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Showing posts with label adventure. Show all posts
Showing posts with label adventure. Show all posts
Sunday, March 13, 2016
Comic Book review: Deadpool vs. X-Force
A prequel of sorts to the original meeting of Deadpool and Cable in the mid-1990s, Deadpool vs. X-Force is a bizarre romp through American history, as the X-Force members seek to course-correct all of the problems Deadpool has left in his wake. Deadpool appears to be working for some mysterious benefactor, and has been assigned particular targets, as per his mercenary title. But he doesn’t seem to mind increasing the body count exponentially, shooting up and cutting down any confused soldier from the American Revolutionary or Civil Wars that gets in his way. Armed with an absurdly large arsenal including modern firearms and futuristic laser weaponry, Deadpool has a clear advantage in practically every scenario.
That is, until the X-Force begin pursuing him through time. And while they too have a host of future-tech and incredible powers at their disposal, their lack of familiarity with Deadpool at this point means that their approach is more cautious, with Cable ordering them to flank around Deadpool’s hiding spot in a manor and adopt a tactical strategy. However, the soldiers caught in the middle of this scuffle are nothing shy of confused and terrified, and so they end up firing upon Cable and the other members of X-Force, adding another layer of chaos to the entire ordeal.
The story moves along at a rather brisk pace, and as a result, the humor is sprinkled in at appropriate junctures or breaks in the action. Readers seeking a constant spout of jokes may not find this release as satisfying. But Deadpool vs. X-Force does well to balance the two portrayals of Deadpool most commonly witnessed in his comics – wacky, self-referential, lovable idiot, and borderline-psychotic murderer who gets a rise out of his bloody line of work. The majority of the jokes that are delivered in this collection are at the expense of Cable, his audience (with Deadpool refusing to offer any recaps on events, and suggesting that readers read the previous issues), and his creators (asking if perhaps they could paint black ‘X’s on the eyes of anyone he’s already killed, to make it easier for him to keep track of who is left standing).
Given its nature as a prequel, Deadpool vs. X-Force does not have much wiggle room with regards to its ending. It’s a conclusion that many will see coming, and despite it not being a wondrous finale, it’s acceptable. It would have been nice to see the other X-Force members be more active participants in this collection – Cannonball and Boom Boom take to the fight for a few key moments, while Warpath has a couple panels worth of fighting, and Domino seems to just be along for the ride. Perhaps my feelings toward Deadpool vs. X-Force would have been more positive had the series run another issue or two in length – it could have helped draw out the pacing a bit, and even added another backdrop or two for Deadpool and Cable to bring their duel to. Still, it’s a decent Deadpool story – certainly not the best outing the merc with the mouth has had, but far from the worst.
My rating: 7 (out of 10)
Sunday, January 31, 2016
PC review: Fallout 4
After their release of the fifth major Elder Scrolls title, Bethesda has returned to the post-apocalyptic setting of the Fallout series, with Fallout 4 being set in the Commonwealth, formerly the area surrounding Boston. Fenway Park has been reorganized into the central hub known as Diamond City, and the cityscape is a hodgepodge of old New England brick buildings with towering paneled steel skyscrapers. Following the example set forth by Obsidian’s Fallout: New Vegas, Fallout 4 effectively allows players to roam freely once the hour-long run of tutorial quests has been cleared.
Prior to the core game taking place, players bear witness to life before the bombs dropped in the small suburb of Sanctuary. Character creation grants a great degree of customization options, including the gender of the protagonist, and for the first time in the series, the main character speaks to allies and enemies alike. After being visited by a Vault-Tec representative and reserving their space in Vault 111, the happy family life is interrupted as news breaks on the television of the first bombs dropping. Grabbing their infant son Shaun, the protagonist and his/her spouse run for Vault 111, and are sealed inside just as a mushroom cloud paints the horizon.
