I’ve only been on a golf course once in my life. I’m not talking about the Putt Putt courses with a spinning windmill and an orange ball. I practically used to live at those things. But a real, honest to goodness 18 hole PGA level golf course. That count stands at one.
At the time I was a web programmer. I spent my days sitting in an office, writing the same apps over and over while our salesman convinced local businesses that they really needed a contact page added to the new website he just sold them. Suddenly, I found myself in the passenger seat of Pete the salesman’s convertible BMW, on our way to a golf course in the middle of nowhere. According to Pete, I was there to ‘check out the golf pro’s system’.
HB Studio’s ‘The Golf Club’ on the Xbox One doesn’t boast PGA courses or professional golfers. Instead it offers you the chance to create your own course via the built in, Greg Norman branded, editor. You can share your courses online and have them rated and ranked by other players. I can’t help but think that whatever HB Studios paid for the Greg Norman licence was could have been used elsewhere because the legendary golfer makes no appearances in the game. No helpful tips on what makes a good course, or a critique of your creations, or even a simple audio clip saying ‘Hi I’m Greg Norman’ show up. Instead the only impact I see from the trademark is his Shark logo on the main menu. Your choice of golfer consists of either guy or girl. I admit that I’ve been spoiled by the extensive character creators of other sports titles, but at this point it’s almost a prerequisite.
A major part of The Golf Club is the voice of your golf buddy, John, who gives you tips on certain shots and comments on your play. He has a friendly, ‘one of the guys’ tone but unfortunately, he quickly gets repetitive. Before I had finished 18 holes I was already hearing some of the same remarks over and over again.
When we arrive it’s eerie how close the scene was to the stereotypical golf clubs you’d see on TV and the movies. You’re immediately greeted by beautiful mahogany decor with deep leather furniture carefully placed throughout the sprawling lobby. There was even a chandelier. I quickly asked where the server room was, hoping to be in and out of the building in a few minutes. Pete gave me a quizzical look and informed me that the computer could wait, we were on our way to the dining room to get lunch. As someone who was living on a diet of Subway and Rally’s I was a little out of my depth when the waiter came to our table and asked to show the wine list. I just ordered a chicken salad sandwich.
In The Golf Club, the decor is a bit more sparse. I know that actually hanging out at in the proverbial clubhouse in the game may have been too much to ask for, but John, the disembodied voice keeps bringing it up, making the absence of an (admittedly gratuitous) visual lobby even more noticeable. The game boasts local and online multiplayer, and it also allows you to play against your own best rounds or those of your friends. You may be a little disappointed when you don’t see your opponents on the screen though. I would have enjoyed the feeling of a group of golf buddies on the course together. Instead only their golf balls make an appearance.
We had been there over an hour and I had yet to see anything resembling a computer. Finally, the golf pro appeared and we led us back to his office, overlooking the driving range. After deciphering his non-technical explanation of ‘This computer aint working’ I realized why I was there. Tech support. It turned out that he had ordered a video capture card because he wanted to tape his lessons and sell them online. The problem was, he had no idea what a capture card was and definitely didn’t know how to install one. The next thing I know, Im installing drivers, screwing in video cards and configuring the network adapter.‘Sure I got Internet, but It don’t work’ was translated into ‘I never plugged in the network cable and don’t know if I even have one’.
Controlling your golfer on the XBox One is a very straightforward and intuitive affair. Instead of the standard 3 button-press control scheme for your swing, The Golf Club relies solely on the analog stick. Pulling the stick back winds up your swing and moving it forward completes the motion. It’s the same for driving or putting. It’s a natural feel and easy to get used to. The downside is that you aren’t given much in the way of gauging how much power you’re using. You have to guess how far back a swing you’ll need for a 28 ft putt or a 53 yard chip shot. It’s frustrating and transforms each hole into a difficult series of guessing games. There’s no kinect based control options.
In the middle of downloading drivers for an ancient Creative Labs card, I realize that I’m alone in the office. I look out the window and see Pete practicing his swing and getting a steady supply of tips from the golf pro. I could hear them both in between swings, sometimes talking about how important to bend your knees when on the backswing. And sometimes discussing just how they’d split the commission if the golf pro convinced the Club to ’add this internet stuff’ to the building. And thats when it hit me. I was living a textbook example of how the world works. These two guys, puffing on cigars, playing golf, were deciding how much money they were going to make from the work I was doing. And the numbers being tossed around were way above the hourly rate I was getting. As a matter of fact, my workday was done hours ago, so I wasn’t even being paid for this.
I put down the screwdriver and announce that I’m done. I gave some technobabble excuse as to why the videocard wouldn’t work and that he needed to buy a new one. Maybe it was true, maybe it wasn’t. I honestly don’t remember. But I do remember deciding I wasn’t going to spend another second sweating over some old rich guy’s computer while he squabbled with another old rich guy about how much money they were going to make from me.
The Golf Club is a solid golf game. There’s is no denying that. Unfortunately, it doesn’t go much further. On the XBox One the game looks beautiful in still shots, but in motion, cracks appear under the surface. You can’t help but to notice the trees popping into existence during long drives or the emptiness of the course thats void of any other golfers or even a caddy. The Golf Club is perfect for a simple relaxing game of golf on the XBox One. One of the things HB Studios’ title has over the golf club I was a guest at, is with it’s budget price tag, you won’t feel like some old rich guys are trying to cheat you out of a dollar.
As the AllGames.com resident wrestling fanatic, which includes video games, and seeing as it's WrestleMania season, I've been tasked with reviewing the new indie game that dropped on the PlayStation Network exclusively for PS3, 5 Star Wrestling. First, to understand the title of the game, you need to know that a 5 Star match in wrestling is the highest ranking you can receive in wrestling. Though, this ranking system was started by Dave Meltzer of the Wrestling Observer newsletter, it just caught on and now everyone just kind of follows it. To put this in perspective, the WWE as a whole has only had five 5 Star matches since this ranking system began in the 80's.
