJ is mortally wounded when he narrowly escapes an encounter with Deathshead with only one of his fellow soldiers in tow (either Fergus Reid or Private Probst Wyatt III).  His allies are unable to find his body and he ends up in a Nazi run mental institution under the care of Anya Oliwa and her parents.  After nearly 20 years in a vegetative state Blazkowicz is able to get up and start kicking some Nazi teeth in when they come to shut things down.



After capturing an officer and escaping with Anya to her grandparents house they interrogate the officer and BJ discovers his worst fear: the rest of the world has given up and is now under Nazi control.  Angered he hatches a plan to liberate defectors and start his ass kicking campaign all over again.  After releasing the ally you saved Blazkowicz learns of a resistance underneath central Nazi command in Berlin run by Caroline Becker who hatches a plan to steal some stealth choppers and Nazi intel to put them in their place.  During the process Blazkowicz discovers a secret organization known as Da'at Yichud and a scientist known as Set Roth who is being held in a labor camp.  Blazkowicz infiltrates the camp, kills some fucking Naizs, and ruins some ancient Nazi bitches face by crushing it with a giant robot that Roth was forced to create.

After his liberation Roth agrees to give some of Da'at Yichud tech to the resistance to even the tides of war, but they need a U-Boat to operate it, and as it just so happens the U-Boat that Blazkowicz jacks is the flag ship of the entire Nazi U-Boat fleet. Why you ask? BECAUSE HE'S A FUCKING BADASS THAT'S WHY.  Anyrate, this motherfucker isn't just a nuclear sub, no, nothing of the sort.  It's a nuclear sub with a fucking nuclear artillery gun on it, but the problem is they need the codes to launch it, which are on the moon.  So they hit the supply cache and grab a weapon known as the Spindly Torque, or what I call The-Badass-Ball-of-Death-and-Destruction because it is literally that, and set off to get some codes.  On the moon Blazkowicz airlocks some fucking Nazis and shoves a dick down their collective throats, but when he gets back he discovers that Deathshead tries to do some fucking of his own by attacking the resistance base, however this predictably back fires when he kidnaps Anya serving to only piss off Blazkowicz even further.



The end game sequence starts with one pissed off commando, in a gun loaded with one Baddass-Ball-of-Death-and-Destruction, aimed at Deathshead's castle. Over the course of his rampage he lays waste to dozens upon dozens of Nazi.  After reaching Deathshead you're forced to fight one of his newest creations: a robot with your allies brain in it, who you eventually kill at their request.  Finally Deathshead comes to die, in a giant robot, it's a good fight.  Really that's the story, this is one of the better story based FPS games I've played recently and I can say I'm excite for the second one.

*********************************END SPOILERS**********************************

While the game doesn't offer multiplayer (a fact that I personally find very refreshing and enjoyable), it doesn't suffer from a lack of replay ability and content.  From different difficulty modes, to collectibles, to even the original Wolfenstein being in game there is plenty to keep even a seasoned player occupied through the game.  Plus Nazi killing, who doesn't love that?



While I may not have much more to offer than a plot summary and to describe how much I love this game I will say that overall it is simplistic, with lots to do and keep you occupied, also multiple playthroughs will be required along with getting used to dying in some circumstances because you need to learn and adjust to your surroundings, especially on the higher difficulties.  I highly enjoyed it and look forward to the release of New Colossus.  I give Wolfenstein: The New Order 8 severed Nazi scalps, out of 10.

Tuesday, October 3, 2017

Ghost Recon Wildlands Review



Tom Clancy's Ghost Recon Wildlands
Developer: Ubisoft Paris
Publisher: Ubisoft
Platform: Playstation 4 (reviewed), Xbox One, PC via Steam
U.S. Release Date: March 7, 2017

Oh what a brave new world this is.  Once upon a Tom Clancy game was nothing more than a name slapped on an overly ambitious video game to garnish a higher number of sales by associating with a famous author.  Now that isn't to say that the games are inherently bad, but let's just say that history hasn't been overly kind to them either.  The series is as marred with shovelware CoD simulators as much as any other as large as it has been with some series getting a new title with as little as a year between them, but that doesn't preclude them from having a few good fully formed turds every once in a while.



While Wildlands may be a polished turd we still need to remind ourselves that at its core is is just that: a turd.  The controls are anything but smooth and honestly it took some serious patching to solidify how helicopters fly (honestly now after 6 months post release do they FINALLY feel flyable without much trouble). But that's not really how I want to focus this review.  Yes, the game has issues, be aware that it controls like a drunk brick, that the menu is unintuitive, that the map is more clustered than someone's gonorrhea splattered genitals, and that honestly the way leveling works really makes me want to throw someone off a cliff.  Be aware of all that, because it is important.

I feel like bothering spoiler tags for this game and this review would be doing it a disservice because the story is so fragmented and all over the place (literally the map is a bunch of different provinces, each with their own story that wraps back into the big one in small little ways) that I'd never be able to fully describe it, so I'll give you the ass wiping version of it and call it good.  More or less the game takes place in Bolivia where a Mexican drug cartel called Santa Blanca and their leader El Sueno (Spanish for The Sueno) has come in to take over the local coca fields and make some sick ass fucking cocaine man.  Now obviously this is a bad thing and the CIA sent in an agent to get the skinny on them before sending in the ghosts to take them out.  Well shit went sideways, he got killed, and an embassy was blown up, so no its time to take this cartel down for good.  You're team (Nomad) is an elite group of special agents called ghosts.  You have to go through and destabilize the cartel operations in order to get to El Sueno.  There also a rebel faction who are freedom fighters for Bolivia too so they throw in their best for you too.



Throughout the game you have to complete a series of provinces to destabilize the cartel and their operations with influence, smuggling, production, and security.  The base game offers 21 of these provinces, and each province is held by a boss or buchon.  In each province you must perform different tasks to lure the buchon out of hiding and either kill or capture them.  These tasks can be airing out their dirty laundry (not literally), destroying coca fields, blowing up stockpiles, or my personal favorite, killing bad guys.  No really, despite the shitty controls the gun play in the game is incredibly fun because you can mark targets for the AI to automatically kill, and you can mark up to 3 at a time.  It's kind of insane.

As I mentioned the gun play is excellent especially with how they give you a different set of options to mix it up with when you're playing with different approaches.  For example I constantly found myself in the eternal debate on whether to parachute into a base, ram through the gates with a truck loaded with C4, take out the guards and stealth in, or guns blazing in a Humvee with a minigun on it.  The awesome thing is that for the most part, the choice is yours everytime.  There's a handful of situations that require the use of stealth, but outside of that go wild, do what you gotta do, and by all means make the cartel suffer.



I doubt it would surprise anyone that turds are offensive to people, and this one is no different.  The entire country of Bolivia was so pissed off that Ubisoft left this nice plopper on their lawn that they actually filed a suite against Ubisoft Paris for "misrepresenting their country", and while I can totally agree with their claim, it is a bit silly.  But, in Ubisofts defense they did use Bolivia as a backdrop for their claim of "[Bolivia's] beautiful vistas, wholesome culture, and lively people" which actually does shine through in the game, and has turned Bolivia into somewhere I have actually added to my top places to visit since this game came out (though I'll fully admit to a desire to do more research before I go).  So whatever the hell Ubisoft did, it worked on me.

The largest overall complaint I have is how unintuitive and hard to use the map and mission selector are.  Some games have really well made UI's but this on is just kinda like here's this really detailed map, and then here's literally all this shit you can do, sort it out, oh and zooming out doesn't help because you never get a summary of activities for a region, just who the boss is and your progress on getting them, and beyond that is a cartel overview. Additionally there are no indicators of what collectibles are underground or above ground so you can spend quite a bit a time searching for one specific item if you don't already know where it's at (I actually spent around 30 minutes trying to get an item that ended up being underground which I never really got because I couldn't find a way down).  Really even if it's just on the mini map this is the kinda shit that needs to be marked or indicated in some way, shape, or form as it caused me a large headache.