Inside Vault 111, the couple and their baby are ushered into cryostasis pods, where they are frozen in time to outlast the nuclear radiation above ground. However, the protagonist’s sleep is interrupted early after a small band of scientists and a raider crack the seal on their spouse’s pod, and kill them in a struggle to steal their baby. The protagonist is forced to watch helplessly as their child is taken away, and they are left as the only surviving adult in Vault 111, drifting back off to cryostasis-induced sleep for a bit until their pod is finally cracked open, and they are freed to venture forth into the wastes of the Commonwealth in search of their son and the individuals responsible for his kidnapping.
Fallout 4 suffers from a similar problem as The Elder Scrolls IV: Oblivion, in that the main story doesn’t offer a particularly compelling narrative, and that side quests relating to the game’s various major factions are consistently more interesting, more widely varied in their offerings, and generally more challenging. Simply playing the main story missions will not last particularly long, and the ultimate goal of finding one’s lost son pales even in the company of bringing clean water to the people of the Capital Wasteland in Fallout 3. It is far easier to sink hours into establishing the band of regional do-gooders known as the Minutemen, helping human-like Synths who wish to escape their Institute overlords via a new-age Underground Railroad, and uncovering the twisted goals of Vault-Tec in the other regional Vaults.
While the option to roam largely wherever one’s heart desires early on is very much appreciated, the game world, though large, is still much smaller than other open-world contemporaries like Grand Theft Auto V or Xenoblade Chronicles X. Still, the Commonwealth is littered with many locations to discover, and exploration feels rewarding. Leveling up in Fallout 4 proceeds faster than in Fallout 3 or New Vegas, and Fallout 4 technically lacks a level cap. This is partially due to the much broader offerings of the perk system – classics like Bloody Mess, Lady Killer, and Mysterious Stranger make their returns, but a whole slew of new ones round out the list, and all serve comparably useful ends. The V.A.T.S. system, which slows time for players to hone their attacks to specific body parts on enemies, remains effectively unchanged from the last outing.
A core part of the Fallout series’ identity stems from its 1950’s retro-future aesthetic, while the games are also largely recognized for their dark humor. Bethesda has selected many catchy tunes for Diamond City Radio to broadcast, though a good handful of these songs are reused from Fallout 3. The humor in Fallout 4, meanwhile, is split quite evenly between dry, situational humor and the less effective instances of characters taking a none-too-subtle push of exclaiming just how much violence and death can be entertaining in this decayed world. It’s an unfortunate step backwards, as both Fallout 3 and New Vegas excelled at the much more engaging approach of ‘showing over telling’.
Fallout 4 also utilizes a small selection of dialogue options when interacting with quest-specific characters or companions. Generally, two of these options end up resulting in the same responses, while one is a negative response or decline of engaging in conversation, and the fourth and final option is almost always a sarcastic statement. The sarcastic options rarely add anything valuable to the conversation, while the three other options are often vague descriptors for the full sentences that your protagonist will ultimately dish out. Dialogue options that are colored in yellow, orange, or red are persuasive and threatening approaches, and their respective color is dependent on how far you have leveled up their associated perks. Nine times out of ten, though, it feels like the dialogue options serve more to boost your affinity ratings with companion characters than they do to progress whatever quest you are currently undertaking.
In a similar vein, Fallout 4’s quests and indoor environments are more linear in design than those in Fallout 3, New Vegas, or even The Elder Scrolls titles. While they may not be as expansive overall, these locations are much easier to navigate, reducing the likelihood that you will find yourself lost in some deep and winding labyrinth. The wait times as these areas load is longer than one would expect from a game of this generation, and Fallout 4’s bugs and glitches are plentiful. While I never encountered any hiccups that were game-breaking, I did find three or four glitches each time that I fired the game up – whether it was a stray bullet that ricocheted off a car and caused it to fly forward like a Frisbee, NPCs pushing one another around during dialogue sequences, full sentences being skipped for no discernible reason, or Deathclaws clipping through buildings only to launch sky-high and immediately die upon their return to the ground, Fallout 4 lacks a considerable amount of polish in this department.
