Showing posts with label impressions. Show all posts
Showing posts with label impressions. Show all posts
Tuesday, March 18, 2014
My Time with Titanfall
So it's been about a week since Titanfall dropped but I still wanted to share some of my experience with the game here. I hope it can also serve as an opinion from someone not affiliated with any huge media sources.
I've been saying it for a while that Respawn did what Infinity Ward and Treyarch, could not. They took the first-person shooter genre and exciting online-play of games like Call of Duty and made it fun again. The game adds enough new features and uses the maps in very creative ways that allow play to flow so smoothly making the experience of playing Titanfall one of the best and unique online shooter experiences I've ever had. When I first sat down to play the game with my brothers, we traded the controller between matches without moving from the couch for at least seven hours. That's something we haven't done since the first Modern Warfare game and there are very few games, even now, that I could play for seven hours straight.
What makes Titanfall so engaging is the versatility the game offers you. The game takes place in the future and players take control of pilots on the battlefield equipped with what Respawn has termed, 'jump-kits.' These jump-kits allow players to traverse along walls, scale buildings and other structures and attack enemy titans from above. The wall-running mechanic works so well and you feel so cool while doing it. You can shoot and aim while wall-running which takes a little more refinement but wall-running works perfectly for reaching new vantage points, flanking and just getting around the map in general in an effective way. The maps are built for this mechanic and there was never a point where I thought, "damn, I wish there was a wall here." It's strange how easy the wall-running comes. In one map, the first time I played, I just started running and jumping and found myself running along the rooftops of buildings. It comes so naturally and the maps flow in a way that make it so simple and fun.
The maps are also designed large enough to fit the massive titans. Theoretically, there can be 12 titans on the map at a time if every player on each team has earned one but the most titans I recall in a game at one time was 8, still an impressive amount. Titans are earned by players racking up kills; each kill reduces the amount of time before your titan is ready. Playing in the titan is where Titanfall is really able to mix things up. Even as an opposing pilot, you need to think and be more cautious with the giant mechs out on the field. One thing to always keep in mind though is that pilots aren't as under-powered as you might think.
For instance, I jumped out of my titan at one point and took to the rooftops while my titan continued fighting another foe on the ground. While my titan engaged the enemy, I jumped from the roof onto the back of the titan and began blasting into the core dealing some heavy damage. This left the pilot in a bit of a predicament. Eventually my titan and myself would cause enough damage to 'doom' the enemy titan. This gives the pilot a certain amount of time to save his or herself and eject before their titan implodes. He could try to save his titan by getting out and trying to shoot me but my titan would make quick work of him. He could also stay in his titan and cause as much damage to my titan as possible before being finished off. You can usually depend on the titan's A.I. to do what you'd expect it to do as well and any kills it earns while you aren't in it count toward your score.
Engaging titan to titan is also a blast. Equipped with giant guns and rocket launchers, the battles can get really out of hand fast if you're not careful. One ability titans have to counter these deadly weapons is a shield that allows them to block all incoming fire and then launch it back at the enemy titan. It's pretty wild seeing all the bullets, rockets and whatever else accumulate mid-air and then send it back. You can also get in close and personal and start throwing punches. Engage a weakened titan in melee combat and you might perform an 'execution' which allows you to rip the enemy pilot from the cockpit and crush them. when your titan takes to much damage, it goes into a 'doomed' state which gives you a certain amount of time to eject from your cockpit, hundreds of feet into the air. One ability I loved to equip my titan with was the 'nuclear ejection.' Upon eject, your titan's nuclear core would obliterate anything in range making it a good tactic if you're ever swarmed by titans.
Customizable loadouts are available for both pilots and titans and offer a wide range of options. You can create the perfect pilot load-out for turning titans into scrap metal or take a stealthier approach with specific skills related to active camo. Customization feels more key when it comes to the titan however. You can chose from three models. The Atlas is the default model balanced in both armor and damage. It has good mobility and can hold its own in a fight while dealing a fair amount of damage. The Ogre on the other hand has the highest damage output and armor but lacks mobility. But if mobility is what you crave, you can chose the Stryder at the sacrifice of damage and armor. With a slew of weapons and perk-like upgrades you can make a titan perfect for many styles of play.
