tag:blogger.com,1999:blog-953521298097879592024-03-12T21:48:07.423-07:00The Ostracized GamerThis blog, soon into website, rates video games so people don't become ostracized gamers.Ostracized Gamerhttp://www.blogger.com/profile/06022004768556654230noreply@blogger.comBlogger91125tag:blogger.com,1999:blog-95352129809787959.post-32023295672000157772015-12-10T21:42:00.001-08:002015-12-10T21:42:22.521-08:00Simulation Game Dev Blog #3 This blog post will be kinda short due to the fact that, well, there was not much left to do for Vending Machine Simulator 2015. So lemme get started so we can get oust of here quick.<br />
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So for this final iteration I was tasked with adding all the different names and types of snacks either machine provided. I also set the prices for each snack as well. So the first thing I did was take our existing UI, which only had the codes in the "Snack List". Whilst adding the names I realized that the amount of combinations on the key pad could far exceed the amount of snacks available. Thank you so much original model for being so unnecessary! So I did more work than I needed to, great. Luckily the way Garret set it up the widget was that we could just choose what combinations worked and which ones were invalid. Alright, so I made the the names for the candies and chips and then put down their codes and the price of each. I made the vending machine prices from like the 90's (as my instructor observed) with chips costing $.50 and candy costing .75. I originally made the chips $.65, but Garret set up the returning of money only utilizing quarters, so we worked the prices to use multiples of 25 due to sake of time. The last thing I did for the Snack Machine was set the correct models of either candy or chips to spawn out when purchased. The current UI is below along with the changes in the widget as well.<br />
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Now for the Soda Machine. I originally just put,"All Sodas Cost $1". For some reason though the part that said "All Sodas" was not visible, but said it was in the UML editor. I must have left it because it seems that Garret just listed the Soda and each cost $1. As you can tell I also made the Sodas cost $1 in the widget blueprints. I guess that's it. Oh and of course I rigorously tested out my older UI stuff to see if it was all good and it was except for not returning the money fully, but we fixed that with the price change. Images for that are below.<br />
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One last thing, we also completed our presentation I felt like it went very well. I don't know if we are going to any more to it, but we made a great simulation. The one regret I have is feeling like I didn't do enough. I mean Garret did so much more than the other three of us. Maybe he just had a lot of fun with it. I think for any next project I do with a group I should really be on the members asking if there is anything I can do and if I'm doing enough. Well that's it for these dev blogs for a while. I'm outtie fivethougtee.Ostracized Gamerhttp://www.blogger.com/profile/06022004768556654230noreply@blogger.com0tag:blogger.com,1999:blog-95352129809787959.post-56760925090924358732015-12-03T22:34:00.000-08:002015-12-03T22:36:14.930-08:00Simulation Game Dev Blog #2<div class="MsoNormal">
This is the second dev blog for my class Group Project for
Vending Machine Simulator. This iteration, I was tasked with taking my UI
mockups and turning them into the actual UI for the Simulation. Here is my step
by step of my development of the UI.</div>
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So to start I took a more detailed look at what the actual
vending machine inputs looked like. I noticed right away that the mockups I
made were not very accurate, so it was time redesign them. Then I figured, why redesign
the mockup If I were to just make each button individually anyway? Oh, before I
continue, let me flash back to last Thursday. My group and I just made the UI
placeholder, and we were just messing around with it. We noticed that the
default buttons were only square shaped. After trying for awhile to create
circular ones in UE4, the instructor gave us the suggestion to make a material
with a circle shape and put that in place of the default one. We attempted to
do so even with his help, but no luck getting it in. Let this be a lesion, don’t
use material for the UML, use textures, because it worked perfectly after we
assigned the PNG as a texture to the buttons. With that, I had to design more
realistic buttons. Now back to modern
day! I went back to viewing the snack machine model, but I needed to get the
colors into the Photoshop pallet to make them appear more accurate. I
remembered that I had the texture image I could use to get the colors. After
getting the right color, I made a circle, filled it with the color, and I added
a gradient to make it look more 3D. After I made the button, I imported it into
UE4, but I realized, I did not have a texture for when the button is pressed
down. So I just tinted it in idle, and when it is clicked, it goes a bit
lighter has if going closer to inside of the panel. Those were the buttons for
the letters and then I made the buttons for the numbers. I just took the same
shape and just made it white with a gradient. I imported them all in and added
the corresponding numbers/letters to the buttons. The font for those were just
UE4 default. Speaking of Fonts, I made sure to use a digital font type, colored
red, to get the look just right. The font I used is called Digital 7 and I
actually used it for a previous simulation. Also the backgrounds for the
digital displays were black, of course. Also the other buttons and displays may
have no alterations, but that was for the inputs that would not exist in real
life. For the soda machine buttons, I just took logos from real sodas and made
PNGs in Photoshop. I also used the same tint method to make the buttons look
like they really clicked. After buttons for both machines were made and the
other displays were set. It was time to make the slots/button for the money.</div>
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I decided to create
the “Return Change Button” first because I was already on the mindset of making
buttons. What I did was I took a vending machine with a much better resolution
as a reference to create this button. I used the same size of the earlier
buttons and cut out the middle to then use Bevel and Emboss to create the area
the button is set inside. I then took a smaller circle and also used Bevel and
Emboss to make the button have a 3D effect. I knew that using tint would not
work well so I made the actual button smaller as when pressed the button would
move away from the player ever so slightly. I did however use the tint when the
button was hovered over. Next it was time to make the Coin Slot. What I did was
take the same old circle shape and Bevel and Embossed it and cut out a
horizontal slot in middle. I also used the tint when hovered over and for the
click action, I then an image of a coin and stuck it half way in. Next thing up
was the Collect Change slot. This time I needed it to be square, so I made the
it up and much like the Change Button; I cut out the middle a Beveled and
Embossed it. I then took the cut out portion, colored it a bit light and also
Beveled it. For the mouse hover action, I made the slot appear open with a coin
inside and when clicked on, the coin goes away and the slot is still open until
hovered off. Unfortunately, when there is no money to collect the coin still
shows, I need to find a way to remedy that. Last thing left to do was create
the Dollar Insert slot. Just a note, I used the same vending machine to reference
the money slots and used them for both machines. So for the dollar slot, I
literally took the same one I created for the mockup because it looked so good.
I just used the real ref image to make it have the correct colors, 3D effect,
and other small details. For the mouse actions, the hover just tints it and the
click shows a dollar in the slot. Same with the coin showing up in the change
slot with no money, the same happens with the bills, so that also needs to be
fixed as well. There was a problem I ran into after importing the Dollar Slot
images. When it was clicked on, the whole image with the Bill in contracted. So
all I needed to do was make all the images the same size, it worked fine.</div>
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Well that is my development iteration for my Vending Machine
Simulator group project. The final
products are below. Also, there was no coding since the placeholders were made to be coded with and I just change the look of them.</div>
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<a href="http://2.bp.blogspot.com/-N_HrtW9Eq8E/VmEz9m5u67I/AAAAAAAAARI/nnpthy25GZg/s1600/snackvendingUI.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="173" src="http://2.bp.blogspot.com/-N_HrtW9Eq8E/VmEz9m5u67I/AAAAAAAAARI/nnpthy25GZg/s320/snackvendingUI.png" width="320" /></a></div>
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Ostracized Gamerhttp://www.blogger.com/profile/06022004768556654230noreply@blogger.com0tag:blogger.com,1999:blog-95352129809787959.post-52050686746105875892015-11-15T16:08:00.000-08:002015-11-15T16:48:32.656-08:00Simulation Game Dev Blog #1<div class="MsoNormal">
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The first type of vending machine I was going work on creating the panel and full mockup was the snack one. The first thing I did with this one was took a long hard look at the many, many types of snack vending machines in service today. The last time me and my group met, we pretty much chose the models for both machines we would be using in our simulation, so looking for references was a bit simpler. The group and I decided to go for an older and more recognizable type of snack machine. After literally a couple hours of searching, I found a few that I could use to begin making a control panel. I’m not going to lie, but I just traced over the basic lining of the vending machine that I found and emulated the basic layout of the numbers and displays. Going from top to bottom, I originally used the font type called “HelveticaNeueLT Std Blk” and the reason for this is that I’ve always liked how it was simple to read and just looked different. Interestingly enough I liked this front from a game called Trials Fusion and it just always stuck with me. The only issue with this font is that there is a point where becomes too small and very hard to read. So with that, I decided to just go with Arial, because everything uses it. For the digital currency display, I went with the same font I used for my elevator Floor display and it is called “Digital-7”. Below that, I just ripped off the instructions plat off the machine I referenced. Next is the number panel, I made from scratch even though it looked exactly the same as the reference. The Bill Insert Instructions were made by me, same with the Coin Slot and Change Button. After I finished with the snack machine panel, I went on to put it on a very simplistic full machine mockup that I made by eye-balling the model we are going to use for the actual game. It looks pretty alright. Yes, I realize that the picture I used has beverages in it, quiet you, it’s only a mockup!<br />
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Next, I went on to the process of making the soda vending machine mockups. Same as the snack machines, I spent a bit time researching other soda machines to use as references. Making this one turned out to very easy to do. Once I made the first one, it just felt like almost nothing to make another. Well, that and soda machines appear inherently more simple than snack machines or at least the one we choose as our model seemed so. Also, I kind of used a lot of what I made for the snack machine. Well, that’s the thing with that, time is something me and a lot of college students don’t have much of. If you can shave off some time and it still looks nice, go for it. That’s honestly what developers have to do sometimes. Just look at my panel mockup below, anyone would see that on your average soda machine. Alright, so at the top of the panel has the Bill Insert Slot and Instructions which is kind of strange in the way the parts are positioned on the soda machines versus the snack machines. The Bill Insert is at the top instead of the bottom. I wonder, especially as someone who is designing the UI, why is it that way? Underneath the Bill Insert, is the Currency display and next to that are the Coin Insert and Change Button. Below that, are the drink selection buttons and the change slot. For some reason, the change slot on this machine is on the panel, where the other is not. Again, another odd difference. After creating this panel, I took the texture from the model we would use and just put it over the panel I made. I also created a box for the drink drop spot, whoop-dee-doo! That’s it for the vending machine mockups.</div>
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Now for the HUD! Really simple this one is and I actually started working on it a few days before the last class, so I could get a head start. I was able to find a picture of a close up shot of someone’s thumb pressing one of the buttons. I figured it would be a good place to start as that’s what I thought the game would vaguely look like. I first thought, okay if we are using money to buys snacks or drinks, we need to display the plays current money they posses. Also, why not put a snack count? Then I thought to put a notification in the middle of the screen telling the player that they can lock the camera to panel. We might scrap that, but I just made in case we wanted it. The last display at the top right just tells the player what button needs to be pressed to either insert money, pick a snack, put money in, and take the snack and change out of the machine. Also to shake the machine if the snack gets stuck. Then at the end I deleted the picture with the guy’s thumb and added what I made. That’s really it for the HUD, unless the group and I decide to add some more to it.<br />