Finally the last little bit I want to touch on is DJ Perico, the in game radio host who works as a propaganda agent for the cartel.  He quite enigmatic, fun, funny, and one of the most real characters in a game I've ever met in a while.  He only plays a small role as a buchon in the story, but due to his status as a radio personality he's all over the place in this game.  Really he adds a lot to live up to here, and makes the driving portions a lot more bearable as you get some genuinely funny dialog along the way.

While Wildlands is a turd, it's a fun turd, the kind you play and enjoy your time with despite all the glaring flaws that the game has.  I actually once referred to this game as my guilty pleasure, because to some the idea of fun (which I've talked about before) is so foreign and almost damning that the true purpose of games is all but lost on them.  Though all of that I'd like everyone to remember that.  MY final verdict comes down to seven wet squirts out of ten, I do want to add a turdsterisk to it and say that it's a fun experience even if you don't play it through to completion.


Wednesday, September 20, 2017

Destiny 2 Review



Destiny 2
Developer: Bungie
Publisher: Activision
Platform: Playstation 4 (reviewed), Xbox One, PC via Battle.Net
U.S. Release Date: September 6, 2017 (PS4, XB1), October 24, 2017 (PC)

By now I have been an overly content owner of a Playstation 4 for a little over 3 years.  My first PS4 was the white Destiny Limited Edition console back in 2014, and this was something I of course lined up at midnight to get, ripped open, and stayed up all night playing.  I was hooked.  I beat the game that day, ran strikes till I was blue in the face, and just kept on going and going until I passed out around 1 am on the 11th.  Destiny has been a game that I have kept near and dear to my heart, not only because it was my first game on the platform, or my first Platinum trophy, but because the world that Bungie had so carefully crafted (even if it was locked behind the grimoire not in game) was something that I fell in love with and wanted every part of.  I was in love, and still am.  So naturally I bucked up, dropped the insane $250 for the Collector's Edition, and lets just say that it is possible to fall in love twice.

So, this entire thing is going to be riddled with spoilers.  Like a ridiculous amount of spoilers, especially considering I'm not even going to bother to post this until after I finish the raid (a little over a week post release).  Does that mean you should stop reading?  I'm not going to tell you not to, but there is a lot of spoilers, and later I'm going to throw on my spinfoil hat and talk about a few theories I have.  Sooooooooo, here we go:

******************************SPOILER WARNING *********************************

For anyone who played the open beta over summer, you'd know very well the setup to the game: Ghaul, a renegade Cabal badass, is here to take the light for himself.  Now, we've dealt with some pretty serious threats before such as Atheon, Time's Confulx, in the Vault of Glass, Crota and Oryx, literal gods of the Hive, Skolas, the Kell of Wolves who sought to reunite the Fallen houses, and even SIVA, the nanotechnology that was the undoing of the legendary Lords of Iron who were the first to bring order to humanity after The Collapse.  But none of those before hand have even come close to accomplishing what Ghaul did.



The opening scene shows Cayde-6 entering into the Vanguards outpost in the Tower, supposedly returning from slacking off somewhere, only to be greeted by Ikora and Zavala indicating that the perimeter seems to have been breached and the sensors are not responding.  And then the Cabal invaded.  Ghaul and his Red Legion seemingly sweep over the city like a plague that we guardians can barely stop as a massive six armed ship approaches the Traveler with his fleet laying waste to the City.  In the meantime, Ghost and our guardian are on our way back from a patrol mission when we are unable to raise the Tower to report in. We arrive to a partially destroyed Tower, where the Vanguard, Shaxx, and Holiday are mounting rescue operations for the citizens who are still alive.  We meet up with Cayde and Shaxx who help us press onwards toward Zavala, who is guarding against the onslaught, and Ikora, who is desperately searching for the Speaker.  When Ikora discovers her failure, she shows us why she is the Warlock Vanguard and proceeds to wreak havoc across the battlefield while you head to meet Holiday for a ride to Ghauls ship to cut off the head of their assault.

Arriving on the ship, in spectacular style I might add, you are tasked with disabling the shields to allow for a bombardment, however things do not go as planned as the Cabal are able to overcome the City's defenses and you are one of the only ones left in the fray.  Intercepted by Ghaul, he reveals his plan of entombing the Traveler to steals its light and cut it off from the Guardians, while spartan kicking you off his ship a la 300 style.  Naturally things don't go his way as you survive.  Desperate to make it to safety you recover Ghost, escape the city and are followed by a Hawk you glimpsed in a vision during your fall (predicting many things, including the enemy of the Traveler) that leads you to safety.  During your journey you come across a human by the name of Hawwthorne, a non-Guardian who lives outside of the city and was relatively unaffected by the attack, she is setting up a gathering point in Europe by the broken shard of the Traveler, her goal not to retake the City, but to build a safe haven that is defensible in case the Cabal come looking.  Helping her to set up her network and draw in other survivors you learn that Zavala is rallying the surviving Guardians on Titan to mount a counterattack, and while Hawthorne is hesitant, she agrees that this is your decision and you must do what you believe in.



Once landing upon Titan you discover the Hive have found their way there as well, and are attempting to summon Oryx's sister Savathun, as well to the system.  So naturally you get to work to foil their plans, and set up the moon for staging operations once again.  Though even with the power online, and some secret Cabal messages decrypted you're not out of the woodwork yet as the Cabal have a super weapon pointed at the sun ready to blow the galaxy apart should their plan fail.  Zavala calls on you to go to Nesus and rescue Cayde and find Ikora.  Arriving on Nesus you find Cayde stuck in a Vex teleportation loop, with a crashed colony ship AI, Failsafe, watching with pleasure as he struggles.He tells you to retrieve the teleporter he was working on, as he feels it will be necessary to get to Ghaul, despite the super weapon.  After some convincing he tells you Ikora is on Io, the last place the Traveler touched, where she frequently meditates.  On Io you discover a way to destabalize the super weapon with the help of a broken down Warmind (given the designation Jys, a possible reference to Charlemanges sword Joyeuse).

With the Vanguard at your back you return to Earth to formulate a plan of attack.  You need to slip up to the weapon, disable it, and escape before the Vanguard launch their assault to take out Ghaul in the city.  Hawthore tells them of a way inside and battle plans are drawn up which include you stealing a high ranking Cabal officers personal vessel, but like everything else that involves Cayde, the plan goes awry and it is up to you to square off against Ghaul in the end.  He is able to seize the power of the light and a fierce battle ensues, ending in Ghaul becoming a massive creature made of light and calling himself a new god.  But just in the nick of time the Traveler wakes up and shows Ghaul whose boss.

*********************************END SPOILERS**********************************

(mostly)



Whew, that was a fun summary, and believe me I skimmed over a good chunk of it hitting mostly the highlights.  Anyrate one of the biggest stand out features to me for Destiny 2 is the gun play, the first game brought us around two three different weapon slots with different types going in different places for maximum effectiveness in combat.  You had a Primary, Secondary, and Heavy, which while it worked out nicely in PvE, it really overplayed it's hand in PvP, however this new system which replaces Special and Heavy with Energy and Power respectfully fixes a lot of those problems.  The way this works is all Auto Rifles, Scout Rifles, Hand Cannons, Sidearms, Pulse Rifles, and the new Submachine Gun can be either Primary or Energy, with Primary dealing non-elemental damage, and Energy being around for those shielded foes.  This means that you no longer need to deal with people in PvP running around with godly amounts of Sniper Rifle ammo (formerly a Special, now it has been moved to Power weapon), but it makes your PvE games require a bit more foresight.  Beyond just what and how you can carry, each gun feels unique and different from each other, and acquiring the same gun twice isn't going to result in a different gun based on its perks, every gun with the same name has the same perks, so much less farming is required to get quality weapons.  Fighting and shooting is fun, engaging, and you can really tell Bungie nailed their "30 seconds of fun" mantra with this one.