The selling point by 5 Star is that wrestlers can/will take damage and that damage will actually affect gameplay. This selling point is what got me so excited for the game in the first place. This was something that no games before it had done, even though the WWE games Wrestlemania 2000, No Mercy, and Day of Reckoning 1 & 2 had damage meters, and the wrestlers would limp or hold an arm, the damage never affected gameplay. The other point, which was also exciting, was unique finisher reversals, some even reversing into the opponent's finisher. This also, to my knowledge anyway, hadn't been done before. So when the game dropped, and I bought it, I had some high hopes. Was I dreaming or did 5 Star Wrestling deliver a 5 star product?
When starting, and playing this game, I feel it's important to note that this is an indie game. A small team of passionate people came together to make what they felt would be an awesome wrestling game. So keeping that in mind, I also feel that it's completely unfair to compare it to critically acclaimed games like WWF No Mercy, and current games like WWE2k15. I mean, WWE2k15 is basically working off a backbone that was started and has been refined since 1995!
I'm not going to bore you with basic stuff, there's a menu, there's music, language select, all the good stuff. The game menu music is just a randomly played wrestler theme song. Getting into the meat of this game, there's 8 wrestlers, "Raging" Andy Organ, Harvee Dee, Gregg Hearty, Dynamite Pegasus, Jonny "The Bull" Miavia, Mike Iceberg, Curtis Angel, and Ragnabrok. Since the name of the developer IS Serious Parody, I'm sure you can figure out who each wrestler is a parody of. Personally, I find the goofy names pretty awesome because it feels like a throwback to the old Fire Pro Wrestling games that had to come up with a bunch of goofy names for the wrestlers. As for match types, there's 7, with 6 being locked, they are:
*Available at start
There's also 1 alternate attire for each wrestler that can be unlocked. You can unlock match types, attires, and arenas by going through the Challenge Mode, and earning coins.
Challenge mode is the main mode of this game. Challenge mode is what it sounds like, a lot of different challenges, each challenge comes with 3 (or more) objectives, and tracks whether your match is a 5 star classic or not. To be honest, the first few challenges I did, i was just killing the objectives and then finishing the match, which lead to 1 or 2 star matches. You'll get more coin for higher star matches.
Graphically, this game is better looking than a lot of stuff out there right now, and it doesn't do the typical indie game thing where it's either pixel art dubbed "retro" or some weird artsy style. While the character models are far from realistic, they'd probably fall somewhere in like with cartoony muscle guys. But it works, so I can't knock it, i like the look of the characters and the arenas. Oddly, there's crowd noise piped in by speakers that you can see in the arenas if you really look, because there's no crowds. I kind of hope they add crowds via a patch or something, but really it's not that important.
Gameplay wise, this is where I have a lot of conflict. The controller scheme is something completely new to me, so it takes some getting use to. After a few playthroughs I really like it now, as you only need to press, at most, 2 buttons (at once) and flick the right analog stick to pull a move off, but mostly you'll be pressing one of the shoulder buttons and either hitting the right analog for grapples, or X for strikes. Working the limbs of your opponents, and seeing their knee give out under their weight while trying to perform a move, or favoring their arm, it's really nice to see that stuff. This game is probably the most cerebral wrestling game on the market right now. Oh, you could use psychology since the N64 days. Working body parts, even now in the 2K games, helps to win matches quicker. but the PRESENTATION of it. The way working the knee affects a match, it's never been done like this before, and it's a breath of fresh air. The problems with the gameplay come with glitches where grapples cause wrestlers to teleport and switch places to finish the move. But, I mean, that's really the biggest, consistent, problem I've seen. And that's not bad.
The sound of the game is typical wrestling sound, though I give immense credit on not using generic rock music or public domain music or something to cut cost. The music in this game is all original, all be it parody of real songs, but even if they're parodies they sound pretty great. My favorite is Harvee Dee's theme.
Considering this is their first outing, and their own original engine, they've really powerbombed it out of the park, and into a table. Is it a perfect game? No. Is it the fabled second coming of No Mercy, no. But it doesn't need to be. Once the little problems are patched, and once whatever planned DLC is implemented, it'll carve it's own niche in wrestling video game lore.It's not the greatest game, it needs small work in a lot of areas. I think once it's patched and everything's working solidly, it'll be one of the greatest wrestling games in the past 10 years.
Score: 3 1/2 Stars
Kickstarter is certainly becoming a hotbed for video game developers to bring their gaming visions to life without the yoke of a big publisher interfering. One of the latest video games to get fully funded and developed is Monochroma. It was developed by Nowhere Studios, a small studio in Istanbul, Turkey,who wants to take the spirit and fun of classic video games and create next-gen games for all types of systems. Monochroma is their first game towards that goal.
Monochroma tells a bittersweet tale of two brothers. Set in alternative dystopian 1950 it starts with the boys near their ramshackle home doing typical young boy things; climbing, jumping, swinging, and flying a kite. While the youngest brother is flying the kite a strong breeze comes up and takes the kite away from him. The boys chase the kite to a railway barn where it gets caught on the roof. They climb up onto the roof and just as they get close to it the roof caves in. The older brother comes through fine, but his younger brother injures his leg in the fall. With a little determination the big brother carries his little brother out of the railway barn into the connected robot factory only to learn it holds a dark secret. Their journey now becomes one of, not only looking for help, but survival.
It's a well told story especially given the fact that there is no dialog. The animation and "acting" of its characters are combined with a well-crafted soundtrack to convey all the story and emotion. The soundtrack was created by Gevende, a Turkish psychedelic rock band. Gevende manage to capture wonder, adventure, and yet a slight sad dystopian feel that gives Monochroma an emotional boost.
The animation art is made up of stark grayscale that outlines positive and negative space, highlighted only by the splashes of red that point out items of importance. It's hauntingly beautiful. Little details certainly speak well. For example, the first time you try to set your brother down in the game in a place that's not brightly lit. The way he shakes his head and sort of hides his face at the same time perfectly conveys that childhood fear of the dark.