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Lastly, I’m going to cover the controls I developed for the simulation. I’m going to say this now; I have the controls set up for a Keyboard and a gamepad. I feel that every game on the PC should allow for controller input and it shouldn’t be too hard to implement controller functionality. It does show an Xbox One controller, but that is used to diagram just any generic controller. My thought process for the controls started with using the most simple and recognizable controls as possible, W A S D for movement and move the mouse for camera. I have Q bring up hand and E to action because they are very close and easy to get to. The mouse left click is used to press/grab the snack or machine depending where the player is pointing. The menu keyboard controls are even simpler and are self explanatory. For the gamepad, I used a similar method of thought for the controls, by sticking with typical FPS controls. Left Stick to move, right for camera. A button is action. Usually it’s jump, but there is no jumping or it’s just not useful, therefore action is A. X is to bring up hand and B is to press or grab the snacks/machine. Gamepad controls for the menus are also self explanatory. The images are below. <br />
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Alright, that will do it for this Dev Blog. I will be back with more updates in the coming weeks.</div>
Ostracized Gamerhttp://www.blogger.com/profile/06022004768556654230noreply@blogger.com0tag:blogger.com,1999:blog-95352129809787959.post-9771461452971680952015-09-17T13:17:00.003-07:002015-09-17T13:18:28.926-07:00New Simulation Game Hardware: The Wii U<div class="MsoNormal">
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I understand the Wii U is over 2 years old, but I believe there is still some
untapped potential for using the Wii U for simulation games.</div>
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<b>Technical Details: </b> </div>
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<li><span style="font-family: Symbol; text-indent: -0.25in;">·<span style="font-family: 'Times New Roman'; font-size: 7pt; font-stretch: normal;">
</span></span><span style="text-indent: -0.25in;">CPU - IBM Power-based multi-core processor
setup.</span></li>
<li><span style="font-family: Symbol; text-indent: -0.25in;">·<span style="font-family: 'Times New Roman'; font-size: 7pt; font-stretch: normal;">
</span></span><span style="text-indent: -0.25in;">GPU - AMD Radeon –based High Definition GPU.</span></li>
<li><span style="font-family: Symbol; text-indent: -0.25in;">·<span style="font-family: 'Times New Roman'; font-size: 7pt; font-stretch: normal;">
</span></span><span style="text-indent: -0.25in;">Memory - Flash memory 8 GB with the Basic Set or
32 GB with the Deluxe Set. Supports USB storage.</span></li>
<li><span style="font-family: Symbol; text-indent: -0.25in;">·<span style="font-family: 'Times New Roman'; font-size: 7pt; font-stretch: normal;">
</span></span><span style="text-indent: -0.25in;">Media - Wii U and Wii optical discs. Downloadable
software.</span></li>
<li><span style="font-family: Symbol; text-indent: -0.25in;">·<span style="font-family: 'Times New Roman'; font-size: 7pt; font-stretch: normal;">
</span></span><span style="text-indent: -0.25in;">Networking – Wii U can be connected to a
wireless IEEE.802.11b/g/n connection. The USB ports support Wii LAN Adapters.</span></li>
<li><span style="font-family: Symbol; text-indent: -0.25in;">·<span style="font-family: 'Times New Roman'; font-size: 7pt; font-stretch: normal;">
</span></span><span style="text-indent: -0.25in;">Video output – Supports 1080p, 1080i, 720p, 480p
and 480i. Compatible with HDMI, Wii Component Video, Wii S-Video Stereo AV and
Wii AV.</span></li>
<li><span style="font-family: Symbol; text-indent: -0.25in;">·<span style="font-family: 'Times New Roman'; font-size: 7pt; font-stretch: normal;">
</span></span><span style="text-indent: -0.25in;"> Audio
output – Uses six-channel PCM linear output via HDMI connector, or analog
output via the AV Multi Out connector.</span></li>
<li><span style="font-family: Symbol; text-indent: -0.25in;">·<span style="font-family: 'Times New Roman'; font-size: 7pt; font-stretch: normal;">
</span></span><span style="text-indent: -0.25in;">Open source – The Wii U console includes open
source software.</span></li>
<li><span style="font-family: Symbol; text-indent: -0.25in;">·<span style="font-family: 'Times New Roman'; font-size: 7pt; font-stretch: normal;">
</span></span><span style="text-indent: -0.25in;">Price - $300 for Deluxe Set</span></li>
<li><span style="font-family: Symbol; text-indent: -0.25in;">·<span style="font-family: 'Times New Roman'; font-size: 7pt; font-stretch: normal;">
</span></span><span style="text-indent: -0.25in;">Size – 1.8 inches high, 10.6 inches deep and
6.75 inches long.</span></li>
<li><span style="font-family: Symbol; text-indent: -0.25in;">·<span style="font-family: 'Times New Roman'; font-size: 7pt; font-stretch: normal;">
</span></span><span style="text-indent: -0.25in;">Weight – 3.5 pounds</span></li>
<li><span style="font-family: Symbol; text-indent: -0.25in;">·<span style="font-family: 'Times New Roman'; font-size: 7pt; font-stretch: normal;">
</span></span><span style="text-indent: -0.25in;">Wii U GamePade – Wii U’s controller comes prepackaged
with console. The GamePad incorporates a 6.2 inch, 16:9 aspect ratio LCD touch
screen, as well as traditional button controls and two analog sticks. Includes
a D-pad, L/R stick buttons, A/B/X/Y buttons, L/R buttons, ZL/ZR buttons, Power
button, HOME button, - (select) button, + (start) button, and TV control
button. The GamePad also includes motion control (accelerometer, gyroscope and
geomagnetic sensor), a front-facing camera, a microphone, stereo speakers,
rumble features, sensor bar, a stylus
and NFC functionality. Contains chargeable lithium-ion battery.</span></li>
</ul>
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<b>How It’s Used: </b>So the main thing to note about the Wii U and the whole
purpose of writing about it is the Wii U GamePad and what it can be used for.
On Nintendo’s tech stats site they say that the Wii U GamePad controller
removes the traditional barriers between games, players and the TV by creating
a second window into the video game world. Other than the GamePad, the Wii U is
just like the average conosole. What Nintendo had written for a marketing grab
really speaks the whole truth. The Wii U GamePad gives you something more from
the world or universe of the game you are playing, if done well of course. As
stated in the Specs for the GamePad, it has a motion controls, a camera, and
the screen is a touch pad. All of the features can be used for the games and
apps developed for the console. There is even an app that simulates Augmented Reality,
the same as the 3DS. The touch pad is even sensitive enough to draw detailed
images on and that will segway us into the Social Implications of the device.</div>
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<br /></div>
<div class="MsoNormal">
<b>Social Implications: </b>Since the launch of the console and device, Nintendo developed
what is called the MiiVerse. It’s pretty much the online social network for all
owners of a Wii U and 3DS. Users can send messages and draw images to post in
the ‘verse’. There is also a help center for players to help other players get
through certain levels. The online connectivity also allows for PVP gameplay,
but doesn’t feature microphone support yet.</div>
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<br /></div>
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<b>What type of Games is
it Made for?: </b> The Wii U was
primarily made for entertainment games and not at all for serous or simulation games.
That being said, it doesn’t mean that serous games can’t be developed for the
Wii U. </div>
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<br /></div>
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<b>Downfalls: </b>Aside
from the low sales figures at launch, the Wii U does have one downfall.
Compared to the PS4 and Xbox One, the Wii U is not as powerful of a system. This
would limit how high end the software could be to run, but for simulations and
serous games, I think it would do just fine.</div>
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<br /></div>
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<b>Is It Successful? </b>As
of June 30<sup>th</sup> of this year, the Wii U has sold over 10 million units.
Nintendo has stated that this has definitely turned over a profit for them. As
said before, it has had some trouble in the recent past, but since has carried
on. With Mario Maker, a new Star Fox, and a new Zelda game, I think the Wii U
will have a secure future.</div>
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<b>New Games to Develop:
</b>At the beginning I stated that the Wii U had untapped potential for both entertainment
and serous games. For entertainment games, I know a seemly simple way that new
games could be developed for the Wii U. Well, they wouldn’t be new games, but
new on the Wii U that would be a very fun way to play. Take just about any game
with large item menus, make the Wii U gamepad a quick way to access the items
and use any with a tap of the touch screen. For simulation games, I was
thinking of an Architectural program. This idea came to me from Mario Maker,
World of Goo, and Minecraft. Players would use the gamepad to draw and build
structures out of materials given to them. The program would also have its own
physics system and this would test the stability and strength of a structure to
teach students about Architecture. For more in the workplace usage, many companies
use scanners and trackers with touchpad functionality. The Wii U gamepad could
simulate these types of devices along with using the Augmented Reality to pseudo
scan labels and track items. This next development idea for the Wii U that mixes
entrainment and serious games comes directly from Pokemon Art Academy for the
3DS. Simply put, make a version of this game for the Wii U or develop and
totally new Art teaching game. These are just a very few of the ideas for
development that I have and have to yet to see implemented in the Wii U.</div>
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<br />
<div class="MsoNormal">
The Wii U may be 3 years old, but the hardware is great to consider
when developing serous or simulation games in the future.</div>
Ostracized Gamerhttp://www.blogger.com/profile/06022004768556654230noreply@blogger.com0tag:blogger.com,1999:blog-95352129809787959.post-35071903643073707462015-09-08T21:23:00.000-07:002015-09-08T21:25:21.512-07:00Homework: World Of Guns: Gun Disassembly Review<div class="MsoNormal">
<b>Title:</b> World of Guns: Gun Disassembly </div>
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<b>Released:</b> May of 2014</div>
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<b>Platform:</b> Available for PC only</div>
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<b>Publisher:</b> Noble Empire Corp.</div>
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<b>Rated:</b> E for Everyone I assume</div>
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<b>Genre:</b> Simulation</div>
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<br /></div>
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<b>Good learning platform?</b></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
World of Guns Disassembly, the title says it all. Here is a
Free to Play game that teaches players how to and what goes into a basic
disassembly of fire arms. The game makes players take a gun apart, piece by
piece. World of Guns also shows how different guns function internally. For people who do not know much about
firearms and wish to learn, this is great way to learn about the different
parts and how the weapons work as well. The game taught me much about how
firearms work and that it takes much more effort and know-how to take apart a
weapon than I originally had envisioned. After going through a few firearms I
now have an understanding on how some parts fit together in a few different
weapons.</div>
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<br /></div>
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<b>Fun Factor:</b></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
World of Guns had ups and downs in terms of the fun factor.
Actually learning how to take apart the guns and trying to put them back
together in record time was definitely a fun aspect. Also learning how each weapon
fired was enjoyable. The game even allows for players to view the interworking
and how they functioned. There was an X-Ray mode, cut out mode, and even a mode
where you can make certain parts invisible while seeing of the rest of the
firearm function. Other than just viewing and taking apart the guns, the game
featured a shooting range mode. Unfortunately this mode just has players
shooting various targets, so it can get pretty boring real fast. Included in
the view mode, players can change colors and add decals to the gun, which
doesn’t add much to play and doesn’t even look that good when you’re done
customizing. Since this is Free to Play, it’s possible to unlock most of the
weapons through experience, but it costs a lot and receiving enough can take
many hours of just doing the same things to the same guns. So that would be the
worst part about this game. So overall, the game is fun, but that factor can
wane even after a couple hours of playing. Buying the DLC is an option, but
that’s not in this review.</div>
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<br /></div>
<div class="MsoNormal">
<b>Learning Curve:</b></div>
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<br /></div>
<div class="MsoNormal">
The game is very simple as it is, so there isn’t much to
really learn more of or go into depth. It was very easy and pretty much
flawless to get into and progress. The only thing you need to do is remember
how the gun was taken apart and put that into reverse order. Or you could just
click on random parts until it showed the corresponding arrow to click on to
fit into place. Everything else in that game is just to play around with to
learn while doing so.</div>
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<br /></div>
<div class="MsoNormal">
<b>Controls:</b></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
I would rate the controls of World of Guns a 5/5. All
there is to know is how to click and how to play the most basic of FPS games.