Along with the weapons I would be remiss if I didn't discuss the games armor as well, as each set plays to the class descriptions very well.  Titans, the games beat stick, look much larger and bulkier than in the previous entry, where they didn't feel as large and at times would even come off as being quite slim.  Warlocks almost all wear longer robes now, more reminiscent of a scholar or researcher, while their bonds are very detailed and helmets sleek and streamline.  The Hunters as well have been slimmed down overall to appear more mobile, threatening, and stealthy with their cloaks.  The one complaint that, like many others, have is that the shader system is kind of a crap shoot.  You see shaders are set individually now, and can also be applied to weapons and ships as well as armor, and while that isn't a bad thing, a lot of the better looking shaders are locked behind the games Bright Engrams, which is a form of microtransaction.  Since you can earn these in game, I'm not all that upset, as you earn them rather quickly, but I am a little disappointed that there isn't an alternative way to get them whether that be spending Glimmer (the games currency), or being rewarded through other means it makes the game feel a bit more grindy than I personally feel that it should be.  Either way this issue should be addressed as it would only serve to discourage casual players down the road.



One of my favorite things that Bungie did was redesign the rank up system to better encourage players to play the game, farm activities, and increase the number of rewards that you recieve.  The way it used to work was you needed a sum of 1500 (at the first level) to 2500 (pretty much after level 5) reputation in order to level up, well unfortunately reputation, while it wasn't capped, was slow to earn as you earned between 10-100 per patrol, and around 125 on a Strike mission and Crucible victory (half for a loss), that's not even to mention sub factions which earned at half the rate of Vanguard and Crucible, so while you got it for all activities, it was a MUCH slower gain than your primary sources, and for players like me who almost never did crucible it was laughable.  The new system uses tokens, which can be gained and turned in on any character, so you are no longer locked into receiving rewards by playing that character.  So if you want to gear an alt, grind on a main and redeem on that alt, if you want to kit out your main in raid gear first, turn in all you raid tokens on them and get them all the sweet sweet raid loot.  Overall the system is much more rewarding as you can earn multiple rewards and ranks in a shorter amount of time than you could previously, which will only serve to keep casual players coming back for more and more Destiny.

Bungie, finally offers in game clan support for Destiny 2, and will actually actively reward players for being in a clan.  See now you have a clan banner which levels up over a season (unknown how long this will last) which allows clan members to enjoy increased rewards for playing the game and completing events such as completing public events, decrypting engrams, defeating Cabal, etc.  Plus with an in game interface it makes clans and clan management all the easier for the end user as you don't need to go online, or open the app, or any weird thing like that.



Crucible has also changed, in some ways for the better, in some ways for the worse.  All game modes have been converted to 4v4 away from either 3v3 or 6v6, and for competetive and trials the change is welcome and actually an improvement, in quickplay and casual the change really drags on your sanity.  See the biggest changes which affect that are the fact that there in an increase in the time to kill (TTK) for players, which translates to a larger importance being place on team play and team shooting, which while a positive aspect, doesn't help quickplay as it has historically been a place for players to relax and not really care about team play, or moving together, just getting out and doing some PvP.  In casual play you often encounter 3 or 4 stacks who will work together because their preferred game mode is there and they dominate over the other team.

The final two major gameplay changes come in the form of the Nightfall and Raid.  The Nightfall is no longer reset on wipe, but instead you get a respawn ticker of around 25 seconds, and the entire strike is timer based, starting at 11 minutes and working its way to 0, at 0 you are reset to orbit and you must start over.  Some weeks you have a variant option to increase the amount of time you have by performing a certain task, whether that is killing enemies, jumping through vex hoops (literally), killing oracles, or other means.  This makes the strike more forgiving for less experiences players, but still offers the challenge for more experienced ones.  The Raid on the other hand, is Cabal themed like the rest of the base game, but instead of fighting The Red Legion, you are set against Emperor Calus and his Loyalists who seeks to test you to see if you are worth joining him.  One of the biggest things is the fact that the Raid has 4 different wings which must be unlocked through a series of collecting and defending standards from and endless wave of Cabal forces, after you are able to collect and defend all 3 your way to the next challenge is open.  The challenges are genuinely fun and well thought out, even if not obvious at first.  Our team went in blind and only had one or two issues because of some non-obvious mechanics we encountered, overall though we ran into little difficulty and mostly just needed to refocus after getting stressed.  The raid also offeres a second set of loot in the form of underbelly keys, which reward engrams, tokens, and a chance at exotics, each of these chests however either must be found, or is locked behind a door that is protected by "watchers" who must be silently eliminated.  The final large change here is the addition of the guided games feature which allows players to search for a group for Nightfall and Raid activities (even though raid isn't quite out yet), then these allow clans who sign up to PUG (pick up group) players to be rated, and a higher rating means an easier time of getting people in the future.



The final thing that I would be remiss to not mention is the soundtrack.  Honestly when I think of Bungie I always thing of how wonderful their music and composition is.  Really they're one of the stand out companies for it (standing among CD Projekt RED and Bioware), and in Destiny 2 it shows.  The ambiance set is perfect, the highs are accentuated excellently, the lows are disheartening, and everything in between is executed to a T.  I have yet to look it up, but if there is a soundtrack, and I can get my hands on it I'm going to because I can honestly see myself at the gym working out with this music on in the background, it's THAT FUCKING GOOD.

Overall, while the game does have a few flaws, they are largely out spoken by the sheer amount of content to do, the improved drops and loot system, and the expanded and ease of access of lore in game.  Destiny 2 has some large quality of life improvements, genuine and unforced humor, and a fresh new take on the Destiny name.  I'm excited to see where Destiny 2 goes down the road with it's DLC, and I hope you are too.  Destiny 2 gets 9 completely incorrect names for Ghaul, out of 10.

Rantology: The new Wolfenstein 2: The New Colossus Trailer has 0 chill and it's beautiful

So yesterday Bethesda released a new new gameplay trailer for Wolfenstein 2: The New Colossus, and it is absolutely beautiful.  It's full of Nazi killing, Fascist fighting, and Liberation fueled ass kicking.  Seriously it's almost as if Bethesda you know, paid attention to all of the press after their E3 reveal and were just like "Fuck it, might as well".  Anyrate, check out the new trailer bellow:



Wolfenstein 2: The New Colossus releases October 27th, 2017 on Playstation 4, Xbox One, and PC via Steam.  Be sure to keep your eyes out as I'll be reviewing the game here shortly after launch.

Friday, September 8, 2017

Rantology: Framerates

It is with more and more frequency that we see the gap between PC and console becoming closer and closer, whether that be in commonly shared games, hardware, or even capabilities (like streaming off on consoles).  Naturally that conversation always rears it's ugly head back to performance (instead of more valuable conversations like the costs of digital delivery, Steam vs PS/MS storefronts, and a discussion on cross platform play), and one of those primary components is framerates and how they affect gameplay and can make the game seem like it an overall better experience.  As a software engineer this is something I know a thing or two about, so I figured what a better way than to turn a heated debate into a passionate conversation.



So, the first thing that I feel needs to be addressed when having conversations like these is the idea that a higher frame rate means a more polished game, and while on the surface this can seem true, however when you get down to it that's not the case.  So what exactly does frame rates mean?  Well to put it simply it's the number of times a screen will refresh in a certain period, most commonly we look at it in terms of frames per second, or fps, another term for this is a Hertz, Hz, so something that has a rate of 1 fps (1 Hz) is redrawing it's screen once every second, now this doesn't necessarily mean that it is changing what is on the screen, just that is how fast the screen does a refresh.  This is a restriction by the hardware, but most modern TV's will have a minimum of 60 Hz, with a large portion going up to 120 Hz or 240 Hz.