While the art and music of Monochroma present so much, it's a disappointment that the controls are not up quite up to snuff. For a 2D puzzle platforming game they are loose enough that you will experience more than a few untimely deaths. Part of the core controls is the fact that your movement speed and jumping height are affected by whether or not you are carrying your brother. You can move faster and jump higher without him, but you cannot go very far without him either. The game doesn't always seem to realize you are not carrying him. This issue comes into focus mostly while jumping. In later sections of the game this really matters because you are racing against a clock.The controls aren't completely horrible and if you remember to take the looseness into account, they are playable.
The only other problem I had with Monochroma has more to do with my own muscle memory than any problem with the game. Jump is the up arrow or "W" if you use "WASD" controls and the Space Bar is used to pick up and put down your brother. Years of playing other PC games that use the Space Bar as jump has led to a few “oops” moments. Again this really isn’t a problem with game; it's more a problem if you're so ingrained in one way of playing.
Overall Monochroma is a very good story. The game rises above its problems and tells the sweet and sad tale of childhood, growing up, and family bonds. It stands out as one of the better Kickstarter games and Nowhere Studios should be very proud of it. I would like to see what they do next; in the meantime though I have some hidden flowers to find in Monochroma so I can finish an achievement.
Poor old Clementine. Those three words sum up the entirety of The Walking Dead's young heroines premiere episode of Telltale's astounding episodic video game. Season 2 opens with a brutal introduction as to how Clementine has lost her innocence in the post-apocalyptic zombie infested North America. At first I was apprehensive about starting Season 2 of the Walking Dead, mainly because my original choices from Season 1 were locked away on my dusty Xbox360.
Reviewing these episodes on the PC, I began to wonder if the lack of a previous save would hinder my game play experience. I was wrong. The Walking Dead: Season 2, Episode 1”All That Remains” gives the player an opportunity to create a new version of a beloved character that you once thought you knew inside and out.
Telltale Games has managed to create a wonderful blend of cinematic storytelling with interesting game play. The foundations from Season 1 are still there, but now seem polished and easier to navigate. It seems like Telltale have used the success of their other property, “Wolf Among Us” to evolve their 'bread and butter' franchise into something better.
As The Walking Dead is leaning more towards a storytelling, cinematic experience, the existence of visual bugs is something I could easily forgive. However as episode 1 progressed, I did begin to feel that the storyline itself was becoming a little too vague. It was brilliant to be able to search through every scene and piece together some form of back story to each location; and the frantic button bashing that's deployed during the zombie fights were highly entertaining and did push me to the edge of my seat.
But, as each scene ended I did feel a little lost in the sense that I had no idea where this story was going. Once Clementine finds herself part of a rag tag group, it's difficult to try and gauge the wants and needs of each person. Being the eyes and ears of Clementine does limit the player into trying to figure out what's really going on in the bigger picture.
It is of course understandable that you cannot be privy to everyone's motivations by the end of the first episode, but a little more should have been handed to the player, if only to wet their appetite for things to come. It is apparent that a major threat is on the horizon but the ambiguity, mainly caused by controlling such a young character, forced the first episode to lose its sting out with the usual shocks of people dying and decisions being made.
Although in saying that, Telltale has done a wonderful job of pushing and pulling the main protagonist, Clementine, in ways that I never expected from a video game. After one episode, they truly have created some haunting scenes that rival any of Season 1's highlights. Dog lovers, watch out.
Clementine herself is slowly shaping up to become a fully fleshed out character, no matter your choices. Some of the most satisfying dialogue options come from making Clementine sound like a mean badass. You really do see yourself creating a young, crazy, killer reminiscent of Natalie Portman's role in Leon.
Again, Telltale has pushed the boundaries of the players moral thinking via subtle conversational hooks. In season 1 we were faced with Lee having to either cut his arm off or execute a friend. In season 2, we find ourselves having to decide whether or not to execute a dog and also maliciously blackmailing a pregnant woman that you just met.
Overall, episode 1 has been a strong start to Telltale's season 2 of The Walking Dead. It's a brilliant insight into the struggles of a young woman dealing with the moral choices of a post-apocalyptic world. However, the overall story arc lacked substance and hopefully the up and coming episodes will flesh that area out.
Tomb Raider: Definitive Edition
Tomb Raider: Definitive Edition - Unboxing
After playing part of Tomb Raider: Definitive Edition video game for the first time, I have a three letter word to describe it -- "Wow!" I preordered this game awhile back and have just now had the opportunity to play part of it. When I received Tomb Raider: Definitive Edition, starring Lara Croft on the release date in March, 2014 from Amazon.com, I did an unboxing of this game complete with pictures. I was that impressed by the artistry of the video game packaging which included a hard cover book with artwork from the game that is worthy of framing. What was missing was a poster of Lara Croft in action as she braves the perils and tribulations of what it takes to survive.
Tomb Raider Unboxed (game and book) with Pixelbot robot courtesy of DPL looking on
Of course packaging is just that -- packaging. What really counts about a video game, in my opinion, is the enjoyment that you experience from playing the game, whether your excitement for the game stems from the action, characters, story line, creativity of plot, or any number of other reasons. If you ask me which of these choices Tomb Raider: Definitive Collection excelled in, I would have to say the character and the action.
Tomb Raider: Definitive Edition - Expectations
When I slipped the physical video game disc in my PS4, and the Tomb Raider cover art showed on the screen, I was unsure what to expect. I saw the previous version of this game played during the holidays by my family member, and at that time, I was impressed by the realistic graphics, as well as the requirement to use logical thinking skills to advance in the game. At that time, I was a bystander, just looking at the video game playing action, listening to the realistic sound effects as Lara Croft splashed her way through the deep seas, roamed forests, etc., to accomplish her missions. Just as there is a saying "Seeing is believing" -- regarding video game playing I think there should be a saying "Playing is believing." It is only by actually holding a video game controller, controlling and experiencing the actions of the video game characters yourself that, in my opinion, you can truly decide if you will not only play the video game again, but will also recommend others to play it as well.