All players need to do is click on options and individual gun parts to progress
the main part of the game. The FPS skill just comes in when at the firing
range. Aim, shoot, reload, and change fire mode. That’s it. Extremely simple and easy to use controls.</div>
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<br /></div>
<div class="MsoNormal">
<b>Changes to Make:</b></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
There are only two things I would add to this game. The
first may seem very large, but why not. I would have made a multiplayer
shooting game much like that of counter strike that gave players the ability to
use their weapons in a PvP scenario. The players could use their own customized
guns in a battlefield fighting against other players. It would really add much
more life other than to look at the gun and how it works. I would also develop
the customization of the weapons much further in depth to at least make
customization look good and maybe try to add a lot more options.</div>
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<br /></div>
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<b>Recommendation:</b></div>
<div class="MsoNormal">
<b><br /></b></div>
<div class="MsoNormal">
I would for sure recommend this game to others and only
others with a distinct interest in firearms. For example, I have never fired,
owned or even plan on owning a gun. But, with my years of playing games that
feature real fire arms, I have garnered an interest. To someone like me, I
recommend just to kill a bit of time on the Computer. For others more into
guns, yes of course I would recommend. It does a great job of showing the parts
of guns and how they fit and work together. I strongly believe anyone with a
slight interest in guns would enjoy it. Unfortunately, I don’t think anyone
would be a fan of trying for hours to get unlocks or paying for DLC. As I said,
it does kill some time. I would not recommend this to very big gun enthusiasts
as the game doesn’t do just everything. I mean it doesn’t teach you how to clean
or maintain firearms. So basically it’s not for nickpickers. </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
World of Guns Disassembly is an enjoyable, easy, and
interesting simulation game. The Free to Play model isn’t done very well and
the customization is not well implemented. I would rate it a 3.5/5. Enjoyable
for a bit, but definitely needs improvement.</div>
<br />
<div class="MsoNormal">
<br /></div>
Ostracized Gamerhttp://www.blogger.com/profile/06022004768556654230noreply@blogger.com0tag:blogger.com,1999:blog-95352129809787959.post-49531075542328945322013-08-31T10:59:00.001-07:002013-08-31T11:03:46.342-07:00Should've Stayed Confidential - The Bureau: XCOM Declassified Review<iframe allowfullscreen="" frameborder="309.375" height="344" src="//www.youtube.com/embed/SHbKCNNfUGs" width="550"></iframe><br />
<br />
Title says enough...Ostracized Gamerhttp://www.blogger.com/profile/06022004768556654230noreply@blogger.com0tag:blogger.com,1999:blog-95352129809787959.post-77107056651165516902013-07-28T12:03:00.001-07:002013-07-28T12:35:32.780-07:00Perfect Seventh Gen Sendoff - The Last Of Us Review<div style="text-align: center;">
<div style="text-align: left;">
<iframe allowfullscreen="" frameborder="0" height="309.375" src="//www.youtube.com/embed/dozbAXCmXZs" width="550"></iframe><br />
<br />
I spelled "sendoff" right!</div>
</div>
Ostracized Gamerhttp://www.blogger.com/profile/06022004768556654230noreply@blogger.com0tag:blogger.com,1999:blog-95352129809787959.post-19944543714966174002013-06-25T12:59:00.002-07:002013-06-25T12:59:20.686-07:00Trials 'N Talking: Change In The Game Industry and E3 AnticipationsHey, I've started a new series (a little while ago actually) and I just talk about random topics while playing Trials Evolution Community Tracks and Online Matches. Check 'em out!<br />
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<iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.youtube.com/embed/3KH2xxipscw?feature=player_embedded' frameborder='0'></iframe></div>
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<br /></div>
<div class="separator" style="clear: both; text-align: center;">
You know I really wish you could show video by URL, but it can't so here is the other video: <a href="https://www.youtube.com/watch?v=m30tXaiimT4">https://www.youtube.com/watch?v=m30tXaiimT4</a></div>
Ostracized Gamerhttp://www.blogger.com/profile/06022004768556654230noreply@blogger.com0tag:blogger.com,1999:blog-95352129809787959.post-12640239753696616882013-06-12T17:14:00.001-07:002013-06-12T17:15:18.392-07:00Been A whileSure has here is my FUSE review and I might wright one for The Last Of Us, stay tuned and subscribe to my YouTube channel: <a href="http://www.youtube.com/user/OstracizedGamer">http://www.youtube.com/user/OstracizedGamer</a><br />
<br />
It's not popping up on the feed click this: <a href="http://www.youtube.com/watch?v=Wiadqy5hqZk">http://www.youtube.com/watch?v=Wiadqy5hqZk</a><br />
<br />Ostracized Gamerhttp://www.blogger.com/profile/06022004768556654230noreply@blogger.com0tag:blogger.com,1999:blog-95352129809787959.post-19451278771060935382013-05-07T18:44:00.000-07:002013-05-07T18:44:06.981-07:00Far Cry 3: Blood Dragon ReviewDid just a video again. I really don't know if I want to continue this way or not, but here it is!<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<object width="480" height="360" class="BLOGGER-youtube-video" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0" data-thumbnail-src="http://img.youtube.com/vi/Y_7luRPKZ0c/0.jpg"><param name="movie" value="http://youtube.googleapis.com/v/Y_7luRPKZ0c&source=uds" /><param name="bgcolor" value="#FFFFFF" /><param name="allowFullScreen" value="true" /><embed width="480" height="360" src="http://youtube.googleapis.com/v/Y_7luRPKZ0c&source=uds" type="application/x-shockwave-flash" allowfullscreen="true"></embed></object></div>
<br />Ostracized Gamerhttp://www.blogger.com/profile/06022004768556654230noreply@blogger.com0tag:blogger.com,1999:blog-95352129809787959.post-55445240124044785842013-04-26T19:04:00.003-07:002013-04-26T19:04:46.891-07:00Injustice ReviewSurprise! I didn't even write this review! Wait, I mean I just wrote out a script and then recorded the video review. Trying to mess around with HTML to get the video size, SCREW IT! Just watch it on YouTube and maybe throw a subscribe or two my way?<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='480' height='360' src='https://www.youtube.com/embed/X6k3fD0ZJ7w?feature=player_embedded' frameborder='0'></iframe></div>
<br />Ostracized Gamerhttp://www.blogger.com/profile/06022004768556654230noreply@blogger.com0tag:blogger.com,1999:blog-95352129809787959.post-40017634755758925232013-04-06T11:46:00.003-07:002013-04-06T11:46:55.259-07:00Legend of the Slender Man. Slender: The Arrival Review <div class="separator" style="clear: both; text-align: center;">
<a href="http://www.gamingvlog.net/wp-content/uploads/2012/12/Screen-Shot-2012-12-23-at-12.56.37-PM-420x215.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="205" src="http://www.gamingvlog.net/wp-content/uploads/2012/12/Screen-Shot-2012-12-23-at-12.56.37-PM-420x215.png" width="400" /></a></div>
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<b>Page 1: ...</b><br />
<b><br /></b>
Slender: The Eight Pages. Need I say more than that? We know that game more than the actual mythos of the Slenderman by Marble Horents. Either you watched a crap ton of youtubers play it or experienced the raw virtual terror of the Slenderman yourself. Created by Parsec Productions, Slender: The Arrival is the reboot to The Eight Pages. The name could be stating that Slender has officially arrived. Knowing that the original spawned off so many other maps each still as horrific as the the next. This game was the scariest thing I ever played. There really isn't a whole lot to say, because the more knowledge you have, the less unknown and scary our tall, long appendaged friend is<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://blueislestudios.com/blueislesite/wp-content/gallery/slender-the-arrival-promo/slender-the-arrival_promo_oct18_02.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="250" src="http://blueislestudios.com/blueislesite/wp-content/gallery/slender-the-arrival-promo/slender-the-arrival_promo_oct18_02.png" width="400" /></a></div>
<br />
<b>Page 2: ALWAYS WATCHES NO EYES</b><br />
<b><br /></b>
Well, it's both great and awful to have eyes while playing this game, no pun intended. You also would need a good computer to set this game on ultra high. You may also need to tell your graphics card to process all of this game's graphical details. Now I never try and poke at the technical aspects, but it was pretty aggravating that the game was lagging so much when I first played it and I have a great computer. Like I mentioned quickly above, I had to go to my NVIDIA dashboard and manually select my High-performance Graphics Processor because it detected and used the integrated processor, which is only for smaller tasks on the Windows Explorer. Despite the anger and search, it was very easy to fix. It honestly should be fixed in the program asap, because some people may not know how to fix it themselves. When it all works, it looks amazing for any indie game. Who ever made the game world, you have a really bright future in this industry. Later during the game, at night, the game world appeared even better than Alan Wake. You take that plus Slenderman, your f***ed!<br />
<br />
The game's sound effects and music were also very well done. I could easily tell that the developers did use many sound assets from the original game, but I feel it was necessary to keep that perfect level of sh**-you-pants scary. The music was also crippling to hear floating in your ears. Overall, the art presentation was shocking, creepy, and beautiful. You still have to play game you know. Yes, I know...<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://i.imgur.com/LanvcOx.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="215" src="http://i.imgur.com/LanvcOx.jpg" width="400" /></a></div>
<br />
<b>Page 3: CAN'T RUN</b><br />
<b><br /></b>
You can try, but you may not get very far. To be honest, I really had idea has to expect what the gameplay in this game would be. I recall that the game was pre-ordered, there was an upgraded version of the original game. Later, I noticed that there is 5 stages in all and you can go back a select any of them after completion of the game. The eight pages is still present in is own stage and I don't want to reveal the rest of the game, but I will say most of them do involve the one item scavenger hunts. Each one is not as it seems though, well, expect the Eight Pages stage. I would also like to note that the classic portion of the game is the hardest, and by that I mean really difficult, at least, for me. If you've beaten the classic game, then this wont be a big trouble to you. Then when you beat it, play it on Hard Core for a special surprise at the end. This game is for the veterans of the original and not the beginners, unless you are a quick learner. It's also not a long game at all, but it will still scare most anyone even after over hundreds of playthroughs.<br />
<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://www.cinemablend.com/images/gallery/s54167/Slender__The_Arrival_13646687337536.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="http://www.cinemablend.com/images/gallery/s54167/Slender__The_Arrival_13646687337536.jpg" width="400" /></a></div>
<br />
<b>Page 4: HELP <u>ME</u></b><br />
<b><u><br /></u></b>
Like I said before, I do not want to give too much away, because I tended to do that early in my reviews. The story concept of this game is much like that of Metroid, where the player is dropped in the game with absolutely zero understanding of the history or current situation. I've always loved that concept, of course if it's done well, that is. Just like the movie Memento, the player soon finds clues to add up into a story of their own up until the end of the game. It's expertly well done in this game and it still has one wondering about the story after the end, but not enough to feel as the game left a plot hole. Overall, Parsec Productions does an incredible job of delivering such an immersive, frightening, hopeless, and unknowing story. It is called Slender: The Arrival for a reason, that must mean he has just arrived and there may be another game. Here is the basic story of the game; you go to a friend's house and then Slender is after you. Now I just left out a whole lot of info, you will have to discover a piece together yourself, if you're courageous enough.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://www.ctrlaltkill.org/wp-content/uploads/2013/01/slender-the-arrival_promo_oct18_01.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="250" src="http://www.ctrlaltkill.org/wp-content/uploads/2013/01/slender-the-arrival_promo_oct18_01.png" width="400" /></a></div>
<br />
<b>Page 5: LEAVE ME <u>ALONE</u></b><br />
<b><u><br /></u></b>
Slender's reboot, Slender: The Arrival is a will shattering game, that can scare you to the core of your nerves. The games presents and beautifully horrific, artistic style rivaling games in our recent past. The sound design is recycled from the last game, but it needs to be. The gameplay is that of the original game with a few more additions for more content. It is very challenging game, depending on who you are. It's a game made for the horror game vet and the quick to jump learner. The game'sun revealed story is a nostalgic scare trip into the darkness. Despite the shaky start and difficult gameplay, it's a very well put together indie game. Slender: The Arrival still keeps me up at night, 5 eggs out of 6.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-7aB1aS32SFo/UWBtfr_wMBI/AAAAAAAAANU/rFKifpTfLkk/s1600/5slendereggs.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="51" src="http://3.bp.blogspot.com/-7aB1aS32SFo/UWBtfr_wMBI/AAAAAAAAANU/rFKifpTfLkk/s320/5slendereggs.jpg" width="320" /></a></div>
<br />
Just don't get too scared of the Slenderman, because, as it goes; if you are afraid of him, he will get you!<br />
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<b><br /></b>Ostracized Gamerhttp://www.blogger.com/profile/06022004768556654230noreply@blogger.com0tag:blogger.com,1999:blog-95352129809787959.post-37335087327019184502013-04-01T20:08:00.001-07:002013-04-17T17:58:30.509-07:00Two Heads Usually Better Than One. Army of Two: The Devil's Cartel Review<div class="separator" style="clear: both; text-align: center;">
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<b>Friendly Wave Goodbye</b><br />
<b><br /></b>*Reading up on the history of game and developer* Says here on Wikies that EA (or Visceral) Montreal, is, shut down... Well, that's sounds like a great time to be had. I just don't want to think of why it happened. I feel that their lack of game sales may have contributed to this developer falling in shambles, but my ignorance finds bliss. Other than Army of Two, most of their games seem like ports are or just small spin-offs of big franchises. I digress, this is about Army of Two; a series that I've heard of, played a demo for, and only 1 friend I have plays it. It always appeared as a fun co-op game, but I never got real into it. After a bit of thought, I can say that these games have a realistic action movie (if at all possible) sense to them. For one, gameplay concept of "Aggro" or, basically, one person shooting or exposing themselves to the enemy will draw their attention towards the corresponding player, really possessed a form of realism that most games then (2008) did not have. Unfortunately, I never felt purchasing one as being necessary for my gaming experience. I wonder if this game will change that? It didn't help, that's for sure.<br />
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<b>It's Not Halloween! Why the Masks?</b><br />
<b><br /></b>I wanted a title to fit the visual and artistic presentation of the game, there...<br />
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The music in this game is worth just as much as music in a Gears game, it's just for background and nothing more and else. It's not terrible music, it's just decent enough to have no complaints and deduction to reserve. I feel that sound effects should be noted though. The metal parts flying everywhere and explosions going off really set a sort of realism in this action movie world. The guns sound like COD guns, but the sound effects are over all great, but okay with music. Now, for how the game appears.<br />