So if thats what a Hz is, how does this affect framerates and our gameplay?  Well simply put when a game runs at 30 fps it is capable of rerendering that display once every 1/30 of a second.  This doesn't necessarily mean that the screen will change though, and even in some PC games that rate will fluctuate while you play based on background processes, which actually is an issue because it leads to tearing and creates an effect of removing immersion in the game and due to rapid change in framerate.  Ever play League of Legends and experience a perceived lag spike?  That's exactly what I'm talking about. On the opposite side of it the higher the framerate the smoother the animations look, the better the experience you're likely to have.



All of this sounds really simple so far, and it's pretty easy to see that framerates are one of the most noticeable aspects of your game, well what if you have an effectively unlimited framerate, but other parts of your game are causing you to experience slowdowns and issues?  Say, for example, you're playing a very intensive RTS and you're in command of massive WWII sized armies on a battlefield. Well this kind of game will undoubtedly be very processor intensive, but the graphics engine you're using allows you to run at 60 fps consistently.  This is a pretty good thing, but because you need to do so many calculations on this game at one point in time because this game is hyper accurate and bases shots and damage on the individual and not on the squad/unit every time a bullet collision happens it needs to check to see if the wound caused was fatal or not.  This is going to cause a large slowdown because now you're running very processor intensive operations every game cycle, and these calculations may not by the time you need to redraw, well even in an optimal setting of only being able to redraw every other cycle now you've cut your framerate in half and are effectively running at 45 fps at 90 Hz refresh.

So while you may be able to handle that sweet 90 fps, you're now effectively playing at 45 fps, which is a noticeable drop in how smooth your game runs.  This is actually a pretty generous example of a scenario like this as some more intensive games like Sins of a Solar Empire can slow down to around 15 fps during max processing.  How can we combat this and still achieve a maximum amount of smoothness?  Well the easiest way is to drop your refresh rate to run at a lower Hz, this will give you a higher effective framerate, while optimizing how smooth you can operate.  Lets use the above example.  Say our calculations actually take 1/50 of a second to run and prepare the screen, well if we drop our refresh rate to 50 Hz we can actually increase or frame rate to 50 fps, up from our formerly noticed metric of 45 fps.  So in this case while I can advertise my game at running at 90 fps, in practice, running at 50 fps will give the player a better experience.

Some of your better developers will actually account for this and adjust the framerate and optimize it based on calculations, League of Legends attempts this as do most other MMO's, but a lot of those are based on network traffic, which is a conversation for another time, though that does play into your framerate when you need to redraw the screen.  Ideally though, in ur perfect environment, we're working offline, as these are the games that tend to get the most flak for setting a "low ball" of 30 fps. While many arguments on both sides can be made about capping framerates on consoles and pc, and just about everything around the subject, the base of it is all the same, the fact that when you're dealing with a difference in systems and computing power it will all affect your framerate output to your user.



So how can we change this and better use our resources to optimize our framerates?  Well the easiest way is to better handle data.  More structured, and ideally organized data is faster and easier to process.  The idea is if we use a data structure that offers near constant access time to data the player cares about then the better we are using our resources.  Another way is to do what I call prioritized processing, or process data that the player will see first, and do "invisible" calculations afterwards.  I know that's confusing so let me explain.

The idea is if we know our player has a viewbox that is 60 degrees of a circle and can only see that we start with things happening in that view, and then the further something is from our view, the lower a priority it has to process thus allowing data to be updated in relative to how important it is for our view.  Let's use our example above.  Say we break our 90 Hz to 90 time units, in 1 unit I can process roughly 55% of our data, by the above optimization we run at 50 fps, of that 55%, 30% is our immediate view screen, and the other 25% is external data, well say we really want to squeeze out that extra 10 fps, so we need see how we can optimize our resources to achieve that.  Well we use this idea of easing out, or setting an ideal range away from the camera for data we deem important.  Let's say our ideal is half the screen at current view. Everything after that has the same priority of "doesn't need to happen now, but we shouldn't put it off forever".  So the idea is that every time unit, remember we reduced down to 60 fps, or 60 Hz we start off by checking our bounds, everything in that has a priority of 1, then every object moving outwards gets its priority modified as we move out, until we reach that easing line, and calculate its priority.  That is how we determine our movement calculations, seeing who takes damage, seeing what needs to animate, seeing what needs to disappear because it's been destroyed.  This way if, in that one time unit, we only get 80% of the way through our calculations before we need to clean and prepare for the next cycle, we slightly increase it's priority, and prepare for the next cycle.  This will allow us to hit that sweet sweet 60 fps by optimizing our available resources.



While framerates may not be the most important aspect of development, but they can look like it, and purely devoting resources to framerates isn't the only or ideal solution to improve this metric. They matter, but not as much as other things.  I hope this has been educational and you can go out and win some arguments you've been having with your friends.  Till next time.

Wednesday, August 23, 2017

Toukiden 2 Review



Toukiden 2
Developer: Omega Force, Koei Techmo Games
Publisher: Koei Techmo
Platform: Playstation 4 (reviewed), Playstation VITA, PC via Steam
U.S. Release Date: March 21, 2017

So, way back in the beginning of the year I had every intention to do a review of Toukiden Kiwami in some sort of desperate hope to get people excited and pick up Toukiden 2, however my mistake was trying to review a game that was a minimum of a 60 hour commitment, and while that 60 hour commitment was a very worthwhile commitment, it was still a 60 hour commitment.  And while I feel that you should play Toukiden Kiwami, especially if you enjoy the Monster Hunter games, I sadly won't be reviewing that.  Toukien 2 on the other hand, is something I am going to discuss.



The thing I feel that I must clarify, especially when discussing games made by Omega Force, is that I love Dynasty Warriors.  Yes, they're repetitive, yes they campy, but so?  They're fun and they're a good way to unwind and drone after a long day or on a weekend where you feel lazy.  Granted Toukiden 2 isn't much different, however it does take the giant monster killing formula made popular by the Monster Hunter games and adds Omega Forces fast paced combat on top of it, which I feel only adds to the genre in a positive way. While Capcoms slower more methodical approach does have its place, and is very well done in Monster Hunter, Toukiden 2's fast paced platformer-esque craziness is more than welcome because not only is the player quick to respond, but the monsters (or Oni in Toukiden's case) are too.

The game takes place in what I'm guessing to be 19th century Japan, the reason I say this is because an exact date is never given, and due to some story elements makes it difficult to determine exactly, where Oni hunt and attack humans, previously an organization known as "Slayers" hunted them silently from the shadows and protected humanity in secret, however now the Oni have revealed themselves and the Slayers are now out of hiding to protect humanity from their reign of chaos.  You start the game as an elite Slayer who is present and defending an human city during the time known as "The Awakening" when a massive surge of Oni appear to launch an all out attack on humanity.  During the invasion you are sent 10 years forward in time and appear in a small place known as Mahoroba Village where this story takes place.  You must unravel the mysteries around what happened and why you were transported forward in time.  That's all your getting because more would be pretty major spoilers.  Though if you're worried about not having played the first one, while I do highly recommend it, it's not necessary for the story of the game.