Tomb Raider: Definitive Edition - Spoiler Alert
I am going to give you a spoiler alert here, just in case you have not played the game and want to experience the gameplay with the surprises and suspenseful moments in tact. If you have not played Tomb Raider: Definitive Edition, you may want to stop reading here, because the next sections I will be talking about my experiences with this video game, including how Lara Croft got through certain obstacles during the first part of the game, that you may prefer to figure out on your own. I played this game in the normal mode, vs. the easy or hard options. Also as a disclaimer, this review does not cover the complete video game -- only the first parts that I played.
Tomb Raider: Definitive Edition
Tomb Raider: Definitive Edition - Actions/Adventures
I liked the action-packed movie introduction which included actions where Lara Croft seemingly spirals down a long drop before she reaches the bottom. She is visibly in pain, her clothing is soiled and she has blood all over her, including her face. Unfortunately, she also is hurt and has a sharp object jutting in her left side. My first action in the gameplay was to use the controller to remove the shart object from hurting her -- which I succeeded in doing. From then on -- for the part of the game I played, Lara Croft moves throughout the video game environments, clutching her side with her right hand over the wound while in some cases holding a torch in her left hand. But not to worry, as I played the game longer, eventually she felt well enough to remove her hand from her side, to regain use of both of her hands.
As I continued to move her along the terrains, I had already decided that this was an exploratory type game, where you use the character to discover the surroundings. However, I stood to be corrected. I found out soon enough that Lara Croft does a lot more than move around the environments. Just when I was getting comfortable moving her through parts of the dark cave where she had landed, all of a sudden, out of nowhere, an enemy apppeared and tried to capture her. I literally jumped when this happened, because this was totally unexpected. From then on, I knew this game would be adventurous and suspenseful. After about three tries, I was able to get Lara Croft to fight off her enemy, and breathed a sigh of relief when within the small cave she was in, a door closed that blocked the enemy from entering.
That one particular unexpected action got my adrenalin going. I kept thinking what would happen next. I had Lara Croft continue her adventures in the cave by having her to traverse treacherous waters where there was fire on one side of a waterfall and barrels of fuel on the other. The problem was that in order to get out, Lara Croft had to go through the waterfall while carrying her torch -- which of course did not work. The water would put out the fire each time, as expected.
Tomb Raider: Definitive Edition - Strategies
Throughout the game, you are given pictures of which buttons on the controller to push as well as information on the mission or environment that Lara Croft has entered. Also, when you push the L1 button on your controller, the environment turns to black and white and items that can help you to escape, etc. are lit up brighter than the others. Once you release the L1 button, the game actions, including the colors return.
I studied the environment and saw a hanging apparatus, as well as a street car-like vehicle on another level of the cave area. Both were lit or shined brighter when I pushed the L1 button so I knew these items were required for her to escape. Also the square button would appear on the screen to push as barrels and boxes floated in the water. When I did so, the barrels would start burning and continued to float in the water. To give you a visual of where she was during this part of the video game -- Lara Croft was in thrashing waters, among lots of burning boxes and barrels, with debris, old bottles, shoes etc. floating around with loud sounds of waves of water crashing through several areas.
To make a long story short, I was unable to get Lara Croft to push the street car off the ramp or get her on the hanging apparatus. This is the first part of the game where I got stuck. After a phone call for advice, I went back to the game and tried again, this time using different actions to get her out of this cave-like atmosphere that had water and firey barrels and boxes everywhere. I was unable to pile barrels beneath the hanging apparatus as suggested, so I tried a different strategy which surprisingly to me -- worked. Somehow I got her into the hanging apparatus. She was unable to swing back and forth -- so I had her to jump from this apparatus. Then I had her to try once again to push the street car which by this time was full of burning barrels. Lo and behold -- this time the street car actually moved out of the way. Previously, it would move just a little and then return to its original position. When the street car moved, a multitude of actions seemed to happen all at once which resulted in her being in a totally different mountainous environment. I had Lara Croft jump over mountains where she hung dangerously off tall cliffs. She also had to fight off another enemy in this environment. As a disclaimer -- The apparatus/street car scene actions I did when I played this game, may or may not work for you. It may depend on the level of game that you are playing, i.e., easy, normal, hard -- or even some other reasons.
Now for the next adrenalin moment I experienced when playing the first section of Tomb Raider:: Definitive Edition. When Lara Croft reached the mountains, she had to actually climb the mountains, by frantically clawing her way up. To keep her from falling, I had to keep pushing the L2 and R2 buttons quickly at the same time. I also had to move the left stick on the controller either right or left to have her dodge large, gigantic boulders before I got her to the top of the mountain. I tried numerous times to keep her from falling by pushing these buttons, even at one time turning the PS4 controller around so the L2 and R2 buttons were facing me. However, I got her on the mountain-top and kept her away from the boulders by using the controller positioned in the normal way. My fingers got a true workout here, and with the controller rumbling, the sound effects of her climbing up the mountains, and her gasping -- when she finally reached the top of the mountain, breathing heavily, I was doing just about the same thing. I felt as if we had both shared a victory at that point, and felt quite exhilarated that she had made it up the mountain safely.
Tomb Raider: Definitive Edition - Likes and Dislikes
Here's what I liked and did not like about the part of the game I played. I liked the realistic video game graphics, where the grass moved with the wind. I liked that the game started over close to the part where you may have tried to complete a mission, instead of starting all over again. I liked the sound effects including the sounds of the rushing waters that in some ways can be a nice sound to listen to, but can also be frightening as well -- especially if the character is on a high mountain, looking down in deep, thrashing waters. The voice acting, was ok; however, in some of the scenes, the voice actor was difficult to understand, and when the character fell from a tall mountain, I personally think that she could have screamed more realistically. Also the illustration of the character can be improved in some of the scenes, because in some, her face seems to be swollen at her jaws -- not in all scenes -- but in some. I liked the realistic movement of the character's eyes, as well as the expression she had which signaled that she was at a loss as to what to do in certain situations -- however, she was able to figure things out. I also liked the voice commands where you actually speak your options, such as showing the maps, pausing etc.