Conversely, character models look quite good on the whole. Standouts include companion characters like Piper (whose animations are highly expressive), Nick Valentine (with a network of mechanical pieces visible through his cracked facial structure), and the Mr. Handy models (whose eyes are constantly zooming and retracting, while bobbing up and down, independent of one another). In fact, the companion characters are one of the game’s strongest points. While human-friendly Super Mutant Strong and canine pal Dogmeat operate almost exactly the same as their equivalents in previous games, Piper is a reporter determined uncover a Synth conspiracy in Diamond City, Nick Valentine is a slick trenchcoat-wearing private eye with considerable knowledge of the Commonwealth, Deacon is a ‘far-out’ beatnik master of disguise assisting The Railroad in their aims of freeing runaway Synths from the enigmatic Institute, and Curie is a pre-war Miss Nanny robot who fills the role of questioning ‘where do the lines between man and machine blur’ with her insistence on research and finding a way to be inspired beyond her programming. On the whole, Fallout 4’s characters are a nicely varied bunch, with a few being among the best the series has seen to date. Upon reaching maximum affinity levels with each companion, players earn an additional perk specific to that companion’s behavior, while some companions can even be romanced.
Helping NPCs on various quests can unlock new settlements for you to establish and build structures, defenses, workbenches, food, water, and energy. It’s a welcome addition that not only increases the play time value of Fallout 4, but also finally makes use of the various junk items you discover in your journeys. Cans, toy rocket ships, fallen trees, turret switchboards, old cameras, and many other assorted items can be taken to workbenches and broken down into base resources, which can then be recycled for constructing settlement necessities. While this settlement management system is neither the most fleshed-out, nor the most actively rewarding version of such an addition to an open-world game, it does bring something fresh and coherent into the mix.
Additional workbenches can be used to concoct health items, and customize weapons and armor. Pieces of Power Armor can also be repaired here. The iconic Brotherhood of Steel Power Armor functions differently than in previous games, effectively acting as a limited exoskeleton or vehicle, able to take its own damage before you yourself are physically wounded. Power Armor also runs on energy cores than can be gathered from generators scattered across the Commonwealth. The more of these cores in your possession, the longer you can make use of the Power Armor. Pieces of the many versions of the Power Armor can be swapped out and paired with one another, and there are many Power Armor frames in the Commonwealth to scavenge these pieces from. The Power Armor is especially useful for taking on stronger foes like Deathclaws, which appear more frequently in Fallout 4 than in previous games, and can also make short work of Super Mutants or Ghouls, two enemy types which travel in generally larger numbers than before. It is not uncommon for eight or more Ghouls to attempt to overwhelm players, while Super Mutant ranks often include one suicide runner who will attempt to rush players with a Mini Nuke in hand.
As is tradition for the series, Fallout 4 requires you to keep an even eye on your health bar and your radiation level. The higher your radiation level, the greater portion of your health bar it takes up, temporarily reducing the maximum level you are able to heal to until you are either able to find RadAway or pay a doctor NPC with the Commonwealth’s bottlecap currency. By and large, Fallout 4 feels surprisingly less the part of an RPG than its predecessors. It isn’t uncommon to find high level, specialized weaponry during one of your many quests, even during the game’s earliest hours. This sort of negates the need to hold onto common weapons for customization. The wide selection of perks is truly a high point of Fallout 4’s ‘play-as-you-want’ design, but the game feels more like an open-world adventure/survival title with a mild amount of RPG elements thrown in than a proper RPG.
My rating: 7.5 (out of 10)
Labels:
action,
adventure,
Bethesda,
Fallout 4,
FPS,
game review,
horror,
PC,
post-apocalyptic,
RPG,
sci-fi,
survival
Sunday, November 15, 2015
Comic Book review: Age of Apocalypse, Volume One
Considered by some to be one of the best Marvel event series of the 1990s, X-Men: Age of Apocalypse tells the story of an alternate history where Charles Xavier was killed by his psychotic son Legion decades before his school for gifted children could provide a safe haven for troubled youth, and before the legendary X-Men could become a fighting force for good among mutant and humans alike. Instead, Xavier’s death provides Apocalypse and his loyal horsemen a clear path to launch a campaign against humankind, keeping with the all-powerful mutant’s beliefs in ‘survival of the fittest’. Born of Apocalypse’s conquest is a dire future, where humans are corralled into pens like cattle, where mutants are hunted to either be hired into Apocalypse’s ranks or killed for opposing him, and where one Erik Lensherr champions the causes of his old friend Xavier and forms his own team of X-Men.