For those who are not familiar with these genres of games the idea is that you, the much smaller and more fragile human, and your companions, take the fight to the much larger and more hardy monsters in an effort to beat their pants off and rob them of their bodies to beat even bigger and nastier monters, or all their family, you know, kill the kids with dads head.  Toukiden 2 takes the twist on the game that you're hunting demons and to loot said nasties you must purify their bodies to harvest their resources.  While that seems like a fairly straight forward premise the game throws some curveballs your way in character builds, armor sets, elements and resistances, weapon types, mitama, and the new demon hand. For those who do not know mitama are ancient spirits the player gathers to help them fight the demons, they are sorted into types and have skills based on their type and each has a set of support skills to.  In the first game these were exclusively slotted into weapons, but now in Toukiden 2 you can insert one into your demon hand to gain an additional CD boost, and one into your armor that will grant you a defensive CD.  What is the demon hand you say?  I'm glad you asked.



One of the new additions in Toukiden 2 is the demon hand, in other words its a magical wrist mounted green extendy hand (think those gel slappers) that you can use to close the gap on demons, or tear off body parts.  Its tearing function takes the place of the Unity Gague from the first one and is now an individual gauge based off the players contribution to teamwork.  Once the gauge is full, just activate it and rip them parts off, this is also the easiest way to fully remove a body part and prevent miasma regeneration, and you get bonus loot for it as well.  And if all that wasn't enough the demon hand allows all players to get a height advantage and take combat into the air when a player launches themselves at an Oni.  Overall its a significant improvement in gameplay and a welcome addition.

The game has improved upon itself offering 15 new montsers, mini bosses, hundreds of new armor pieces and weapons, 2 new weapons the whip blade and sword and shield, and that's just the tip of the iceberg.  New vanity items, and open world feel with no loading screens, no more map transitions, and the ability to fast travel from select areas is very nice as well.  Plus you can change equipment without needing to go back to town if you go to one of your bases established in the outworld.  Additionally I would be remiss if I did not mention the fluid quest system, though at times it is difficult to manage and identify where to go.  The game also flaunts a miasma gague that you need to keep an eye on or your character will end up in some serious trouble in the otherworld due to overexposure to the poisonous substance.



Now if all of this does sound interesting to you, but you're still not sold on it, Playstation players can play the multiplayer for free via the Toukiden 2 Free Alliances version of the game, and the best part is if you upgrade to a full copy your saved data will transfer with it so you won't loose progress, which gives an appealing way to get friends into the game as well.

While normally I wouldn't recommend Koei Techmo games to those who haven't played them and don't enjoy good mindless platformers, the depth of monster fighting tactics and plethora of options makes this a must buy for anyone who is a fan of the genre.  With all that being said Toukiden 2 gets 8 Slayers, out of 10.

Wednesday, August 16, 2017

Destiny 2 Beta

*Full disclosure, I played and wrote this the day after the Beta but never got around to posting it for whatever reason.  So with that kept in mind I still wanted to share my thoughts on how I saw it and what is coming this September.*

So, I've made it no secret, for those who know me, that I play Destiny on a somewhat religious basis.  As in, I play it every week and have cleared most of the content and am probably floating around a 95% completion of the game.  So naturally I logged on this week to the PS4 preload exclusive of the Destiny 2 Beta.  And really all I can say is that I'm honestly amazed so far, and not in a bad way.



The Beta offered up 5 things in total, two of them were timed/limited access, the rest are open access for the duration of it.  We got exactly what was shown at E3, 2 multiplayer modes and a strike on open access, the first story mission "Homecoming" on limited access, and a new social space dubbed "The Farm" on a timed trial for an hour on Sunday.  While the content wasn't quite up to what I would have liked (I sincerely wanted a small patrol area to get a real feel for the size of the game, though the strike did do a good job of this), it was still valuable content.  The strike, The Inverted Spire, centered around the Red Legions attempts to retrieve Vex weapons technology from one of their minds hidden beneath the ground on Nessus.  A rather long strike that starts in what I'm assuming is a patrol area, and it was rather smart of Bungie to not give us access to sparrows during this or I would have never actually finished it, though I did encounter some pikes and was able to explore a bit.  The strike shows off how massive Destiny 2 really seems to be, at least if this strike is anything similar to others that we currently see in Destiny right now.

The walk/descent to your destination is quite significant and shouldn't be taken lightly as you needed to traverse literal giant drills to get where you're going.  Another thing that really spoke to how committed Bungie is to Destinys long term viability is how alive this time around feels.  When we loaded in I experienced a couple of different things at different times, from the previously mentioned pikes, to battles between Fallen and Cabal, or Fallen and Vex, and even Vex and Cabal occurring at different places.  The only ways out of the landing zones that I checked were blocked off by walls to prevent players from going to far (or so I'm guessing), but I still had my thirst for curiosity quenched.



Crucible was another matter completely.  While I like the idea of 4v4, I do wish that 6v6 could still remain a thing or even get bumped to 8v8.  Crucible in the Beta was offered in two modes on two different maps (I can't remember their names but nothing really striking stands out about them, they are fun though).  Casual was control, while competitive was the new game mode Countdown.  Countdown was really interesting and reminded me A LOT of Call of Duty, but more hectic and more decisive, especially for the attacking team.  I can really see it being the new norm in Trials, dubbed Trials of the Nine in Destiny 2.  While fun, I did find myself having a lot more fun during the strike.

Finally the last large thing offered was a new social space known as The Farm.  A genuinely open space, with lots of little things to explore and fun to be had, it was nice trying to guess who would be where.  There is a small soccer field in which players can play a rocket league esque game to 3.  The Vanguard have a barn, and Tess Everress has a weird tent thing.  Oh and a holographic engram which was cool.  There was also what appeared to be a new type of sparrow like vehicle, which would be kinda cool just to open up options for travel.



Overall the beta was very well done and definitely has me excite for what's to come.  I hope that it is not a standalone sample because what I saw has true promise.

Thursday, March 2, 2017

Dragon Age Inquisition Review

Okay, so I'm REALLY late to the party on this one, considering the game came out in 2014, but I finally got a copy again and snagged the DLC as well, so I feel ready to review this.  Plus, as I said earlier it won't always be new games that I review right away (though I am hoping to be able to get out a Horizon: Zero Dawn vs Zelda Breath of the Wild review next week, so fingers crossed on that one).  One of the big things to know about me is I am a HUGE Bioware fan.  I LOVE Mass Effect, KOTOR, and Dragon Age.  These games are often filled with charming characters, deep stories and universes, and side quests that are sometimes more interesting than the main quest line (which despite what others might say is never a bad thing if you can be drawn into a game and actually enjoy all of its content).  So when Dragon Age Inquisition came out I was undoubtedly excited.



Being completely honest I didn't particularly enjoy the game at first, it was such a huge offset of the first two games that I had a hard time getting into it.  I begrudgingly forced my way through around 20 hours of it before eventually letting it fall by the wayside while I was playing other games and keeping myself busy with other hobbies.  Then in August of 2015 some part of me got the itch to pick the game up again and continue my righteous march to save Thedas once more.

Now, I'm not going to attach my usual spoiler warning tags to this one because I'm not even going to attempt to try and summarize the monster that was my 150 hour campaign play through into a plot summary outside this (all of this happens at literally the begining of the game btw):  After everything in the first two games, the war between the mages and templars comes to a pinnacle and the Chantry has to step in and call a Conclave to begin negotiations to end hostilities at The Temple of Sacred Ashes.  Divine Victoria is killed when an explosion occurs that your character is the only survivor of granting you a mark on your hand allowing you to control and affect the veil (a magical barrier between the physical and dream world).  You must reestablish the Inquisition to find out who is behind this attack and the massive fade rift that now looms over The Temple of Sacred Ashes.  That's it.  That's all your getting.  Everything else story wise you're on your own for.



One of the things that really stands out to me, and has historically stood out to me is the quality of music that Dragon Age games have, and Inquisition not only lives up to its predecessors, but makes them seem like they were just a child playing on a keyboard.  Seriously, everything fits the game, and while some of it may seem off at first, once you start to get more into an area it really builds upon the ambiance of it.  And its not just the music, but even the sounds have a way of making this game come alive.  One of the things you can do is click the right thumb stick you can scan for nearby items and the sound it makes when found just gives you a good feeling.