Tomb Raider: Definitive Edition - Highly Recommended
If you have not played this game, and enjoy playing adventure, action games, I highly recommend you play Tomb Raider: Definitive Edition on your PS4. If you do not have a PS4, you may be interested to know that Tomb Raider is currently free to play on the PS3 for PS plus members. I also have a PS3 -- but I was happy to play this game on my PS4 where I was able to use the new features of the PS4 and experience the improved graphics and sound qualities.
I'm looking forward to playing more of this game as well as seeing and experiencing via video game play the other adventures/missions Lara Croft will encounter in Tomb Raider: Definitive Edition.
Tomb Raider: Definitive Edition is rated M for Mature and is playable on the PS4, PS3, Xbox 360, Xbox One, Windows PC and Mac.
Growing up, I always felt western role-playing games on the PC were underrated. Maybe it's due to the fact that I was only two years old when Wasteland was released. Ten years later when I was enthusing about Baldur's Gate, most of my twelve-year-old buddies were busy anticipating the release of the next Final Fantasy game on console. I mean, yes, I love Japanese RPGs as much as the next gamer, but the communities for the computer games I grew up loving always seemed scarce or closed in by comparison.
Fast-forward to the current era of gaming where we have the introduction of Steam and crowd-funding websites, and a different picture is emerging. In an arena where consumers can have direct involvement and influence on the types of games they want to play, there has been a reemergence of these very games. And while the Divinity series of games may not span as far back as some others, they certainly have harkened to this earlier era of RPGs in their latest release Divinity: Original Sin.
The game was completed and enhanced through Kickstarter funding. Different aspects of gameplay were unlocked as levels of the funding were reached, and thanks to all of those who contributed, the game is intricate and vast. The self-published title from Larian Studios also runs on their own engine, complete with a tool kit for designing customized levels. While the game is available on Mac and coming soon for Linux, mods for the PC version are available and can be published through the Steam Workshop.
The first thing you'll want to do with the game is decide whether to play the campaign in single-player or drop in multi-player mode. Both modes require you to create two characters. You will choose the name, sex, appearance, portrait photo, and class for each character. Advanced players can mostly disregard the pre-built classes, as the Divinity gameplay allows fluid and complex class building. Don't feel like you must limit yourself to be strictly caster, ranged, or melee. Various items found in the game, along with perks, traits, and skills, allow you to reach outside of basic class structures. Customization is more involved than the RPGs the game emulates, but it's still more simplistic than a lot of modern RPGs. The game offers a variety of skin tones and hair styles, but sadly falls short in offering any variation in body type. Once you have your character looking stunning, it's time to give them a voice (three options per gender) and most interestingly, an AI personality. AI personalities, such as Loyal, Knight, or Rascal, are more than just clever fun for dialogue- they offer unique insight and development for your playable characters.
You start the game with only two characters, but you can add certain people you encounter to your party. You have the ability to change their gear and assign skill points, as well as control them in battle. However, they are still separate from your main characters, as you cannot speak for them. If you choose to play multi-player, LAN or internet connection are available for drop in/drop out gameplay. The person hosting the game can assign characters to those who join and also determine whether they can change certain aspects such as gear or skill points. I absolutely loved the simplicity of playing in multi-player. However, it would be great to have the option of more than two original characters for a team. Events in the game don't just happen to your characters, your characters also take time to reflect upon events and even their own actions. This is where the exciting addition of the AI personality really shines, allowing the player to create exchanges between their characters. The options chosen in many dialogue exchanges not only shape the character in the player's mind, but they also contribute to certain traits gained through gameplay. For example, if a player chooses kind options, they can receive the Compassionate trait, which gives them a bonus to critical hits. If a player chooses to be cruel, they can receive the Heartless trait, which increases their chances to hit while backstabbing.
Another unique aspect of the game is the bartering system. The game still offers vendors for particular items, but player purchases are not limited among them. Every person in the game offers not only a chance for better information and possible quests, but a selection of items they are also willing to trade. This is one of the ways that the game really emphasizes thorough exploration. And if talking to every person in the game isn't enough, there is also the option to take on the Pet Pal perk, which allows your character to speak with the various critters found throughout the game. Aside from humorous banter and the realization that the animals are more pleasant company than most of the humans, this perk can also help provide solid clues to solving quests and puzzles.
Talking to every creature great and small isn't the only thing that will take some time. Turn-based battles set the pace at self-determined and much slower than an action RPG, especially if you're playing multi-player. This, along with the ability to see rolls for each action, really give the game an old school tabletop feel. The battle system is quite easy to learn, which allows the player to focus on customization and tactics. With every move and attack costing action points, it's important for players to understand what each spell and skill can do. It's also vital to pay attention to the hit percentage that will pop up, along with the area of damage, since friendly fire is very possible and likely with certain magical and elemental attacks. The battle system here allows the player's inner strategist to really shine as they discover attack and elemental combinations. There are many barrels filled with water, oil, etc, but spell casters can also create elemental changes, such as rain. Use these abilities together to create poision gas clouds or electrically charged steam. The creative battle techniques are really what set this RPG apart not only from action RPGs, but also from other turn-based RPGs that place far less emphasis on atmosphere and status effect combinations.
The basic gameplay is straight-forward and great fun to explore, and once you've felt your way around most of the game (which will take many hours depending on how thorough you are) you might get the itch to take your creativity to the next level. Divinity: Original Sin does a fantastic job of merging the organic feel of tabletop with the best offerings of contemporary gaming technology. The next step in staying true to these roots is to allow players the ability to build levels within the game's engine. The engine is solid and provides for smooth gameplay even on less advanced set-ups, though my one small complaint is load times, which of course vary by computer. The Divinity Engine Toolkit is far more advanced than many level editors in other games of its ilk. As a player who loved to create levels in games like the original Warcraft games and Lode Runner, I had all the creative will, but very little of the modding and world editing advanced knowledge. Larian has provided many videos to help those who are newer to level editing on this scale. The step by step guidance was extremely helpful for me, and while building levels this way is definitely more complex and time consuming than in other games, it also creates a more detailed and personalized product.