What is so captivating about the Age of Apocalypse story is the manner in which it takes familiar characters, partnerships, and rivalries, and turns them on their heads. Magneto is now a hero, an icon among those mutants who would dare to stand against Apocalypse and strike back at his dystopian regime. Rogue is Magneto’s wife, and together they have a child whom they name after the late Charles Xavier. Logan is still survivor of the Weapon X program, but is never referred to as Wolverine, and loses one of his hands in a battle with Cyclops, the latter of whom works for Apocalypse under Sinister as one of their most trusted officers. Nate Grey, the X-Man, is a highly powered telekinetic who travels with a band of misfit performers including Toad, Sauron, and Forge, while Sabretooth, Wild Child, Blink, Iceman, and Morph round out Magento’s team of X-Men.
It’s a dark, gritty vision of the X-Men, but rarely feels like it is pushing an ‘edginess’ simply for the sake of selling to older teenage audience. The dialogue is appropriate to the setting, while remaining overall friendly to readers of a broad age range. Character and environment artwork maintain a consistent direction throughout, though each artist does add their own slight spins on these faces and places with which readers will spend many hours.
What is unusual about this first numbered volume in the Age of Apocalypse series is that it gathers a strangely disjointed collection of issues together. Unlike the later volumes, the span of time that is passing across the issues collected in this first trade paperback is hard to pin down. Likewise, it would appear that certain events from issues placed toward the back of this volume actually occur simultaneous or even before issues that are placed near the front. Some of the storylines in this first volume lend a significant amount to establishing the characters and state of the world in Age of Apocalypse. Others, like Blink’s solo romp through the Negative Zone wherein she loses her memories and is caught up in a power struggle between Blastaar and Annihilus’ loyalists, add very little to the core plot, acting as largely uninteresting (sometimes annoying) distractions.
Still, Age of Apocalypse is a wildly engrossing story, and even with its shortcomings, this first collected volume offers some genuinely enjoyable subplots. Its disorganized nature simply falls a bit short of the quality of the later volumes. For those who enjoyed the Prelude or random issues of the later Age of Apocalypse tale, I can assure you that the series only gets better from here.
My rating: 7.5 (out of 10)
Sunday, November 8, 2015
Comic Book review: A-Force
The island of Arcadia is nothing short of a paradise, a peaceful city that has largely managed to avoid the chaos of other Battleworld realms like those seen in Age of Apocalypse or Age of Ultron vs. Marvel Zombies. Thanks to the watchful protectors of the all-female A-Force team, the residents of Arcadia have long felt safe, as any threats to their home have quickly been subdued by Medusa, Dazzler, Loki, Captain Marvel, America, Nico, and Baroness She-Hulk.
When a giant shark appears in the waters of Arcadia’s bay and threatens the populous, the A-Force springs into action, but the overly energetic America throws the beast too far beyond the borders of Arcadia, and past the giant wall that divides the monstrosities of the Deadlands from the rest of Battleworld. This act is a direct violation of Doom’s laws, and the Thors descend upon Arcadia to take America away, to have her answer for this crime. She-Hulk attempts to plea with the Thors, but they warn her that any attempt to interfere will be viewed as a movement against Doom. She-Hulk tells America to be strong, but as America is taken away by the Thors, the other members of the A-Force are clearly shaken, and some begin to question She-Hulk’s right to lead as baroness of Arcadia.
A-Force provides a wonderful blend of a few different genres. Of course there is plenty of action from this troupe of butt-kicking ladies, but there is also a vivid sense of adventure and self-exploration for Nico, who has lost her friend America to the technicalities of Doom’s laws, yet just as soon gains a friend in the form a mysterious visitor from the stars. This newcomer to Arcadia will leave a significant impact on all of the A-Force members, and is as much a curious, endearing character as she is pivotal plot device, despite only having a few lines of dialogue for the entirety of this limited series.