The other big part I'd like to hit here is Bioware and their near consistent attention to character details in the game.  This is one of their strongest aspects, and inquisition really shows it.  Not only do you get to interact with series staples like Leliana, but you get introduced to new characters like Iron Bull and Dorian (who make the most adorable couple btw).  Now, I personally wont say I enjoyed every character, but that doesn't mean they aren't all charming in their own ways, and their loyalty missions will leave you wanting more, much more (looking at you Iron Bull).  I'm also hoping that they will make a comeback in the next entry just because some of them I feel would fit well into the setting.



And of course it wouldn't be a Dragon Age game without customization and  replay ability built into its core.  From the 3 base classes, to the 9 specializations you can play the game multiple times and never have the same experience, and what adds even more to it is that you can take an already established character and switch their fighting style mid game to make them more adaptable to whatever the situation is at hand, for example I did this with my inquisitor (who was a rogue) because my in-your-face dagger style wasn't cutting it so I went to a bow build and started making my enemies regret every adult decision they ever made (and trust me, they had much to confess).  Other fun builds are the Knight Enchanter mage build, and pretty much anything that is also an Alchemist Rogue.

Finally, the last big thing here is the multiplayer.  Bioware took a page out of Mass Effect 3's book for this one, took an already great base formula and somehow made it better.  It's harder forsure, but the nice thing too is that difficulty is nothing that can't be overcome with just a bit of teamwork.  Pretty much the multiplayer takes place in a randomly generated dungeon with 5 different "zones", each offering a different challenge.  Different enemy factions, and random bonus rooms help to mix things up.  Yet again you are limited to healing items like in Mass Effect, but the progression based system really makes it feel like you are actually accomplishing a mission, rather than deploying to a hot spot, and running after collecting some data.  Overall it's very well done and something I hope than Andromeda can play on in the next few weeks when it launches.



Overall if you like the Dragon Age series so far you're going to love Inquisition, and while it isn't a perfect game, it is one that I feel does a good job at offering a lot of content for not a whole lot of price (maybe $40 for the game of the year edition with all DLC).  It does mix things up a bit, and doesn't seem like a Dragon Age game at fist, but after the first couple of hours you get pulled right back in again.  That is why I'm giving Dragon Age Inquisition eight and a half High Dragons, out of ten.

Wednesday, February 1, 2017

Rantology: That Kotaku GameStop Article

Okay. sooooooo yea, journalism, not just mainstream but games as well, has a really nasty habit of not doing their research and sensationalizing things.  Specifically I'm talking about a recently published article on Kotaku about GameStop's Circle of Life.  What I want to do here is discuss a few critical things in this article, and bring to light a few facts that were conveniently left out, or not communicated.  First though, I make transparency in what I do a point of personal pride, so with that in mind I'm going to be transparent, and as I've stated before, I am employed by GameStop on a part time basis.  I'm not a manger, I'm not in charge of a store, or a district, simply a Game Adviser.  Now along with that, there is a document I signed called the "Social Media Posting Guidelines" that more or less state that I cannot post about upcoming promotions, company "secrets", inventory, and other things of that ilk.  I'm probably going to be going against that, but the truth is way more important in this issue than that piece of shit corporate sellout document in this case.

Okay, I'm going to leave images out of this as much as I can, since this is kind of a brass tax issue.  I'm also going to quote the Kotaku article directly and offer my insights and personal experience about this.  So if this isn't that funny, I apologize, but I feel this is one of the few times I need to be somewhat serious and address an issue head on.

The article starts off like this: "They may simply be lying to you, fueled by a new program that discourages GameStop salespeople from selling unopened copies of video games.
The program, called “Circle of Life,” gives each GameStop store different percentage quotas for 1) pre-orders; 2) reward card subscriptions; 3) used game sales; and 4) game trade-ins."  The fact is that is simply not true.  Circle of Life is a sales technique that has been used by GameStop for years.  The idea is that the PRO card is the center of it all and drives everything else, it further goes on to say when you buy a new game you want to pre-order it to make sure you have a guaranteed copy you can get when it releases, then when your done playing that game you are welcome to trade it back to us and apply the money you get towards another game, if it's preowned all the better for us, and we encourage you to keep pre-ordering games to keep you coming back.  More or less trades drive value, which drives sales.  It's not a new sales program, and neither are the metrics behind it.  They're just now what we're focusing our numbers on.

"Each of these quotas is based on the store’s total transactions. Pre-orders and reward cards subscriptions are based on the number of transactions, while used game sales and trade-ins are based on the total dollar value of transactions. If a store’s quota for used game sales is 30%, and the store sells $1,000 worth of merchandise, GameStop expects at least $300 of that merchandise to be pre-owned."  Wrong.  This isn't true at all either.  In fact it's so untrue it could be called an Alternative Fact.  These numbers are derived from qualifying sales.  If an item CAN be sold as preowned, then it will ping the numbers, but if its a t-shirt, yea that's not happening.  Same with the PRO card.  If you have a PRO card attached to an order already it wont hurt your PRO numbers, same if the card would offer no value to the transaction.  I've done the numbers, looked at the statistics, and personally performed the experiments on all of this.

"In other words, according to salespeople speaking to Kotaku and elsewhere on the internet, GameStop is incentivizing employees to stop people from buying new games and hardware. " Again, this is simply not true, we're not incentivized to do shit.  We don't see extra money, we don't see less.  Yea, they'd like for us to hit these goals, and it makes us look A LOT better if we do, but as far as I've been made aware there has been absolutely no communication from leadership saying we need to stop selling new product.  What this is, however, is a case of shitty employees and managers seeing this, trying to get their numbers up, and telling people this.  If you trust your local store then continue to go there and utilize them as a resource, but I can assure you, the "official policy" isn't to lie to customers.

"“We are telling people we don’t have new systems in stock so we won’t take a $300 or $400 dollar hit on our pre-owned numbers,” one GameStop employee told me in an e-mail, requesting anonymity because he was not authorized to speak to press. “This is company wide and in discussions with my peers it is a common practice. We also tell customers we don’t have copies of new games in stock when they are on sale—for example, Watch Dogs 2 is currently $29.99 new and $54.99 pre-owned. We just tell them we don’t have the new one in stock and shuffle them out the door.”"  Again, see above.  This is an example of one shitty person in the GameStop hierarchy making it shitty for everyone else, not the company as a whole.

"GameStop staff have told me that corporate managers are monitoring both stores and individual employees, asking everyone to get a COL score of at least 75% by hitting at least three of their four quotas. If a store is hitting their COL targets but one salesperson is not, that salesperson may face punishment or even lose their job, according to company employees." While some of this is true, the fact remains that its not in the official policy that we can be fired over this.  If it was, we would have signed a form to acknowledge the policy changes as is federally mandated by US law.

Really the take away here is that the people who were talking to Kotaku either made a lot of this up, are really shitty people, or have really shitty people directly above them.  Yes the CoL is a thing, no it doesn't mean we're out to get you.  Yes PRO and preowned make up a HUGE portion of our profits, no that doesn't mean everyone is going to try and push you on all of it and make you do the 20 questions dance.  Yes its important for us to hit our goals, but its no more important than you and your job, and even if we do face punishment up to including termination we still have a right to fight back and ask why.  This is all just another one of those desperate stupid post holiday policy changes every store does to make its final quarter look a little better than it actually is and end on a high note.  Why is it so aggressive then?  Well 2016 sucked, and surprisingly enough it sucked for games too.  not much major came out and even the yearly heavy hitters didn't do well, but 2017 is looking to change that.