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The previous two Army of Two games used the more so typical Unreal 3 engine, which at the time(s) looked pretty decent, but not great. This time, Army of Two utilizes Dice's Frostbite 2 engine Okay, wow what a switch. For that, it's quite a pleasing for this game to run. Physics look very natural and clean, with some well rendered worlds and models. When the game is first launched, the offers an HD texture pack install; playing with it off and then on, I have to say that does not look a.. whole... lot different. At least I mention that for fabric texturing quality, it burray! From a third person distance, it appears tolerable and that's all to say. The guns and masks look new and shinny. Speaking of Masks, would this be an adequate place to mention customized masks? You can make a customized mask! It may have doable before forgive me for lack of knowing. Sadly, it is not as good as Call of Duty emblem editor, but it's cool to make your own mask or attempt to make a Slipknot looking one. On to the characters behind the masks!<br />
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<b>Paper Loses to Rock, yep...</b><br />
<b><br /></b>Seeing as there are always just two main characters, making them likable is pretty much key to even a remotely decent game. At first, a really wondered why we didn't play as Rios and Salem, but that will come soon, get ready for the worst of that. For the characters you do play as, Alpha and Bravo; they start off pretty mindless, but soon their personalities come through. Unfortunately, Rios and Salem seem a bit stale, but once in a rare while they will crack or just apart of a joke made by Alpha or Bravo. Theirs names are another interesting point, they never tell you them. I really don't understand why; is it trying to make it feel as though the gamer is one of them? Well, that just does not work in this day and age. The only way to do that is have custom facial features and being able to name the first name. Been done very well many times before, if you don't do it to the "n-th" degree, just don't even try. The characters are adequate, to mildly put.<br />
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Now for the story. There is no way for me tell my opinion about this without giving away the biggest spoiler, I will put the spoilers around quotes. You are not prepared: So, we start off in training with A&B (Alpha/Bravo) not so hard. Now it gets confusing and from I gathered you are going to rescue this person and there is this cartel that attack you and then see the main bad guy and then you fight in and out. Salem grabs a car and you drive until it flips over and Salem gets trapped under neath. Then Rios tries to get him out, but the cars explodes with him inside, a he dies...<br />
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[SPOILERS AHEAD]</div>
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"but he doesn't and no body knows. Years later we find a mayor wants to put and end to this drug cartel's reign. So then after a few levels you meet that same person you saved and she wants to destroy the cartel for kidnapping her, oh how convenient. You find out that a guy who also wears a mask works for the cartel. Later you find out it is Salem and he is disgruntled that you left him to die when he clearly was dead. Five reasons this makes no sense: 1. You don't survive with a few burns after a car explodes from the inside. 2. The cartel would kill him instantly. 3. If he did survive, he should have known what kind of jobs he did for years. 4. Apparently he does not care about his friend Rios whose has saved his life and all the other crap they've been through, like starting up TIIIO. 5. He's a bitch. Cry me a river. Right at the very end, Salem scratches the name of either Rios' girlfriend or sister on the wall of his prison cell, that is no April Fools"<br />
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I'm done, I'm SO DONE! It is that horrifically bad, I mean it's the most asinine storyline I've ever experienced in my life of playing video games. It makes no sense, has no point, and has a "The Departed' ending, but with a little more bullspit at the end. Other than the barely revealing characters, the storyline is a typical destroy the drug cartel, and that the thing with Salem kills the entire thing. Did M. Night Shyamalan write this piece of crap? It's, it's bad, not so bad, good, but so bad, bad. This game has the one of the worst storylines in modern game history, period. Oh yeah, it's ending is pretty much 10 times worse than Mass Effect 3, if you hated that ending. Overall, this is, *long sigh* moving on...<br />
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<b>I Declare A Thumb War</b><br />
<b><br /></b>The gameplay is actually very delightful. There. Is that enough? Of course not, the storyline only beats it half to death. The gameplay feel is very clean and smooth, with a very nicely made, fluid cover/movement system. When being ostracized, such as myself and are playing solo, the partner AI, is pretty smart to the apex that he can actually kill multiple enemies and 90% of the time actually revives the player in reliable time. That's if your aren't stupid and run out in the field to just get mowed down. In the final room of the game, the AI goes full-on mentally challenged by straying away from you and walking around aimlessly. The final boss is much easier if he is kinda of helpful, but that happens on and off. The games also has a good length to it with a total of 50 "level segments" that run a pretty decent amount of time, about 10-20 minutes to complete each one. It's also made for some great chaotic co-op fun. I did encounter 4 very similar bugs that just kept the level from progressing, but can be fixed by restarting the checkpoint. The game also has some really easy to challenging difficulty levels that take some tactical thought to finish. I'm not done yet, just a bit more.<br />
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<b>Co-op Customization</b></div>
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In Army of Two: The Devil's Cartel, I didn't know you could customize weapons until an hour after playing, I should have looked a bit harder. You can! I really enjoyed this feature, it was cool to "Call of Duty" or "Ghost Recon" personalize your weapon for a third person co-op game. It really lets the two players stand out from one and other, which in turn, let's them fight over who's cooler than the other. Probably should have put the custom Mask creation thing here, oh well, it's up by the art style portion of this review. The game also features a leveling system, in which after two playthroughs, will get you the highest rank of level 25. Good news is there is no tacked on multiplayer and co-op is very enjoyable. You can also earn money that can be used to purchase a small abundance of Weapons (and attachments/camos), Outfits, and Masks. The money also progresses leveling up and acts as an arcade-like scoring system, which is pretty neat considering most games have points and an a game economy separately. That may seem like a lazy way to implement, but I find it fresh to see. The overall gameplay is fun and energizing, but really can't fully save this game. On the other hand, the gameplay alone may be enough to have a go at this game.</div>
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<b>It Takes Two...</b></div>
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...too really enjoy this game, if you can get past the annoyingly terrible and bland storyline. The look of the Frostbite 2 engine is decent, even with the texture pack, feels natural. The music is what you'd expect and not so bad. The story... *uhck*, is not good to say without freaking out about it. The gameplay is intense and gripping. This game is an alright single player game and a prefect buddy game to play. Worth to me about 30 bucks, seriously, they might as well have no story. To continue, the gameplay is by far the best aspect of this game and is actually quite enjoyable. If you like shooters and don't care about storylines, and you have a buddy to play with or online "social skills", give it a rent and see this shi-I mean alright action game is a consideration for purchase. *cough* <span style="font-size: xx-small;">torrent</span> *cough, cough* Army of Two: The Devil's Cartel, is the worst game I've reviewed so far and it did not have to be, it earns 3 eggs out of 6. This was not an April Fools joke.</div>
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<br />Ostracized Gamerhttp://www.blogger.com/profile/06022004768556654230noreply@blogger.com0tag:blogger.com,1999:blog-95352129809787959.post-71405735357109941632013-03-24T15:23:00.002-07:002013-03-28T20:57:33.364-07:00Another COG in the Gear of War Judgment Review<div class="separator" style="clear: both; text-align: center;">
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<b><span style="color: #cc0000;">2011 - present...</span></b><br />
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A while back, another Gears of War game was said be in development. I knew right then after my completion of Gears of War 3, what that statement meant, one or more prequels. It seems that prequels are all the rage lately in the seventh generation of gaming. So now, here we have Gears of War Judgment; that is a suspicious title to say the least. It is interesting to note that Cliff Bleszinski did not even touch this game, period. Well, he might have played it, but he still had no hand in the actual development. Now I know what you're thinking, don't jump too far ahead now, the rest of the developers at 'People Can Fly' got a year and half to create this game. I can now take it off the shelf (from the video rental store) and examine this compact duel layer DVD newly born in the Gears of War family. Here I will let you know if this game is just another COG in the Gears of Microsoft's money machine or if it can stand in with a bloody good game series.<br />
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<span style="color: #cc0000;"><b>...And Justice For All</b></span><br />
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Gears of War Judgment is a prequel to the original game and surrounds the characters Baird, Cole, and two new character's: Sofia Hendrik and Garron Paduk. The main levels of the game are the squad member's flashbacks that serve as testimonies during a military tribunal. Each member tells a different part of the story, when they traveled to a COG base and launched a lightmass missile without authorization and now face execution. That's our Baird! I find the storytelling and narrative in this flashback format to be quite unseasoned for a game like Gears, and it's a nice tweak. I believe that most fans will still enjoy it just as much as the other titles. Once the story is completed, it's time to hit it up right before Gears 3, with a story extension called Aftermath. It takes place just moments before the Imulsion cure is released. Basically, before heading to Azura, Baird, Cole, and Clayton Carmine attempt to find a transport and reinforcements. I don't want to give it away, too much, but Aftermath follows a more traditional narrative path of a Gears game. The standard story almost felt more akin to a sci-fi noir game like Halo 3: ODST, and I will come back to that game. Each character has a different chapter to tell and investigate.<br />
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The characters the player jumps into correspond with each individual testimony and different area of the game. It was neat to witness the different character's perspective and ongoing, changing attitudes towards the other members, their mission, and the war as a whole. At first, I only appreciated Baird and Cole because we've had the three games to get to know them. Most would like Paduk just because of Russian-like voice and stereotypical attitude. With time, just a little time, I figured out his background and could sympathize with his motives, but still could argue with a few things he says. Unfortunately, Sofia didn't really hit it off with me at all. She seemed like a detached character, that annoyingly does it all "by the books". By the end of Aftermath though, I finally felt for her, but it took a while. Gears of War Judgment follows our two favorite characters into battle and does a favorable job of developing some new ones to tag along.<br />
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<span style="color: #cc0000;"><b>Blackened</b></span><br />
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The visual style and graphics of the Gears games hasn't really open eyes very wide, but it did progressively get better and better. One look at the title screen and you'll know if the game's graphics and style will do justice for a current generation. The graphics in this game are of the best and even slightly better than Gears 3. Every location looks so freshly abandoned and demolished, it looks great. As you can see, fire is pretty much everywhere in this game, and it looks really bright and awesome. The reflective and shine effects look quite gorgeous and I did find myself looking at the scenery quite a lot. It is, by far, the best in the series. The cut scene graphics however look exactly the same as the third game, but to improve that takes some more time and money. I have seen the skeleton and the basics of the UDK 3 engine and I have to say, this engine is about as good as it's going to get and looks great for being almost 9 years old. As you can also tell, I based the title of the paragraphs off of a Metallica's ...And Justice For All tracks. The Judicial statue in this game reminds me of that album cover. I know that figure was designed much earlier, but the dark tone of both works fit considerably well with each other. Speaking of music, the soundtrack of this game sounds like a rehashed version of the Gears 3 music. Music in these games is just for background noise, nothing great. The graphics and art style of Judgment are improved a tad bit and still looks great for an aging game engine.<br />
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<span style="color: #cc0000;"><b>The Shortest Straw</b></span><br />
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The gameplay of Judgment is not any different or fresh in any way: It's Gears 3 in a different environment basically. It has its ups and downs, I feel like each battle encounter is just a, "Here we go again...". Compared to the other games, it's the same old tired thing. I will give some credit though for the implementation of the star ratings, Horde-like battles and Declassified missions. The star rating system really adds to the replay-ability and challenge of the game, much like in the recently released Metal Gear Revegeance, but not as fun and intense to go for. The Declassified Missions just alter the current mission to a certain criteria for a change of pace, and eh I did them because of Achievements. I did like the Horde sequences, but soon after, they get tiring and aggravating to go through. I will say, this was just what it needed to get this game off the ground, for a little while at least. The campaign has a decent length to it, but when it's done, there isn't much of a motivation to play it again. The gameplay of Gears of War Judgment is the same thing with just a few interesting things joined in.<br />
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<span style="color: #cc0000;"><b>One</b></span><br />
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Well, maybe a bit more than just one or it's not multiplayer. Many games rushed out this past month have had their share of tacked-on multiplayer. Gears of War games have always been created with multiplayer in mind and it has never felt tacked-on. Judgment tries to take its word up on that, but falls just short of the fun the previous games contained. Some players are just going to be so much better than most and it gets annoying, but that's dedication and that gives it some good. Gears fans will enjoy it more than casual players such as myself will. In Team Deathmatch, it is a who is better contest and same with Free For All. I will say, that Domination is quite enjoyable for a while and it actually keeps the team doing something unlike many others multiplayer now. The game has also gotten rid of active, reloading, DBNO, and executions. Why? I do not understand this decision at all, that was fun to do. They also got rid of the Locust team and now the sawed-off is two shot and weaker now. I really cannot comprehend this and it seemed like a lazy attempt to change the game. Not a good thing.<br />
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In addition, there are only four maps and despite how well designed each are, we could have had at least a couple old ones chucked in for some more content. The controls have also been more streamlined with the left bumper being the grenade button and Y being the weapon swap. A good modification, but this takes away the ability to plant grenades and support and third side arm weapon. Okay, it's not all bad. The game type Overrun is a whole lot of fun to be had. You can play as the Locust and kill the COG or be the COG fending off the Locust. It's a entertaining mix of Horde and Beast with a Battlefield-like objective and progression. It needs to be played to be understood and appreciated, it's very good to say the least. Go and try the demo to see my point. Survival is the last mode and it's just Overrun with AI, so... that's it. Still not happy? In due time, the game will get the addition of the Execution mode and couple maps for free. That's great news, I feel this game is lacking a bit of content, but at least the game works properly.<br />