Divinity: Original Sin is a sampling of some of the best offerings from both old and new schools. A fitting homage to the games I grew up playing, it also establishes an identity of its own and can be grouped in among the best of the genre. It's a fine example of what can be achieved when a good balance between a development/publishing team and players is created. Between all of the creative ways to construct in the game and the sprawling world to explore, the game brings apt innovation to an already solid genre.
The best part about video game conventions aren’t the games on the show floor, it’s the parties afterward where a bunch of geeks can hang out and be themselves. Its not like going to the neighborhood bar where the smell of cigarettes and alcohol is outmatched by the cheap cologne of men talking to women with cheaper perfume.
An industry party is different. Mostly you’re just standing around with a drink in your hand talking to someone about how the big name actors like Patrick Stewart are showing up more and more in games. There’s not a lot of cheesy lines or male bravado because to be honest, there’s not a lot of reason for it. The women at a gamer party don’t have a lot to fear from guys who spend a good chunk of time retracing levels to find that one last health gem.
This party was no different. I had come with my friend who just happened to fit the role of a stunningly attractive woman. She may not have officially been my date, but that didn’t stop me from feeling just a little bit good about the approving nod I got from the bouncer at the door. As the night progressed we slowly drifted to opposite sides of the room. Every so often I’d see her out of the cornier of my eye hanging out by a Mrs Pacman machine. Even though I’m deep into a discussion about whether the migration from 2D to 3D in classic remakes is a natural evolution or a just money grab, I can still pick out her laugh across the room amongst the background noise. I looked past the blogger blocking my view and see that she’s talking to a guy we had interviewed earlier that day on the show floor .I also notice that he had ditched the lanyard and controller based accessories he was sporting at the show and swapped them for a shiny dress shirt and jacket topped by a gold chain that would be more at home on an MTV reality show than a bar filled with podcasters. I knew the look on his face from experience. He was on the prowl.
The naked body is one of the most beautiful objects in the world. There’s a reason why the Greeks used it as an analog for the gods in their sculpture and why art students around the world study each muscle and intonation of nude models. It’s because the simple lines and curves that shape the human body conspire together to create the perfect melding of form and function.
Here’s an exercise. Imagine the most attractive person you can. It doesnt matter if it’s a man or woman, take your pick. Imagine that person standing there, void of clothes, makeup, or tattoos. Visualize only their body, proud and confident. Beautiful isn’t it? Hell, it’s downright stunning. Now, keep imagining that person, but add the usual adornments people require. Shoes, a simple shirt or dress, etc. Maybe that person looks slightly better to you now, or maybe a little less. Now, continue adding the accessories that we’re used to seeing draped on the human form. Imagine them with a complicated, in vogue hairstyle, pile on the makeup and gold jewelry. Keep going. Picture them wearing a hat, gloves, designer sunglasses. And just like that, the beautiful work of art that was once there no longer has the simple perfection that they were born into the world with. Instead, this new creation is a gaudy substitute. Hidden somewhere under all of those unneeded additions is the true beauty. Somewhere.
That’s the path that a lot of modern games have taken. At the core of Call of Duty’s dozens of weapons and myriad of controls may be a solid first person shooter. Deep down beneath The Crew’s needless storyline and layers of special effects could be a decent racer. But like many games today, you’ll be hard pressed to find the beauty of the game underneath all of the extraneous makeup and jewelry that are masquerading as ‘innovations’.
Geometry Wars 3 takes a different route. The simple, straightforward gameplay that dates back to one of the first twin stick shooters, Robotron 2084, is stripped of any pretense. You aren’t inundated with a story that was shoehorned in. The graphics are made up of basic geometric shapes that somehow seem at home even on a powerhouse like the Xbox One. It’s the opposite of the runway model who can barely stand under the weight of the latest in fashion.
The idea of the naked form has become transformed by society. It’s been co-opted by everything from advertising to porn. Sure, there’s a juvenile part of us that wants to laugh and point, mock and ridicule, or reduce it to a base sexual stimulant. But once you look past that, what you’ll see is beauty. Pure, simple beauty without the need to cover it up and over adorn it with needless trinkets and toys.
The developers at Lucid recognize this. The gameplay modes of Geometry Wars 3 are basic, yet still satisfying. They range from the straightforward ‘Deadline’ where you shoot everything that moves in a set time limit, all the way to Pacifism, where the object is just to survive as long as possible without firing a shot.The adventure mode is a simple progression of level and game types, getting progressively more difficult as your ship equally gains in power via A.I.drones. These power ups are the only really unnecessary piece of bling on the title. Most of them equate to either increasing your firepower, or helping to protect your ship. But with the hectic gameplay, they could have easily been left out without much impact on the experience. Lucid has managed to hone the controls to near perfection, with movement becoming almost instinctive. Your eyes and hands work together in harmony with no middleman to slow them down.
Some people say that it’s our insecurities that cause us to hide behind layers of makeup or strut around with expensive watches and designer clothes. The theory is that there’s some inherent flaw underneath, real or perceived, that can be covered up. Like an over compensating student at prom wearing too much cologne. Game developers have a tendency to fall into the same trap. It’s as if they know that if you were to strip away the fancy graphics and dense controls from most AAA titles, you’d be left with uninspired, tiresome gameplay thats been repeated for years. Geometry Wars 3 stands defiant and proud, unashamed of the absence of baubles and trinkets. It has grown since it was born as minigame in an Xbox racer. It’s a bit bolder, a bit wilder. The primitives based visuals have matured into a melding of shapes, color and sound that complement the gameplay instead of overpowering it. It doesn’t need nor want to be hidden under a thick blanket of excess. Geometry Wars 3 revels in it’s nakedness. And that’s a beautiful sight to behold.