I could go into this more and talk about how we used to push the warranties and season passes super hard and were judged off them as well, but I'm not, I've said my piece.  I hope you found this insightful and somewhat useful in trying to get a better grasp of this situation.

Monday, January 23, 2017

Danganronpa 1 and 2 Review

So I've been lazy, and not just normal lazy, I'm talking full on fuck lazy.  Full on not doing shit when I'm at home besides playing with my animals and sitting my butt in front of the TV trying to recover from the holiday season. But I didn't do it all for naught, you see while I was lazy I was also looking up and doing some research to find out what all is coming out in the next few months, and well it would appear that one of my favorite game series on the Vita is finally getting a PS4 port.  That series being Danganronpa of course.  "But its an old series, why are you reviewing it?"  Well for starters, fuck you, we covered that in the original post, I'll review whatever the hell I feel like, and second the port comes out this month  oops, spoke too soon there, it turns out it actually comes out in March of this year, and I know a lot of people who got PS4s recently and they might be enticed to play it.




Seeing as this is a visual novel I'm not going to be posting any major spoilers, and the majority of the story components in this review happen in the first 30 minutes of the game and can be obviously gathered from both the box art and the paragraph about the game in the Playstation store so I'm not going to use my standard spoiler warning tags, BUT, if you want to go into this game 100% blind and not even knowing the basic premise of the game stop reading here with this brief "review": it's good  It's fucking good.  It's like having sex with an angel and a demon at the same time good.  Seriously this game will make you love, laugh, and cry.  Seriously if you like visual novels or good mysteries take some time and play this game, it's only going to be $40 for 2 games so its SUPER worth it.

Now that that's over with, on with the review!!

Since this is technically 2 games in one, and they both play very similarly with minor differences I'll cover the first, then the changes in the second one as far as game play, music, extras, and anything else that comes into mind.  I'll also go over their settings in a one-then-the-other fashion so as not to confuse people...too much.  Now, with that said, on with the show.



Danganronpa starts off with a description of the setting of the game: Hope's Peak Academy, a premier school where the best of the best are educated and groomed to lead Japan into the future.  These students are the very best at what they do, so much to the point of being called Ultimates.  You play as Makoto Naegi, the Ultimate Lucky Student, who won a national raffle of all high school students in Japan to be lucky enough to enroll in Hope's Peak Academy.  However, after arriving at your new school you black out to awaken alone in a classroom, but soon head to the entrance to discover the other students you are in school with (I'm not going to go through all of their names because that's just a lot of unnecessary typing on my part, but if you want to know I'd refer you to go here but be warned it does contain spoilers).  Upon meeting your fellow students you discover you are trapped in the school and summoned to the Gymnasium where you meet the nefarious Monokuma who reveals that the only way out is to murder one of your fellow students and get away with it.  But that's just the start of the fun as you unravel the events and reasons you and your fellow students are trapped in the school, and to what end this horrific"Killing School Life" serves.

Danganronpa 2 starts off very similarly to Danganronpa, but this time you play as Hajime Hinata, the Ultimate ????.  Instead of being trapped in a school though, you and your classmates are on a majestic island resort called Jaberwock Island for a field trip supervised by the kind hearted Usami.  You and your classmates must gather the hope fragments, which you obtain by discovering the personalities and pasts for your fellow students, to bring them into a bright and wonderful future together, that is until Monokuma comes to spoil all the fun!  Monokuma reveals that he has taken control of Jaberwock Island and set his Monobeasts (colossal robotic monstrosities) to  guard parts of the island he doesn't want you to go to, and forces Usami, now known as Monomi, to obey his bidding by breaking her magic stick that gave her control of the islands faculties.  During the course of this "Killing Island Life" you'll discover what happened to the island, why your there in the first place, and why Monokuma is interfering all over again.



One of the things that really stands out about these games for me is the music, and how well done and polished it is.  Not only are the sound tracks fun, but they are perfect at setting the right tone in the right places, like when you make a big discovery about the setting, or you find a body, or are in the middle of a class trial.  The music is absolutely amazing.  The other noticeable thing with the music is that between the first and second game the music is almost the same, however they "remix" it to fit the tropical theme of the game, and they also tell you what song is currently playing.

Something else that sets this series apart is the gameplay, while traditional VN's just have you interact via dialogue and choices therein, Danganronpa actually has you explore your environment to interact with characters and discover clues and items hidden throughout the world.  Then once a murder happens you are given time to investigate, you initiate a more traditional VN style of gameplay in the form of a class trial, or when you try to discover who the killer was.  There are minigames and times when you will need to use your gathered clues to break counter arguments, present information, or find key words that help with making a solid case.  Overall its a very unique experience that makes the game feel more alive because of it.  Other great things are the the exploration is done in first person, and while traveling around Jaberwock Island in the second game you see your character in 3rd person, and while a fast travel option is available, I often found myself walking anyways because of much I enjoyed it.



The character design and art style is a bit different at first, but it will quickly grow on you throughout the series and the sprite for the characters can be quite funny as well.  I personally found them at first to be off putting, but quickly fell in love with all the little details placed in them to further enhance their characters.  Also every character has a full body concept that shows them with items that relate to their Ultimate ability in some fashion.

There is a lot of other parts of this series too, which while they're not necessary, they do help to flesh out and explore the universe a lot more.  The first game has been redone in both manga and anime form, and while this misses a lot of subplot and character development, they do serve as a decent means to enjoy the series without committing to a 30 hour gameplay, even though I highly encourage it.  Additionally a 3rd game, Danganronpa: Ultra Despair Girls,  does exist to help explain events that are occurring outside of the school as well (saying more would lead to pretty big spoilers, but trust me, it's interesting).  Then as recently as last summer two concurrent animations, Danganronpa 3: The End of Hope's Peak High School Future Arc  and Despair Arc, aired to explain the events that happen after the second game and before the first game respectively, though both of these contain MAJOR spoilers so I would avoid both of them till you have finished both games.  And finally this year saw the release of the 3rd entry in the main series, Danganronpa V3: Killing Harmony.  Overall if you find the first two games enjoyable please by all means check out the rest of the series as it does tie together everything nicely.

As I stated earlier I love these games, they're amazing and really set you in a mood of wanting more and coming back to enjoy another play through.  Are they perfect? No, but they're about as damn close as you can get, and it is for this reason I give Danganronpa 1 and 2 Reload 9.5 giggling bears, out of 10.

Tuesday, January 3, 2017

The Division Review

The Division, like many things in life, is an acquired taste, and not something that is meant for the masses.  With a sometimes difficult to understand and convoluted storyline, and glitchy gameplay it is no wonder that the game hasn't exactly received the welcoming reviews that Ubisoft was hoping for in March when the game launched, and believe me, I was there on the front lines.  I picked the game up on day one and was still somewhat unemployed when it launched.  To be honest, while I did enjoy the game, I found it frustrating the say the least.  Leveling was fun, even if it wasn't the most expedited of experiences, though I do have to give the game credit as it offered plenty of side quests to do between major story related missions, many of which revealed the events of the outbreak of "Green Poison" or "Dollar Flu", which is the disease that causes widespread chaos in New York City.



Since The Division is a game that is primarily focused on online play, and since I recently have replayed through the main storyline and have been taking a second look at end game content I will be doing a then vs now review of the game.  This should help people decide if getting into the game roughly 8 months after release is worth it at all.

Now, I'm no stranger to online based shooters, hell I play Destiny on a somewhat consistent basis, and even stuck with it through some of its darker days where people decided to bitch and moan about some of the more "unfair" concepts that they just didn't understand, like loot tables, or RNG, or poor matchmaking (though to be fair a lot of this still happens, and I still write the majority of them off as entitled fuck-wits whose parents never told them no as a child).  So The Division is a game that is right up my alley, and oh boy, what a way to throw a game at me.