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<b style="color: #cc0000;">Harvester of Sorrow</b><br />
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<b>RANT TIME: </b>That gun... This really got to me. You had to pre-order this game to obtain the Classic Hammerburst from the first Gears game. Oh and it's not the same gun, it's a burst fire. I know what some may think, "Oh it won't affect the balance". Do some forum surfing, you'll find that people really think this gun is really good. They make you pre-order or soon possibly purchase the weapon from the Xbox live Marketplace, to get the advantage. I feel the blame of this falls squarely on Microsoft Game Studio, and potential feeling that this game would be terrible. Then they make you get stuck with the game not knowing if it is good or not if you want the gun. Buying optional things that are for aesthetic purposes is alright, but they went way too far this time. This is worse than the micro transactions the EA has now. There is even less items to unlock in this game, but they do give you prize boxes from completing certain goals, but most of those are just XP awards. So much more content could have put into this game. Microsoft, wake up and give everyone that gun! Don't be like EA!<br />
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<span style="color: #cc0000;"><b>Eye Of The Beholder</b></span><br />
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Gears of War wasn't done yet, and I knew its next direction. I bet many others predicted something along those lines too, and it's not disappointing, to some. The narrative was very intriguing and neat to follow as a first approach in a Gears game. The characters we knew where great, and other characters where what they could be, nothing more. The graphics don't change a whole lot, but still appear as well they can on and old engine. The visual style is unchanged, but is alluring enough to take a second glance at the scenery. Neither aspect is grand or even memorable for any of these games. The gameplay is identical to the other games, but adds infrequent changes in play. These, more so additions, give a little more, but get tiresome after some time. The multiplayer shallowly deletes some fun features and has only two fun game modes: Domination and Overrun. In all, the game feels less, in terms of content while comparing it to Gears 3. I think of this game like Halo 3: ODST. It should have been called Gears 3: Judgment and priced at around 45-50 dollars. It's for the huge Gears fans, not anyone else. For a causal player like me, if you want it enough, wait for the price to go down for your own good and bite through being murdered by the Classic Hammerburst. It is not worth 60 bucks. Gears of War Judgment is just another polished COG in the wheel, it stands in the corner of the series at 4 lukewarm eggs out 6.<br />
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Ostracized Gamerhttp://www.blogger.com/profile/06022004768556654230noreply@blogger.com0tag:blogger.com,1999:blog-95352129809787959.post-69203752156842613972013-02-22T20:27:00.002-08:002013-04-01T20:30:43.603-07:00Cut and Take this Metal Gear Rising: Revengeance Review<div class="separator" style="clear: both; text-align: center;">
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<b>The Rise</b><br />
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Metal Gear Rising was first hinted after the release of Metal Gear Solid 4. It was originally meant to be a interquel that showed Raiden's transformation between MGS2 and MGS4. It was finally announced at the Xbox conference at E3 in 2010, but later was "quietly" cancelled because Kojima Productions could not successfully design this particularly new "cut at will" gameplay mechanic. They did however, fully develop the stories and in-game scenarios. Kojima later met up with a producer of Platinum Games and requested them to work on it. The new current version was then revealed with an actual trailer. After development began, they discarded stealth as a main element and included high speed hack and slash. They stating the original game as being very "dull", much unlike the High Frequency Blade weapon. Metal Gear Rising: Revengeance became the Lighting Bolt Action game we see now.<br />
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Enough of the history, Metal Gear Rising is not Metal Gear Solid, it's a spin off time. The gameplay, as we all know, is a huge leap away from the stealth Metal Gear is known for. No more emphasis on guns and silence, rather now it's sword play and slicing. Speed and reflex is key now, not slow and steady. Metal Gear Rising: Revengeance may create a great spin off a successful different gameplay of the ninja we saw first as a kid that has been through the worst imaginable. It could also unfortunately be another stereotyped sub-par Japanese video game. Let me, take a slice at this reviewing thing.<br />
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<b>Realistic vs Pretty</b><br />
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Many early gameplay demos of Revegeance showed the world as being very clear and colorful. The current game looks nice, but many of the levels at the beginning of the game have a very brown and grey tone to them, with little more vibrance as the game progresses. The environment does break into some neat looking scenery, but it's not gorgeous. It's more realistic than pretty, but is that bad thing? Standing from the slightly lower end Xbox 360 console perspective, the rendered characters and cut scenes look very nice, seeing as how they are at least half the game. Hey it's Metal Gear, it has it's large emphasis on story, which will be discussed soon. Most of the objects in this game are "slice-able" and when you deiced to just start slicing everything up like lettuce, you'll know how cool it looks. All of those sliced objects will disappear quite fast, but I can understand with this generation of consoles. You cut into an object enough, the game starts to lag a bit. Along with just cutting the world up, this game sure is violent! Not as much as Prototype, but even slicing up these red blooded cyborgs gets a little gruesome, but oh so satisfying. Lastly, all of the city environments seem to be magically empty except three hostages during the entire game. At two points in the game, the characters mention an evacuation, but the cities just seem too dead and not very modern. Overall, Metal Gear Rising visually appears alright, not as good as I wanted to think.<br />
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Metal Gear Solid always have some grand beautiful and hectic musical scores. Metal Gear Rising also takes a leap in terms of this, to more of making it sound like some bad copyrighted music that was made for a game. The music sounds exactly like the rising in popularity, metalcore music. I mean, I love metal, but I am not a fan of that kind of metal. Although the instrumentals are really decent, I really wish the vocals could be turned off. I feel that lyrical music fits best with driving games and shooting games or just at the credits. I will say, it is good for this game to have fast chaotic music, but oust with the vocals please.<br />
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<b>Stories from Kabuki Theater</b><br />
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Now don't quote me on this, but I've read that Metal Gear-ish games had a large influence from Japanese Kabuki theater. That must be why the Metal Gear games have always felt a little odd with the characters. It could also just be influence from Japanese Anime. I do love this series, but I am not into the Anime stuff at all. Metal Gear Rising is no different in this aspect. Some of the actual American characters act, let's say more realistically American than others. An American senator acts like a Sumo, fat Yakuza boss. An American senator, from Colorado! Many of antagonistic characters like to do the point and then dramatically clench their fist action. To put it plainly, all the enemy characters act ridiculous and way over-the-top. I wont criticize that, but I will take into account the addition of a lot of profanity. I am in no way adverted to it, but it is just so out of place. If characters act ridiculous and start swearing, it makes their madness seem so fake. It only works for Raiden who has been through the worst in life and does not act so insane, until his "Jack the Ripper" persona emerges. Even in that act, the profanity is still feels more in place. Over the top characters, even more so than the Metal Gear other games.<br />
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As for the story line, it is sub-par at the least. The main concept is about Raiden trying to prevent this corporation that is taking 3rd world children's brains and training in advanced VR to become super genocidal cyborgs. These brains would be trained to kill and cause war to break out, reviving the dead war economy from the previous game. It's about cyborg bodies, there, see, it's a little out there. The one thing this story does do well, is it vividly keeps you interest even though the ridiculous characters are present. Metal Gear Rising even makes references to Raiden's past along with many tongue-in-check recalls of the main series. The game still contains the codec sequences that drag on a bit, but most of the characters do have something interesting to say both for the game and even our our reality, how interpreted is up to the player. Metal Gear Rising has decent writing, with over dramatic characters, but it manages to make you think about the real world. Metal Gear games have always been very aware and smart in philosophical ways. This game does another, okay job in terms of narrative.<br />
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<b>Hard and Short... uh, the game...</b><br />
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The gameplay of Metal Gear Rising is not stealth, but more of a button mashy hack and slash. The general game feels like a mix of Devil May Cry and God Of War. For a Metal Gear game, it still contains very intense action sequences, but like times 10 more chaotic. It also has... those... quick time events. Don't worry, they're present like any other hack and slash game, but not an overabundance. Unfortunately, there is still a sliver of stealth, and it just does not work at all. The game offers moments to be stealthy, but it asks for too much and when you fail, your punished. Also, there is no need for the alert counter either, it's unnecessary and detracting. There was no need to keep any amount of stealth you guys! Usually after the BRIING!, two larger enemies than the one you startled get called to kick your ass, which leads me to the difficultly. It's a hard game, it's really hard. It is almost impossible to not get hit during any fighting scene, not to mention boss battles. Okay, well to top that off, the game is about 8 hours in gameplay time, not counting the cut scenes. The challenge of the game is beatable, which is probably what the developers wanted to do to make the game's playablity last longer. It may sound bad, but for this game it works because it's just hard enough to want to get that 100% completion. For a short story, you will spend many hours on the full completion along with VR mission too. Timing and timing alone will keep you alive in this world. There is no forever blocking system like most games; rather a wait for the right parry to stirke. You cannot dodge, which is really bad seeing as not every enemy attack is blockable. It's hard, but oh so rewarding, especially to slice the enemies into a million pieces.<br />
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<b>True Hack and Slash</b><br />
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That is correct! Even a Star Wars game has not been developed with the ability to cut almost anything down, apart, in the middle, and what have you. Now, to precisely cut anything, you need to go into what is called "Blade Mode", which is only available when your meter under the health is blue. You can then hold the mode down until the bar is empty. To coincide with the difficulty of this game, you can't just willy nilly hack every guy up you see. Most enemies take a number of hits in certain areas that will turn blue and allow the blade to cut through. When this mode is activated on a damaged or weak enemy, you can cut for a target that will allow Raiden to snatch the cyborg's energy source to regain full power. This is known as Zan-Datsu or "cut and take", as the game refer's to. Adding even more to this great risk and reward system are the challenging and blade wearying boss battles. One is based on speed, one can split off segments of his body to avoid your blade, and you just have to play it. The boss variety and challenge of your sword is really quite aggravating and, yet again so rewarding to beat. Here's another thing, you can save a whopping three different hostages, okay, yeah. They don't matter, you just get pitied for not saving them, WHOOPS! The game also has running system that is very much like in Mirrors Edge, called Ninja run. You can run with great speed and vault over any short object or obstacle, which adds to the intensity with exhilarating running sequences. The game also has a small upgrading system that will allow extension Raiden’s cyborg body and usage of boss weapons. The overall gameplay is very fresh, very hard, and very rewarding. It is, by far, the strongest aspect of the game and saved it for me in so many ways... besides the length.<br />
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<b>OH MY GAWD, MEDAL GEEEEEEEAAAAR!</b><br />
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Yeah, yeah it's an Egoraptor reference when you can't think of an original caption. Metal Gear Rising Revengeance is only part of Metal Gear by name and story, with only a touch of useless stealth. By it's self, it's a God of War action game with amazingly fresh and fun gameplay. It also has a bountiful amount of references and undertones with bizarre characters. Set in bland and not so realistic settings, this game keeps the interest through and past the game's entire story to warrant a replay. It is a very challenging game, but if you enjoy it enough and develop the motivation for major risk and reward, you will have many hours of the game to earn a 100% completion. If you want to try it, just get a 2 night rental, you'll beat it on easy for sure. If you want to feel good about defeating such a hard game like every other Metal Gear, you should buy it. I do suggest waiting for a price drop though. Everything about this game, except the side story interest and the gameplay, are just okay. It's Short, difficult, dramatic, frustrating, reflex stimulating and; however you cut the cake, it's earns a 4 and a half out of 6 eggs.<br />
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<br />Ostracized Gamerhttp://www.blogger.com/profile/06022004768556654230noreply@blogger.com0tag:blogger.com,1999:blog-95352129809787959.post-87023806853622599512013-02-20T22:19:00.000-08:002013-02-20T22:20:30.276-08:00PS4Yep, got announced, dup. No real info, just saying stuff that may or may not be on it when it ships. I might make a video talking about it. Dunno what game to play while talking though...Ostracized Gamerhttp://www.blogger.com/profile/06022004768556654230noreply@blogger.com0tag:blogger.com,1999:blog-95352129809787959.post-24884646284277824842013-02-15T14:18:00.001-08:002013-03-27T21:49:25.868-07:00My Rating SystemBasically I review based of three criteria that I rate the quality of. That includes, the overall Gameplay, Story (Narrative/Characters), and Art (Sound/Graphics/Visual Style). Depending on what each criteria should be it will get between zero and two Ostrich Eggs. 6 Eggs would be the highest rating for a game. The reason I chose out of six is because it's a good even number, but not as simple as a 10. A game that would get a 6, is a game that's mind blowing and innovative. A 5 is just a really great, game except for a few minor flaws. A 4 would be a game that's decent to good and could use changes that could make it much better. A 3 is a game that is not very good or it's okay, but suffered from many problems that may or may not be able to be corrected. A 2 is not at all, a good game. It is being killed by bugs and terrible mechanics. 1 is hell, a game that tortures you in every way, the worst of the worst. 0 is not a game, it's something that is so broken, it can't be completed. In that case, it cannot be not reviewed. If this rating system starts to fall on it's head, I will change it.<br />
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In the case of Dead Space 3, I really enjoyed the game, but a few little things did get to me, that will take some time to get used to. It's a very good game, but it is not as 'great' as I wanted it to be. I will be spending many more hours on it. I enjoy it.<br />