Score. 9 out of 10
Most epic fantasy has a lot of thanks to give not only to Tolkien, but to his inspirations: mythos and lore. In this same way, much of modern fantasy that occupies tabletops and gaming consoles can tip a hat to Forgotten Realms for the depth of their universes. It's hard to escape the influence in most games set in medieval or high fantasy. Expecting Perfect World and Cryptic to bring something new to the table when presenting their free-to-play MMO, Neverwinter, is a bit much considering this framework defined the genre. Yet they still brought innovation to the table, just with focus on MMORPG functionality.
This isn't to say Perfect World changed how they monetize FTPMMOs. They have a solid structure that has worked with their many other titles, and they know better than to mess with that. For those new to the program, however, things can be a little daunting. I get that the urge to rush into the gameplay is strong, and you probably feel you have a pretty good grasp on MMOs in general, (at least I did), but it's important to pay attention in the beginning of the game. Not everything you need to know is spelled out for you, but the game offers access in game to wikis and provides tips in load screens. You can also do a quick search and find plenty of fanmade wikis to aid you, as well. Learning as much as you can as early as you can will benefit you, because there are a lot of things going on here.
First, there is normal gameplay. The controls here are decent once you get used to a targeting system that is a little unorthodox for third-person RPGs. (I did, however, much prefer the controls here to the ones found in D&D Online, but maybe I just didn't give those enough time.) My biggest gripe with a targeting system where you aim instead of click on targets is how often line of sight is easily broken. (This is especially a headache if you try to heal an individual in a full on battle.) When targeting enemies, however, there is a bit of an auto-aim that adjusts your character's focus while you are in attack mode. The controls are fluid and responsive. I have always been a double-click the mouse runner, but learning to use WASD full time was not difficult, especially since it's pretty standard. The rest of the key-mapping is intuitive and easy to remember, and also entirely customizable.
Speaking of customization, the character selection screen is pretty darn good. Players can choose between some of the most prominent races in Forgotten Realms, such as halflings, half-orcs, dwarfs, and even the drow eventually, with more races to come. Tieflings are also an option, creating some of the most impressive looking wizards you'll see running around in game. Individual tweaking of character appearance is detailed (though not quite as much as in PWI or other Cryptic titles) and impacts both facial structure and body structure. A wide range of tones are available for skin, hair, and other features. There are also three body types available, including a “heavy” preset, which can be altered using individual sliders for each body area.
Class is not limited to race, though different races have abilities consistent with specific class types. There are also more classes that will be added to the game over time. Attributes are chosen by rolling, which is a nice touch. One of the best parts of creating a character is choosing their background and deity alignment. You can also add a character history while creating a character, or at any point during gameplay. Just be sure to save this text in another application, because I encountered a glitch that repeatedly erased the character history I wrote for all of my characters. Only two character slots are available per account, with additional slots available for purchase. Some gamers choose to create multiple accounts to get past paying, but keep in mind that purchases made on one account with real money will not transfer to other accounts.
Speaking of the many forms of currency, how do they work? Well, the Zen currency is used in all of Perfect World's game incarnations. It allows you access to exclusive items, but there is also a variety of game currencies that can be achieved through different means as you progress in the game. Each currency relates to a specific market, granting access to things such as augmentations, profession items, and potions. Astral diamonds are the in game currency that can be acquired and traded for Zen to be spent on exclusive items. The amount of astral diamonds needed for these items is very high, and it takes a lot of work, but there are ways to avoid spending real money to get some of the real money items.
Astral diamonds/Zen also help to unlock Nightmare Lockboxes that are found in the game. While most of the drops in the game at lower to mid level are good, they all lack a certain legendary quality. The character will have many chances to collect these dropped lockboxes. They contain very rare items at random, but require a large about of astral diamonds or the purchase of Zen to open. At this point, there are aspects of the game that resemble a pay-to-win structure. I personally prefer when games stick to purely aesthetic purchases for real currency. On the other hand, you are required to pay nothing for a game that will likely provide you weeks upon weeks of enjoyment.
I had no real issue with the currency system because I've always been more of a PvE player, but there is a PvP arena that allows party vs party combat. It can be really invigorating provided you're in a solid team. If you prefer solo or small group play, the game is set up for that, too. I found the rogue and cleric to be very fun in solo play. You can also unlock the ability to use a computer controlled companion that you train and summon to help you. Keeping up with the timing of their training, on top of timed profession building, means your character has a lot to focus on while they strive for the current level cap of 60. Professions work like time-based quests found in social gaming apps, so they can be performed in the background at all times. There are dungeons and skirmishes available, each performed with a full party of five players. Queue up for these events while you work on other parts of the game.
All of the things I'm describing are achieved at level ten and higher, but you can only realize how fun these things are if you make it past the beginning of the game. Granted leveling is quick, and the beginning is relatively short, but the story here is drab, dry, and a sorry follow-up to the awe-inspiring opening cinematic. The story and fighting abilities vastly improve as the player levels, and my personal favorite feature of the entire game is introduced at level 15- The Foundry. The Foundry allows players to create their own quests and campaigns within the game. Some of the stories you can play, created by individuals from all over the world, are varied, creative, and an excellent way to level outside of the main quests. You can create your own campaigns, but this varies from the tabletop version. Even with a vastly adaptable tool kit and a cornucopia of base content to configure, there are limits simply by using the visual representation required in game. That's not to say the limits prevent any worth- the Foundry is an amazing addition to this gameplay format, and does a fantastic job at resembling the creative nature of tabletop itself.
The truth is, as a lifelong fan of the Forgotten Realms and nearly every game released from this universe, I had high expectations. In some ways, I was disappointed. I maybe expected too much from the story given my nostalgia for other games set within Neverwinter or Baldur's Gate. Neverwinter is a game that takes a little time to ease into, but it's worth the investment. I'd even say that in-game purchases with real money are warranted, provided you like the game enough to keep playing as it grows better and better. Beware of glitches that can cause things like character histories to be erased, or even prevent you from using an ability or potion here or there during battle. (I encountered the latter infrequently, and I'm sure the game is constantly patching and fixing these things.) One of the most compelling features of Neverwinter is the constant attention to improving the game and adding more features, including endgame PvE and PvP opportunities. This, along with character created Foundry campaigns and a seeming desire to incorporate the essence of tabletop magic, lead me to highly recommend at the very least trying this game if you are a fan of Forgotten Realms and MMOs.