The older A-Force members, on the other hand, have vastly differing outlooks on the situation at hand, and some suspect that America’s forcible removal from Arcadia may be the result of foul play from somewhere within Arcadia. She-Hulk may be baroness of the realm, but her comrades are not afraid to challenge her authority if they believe she is not appropriately grasping the situation at hand. The blend of personalities within the A-Force is fresh and makes for some very compelling interactions – Dazzler always has some pep in her step, She-Hulk is the tough-as-nails leader, and though she may butt heads with Medusa on occasion, both present reasonable arguments for their actions, and are equally strong-willed individuals.
The single major setback in A-Force is one that seems to be a common hindrance among many of the other Secret Wars tie-ins, in that it is merely a five-issue run. One particular subplot feels like its endgame is somewhat rushed in the final chapter. That said, the handful of conflicts that the A-Force does face are paced quite well, and the series’ length does allow for the rest of its story to be resolved with reasonable satisfaction by the time the last pages are reached. If anything, A-Force is one such limited series that I wanted to see carry on, as there is plenty of opportunity for more fun, exciting adventures to be had with this female fighting force. And as luck would have it, A-Force is now among the series Marvel has announced will be continuing as part of the post-Secret Wars relaunch.
My rating: 8.5 (out of 10)
Wednesday, October 14, 2015
Comic Book review: X-Men ’92
The Battleworld that God Emperor Doom forged at the start of Secret Wars is a patchwork of many wildly different realms. Many are based off of classic Marvel storylines, or even some of the more recent comic book arcs. But X-Men ’92 is the only comic among them to be based off a television show that was, itself, based off a comic book. X-Men ’92 sees the bright yellow and dark blue costumes of the 1990s Fox series return in the form of ink and paper, along with all the snappy one-liners and cheesy-yet-endearing character portrayals of everyone’s favorite mutant heroes and heroines.
In the realm of Westchester, Magneto and his Brotherhood of Mutants have been defeated, and the healing process of the human populous coming to accept the X-Men among them is already underway. The story opens with a friendly game of ‘Extreme Lazer Tag’ inside the local shopping mall, with Jubilee claiming the high score. But the relaxed afternoon is interrupted by one rogue Sentinel, among the last of its kind, and still determined to wipe out mutantkind. Causing a scene as they take down the mechanized giant, the X-Men are sternly greeted by Baron Robert Kelly, who informs them of a place known as the Clear Mountain Institute, a rehabilitation facility for their former mutant foes. Supposedly, former Brotherhood members including Sabretooth, Toad, and Blob have gone to this Clear Mountain Institute willingly, seeking to renounce their villainous ways, but the X-Men are not so sure.
They travel to the Institute, where they are greeted by its head of operations, one Cassandra Nova, who offers to provide the mutants with a tour of the facilities. Despite their run-ins with former foes being entirely peaceful within the facility, both Wolverine and Cyclops get the feeling that something isn’t right. Jubilee is separated from her older teammates, and distracts herself by playing the X-Men arcade game (yes, the one that existed in our own reality of 1992, and featured Colossus, Cyclops, Nightcrawler, Dazzler, Wolverine, and Storm). Meanwhile, the X-Men are given an up-close and personal look at Cassandra Nova’s rehabilitation machinery, but not in the way they had hoped, as they are taken to a place known as the Mind Field, where Cassandra Nova is able to manipulate their thoughts, and attempts to break their self-images into more cooperative, obedient individuals.
X-Men ’92 is endearingly self-aware of its setting and the appropriate tone to lend to its narrative. It pokes fun at its roots a number of times, with Jubilee remarking that she finds Dazzler’s costume in the arcade game to be quite tacky. X-Men '92 also breaks the fourth wall, cracking jokes that are, just one panel later, deemed to be too mature for readers, and are subsequently marked out in red ink before receiving a stamp of approval (a jab at the restrictions of using certain words in children’s shows that Marvel and Fox agreed to in 1990s). The dialogue is expertly handled as well, treading a line that allows both younger readers and longtime fans to find equal enjoyment from this superhero action-comedy period-piece.