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This might make things easier, my approval rating out of 100:<br />
0 eggs= 0-15<br />
1 egg= 16-24<br />
2 eggs= 25-42<br />
3 eggs= 43-59<br />
4 eggs= 60-80<br />
5 eggs= 81-91<br />
6 eggs= 92-100Ostracized Gamerhttp://www.blogger.com/profile/06022004768556654230noreply@blogger.com0tag:blogger.com,1999:blog-95352129809787959.post-20250930687826235652013-02-12T17:04:00.002-08:002013-02-12T17:04:44.010-08:00Predictable...I think we all know how "well" Aliens: Colonial Marines did... That's what happens when a game is forced through development and, for some reason, can't wait until summer for launch. I don't understand, maybe I don't know yet, but it's like there is a phobia for releasing full title games in the summer time. School is over, what better way spend on, than games that were better than if they were crunched like the real nightmare we are seeing in the gaming industry. To add to that, I won't be doing a legit review of Aliens, but when I do get a break from school, I will put together a comedic style review of it, you'll have to wait and see. That will be same with how these next big games to come out this month and next month fair. I are really scurrd friends!Ostracized Gamerhttp://www.blogger.com/profile/06022004768556654230noreply@blogger.com0tag:blogger.com,1999:blog-95352129809787959.post-24619248617521949042013-02-12T14:42:00.001-08:002013-02-15T10:21:24.078-08:00No Space For Fear... Dead Space 3 Review<div class="separator" style="clear: both; text-align: center;">
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<b>Visceral Minds</b><br />
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The beginning of the Dead Space franchise will turn into a five year demented child this October. A King Diamond's 'Abigail', if you will. Another cult following to AAA EA title, the original Dead Space was a huge Sci-Fi scare, at least, to most. To me, it was beyond any scary, horrific game or experience in comparison, at the time. Sure, it was and is no Slender, but as a full length game, it combined the perfect blend of action, horror and, even a bit of puzzle elements in a creepy narrative with a real humanistic undertone in the grand story arch.<br />
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Here is the thing, ha ha, like the movie. If you couldn't already tell or your're just too young to want to see it; the movie, "The Thing" was the largest creature style influence on Dead Space. Fortunately, in Dead Space, you can actually kill these things. The real 'thing' I want to skim over is the sick, twisted, and even friendly game developer, Visceral Games. When the company was born, it was basically another company name under EA, where, based on their location, was cleverly named EA Redwood Shores. Under that name, they would go to make two 007 and LOTR games, The Godfather I&II, and the first Dead Space. I would only guess that the company's name change was to be eponymous with one word that could best describe their most original game, visceral. Then, a Dead Space Wii game was soon to come, along with Dante's Inferno. Now it's been only Dead Space games up yours truly and soon, Army of Two: The Devil's Cartel. To think, it has already been 2 years since the launch of Dead Space 2; makes you feel old... Was this break and long awaited return of my favorite horror series worth to see a Cabin in the Woods or is this another game horrorbly morphed into the action genre?<br />
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<b>Is More Really Less?</b><br />
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F**K NO! Let's get to the new stuff right away. From pointless competitive multiplayer in the second game, EA-uh-I mean Visceral Games, decided to put co-op in this iteration. I will say at first thought, like most others, was this game just got less scary. Let me tell you, the horror within the story is amplified in the co-op missions, as John Carver enters the same violent dementia Isaac did last time. Be sure to prepare Isaac to be helpless and Carver to be horrified as he battles his own "Nicole". Dead Space 3 also adds a few optional missions that give more insight on the game's story. Some of the missions do have very similar level designs, but still are interesting to have. Something that sure horrified some other gamers, t-t-the word, of the devil! Micro-transactions... What's the big deal? People that have time to play the game, such as the fans and even some newcomers will really have no problem here. You don't need to pay to get a great advantage. I'm sorry that some people want a game to spend no time and effort in completing. Remember that Mass Effect 3 multiplayer has micro-transactions and there is no problem if you just play the damn game! Find those glitches that EA won't fix while you're at it and stop crying. I will say though, what really aggravates me is EA forcing out these Day-One DLCs, shame on them for that garbage. Now that we finished with the complained additions to Dead Space 3, can we please get to something good?<br />
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<b>I Got Some Duck Tape!</b><br />
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Resource management is what makes a horror game, survival; and the previous games did have some of this with limited slots, random unwanted item pickups, and a store system. I realized during Dead Space 2, after 3 playthroughs, I had so many items, it didn't feel like survival anymore. The original Dead Space had slow movement, clunky controls, and less item drops that still makes it terrifying today. Dead Space 3 doesn't feature credits anymore, but different resource materials you can gather with new Scavenger Bots. These new friends can sense very feasible "scavenging" areas. With the 1 plus robots, they will gather materials for crafting items. It is quite tedious to find the points and drop the bot and then go to the crafting bench, but it's worth it. Craft-able items are everything! You can craft Health Packs, universal ammo. and even weapon parts! Weapon crafting was a huge deal, because we could now play Dead Space the way we want to. You can literally build any weapon combo in this game: Carbine/Ripper Blade, SMG/Plasma Cutter, ect. You can even add attachments that can help you and your co-op partner as well. Materials can also be used to upgrade your RIG. One gripe I have, is with picking up the resource boxes, weapon attachments, and upgrades when you are running out of space. You cannot drop any of those items! It would be neat if you could drop the Scavenger Bot, that could carry your newly found items to the bench. At least update it to let us drop them!<br />
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<b>Thinking With Stasis!</b><br />
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As an engineer, Isaac needs to stay in practice! The main Dead Space games always wanted you to think to figure out quasi-puzzles and do other certain hack jobs to get around those Necros. Each new game seemed to add a couple new mechanisms in the world. Dead Space 3 includes all the same, plus many more. Most of the puzzles at the beginning seemed to be too easy and even babyish in completion. I will say that this game does have slightly annoying tutorials that seem to go away later in the game, which is only good for the noobs. After all that hand-holding, some of the later puzzles begin to get a little cryptic and soon you just keep trying random ideas until the light changes to blue. Makes you think 'til rage, I'd say. This is another thing that makes me rage, there are no save stations anymore! I really enjoyed that futuristic Resident Evil typewriter and now you have to wait an unknown amount of time until a save hits. It is also aggravating when it does not tell you when a checkpoint is reached. There were many times I died and I assumed a checkpoint was reached, but NNOOOOPE! What adds to that is the difficulty. It's overall a harder game now. It's good, I mean I wanted that, but I think asked for a bit too much. I love these games, so just more time to play it!<br />
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<b>'Til We Die</b><br />
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I always enjoyed the story-line of Dead Space, to say the least. Original? Not really, but it took quite a few elements from already creepy horror stories and made it something special. To me, this game is a horrific metaphor for all the troubles us humans and our sick natural thoughts go through all the bad times life and how if we don't get past those times, we could die. Not trying to be melancholic and philosophical or anything, just what this game has kinda meant to me. It can really make it a good experience to add your own life to and immerse in as well. The final story is fair to say the most, but it's not bad to say at all. The story does what it can to slowly wrap up such a awesome and chaotic strung up narrative. I want to take this time to explain why a series ending story can be a question of quality. With Mass Effect 3, there was so much crap happening someone had to go. The "perfect ending" is a cliche and it does not make you reflect on your own life and world we're all stuck in. If you want a happy game, your shallow, and not really a legit gamer. I give Bioware credit for a ending like that. How could a game as crazy and messed up as this have a "good" ending? Once I knew another Dead Space was coming I knew this was a series that our protagonist would not finish it out alive. Don't worry, I have not completed the game yet; I got the last chapter to go. Let's see how the characters deal with this epitaph.<br />
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<b>To Save Humanity</b><b><br /></b></div>
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The characters have always had a large part of the Dead Space series. Even when Isaac didn't speak, Nicole, Hammond, Kendra, Dr. Kyne, Mercer, and various logs kept the motivation and momentum of the game. Then Isaac finally spoke, and he added more to the life of Dead Space. Dead Space 3 if you have not guessed, is all the same and it's never better. I've have snooped about to find that some people refrain from calling these characters 'memorable'. If realistic is not memorable, then take a look in the mirror. How would you like to go through this scenario? Depressed, angry, and argumentative is something out of The Walking Dead and it's what you would see in a game like this. It makes you feel better that you are not there, with a bit of extremely dark humor tacked on to give some life. Everyone in this game is a reluctant participant and Isaac is the one who will not stop until he dies or it's all over. We cannot forget the crazy religious character that is ignorant beyond comparison He is less inspired, but the others make it up. I enjoyed the characters and will remember them as pretty decent 'last ones' to end a great series.</div>
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<strong>Cold As Ice</strong></div>
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The first two Dead Space games always held the player in tight corridors with the slight potential for a jump scare. Dead Space also had very disturbing moments to try and make the player cringe. At so many times, moments in the original game gave me nightmares for nights. I could not even play it for certain extended periods of time. Then Dead Space 2 came out and still gave me a similar effect, but maybe I was too desensitized by the first one. After playing this, I can safely say that Dead Space 2 just a bit scarier, but doesn't contain the amount of anticipation and intensity that the current game has. It's mainly due to it losing the dementia sequences and some of the unpredictably. Do not fret, Dead Space 3 stills has it's creepy and jumpy moments that we've come to enjoy. At the beginning of Dead Space 3, Isaac revisits the cold ship corridors that gave this franchise it's Alien-like quality. Then following a very nicely rendered crash sequence, you wake up in a winter hell. Right out of the bag, having low visibility, immediately made me think of Silent Hill. Dead Space 3 retains that feeling of claustrophobia, while somehow adding kenophobia with a solid black fog wall. This game takes the environment horror of Silent Hill and The Thing, and conveys them together really well. The setting does break into familiar corridors occasionally. I will say that it is nice to get a break from the unknown cold, once in a while. Then you go inside to find what lurks in the dark.</div>
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<b>Who Goes There?</b></div>
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The first question you ask before running for your life in first time you see and hear the scariest creatures in video game history, the Necromorphs. The design and sound of these creatures is terrifying in every way imaginable and gave me blood curdling nightmares, until I learned to destroy them with ease. The fear still lingers on, even in Dead Space 3. At first, I saw that the Necromorphs appeared less bloody and more dirty color, I thought they really toned down the fleshy-ness and therefore less scary. I soon realized the fact that they could pop out from the snow from anywhere and charged faster. The glowing eyes always get me though. Regardless of how they appear, they sound more horrific than before. The new "Feeders" might sound silly at first, but you will feel them rip you to pieces. You will fear that noise and they won't stop until you die! The music added to this game kinda sounded like Batman and Bladerunner combined, it's good, but too odd. When that cliche epic Sci-Fi music picks up, the game's intensity really ramp's up and can knock you around. There are also many moments when you get hit by some "Shining-like" chiller sound effects that makes it feel like this horror has been experienced before, but Dead Space 3 holds it's own just below the original game.</div>
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<b>It's Dead For Now</b></div>
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Another trilogy has ended, and only time will tell when EA will force more out. Until that time, Dead Space has ended, at least I think. Dead Space 3 adds some neat, new gameplay features that have a fresh impact on the game. It also has had taken away some familiar features that can make the game a bit aggravating from time to time. The story grabs you to wrap up as neatly as possible with characters I could tolerate. The scare factor is a little less present than the last game, and that might be because of the intense action. This is really expected, but not praised in this period of gaming. Visceral Games also borrows horror elements from other stories and can still freak the hell out of people. Dead Space 3 may not live up to already, very high expectations or even compete with the first title, but it holds up just a bit higher than the previous game. It ends as good as it can, and what more could you ask for? If your a fan, you'll need it and if your new, just rent the game or buy the first one for cheap. If you like horror games, but never played this, then try the Demo. Looking back, I did really overrated Dead Space 2 by some, but Dead Space 3 earns 4 1/2 rich eggs out of 6.</div>
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Ostracized Gamerhttp://www.blogger.com/profile/06022004768556654230noreply@blogger.com0tag:blogger.com,1999:blog-95352129809787959.post-80988312656130875012013-01-07T22:35:00.001-08:002013-01-07T22:35:18.054-08:00Some vids<div class="separator" style="clear: both; text-align: center;">
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<br />Ostracized Gamerhttp://www.blogger.com/profile/06022004768556654230noreply@blogger.com0tag:blogger.com,1999:blog-95352129809787959.post-32864717775546468642012-12-22T16:47:00.002-08:002013-02-06T15:20:42.326-08:00Dream From Below, Far Cry 3's Review<div class="separator" style="clear: both; text-align: center;">
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<b>Voices From The Past</b><br />
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Oh this game. I do remember this series having a colorful history, more like for it's first release. Far Cry was originally developed by Crytek, using their first rendition of the CryEngine before it made it to Crysis when we then saw the astonishing CryEngine 2. After 5 other release on other consoles to rack in the doe, Far Cry went from awesome and beautiful, to old and ugly as it was ported or recreated on other, low-end devices. After ridiculously short development cycles for other Far Cry 1 games, Ubisoft finally decided to take an actual step forward and develop Far Cry 2 on their own in their Montreal studio. Although not doing as well, Far Cry 2 did just close enough to the original Far Cry. The second stand alone game added an open world environment. Although it had some initial technical issues, most would say it improved in more ways, but might not been up to same level of fun.<br />