A long time ago in Art Class, I had a specialty. Whenever we were given a project, I’d draw, paint or sketch pretty much the same thing every time. It was an image of a house with a tree in front with a mountain in the background with the sun peeking through. I got pretty good at creating this vista. Each iteration was slightly different from the one before. Sometimes there would be smoke pouring out of the chimney. Or the sun would illuminate the tree and cast a shadow in a different direction. When we studied Monet I even did a pointillist version of the image using nothing but dots. That house/tree/mountain was my touchstone.
Turn 10 Studios have become masters at delivering a solid racing experience. For years they've sculpted Forza Motorsport into showcase of beautiful cars and race courses. Forza 5 looks great and drives even better. Turn 10 Studios have become masters a delivering a solid racing experienceTwo hundred gorgeously rendered vehicles and a driving model that has been top notch for years is all that's needed to make it one of the best games on the Xbox One. Each car has a stunning interior view and even the guys from the famous TV show Top Gear lend their voices and test track to the game.
Near the end of the school year, the Art Class final exam included the assignment of creating whatever image you wanted using the techniques we had learned. So of course I dug into the well worn well of the house/tree/mountain. While I was going through the motions of creating the house, I glanced around the room to see what my fellow students were up to. The guy to the left of me was trying to sketch a barely decipherable animal, either a cat or a horse. The girl in front of me was working with seemingly random blotches of paint that might as well have been finger painting. I was clearly at the head of the class, secure in the knowledge that I was leaving with an easy ‘A’.
For the first time, multiplayer in Forza allows 16 players to race against each other at once. When racing against the AI, you are actually going up against ‘drivatars’ that have been built using traits from other online drivers and people from your friends list. Turn 10 has even added a multitude of gaming modes for drivers to compete against one another. Standard events like drag racing, and circuit racing are joined with less common affairs like cat and mouse and tag virus. The Rivals section has returned from Forza 4 that matches you up against a single person’s drivatar to compete against.
The next week, I returned to the classroom to receive my test score. I was stunned when I opened my portfolio. ‘C’. A big post-it note with a ‘C’ was stuck on my painting. It had to be a mistake. I quickly surveyed everyone around me. ‘Do you see anything wrong with mine? Be honest, is this painting just average?’ Each person agreed with me that I had been grossly wronged and that my house/tree/mountain was definitely worthy of an ‘A’. As soon as the class was over, I went to the teacher’s desk to rectify the situation.
The balding old man with black rimmed glasses was buried deep in his gradebook. I stood there for a while waiting to be acknowledged. He glanced up slightly and I saw that as my cue.
‘Yeah, Professor, I got a ‘C’ on this, and come on, it’s not a ‘C’ painting.’
Before he could respond I started pleading my case.
‘I mean, compared to that cat thing that Ronald did, it’s way better. And the splotches of paint that Marie turned in, she even said she had no idea what she was doing and she got a B. You can’t tell me that this is a C. I have shadows, l added smoke. Check it out.’ I laid the painting in front of him, cementing my point.
He stared at me for a beat before fixing his gaze on the painting I had placed on his desk and speaking.
‘I’m not grading you compared to the work of others. I’m grading you compared to you. You’ve been doing that scene all year long. And yes, you use light well, and yes the composition is fairly balanced. And so was the one before that, and the one before that. It’s a good scene. I was hoping that you would challenge yourself this time. Take a hard look at the work you've done and ask yourself, is it the best you can do?’
That question hit like a brick. He had called me out on something that I didn’t even realize I was doing. I was coasting. I knew what was needed to be considered a success and thats what I did. Nothing more, nothing less. I figured the work was good enough to get by and so why do more? Thats why I got the grade I did. Not because the work wasn’t good. Not even because it wasn’t good enough. But was it the best I could do? No, it wasnt.
Forza 5 knows what it needs to do to get a passing grade, and thats exactly what it does. And that's all it does. The 200 cars included look and sound fantastic. Even though for a series that has spanned 3 consoles, the low car count raises some eyebrows. As dozens of DLC cars were quickly released over the past few months, you realize that the low car count was a thinly disguised money grab, nearly doubling the price of the game if you want to get close to the levels of previous iterations. It’s even more telling when you hear the detailed descriptions that once accompanied each car have more often than not, devolved into a lukewarm overview of the car manufacturer instead of a history of each individual vehicle.
The race courses included with Forza 5 look incredible, although it seems odd that it’s always the same time of day and weather is non-existent. Especially considering some of the tracks included are well known for their night races. Lemans, Sebring, and Yas Marina all go hand in hand with night racing. With this being the fifth version of Forza running on one of the most powerful consoles available, the omission of night racing or any type of weather is very noticeable.
With so much emphasis placed on the multiplayer side of Forza 5, it falls short on closer inspection. You aren’t allowed to create a public room or even search for a specific race type. If you want to find a race with a certain number of laps on a specific track to join, it simply isnt possible. Instead you’re restricted to pre-created hoppers or private matches which you have to fill yourself. And since the ‘Car Club’ feature from previous Forzas isn’t included, finding and staying in touch with a group of like minded racers is difficult at best.
Somewhere along the way the franchise has started coastingForza has been doing what it does extremely well for years. But somewhere along the way the franchise has started coasting and has done just enough to get by. It’s good. It’s even good enough to be the best racing game on the XBox One. But it's lost many of the features that made it exceptional. The game has relied on higher resolutions and framerates instead of expanding on the features and capabilities that would make it great. It's almost like the game got to a certain point and just stopped evolving. Forza Motorsport 5 needs to take a step back, look at what it’s done and ask the question, “Is this the best you can do?”