******************************SPOILER WARNING *********************************

The Division takes place in a shattered derelict shell of Manhattan after an outbreak of a man-made variation of Smallpox released on Black Friday refereed to in game as "The Dollar Flu" or "Green Poison", society has effectively run down and gangs, glued together militant groups, and a for-hire militia have taken charge of the city.  You play as a member of the Strategic Homeland Division (S.H.D.) sent in during the "second wave", or after the first group of agents failed to get the situation under control.  What is the S.H.D.?  Short version is they're government sleeper agents living among the populace who, once activated, more or less have operational control and independence to do whatthefuckever they like.  Needless to say this power is abused by some.



The game starts you off on the opposite side of the Hudson River from Manhattan where you are tasked with gaining control of the local rioters to allow the Joint Task Force (J.T.F.) to sweep in and hold the neighborhood and the attached helicopter pad.  After cleaning up the Neighborhood and local police station you meet up with fellow Division Agent Faye Lau and the rest of the second wave and take a ride over to Manhattan, but your Osprey Gunship transport is hit with a Javelin missle during takeoff killing everyone except Faye and yourself.  Faye is pretty fucked up, but you get out with minor injuries and meetup at and reclaim the James A. Farley Post Office.  Once secured you set about the city completing objectives and recruiting allies to discover not only the events of Black Friday and the cause and source of the virus, but also the events that transpired to cause the second wave of agents needing to be sent into New York. 

Using your connections you enlist the aid of Dr. Jessica Kandel who stayed behind to work on a cure to the virus.  Dr. Kandel enlists your aid to track down the orchestrator of the virus, a biologist by the name of Gordon Amherst, and obtain his research notes to discover why he did what he did.  Captain Roy Benitez is the second to join your cause, after rescuing him from a group of rioters attempting to mount an escape via the collapsed Lincoln Tunnel he sets you to work to shut down the various militia groups around the city, most notably "The Cleaners" led by Joe Ferro, a group of public works employees who stayed behind to burn out the virus using napalm, "The Rikers" led by Larae Barrett, escaped inmates from Rikers Island who have taken to lawless streets of Manhattan to fuel their revenge against a system that left them to die when the virus broke out, and "The Last Man Battalion" led by Charles Bliss, a paramilitary group hired by Wall Street executives to protect their financial assets that went rogue after being abandoned by their employers they now set out to create a new world order in the midst of the chaos.  The final member of the band is a former member of the LMB known as Paul Rhodes.  Rhodes, an engineer and general conspiracy theorist, is in charge of restoring critical infrastructure (power, water, gas, communications, etc...) to the good citizens of New York, and while he is working with the JTF, he doesn't exactly like the idea of it.


Over the course of the game you discover that Amherst wasn't alone, an internationally acclaimed virologist Vitraly Tchernenko was in contact with Amherst helping to answer questions about how to "theoretically" breed the prefect virus and what the ideal situation would look like.  Before this, during an investigation into a first wave Division agent transponder Rhodes discovered you discover that a select few members of the First Wave went rogue, lead by Aaron Keener (aka "Vanguard") who discovered Amherst work and decided he was right to let society fall and that humanity needs a culling of the population in order to maintain order and save the planet.  Working with the LMB they get to Tchernenko first to discover where Amherst manufactured the first.  Minutes after discovery Keener and other rogue first wave agents leave the United Nations building and use the now disgraced LMB as a decoy to get to Amherst gene printer and take it to an undisclosed place in "The Dark Zone" and continue to prefect Amherst work and release the virus around the globe.

*********************************END SPOILERS**********************************

Most of the setting of the game outside of the story is obtained via collectibles that are scattered throughout the map that will give you insight into what happened to the first wave agents and other citizens of Manhattan.  These collectibles are locked behind clearing all the missions out of different neighborhoods, unless you search for them the hard way.  Completing these side missions will reward XP and currency and either base resources to upgrade your base of operations to unlock new skills, perks, and passives, or gear and equipment blueprints used in crafting.  Each wing of your base has a different resource: Medical, Tech, and Security, and corresponds to a different skill tree, leveling all of them is important, but which one you select first is crucial early game as it could lead to a higher chance of survival in more difficult missions.

The game does offer a decent matchmaking system that is hop in and hop out that you can start from the world map, a mission location, or even from a terminal at your base of operations.  The game is good about allowing freedom of movement between party members in case one person doesn't have a mission unlocked or needs to fast travel to assist another one for a mission or encounter.  


As far as end game content there are 2 pieces given at launch called "The Dark Zone" or and endgame PvPvE area in which agents can form groups to hunt down NPCs or other players for high quality loot that must then be extracted so it can be purged of viral disease as The Dark Zone is the place that was hit hardest with the virus.  Players are also notified when other players go "Rogue", or when they agrees another player" so there is some risk in starting combat with other players and you aren't able to just sit there an kill people unnoticed.  Finally when you extract your spoils from The Dark Zone you signal a helicopter to come and get them out for you, well at launch once you attached your gear you could leave and were still guaranteed you could get loot so a lot of solo players would rush in, attach their loot, and rush out seeing as they couldn't handle the mobs that would inevitably come in to investigate the agents flare.  This has been changed and you are now able to "cut off" other players loot from the extraction helicopter, so you must stay and protect it from the NPCs and the other nearby players who are notified of the extraction happening.  The second piece is called "Incursions" which are basically high end missions that have some special mechanics, but most extremely tough enemies in high numbers.


Now, to the new stuff that has been released since the game came out, we get it in 2 major content updates, the first is called "Underground", and the second is called ":Survival".

Underground is a Diablo-esque random dungeon generation match-made multiplayer mode for The Division, and one of my favorite updates so far.  You are tasked with exploring the underbelly of New York to weed out the remnants of the different factions that threaten the city.  The dungeons are fun and rewarding and allow you to add modifiers to make them longer, add difficulty modifiers such as only being able to use one skill at a time, or slowly losing health through the duration of the mission.  Overall I thoroughly enjoy the challenge and cooperative elements they bring to the table.


Survival is a match-made multiplayer scenario in which the agent learns of a vaccine to the virus being located in The Dark Zone with an impending snow storm on the way you gear up to retrieve the vials and bring them back, but you must race against the clock as you become infected with the disease when your helicopter crashes and you are stuck in Manhattan and must fight and gather your way to the vials.  Other players are present in the map, a total of 24 participate in a match, and you must compete against them for loot as each loot box only opens up for a single player making resources limited.  You must craft and gather better gear, weapons, and even skills in order to survive against the mobs that wander the area.  After reaching The Dark Zone and gathering the vials you are set to extract and must fight off special Division agent killers known as Hunters who use Division tech against you.  This mode can be played in both PvE and PvP modes, with PvP offering higher rewards (which is the right way to do it imho, not gimp a PvE player, but rewarding a PvP player).  While I really do enjoy this mode it has early scaling issues, and can be quite difficult if you don't know the map very well, though these issues will correct themselves once you get a better grasp on the map and manage to pull through roughly the first 15-20 minutes to start getting better weapons.  Oh I forgot to mention cosmetic items actually have an effect in this mode providing much needed warmth for your player.

With the updates to the base game I would be remiss if I said the game hasn't improved and gotten at least a bit more fun, and while I enjoyed the game from the start I enjoy it a fair bit more now that getting better gear isn't nearly as time consuming as it once was, nor is it nearly as daunting with all the new modes to offer brand new goodies around every corner.  While the game isn't perfect, I do recognize the changes and appreciate them for what they are.  Overall I give The Division 8.5 Sealed Chaches, out of 10.

I played Tom Clancy's The Division on Playstation 4 which I bought the Gold Edition of the game that has the season pass included.