The second issue is the weakest link in the four-part story, as it suffers from a repetition. By the time readers are nine or so pages in, it shouldn’t be too difficult for them to detect where the rest of the second issue will go. Thankfully, the third issue picks up the slack, bringing the X-Force members onto the scene to rescue their X-Men allies, with Deadpool in tow. And the fourth and final issue provides one explosive finale that is sure to geek out more than a few fans of the X-Men, with its absurd escalation of action, as well as a number of cameos by iconic characters – some of whom previously appeared in the 1990s cartoon, and others who did not (but have nonetheless been adapted into this comic book reimagining). X-Men ’92 is a riot; as much a love letter to the classic cartoon as it is a parody of it. And with Marvel having picked up X-Men ‘92 as one of their new ongoing series in 2016, the potential for future adventures and zippy dialogue holds wealth of potential.
My rating: 9 (out of 10)
Monday, October 12, 2015
3DS review: Metal Gear Solid: Snake Eater 3D
Metal Gear Solid 3, the tale of how Naked Snake set out on the path to become Big Boss, and the effective starting point of the entire Metal Gear legacy, received a 3DS port early in the handheld’s life cycle. Much like Star Fox 64 3D, Ocarina of Time 3D, and Majora’s Mask 3D, Metal Gear Solid: Snake Eater 3D is taken directly from its console version and reworked to fit the control scheme of the 3DS. However, unlike those other 3DS re-releases, Snake Eater 3D does not see any graphical upgrades from the Playstation 2 original. Which is not to say that the game is any less aesthetically pleasing or immersive than ten years ago, when it debuted – the jungles are lush and dense with greenery, the animals active, and the wandering patrols a constant threat to Snake’s location being exposed. The frame rate does, unfortunately, dip a bit during cutscenes where there are many characters or events on screen at the same time. Gameplay, however, is never hampered by this.
The touch screen is utilized wonderfully, as the stylus can be used to easily access Snake’s codec, medical supplies, and food items. Weapons and items have also been relegated to the touch screen, and nine of each can be set to be on-hand at any given time, while another icon allows you to swap those out with additional items that Snake picks up and stores in his supply pack. This cuts down significantly on switching up Snake’s loadouts, which were previously managed via a scroll wheel on the PS2 and HD Collection releases.
Snake can also draw his weapons and put them away with a press of the right shoulder button. However, a simple tap of the shoulder button will not suffice – you have to hold it down for a brief second, otherwise the input may not take. Given the stealth-heavy nature of Snake Eater 3D, this rarely proves problematic, save for a couple of the boss fights, wherein it can be mildly frustrating as you dodge attacks and attempt to quickly react to Snake’s supernaturally-powered foes. While not necessary for playing Snake Eater 3D, the 3DS’ Circle Pad Pro attachment is highly recommended for anyone already familiar with the button and joystick layouts on the home console releases. All in all, though, despite being a port of a game that whose original release was never designed with a handheld in mind, Snake Eater 3D runs very well on the system, and the new control scheme is handled wonderfully – far better than some would have suspected.
The voice acting is, of course, just as great as it was a decade ago on the PS2. David Hayter’s iconic Snake voice keeps players company for the majority of the adventure, with humor from support members Major Zero and Para-Medic often flying right over his head. Suzetta Minet portrays the sultry and quick-witted EVA, Neil Ross puts forth a commanding performance as sadistic villain Colonel Volgin, while Josh Keaton’s depiction of a young Ocelot is one of a lovable try-hard who often slips up in his own attempts to impress his superiors. A few new sequences of dialogue have been added to this 3DS release, covering the updated control scheme. All of the spoken dialogue, as well as the iconic soundtrack and titular theme song, come across clear and clean through the 3DS’ speakers.
Equally memorable to the voice work in Snake Eater 3D are the boss encounters with the members of the Cobra Unit. They remain as intense and varied as ever, seeing no alterations from their PS2 counterparts. More seasoned veterans of the Metal Gear series will likely opt for as stealthy a playthrough as possible, maximizing their camouflage percentage by pairing patterns and face paint to the surrounding environment to better avoid detection. The 3DS' camera can be utilized to make new camo patterns for Snake, though these are not as complex in nature as the game's pre-loaded camo options, and will always default to registering as the most prominent color within the picture that was taken, ignoring any less prominent colors that are a part of that same image.