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Many people in any realm of art or entertainment, would say you can't beat the original. You know, that statement kinda grinds my gears sometimes. It may be true, but if so, why would anyone keep making anything new or newer, if it wouldn't be to improve and possibly make their art better. After all, that is the strive most artists and developers should take. I can safely say right now that, with time, something has potential for being better than it's original and Far Cry 3 does it. How much better is something for you to read on to. Far Cry 3 only echos voices from the first game and is heard from the second. Will Far Cry 3 be heard for years to come, or will this game be an improvement, but a short cry in it's memory?<br />
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<b>Arrival</b><br />
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Jason Brody and all of his friends<br />
Saw the magic in their eyes<br />
They were in for a surprise<br />
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Far Cry 3 has a open world environment, that seems to be on a Polynesian looking island some where in the Pacific Ocean. That was something that I really wanted to find out about. I also think that the "good people" in the game are some kind of descendants of the Maori people, but what do I know? Enough to say that Far Cry 3 is the most beautiful game to come out this year! I mean of full retail games, Journey still beats it, but that's not even fair. This game is just astonishing. To think that graphics of current generation consoles could not seem any better, this game still says, "Oh we can still look better." Boy does it. You really can't understand how this game is so immerseve and real and gorgeous and life-like and I got to stop saying, 'and', until you get your hands on it! Crytek would even be quite amazed with this game's graphics and overall visual quality.<br />
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It gets easy for me now. This is Skyrim with guns! Well, maybe, but not a very accurate description. Only if you just looked at it and find out it's open world, that statement may sound legit. Yes it has a lot of exploration and things to do, but it's more of a Red Dead Redemption in First Person, with both the look and play (we'll get there soon). It also reminded me of Crysis, well yeah, and maybe Skyrim, in terms of size. It's not as big as Skyrim, but is feels big enough. You would think that a modern game with vehicles would need to be bigger, but the terrain of Far Cry 3 also adds to the immersion and makes it so driving is not as easy as one thinks. It has the realism and immersion of Crysis with the size and terrain close to Skyrim. So it's Skyrim meets Crysis in the visual style and it's an awesome combination. The game also makes matters better by adding a whole bunch of dangerous and even silly wildlife. Some times the animals will stop attacking friendlies and even enemies to attack you, which gets annoying, but wont get too bad. Watch out for the crazy Cassowaries, they are freaking murderous!<br />
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<b>Victimized</b><br />
<b><br /></b>Now that I started sticking a toe in the gameplay waters, let's actually dive into it. Even in gameplay, it is much like Skyrim meets Crysis with a few cut ends. In all the things you can do: main quests, side quests, board jobs, exploration, and driving. Yes, driving is fun enough to count and there are some missions that have time trials. It does make for a enjoyable game that can be played for hours and hours, but then might end quickly. No one could believe that any current generation game is bigger than Skyrim and you'd be right too. Far Cry 3 is at least half the size and one fourth the time to get a 100% completion than Skyrim, but for some it's is enough. I mean, that would lead me to say it's more like Redemption. So as a rebuttal, I will say that in terms of gameplay, it's Red Dead Redemption meets Crysis. Anyone with some minor game knowledge could say Far Cry 3 is big, but it's no Skyrim.<br />
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Enough with the comparisons! I will finally say what it feels like to play. When using vehicles and moving through the environment, it feels like Battlefield...3? ARRGG, there I go again! Now I am done. Wait a second! That's what it is! Far Cry 3 is a perfect mix of those three titles: Red Dead Redemption, Battlefield and Crysis. It feels all so familiar and so great. The second one may have played very similar, but I bet it was not nearly as good to play as this one is! So,in the end, it is a very comparable game that mixes some other great games together so no one is left out in cold to play this. Far Cry 3 is an amazing, wide-open, long game, It is not a super long game to play and it's very easy for any FPS or action gamer to hop in and enjoy.<br />
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<b>The Invisible Guests</b><br />
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Let me be honest, I had no idea that multiplayer and even co-op was in this game. I didn't play them nearly as extensively as singleplayer and I also didn't feel they should have been in this game. Co-op is fun to play with a buddy, but gets repetitive and a bit aggravating. Despite those two, it does have a rewarding feeling after completing each level. I am wrong about the competitive side of multiplayer, though. Competitive multiplayer adds elements from other games, again, like objectives and reviving team mates in Battlefield and a class system and perks like Call of Duty. The game also gives you a health bar, so in stead of getting shot in the face with a weak gun and waiting 3 seconds just to shoot back again, it's more difficult than that. So watch your life! It's interesting and fun, but they still could have made the game longer if they at least excluded the co-op.<br />
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<b>Insanity</b><br />
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Definition<br />
1. The state of being seriously mentally ill; madness.<br />
2. Extreme foolishness or irrationality.<br />
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Doesn't this sound like a typical storyline? Bunch of friends go to a tropical island and get captured by pirates. I can't think of any movies off of my head, but it sounds very familiar. Easy enough to do right? No, now you got to make me feel for the main character and care about his friends. Far Cry 3 starts with a basic concept and makes it work very well. You play as Jason Brody as hell begins to unfold on a once in a lifetime vacation trip and it's up to you to save your friends and get out alive. Jason develops a little too fast, but it's fine. He goes from, "I've never fired and gun before" to jumping out of a car in motion and shooting up bad guys in less than 20 minutes of progress. Which is okay, because it's good not to take a long time to develop a character. I would have suggested the main character has been in the military and then to that island, so his firearm expertise would be a realistic level.<br />
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In addition to saving your friends and surviving the island, you get help from the locals by, in turn, helping eradicate the pirates. You meet our good friend Vaas at the beginning (guy on cover) and he does a great job to motivate you in killing his crazy ass! Sorry, but the game's story really makes you want to save your friends and make the bad guys pay with every single one of their lives. You thought Vaas was insane enough, well he works for a guy too. I can't imagine how much more crazy his boss can be, but he is in this game. You'll meet him, let's say, too soon, I assure you. In all, an enjoyable storyline with quick, meaningful, and motivational character development.<br />
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<b>Moving On...</b><br />
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I can't remember how many hybrid games I have reviewed, but I've liked all of them. Far Cry 3 is no exception. In fact, I liked this one the most of those hybrid games. Many say it's Skyrim with guns, but I say it's Red Dead Redemption in first person in modern day. I guess the first one sounds way more appealing. Far Cry 3 is fun and cool to play for a long time. For a open world game, it has decent multiplayer that feels less as tacked on as other titles have. The game is beautiful and I can't imagine how it looks ultra settings on the PC. It's not too small of a game, but it's big enough for the usual FPS gamer. The gameplay has good blends of other games and feels very good and fresh, to me at least. The story seems average with great characters to interact with and care for. Try what I did and rent the game for just a short while and wait until it lowers down in price after the holidays. Or if you love open world games and shooters, you really should have this already. If not, get it now, you got the whole winter break to play it! Far Cry 3 gets 5 Cassowary eggs out of 6. I need to play a bad game for once!<br />
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<br />Ostracized Gamerhttp://www.blogger.com/profile/06022004768556654230noreply@blogger.com0tag:blogger.com,1999:blog-95352129809787959.post-48434148070572517592012-12-11T20:41:00.003-08:002012-12-12T22:41:47.941-08:00Halo 4 vs Black Ops 2<div class="separator" style="clear: both; text-align: center;">
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Up there!<br />
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I can't believe how many views my Halo 4 review on here has.<br />
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and follow here: <a href="https://twitter.com/OstracizedGamer">Tweetie</a>Ostracized Gamerhttp://www.blogger.com/profile/06022004768556654230noreply@blogger.com0tag:blogger.com,1999:blog-95352129809787959.post-27381658227766414322012-11-24T20:24:00.004-08:002013-01-08T09:47:21.176-08:00Hi Tech Hate, a Black Ops II Review<div class="separator" style="clear: both; text-align: center;">
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<b>Recruit </b><br />
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...and the next November is here! Another COD fish, right on schedule! Now these games just got to be getting worse and worse. A Call of Duty every year? There is not enough time to make a good game. Only spending a year, what a joke! Well, realize that each of two developments teams that switch off making a game with two different story arch's get 2 years to make their game. A lot of 2's, huh? Is two years enough to make necessary changes to game that has been the same for 9 other games? Let's get our barrings first.<br />
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Treyarch has made Black Ops II, not the automated shell of Infinity Ward, oh sorry, that's the truth. I will admit a have overrated a game during the course of my reviews, and I think we know which one that is. Anyway, World At War was Treyarch first good COD game and Black Ops and Black Ops II have followed in the same wide story arch, heh, I guess you could say Tri-arch. In Black Ops II we hit the future and now everything is automated and computer controlled and which case, is hackable. Black Ops II also makes a commentary on the development of new technology for destruction and death. The game also wants us to realize that something like this could happen in real life! No, not the zombies, the threat of turning our machines for our protection against us, hence the title, Hi Tech Hate, a song by Fear Factory. Does Tryarch's game make a bold enough statement to be meaningful and have a positive improvement on a long overdue series? Will I ever stop asking questions and review this damn game?<br />
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This image gave me the first impression of the graphics. An improvement, but meh...</div>
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<b>Regular</b><br />
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This word above, to show progression in the review, and pretty much describes the art, graphics, and music of Black Ops II, just regular. Well, Call Of Duty is no Halo and certainly no Crysis, graphics and art is not always a strong point in any Call of Duty or even a Battlefield type game. The graphics utilize the MW3 graphics engine, not physics; we know how outdated that is. A grand improvment over the first Black Ops and even a little from MW3, but it's not as nearly as good looking as Halo 4 or any new retail game for the current consoles. I will give props to the designs of the Colossus ship (floating city Sci-Fi enough?) and the drones. This stuff looks very believable and realistic to come out in the next ten years, but that's all I give credit to.<br />
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The music is also a "meh" in my book, or I mean in my music player. The music was composed by Nine Inch Nails front man, Trent Reznor and he knows how to make some good sounding epic action movie-esque music. One issue with me is it does not really stand out on it's own. I mean he's no Hans Zimmer, but the music by Zimmer can sound grand and epic, yet still being very recognizable and unique like the music in MW2, which was by Hans Zimmer. The games sound effects have a realistic, well sound to them. I feel that the explosions and gun shots sounded too realistic, but that maybe preference I do like when different guns sound different and explosions go off with more than one salable. So meh, it's all regular, nothing great.<br />
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<b>Hardened</b><br />
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Is exactly the word to use for the overall gameplay of Black Ops II. It still feels and plays all like COD should: 60 fps, great controls, easy to play and hard to master. There is really nothing to say about the general gameplay, except that s feels just as good as should and has before. Nothing to improve and improvements where still made. The only way to review the gameplay of a game like this is to look at the changes and if it still feels the same. The campaign's story can change with the objectives you chose to ignore or complete. The game gives you choices that affect the ending! Now kids, that's what we call a non-linear story-line, can you say that? Yes really! I still can't believe it. You can also drive and ride a wide assortment of vehicles including any drone, jet, car, and even horse. The campaign is the easiest it has ever been, and like that these additions and level challenges will actually keep me coming back to the campaign again and again.<br />
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Black Ops II's campaign also features what are called Strike Force missions, that are essentially a mix of FPS and RTS games. What the? I don't even... In these missions you can either pass or fail to affect the continuing story-line. The player can use the a overhead view and play it just like a RTS game and/or go into the view of the other units and control them in first person. Unfortunately these missions can be almost impossible on Veteran and just possible on Recruit. Thanks to the stupid AI in the RTS view you might as well gran the MG guy and Walker thing and blast your way to victory. It's very bold and cool, but Treyarch has got something here if they polish it up a bit more. The gameplay of Black Ops II is hardened and bold, but is not amazing and game changing. It's is good enough to keep COD more fresh and actually a bit interesting.<br />
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<b>Veteran</b><br />
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The more recent COD games have been renowned for a having a good story, and non have disappointed except MW3 was a bit too predicable. Going from the 60's to the 2025 was a huge freaking jump and how could anyone pull that off? Well, it was done. Woods did not really die in Black Ops, he survived and thank God, he was so awesome! In this story you play as Alex Mason's son David who is obviously Black Ops for the US Government. A guy by the name of Raul Menedez is the bad guy who is known as a messiah to millions of his YouTube subscribers and Twitter followers. I can't remember if he had tumblr or not. Anyway he is really a terrorist leader who has plans to hack the US Defense Network to turn it against us. Of course he does not to do it alone, he's got some gooks helping him. Like I said the game also has it's own commentary of our dependence on technology that has never been in a game before. The story is gripping, emotional, action-full with some commentary, just like Taken. It is one of those stereotypical looking action movies that is very, very good.<br />