One of my only gripes with Titanfall is the lack of a single player campaign. The campaign is all played online. There are still cut-scenes, character and a story but all the gameplay is done online. It's interesting but I would have preferred the classic single player campaign, or at least a co-op type of deal. However, in campaign, you can play through as both factions offering different unlocks and story perspectives which is cool. I also realize that this genre appeals more to people that don't normally play a campaign and this may be Respawn's way of 'testing the waters.' This doesn't detract from the great experience that Titanfall offers. I definitely recommend playing Titanfall, especially if you're someone that hates Call of Duty. This is leagues ahead of Call of Duty and I expect it to really turn the tide when it comes to the CoD series. It's still early for Titanfall and the Xbox One but I don't doubt that it will eventually replace CoD and become the go-to shooter for fans of the genre.
Sunday, February 16, 2014
Review: Gone Home (Spoiler Free)
Gone Home is an indie first-person interactive adventure game developed and published by the Fullbright Company. In the game, players take control of Kaitlin Greenbriar, a young woman returning home from a long trip in Europe to find no trace of her parents or sister. The game relies on the exploration of players as they move about the house and collect clues.
Kaitlin's parents inherited the secluded mansion in which the game takes place from a recently deceased uncle and have been living in it for about a year when she returns home. The game does a great job of setting the mood; the game takes place at night during a violent storm and the house is alive with creaks and moans as you move about. It provokes a very unsettling feeling as you explore and dive into various notes, drawers and cabinets all while hearing footsteps and creaky floorboards just behind you. It's incredibly eerie and had my hairs standing on end quite a few times. Gone Home is also great looking visually. It does a fine job of crafting realistic looking environments and objects, all of which you can investigate up close and maneuver as you search for clues.
Gone home takes place in the year of 1995; a blast to the past when I was still playing Super Nintendo games and watching VHS tapes. In Gone Home, you'll find stacks of VHS recordings of the X-Files and audio cassette tapes, also reminiscent of my childhood. The focus of solving the mystery however lies in notes, letters, journal entries and newspaper clippings scattered throughout the house. Scavenging for these items and trying to determine what they mean is the core of the game.
The notes do a great job of getting players to know Kaitlin's family, almost to a point where you feel you know almost as much as Kaitlin herself. As you hover over certain clues, Kaitlin will occasionally make some kind of comment or remark. For instance, discovering a dirty magazine belonging to her father hidden under some books will prompt an "oh gosh, dad" on screen. As a player, I felt somewhat the same way and it was fun to see Kaitlin's realistic reactions to some of her discoveries. Digging through her father's books and VHS tape collection, you'll learn very fast that he's a sci-fi junkie. Going through the belongings of the mom and sister reveal characteristics as well but I'll leave that for you to discover.
There is no fighting in Gone Home nor is there any use for weapons or a flashlight. You have a map and will find keys to unlock certain locked doors in the house or combinations to unlock various compartments. You use the intricacies and details of the house to learn about members of the family and search for clues to learn of where they are. This was one of my only gripes about the game. I didn't need any fighting or weapons but for an interactive story based game, I felt it was lacking any challenging puzzles. Anyone with a good sense of direction and the ability to read can play the game without any trouble. Maybe that's what Fullbright was going for though. A game that just about anybody could play and enjoy.
However, the play doesn't last long. Even after I took plenty of time to read every note and scrap of paper I found and search every nook and cranny of that house, I finished the game in just two hours. The other sad thing is that there isn't really any point in replaying the game; you won't experience anything different. Gone Home normally retails for twenty dollars (thankfully I bought it for eight) which feels like a lot for a two hour game, so be wary if you plan to purchase.
Now don't get me wrong. I really enjoyed the game despite the ease and the short play through. The game has a great story and a twist unlike any other game I've played before. It's unconventional but at the same time, refreshing and fun. Gone Home has a good message and it is definitely worth playing. I sat down to play for only a few minutes but found myself unable to put it down. I'd recommend playing it all in one sitting for the best effect. After playing, I'm looking forward to seeing more games from the Fullbright Company in this exploration style. I believe they executed it well, but they have the potential to do even better.
Labels:
easy,
explore,
fullbright,
fun,
game quest,
geek station derek tywan,
gone home,
good,
horror,
impressions,
play,
review,
scary
Subscribe to:
Posts (Atom)