For those new to the Metal Gear play style, there are plenty of weapons beyond the default silenced tranquilizer pistol that can be found in the jungle, including an AK-47, a short-barrel shotgun, an SDV sniper rifle, and a more lethal handgun, to name a few - just don't expect a warm welcome from Volgin's GRU forces if you fire loudly in their direction. Plenty of additional items and food rations can be missed, should you choose not to devote time to exploration. The 3DS' gyroscope is briefly used to balance Snake on branches and bridges, while the hidden collect-a-thon Kerotan statues have been replaced with the likeness of Mario’s green pal Yoshi.
A first time playthrough of Snake Eater 3D will likely push close to the twenty hour mark, while players who have beaten Snake Eater in the past and simply want a quick retread can finish the game in less than fifteen. Snake Eater 3D does see a few technical hang-ups, and some very minor control oversights, but more often than not it excels as yet another great handheld port of a console classic in the 3DS' library. And at the end of the day, it remains the greatest Metal Gear story ever told.
My rating: 8.75 (out of 10)
Monday, September 28, 2015
Xbox 360 review: Metal Gear Solid V: The Phantom Pain
Nine years after the sabotage and destruction of Mother Base that acted as the cliffhanger ending of Metal Gear Solid V: Ground Zeroes, Metal Gear Solid V: The Phantom Pain opens with Big Boss awakening in a hospital to the shocking discovery that there is a shard of metal lodged in his skull and his left arm is missing from the elbow down. As a doctor explains the situation to him, tries to calm him down, and ease him back into the land of the living, word that ‘V has come to' quickly spreads, and it is not long before the hospital is besieged by heavily-armed forces. Barely able to stand, Big Boss, aka Punished ‘Venom’ Snake struggles to regain his ability to walk, while a mysterious bandaged friend calling himself Ishmael acts as his guide out of the hospital.
The route is dangerous, as the militant forces have orders to shoot everyone in the hospital, and Ishmael and Snake encounter what appears to be a flaming projection of Volgin, the Soviet colonel from Operation: Snake Eater. This first leg of the journey is largely an interactive story segment which teaches players the basic controls as they pertain to The Phantom Pain’s stealth and combat techniques. The escalation of events beyond the player’s control is intense, and ultimately the two patients are forced to dupe their would-be assassins, steal an ambulance, and avoid a pursuing helicopter before crashing through a roadblock. Snake passes out for a brief period, and awakens to find no trace of Ishmael, but rather is introduced to Revolver Ocelot, his contact from the newly-reconstructed Mother Base. Ocelot and Snake board a freighter ship to waters near the Seychelles Isles, where XO Kazuhira Miller ordered the new Mother Base be constructed in Snake’s absence.
The first orders of business in setting the stage for events to come are equipping Snake with all of his familiar gear, as well as a new robotic arm, and explaining to players (whether they previously experienced Ground Zeroes or not) that Skull Face is still at large, commanding XOF as a rogue agency no longer tied to the United States government. It’s just the right amount of information and story content to dish out to players this early on. The massive open world exploration element is kept in perspective, for the time being, as Ocelot informs Snake that Miller ran into some trouble during his most recent operation, and likely only has a few days to live before his Soviet captors decide they are through trying to interrogate him.
Each mission Snake embarks on during the game’s first eight hours or so is set in Afghanistan, where tall cliffs limit the number of available routes, but large rocks and hilly terrain offer sufficient cover for Snake, even as he rides past enemy outposts in D-Horse’s saddle. Afghanistan is, as Ocelot informs Snake, a big place, and there is great deal of time spent simply travelling from one location to another early on, though destroying anti-air radar emplacements can open up new landing zones for Mother Base’s helicopters. This map is also a stark contrast in design to the later-accessible African border region between Angola and Zaire, which is technically smaller in size overall, but the open plains and dense jungle provide Snake with a greater freedom to immediately drop in and explore, take on side-ops, and scope out enemy patrols.