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Later in the game, you will learn and understand both sides of the game of the good and bad guys. Raul Menedez is just angry at the world for being a crappy place for him and wants to make it the better place he thinks it should be. David is fighting for what he thinks is right and those who have feeling they are "protecting" the world before. You soon see where these two characters come together and how big of an impact they have had on each other's lives, Like in Spec Ops: The Line, the barrier of morality gets so effed-up and blurred, it's just fantastic. The story is great, the characters are great; Treyach really knows where to find and work with some amazing writers to make an equally amazing storyline.<br />
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<b>Original (Difficulty)</b><br />
<b><br /></b>For most current COD gamers, the mainstream absorption began with Call Of Duty 4's multiplayer. The exact smooth feeling of the campaign was right in multiplayer with the fun of messing around with customization to be your own soldier. Without competition, COD4 was and still is the best COD multiplayer ever and I believe ever will be. Black Ops made a very bold move by removing the Stopping Power perk and the certainly changed the way most of us played multiplayer. During that time there was a distinction between Infinity Ward and Treyarch's multiplayer games and both good and bad in some ways. Black Ops II tries to get an even more statement by creating the "pick ten" system that let the player choose, at most, ten items in each class. You can also choose to put "wild cards" on; these allow more additions to certain items, like another perk of the same tier, two primaries, or adding an extra grenade. Although bold in appearance, I was overall not really impressed by this new class system. It's different and interesting, but still is not the great enough change to bring the freshness back to the best old days of COD4. It's still very fun for the veteran and teh noobs, but nothing too fresh.<br />
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<b>Easy (Zombie Difficulty)</b><br />
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All a board the zambie bus, one and only stop to Hell! It's a free ride! Zombies was a joke back during the first year of World At War. Now it's some serous business and has it's own story arch too. Not an amazing story, but a cool action-horror-scifi story to it. It was a zombie surviving adventure, trying to find all the clues and Easter eggs scattered across the maps. Now we get the ride a bus with a driver oddly like the Johnny Taxi service from Total Recall, but damaged and burned up. So the robot did survive the explosion and is now a bus driver. Cool! Anyway, Tranzit, as it's called, has small areas that act as stops for the bus and you could find all bunch of stuff to survive and/or find out the story. I would say that this first map is just like Nacht Der Untoten, but on wheels! In fact, you could say there is a little bit, I mean, a big part of the original Nazi Zombies map in Tranzit. That's for me to know and you to find out. I did hear some rustling about how the first map was not that good. I agree only when you choose to Survive in each little area (the bus stops) smaller than Nuketown. Play the way it's meant to be played. I also got a Counter Strike Zombie Escape Mod vibe from this map too, except it's COD Zombies and there is no escape! Overall, I am impressed and I can't to ride the bus to hell and shoot some zombies on the way down. I don't see many more ideas with the bus, but I still can't wait for a new one.<br />
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<b>Uh, last part?</b><br />
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MW3 was not the last oily fish and it wasn't to great with the aftertaste. Even COD is trying to cloud my biases. MW3 was a stinker for me personally, but don't let this review either hinder or hate the current enjoy-ers of the newest Call of Duty games. Just take some of my notes into cosideration. I'd say most anyone would know if they would want another one of these or not. So, just to say, you like COD, rent it for now; you will know in a short time if you enjoy it enough to buy. If you like Treyarch's COD's, definitely get it. You don't know, I can't tell you what to do. Black Ops II is a game that gives the much needed improvement to COD, without scaring off any veteran and new players. The story and gameplay are what makes COD so enjoyable and immersive and Blacks Ops II certainly delivers. Although mutltiplayer is still much the same, it still can be fun and zombies is so fresh it is to die for. Call of Duty Black Ops II scores a 4 and half out of 6 eggs.<br />
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<span style="font-family: Verdana, Arial;"><span style="font-size: 12.800000190734863px;">We are losing, weapons controlling</span></span></div>
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<span style="font-family: Verdana, Arial;"><span style="font-size: 12.800000190734863px;">This is the hour of your reckoning</span></span></div>
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<span style="font-family: Verdana, Arial;"><span style="font-size: 12.800000190734863px;">No more arsenal threatens all</span></span></div>
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<span style="font-family: Verdana, Arial;"><span style="font-size: 12.800000190734863px;">Heading for a downfall</span></span><br />
<span style="font-family: Verdana, Arial; font-size: 12.800000190734863px;">Mass destruction, mass destruction</span><br />
<span style="font-family: Verdana, Arial; font-size: 12.800000190734863px;">Mass destruction for all</span><br />
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<span style="font-family: Verdana, Arial;"><span style="font-size: 12.800000190734863px;">-Hi Tech Hate by Fear Factory</span></span></div>
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Ostracized Gamerhttp://www.blogger.com/profile/06022004768556654230noreply@blogger.com0tag:blogger.com,1999:blog-95352129809787959.post-65760890421003682472012-11-22T00:59:00.002-08:002012-12-22T16:49:05.949-08:00Legends Never Die. Halo 4 Review<div class="separator" style="clear: both; text-align: center;">
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<b>Awakening...</b><br />
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After taping the start button, we all remember the famous Gregorian-like chants in the epic music composed by gamer favorite Martin or Marty O'Donnell in a game called Halo. In laymen's terms, remember that Halo game that had those monks chanting at the beginning? That must have been the most outspoken, ha, part of the Halo series. Sadly for that, some people missed this game and a lot loved it. Halo Combat Evolved was a, in some ways, the first hugely epic FPS game that could appeal to a large audience , and that it did. Halo 2 was a major leap for online gaming and featured the continuation of a great immersive story. Halo 3 was an amazing way to top off the franchise. Halo ODST, was, well, alright. Reach took a step back in story, but jumped forward into gameplay. Bungie then stepped down as Halo's creators and the world did keep turning.<br />
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The torch that was set down has now been passed to 343 Industries who made the decent, Halo HD remake a many of us saw coming (Me). Does this no name company who made a HD conversion would be able to carry such a hot fire in the Halo shape? Well, lets carefully take a yander at renewed Halo series and the story of Master Chief.<br />
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<b>What We Do Best</b><br />
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Everyone who plays Halo either experienced or watched the Halo 3 Legendary ending and you saw the Forward Unto Dawn floating near a "alien" planet-like structure. That's it, now 343 has to decide what happens next. Everyone then saw the teaser trailer for Halo 4, so then the anticipation and speculation began. We have the game. After much time of playing and procrastination, I have a review! That start of Halo 4 is just as expected, get off of what's left of the Forward Unto Dawn, nothing much. Then other events that were a cause of the time going by while the Chief was sleeping goes underway and makes the player worry about the Chief's future. You soon find an "ancient evil" that "awakens" and you got some new enemies. So then you find this bad guy who looks a bit like an Engineer from Prometheus with the same temper.<br />
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The story is well played out and predicable in a very good way. The game may even bring you to tears at the end, but no real man cries! Maybe a little. The new bad guys make the story more interesting, again like Prometheus, it asked many new questions while answering a few. One question I had that was never answered was, Why are the Covenant attacking us? I thought the Sangheili were good now... Well, that was never answered. One more thing, I felt that the evil guy (aka the Didact) was not very developed, it was like, "I am bad guy. [violent poetic stuff] You will lose" *goes away* Maybe who he was will be answered. Alright, this has gone on far enough. The story was good, but there was a plot hole and the antagonist was not very developed. Oops I forgot. The story was also the most emotional Halo of all. I enjoyed it very much. For players looking to be badass and kill some alien goons; that's in this game, but to don't be afraid to get into a story too. Great story-line with a plot hole and little bad guy development, but managed very well.<br />
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<b>Asking Is Not My Strong-Suit</b><br />
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To shoot first and ask questions, is always the way of the shooter game. It's kind a odd that the first Halo was originally going to be a Mac Exclusive RTS game. EEEEEEWWWWWW Anyway, it's a shooter much like Doom, running around blasting bad guys only from the hip in a 7 foot tall, super solider in high-tech armor. The most deadly weapon was, of course either your arm or a warthog tire. In this game, it's not smart to run out and whack aliens anymore. This game got harder, a lot harder. I was playing single-player Heroic and I was beating my head like it was Halo 3 Legendary, now I want the Achievement for beating it on Legendary, aloooone.... I feel like it's good because we all know how to beat Halo or most of us vets do. I feel like the beginners are gonna need a class on playing this game, and the vets will be wanting to take it on!<br />
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Other than the challenge of Halo 4, nothing else is new and why should it be? Mostly the rest is just tweaks here and there. Grenades arch sooner, more guns were added, different types of enemies to fight, and new armor abilities. Changes in weaponry are much like a Treyarch vs Infinity Ward and differences in gameplay of the CODs each has made. It's fine and really it is more of preference I personally wanted a machine gun and the BR to make an appearance in Halo 4 so, yay! The new enemies certainly added to the overall challenge. Here is a plus, NO FLOOD!!! I'm happy because three types of enemies would be a plain mess. Also the enemies kind the game interesting and re-playable I still feel that there is an easier way to defeat them. I'll be on YouTube.<br />
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<b>You Knew This Was Coming</b><br />
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I don't even have to introduce this. Does it keep Halo 4 alive? Halo 4 vs Black Ops II, you will have to wait a bit for that. Halo 4 using a a very COD-like player system. What you can do is get three slots: One is for an Armor ability, one for weapon ability and one for a player ability. Perks, they're perks, okay? Just like Call Of Duty and it fits just as well. The game even awards support packages that can let you choose from three items the game may offer you. Speed upgrade, over-shield, and ever power weapons can be teleported to you and used until either death or expelled otherwise. I especially like that for there is a pesky Ghost or screaming Banshee eating kills. Get some stuff done, receive a Rail Gun and shoot that Flying Fraidy Cat out of the sky. Multiplayer is fun and intense. You can actually feel like you can do something to win! That's until you get a lobby with a bunch of idiots that just quit or can't even defend themselves. That is not 343's fault, but it was their fault for making a fun multiplayer. ADD CAMPAIGN MATCHMAKING!!!<br />
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<b>I Can't Really Fully Review This</b></div>
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From the name, Spartan Ops, it's a blatant rip off of Call of Duty Spec Ops. Right? Wrong! It's a separate, full-length story that you get to take your own Spartan from Multiplayer on for the ride. It even features fully rendered CGI cut-scenes for each Episode. I can't fully review it because 4 and 5 have not been released yet. I do have one complaint though, the levels are mostly so far, cut and past of the others levels or more like maps. Remember, this so far and I haven't even played Episode 3 yet. If they went so far with the cut scenes, why not go the extra for the actual game play. Other than that, it is very fun and also very challenging. You can even use your multiplayer classes and "perks" in Spartan Ops. So there is more fun to be had with changing up. So it's fun and interesting, but feels a bit oddly cheap, only in gameplay, for now...</div>
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<b>Where Is The Purple?</b></div>
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Whole lot of blues and yellows. 343 wanted to make a push away from purple because that's Covenant style, not the "new guys". Change is and was good. Still coloring with purple would have been a killer, for sure. The game looks wonderful. I really got nothing but praise for the visual style. Some times the visuals may be a little too bright, but it's so real looking, so it looks surprisingly well. In tradition of the epic style of Halo, this game just times the epic-ness by 50! This easily the most amazing looking Halo game ever and the best looking game this year. Now the most ridiculous part. I swear those CGI cut scenes are most realistic and most awesome amazing speechless-ly jaw dropping real looking renderings. I am not exaggerating either, maybe a little. The cut scenes look the same if not better than of all Final Fantasy: The Spirits Within. So real, is this real? Yes! Halo 4 has got them! Astounding.</div>
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I could have written that in two paragraphs, but I have to talk about the music. Marty would be proud. Oh, the guy who did it Halo 4, his name is Sotaro Tojima and he just happened to compose the music for Metal Gear Solid 4! Now he did the newest Halo and he does not disappoint at all. In fact, I should actually get the soundtrack. You will have to experience for yourself. Even if you can't get Halo 4, listen to the music anyway, it is way too good. It sounds and feels just like Halo, but not Martin O'Donnell's Halo, it's a new era of a Halo musical masterpiece.</div>
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<b>The Legend of 117</b></div>
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This game is a new ride that runs smooth, but has a few clinks in it. It is overall an attraction to return to again ans again. The story is gripping and emotional with a blah bad guy to knock around. The gameplay is not needed for too much change and the changes seem like rip-offs, but take the game to better level than before. The art and music is the best it has ever been and it is so awesome. Halo fans, get it! Casual Halo fans, get it! FPS fans, you played Halo, get too! With some points of improvement to make and questions to answer. Not perfect, Halo 4 is still amazing. The Legend of 117 will continue for two more games and I can't wait to see were we will fly like a brick to next. Halo 4 sticks 5 eggs out of 6.</div>
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Ostracized Gamerhttp://www.blogger.com/profile/06022004768556654230noreply@blogger.com1tag:blogger.com,1999:blog-95352129809787959.post-73806587998828176252012-11-12T11:02:00.000-08:002012-11-12T11:02:03.767-08:00Halo 4 and Black Ops III will write reviews for both, but wont do videos for them. Instead I will do a Halo 4 vs Black Ops II video, taking different aspects of both games and comparing them. Know this, I got into Halo waaaay before COD, but I like them both the same for different reasons. I will give a most unbiased comparison to tell you which game I feel is overall better, and <b><u>NOT</u></b> why one is worse than the other.<br />
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Out.Ostracized Gamerhttp://www.blogger.com/profile/06022004768556654230noreply@blogger.com0