Any misgivings about the open-world gameplay adopted by The Phantom Pain should be put to rest. The ability to rely completely on stealth is just as strong as ever, and plenty satisfying to boot. For players who wish to go loud and shoot up a base of enemies with automatic weapons, however, The Phantom Pain does not punish this approach, provided you have something of a plan in mind before storming a heavily-fortified base. More than any Metal Gear title before it, The Phantom Pain offers some truly creative solutions for players who can think on the fly and adapt to the situation as it changes. While Ground Zeroes felt incredibly limited in its scope and restricted in its freedom of play, The Phantom Pain welcomes experimentation, and on the off chance that you are killed in action and receive a ‘game over’ screen, it is always fair, placing responsibility on the player and their choices both in the moment and prior to engaging the enemy.
Enemies are quite a bit smarter than in previous Metal Gear titles, and will receive helmets, shields, and full body armor as word spreads of Snake besting their comrades. The Phantom Pain is somewhat forgiving, though, as the moment an enemy spots you does not immediately put all nearby soldiers on alert. Instead, Snake is granted a brief window to tranquilize, kill, or (provided he is close enough) perform a CQC takedown on the soldier that spotted him. This addition is most appreciated when infiltrating fortresses with high walls that prevent Snake from properly scoping out all enemies therein. The weather and time of day also play important roles in the enemy’s visibility. Obviously, nighttime is ideal for infiltration missions, as enemy soldiers have a smaller field of view away from light sources, and rain storms in Africa further obscure their vision. Dust storms will occasionally whip up in Afghanistan, lasting approximately two minutes at a time, and practically cover the entire area in a thick, blowing cloud – this can prove a double-edged sword, as the enemy is practically blind, but if Snake has not scanned the area beforehand, so too is he.
There is also a great deal of freedom in which weapons and gear Snake takes into battle with him. Grenade launchers, RPGs, and explosives like C4 are generally best-suited to missions that require the destruction of heavily armored vehicles, as they are among the most expensive to equip. But the sheer number of these that can be developed, along with assault rifles, machine guns, submachine guns, pistols, grenades, and camo patterns is astounding, and further reinforces the notion that you can play The Phantom Pain virtually any way you like. The ability to develop certain items is restricted until you have added sufficient personnel to Mother Base’s R&D team, and of course, each individual item costs GMP, the game’s monetary value that is earned in large sums upon the completion of each main game mission and side-op. Some of the wackier loadout options, like the Rocket Arm and cardboard boxes decked out with supermodel posters or anime characters, prove the most entertaining, despite perhaps not being universally practical.
Mother Base is divided into more than a half-dozen struts, each of which can be further built up over time. It does cost a great deal of GMP and resources like fuel, metals, and biological materials to expand Mother Base, but the benefits are more than worth the lengthy wait times between each addition. Building more platforms for your Intel team means that they can offer you greater information about your surroundings, while R&D will develop new weapons and gear more quickly if they have the space to support a larger team, and so forth.
GMP is also spent calling in fire support from your helicopter and for retrieving prisoners, unconscious enemy troops, wildlife, and vehicles alike with the Fulton balloon system, and it is a good idea to maintain a healthy amount of GMP at all times, as dipping into negative numbers means that Mother Base soldiers may leave due to dissatisfaction with the way Snake is running the show. Conversely, the more Snake displays heroism and grows Mother Base, the more likely volunteers are to show up on his doorstep, requesting to join his Diamond Dog forces. Each and every Mother Base soldier displays a specific set of traits, making some better suited for particular teams, and ill-suited for others. Some also boast unique abilities that can lessen or increase the likelihood of fights breaking out, and even perform special moves should players choose to take control of these characters for missions over Snake. Mother Base troops will have their morale increased upon visits home by Snake, and while there isn’t a ton to do on Mother Base, players can scour each platform for diamonds to up their GMP, engage in shooting range side-ops, and stumble across some cleverly-placed easter eggs.
While D-Horse is the first ‘buddy’ character Snake is allowed to deploy with into missions, the trusty steed’s fast gallop can be swapped for three other buddies, each with their own unique support roles. D-Dog, a wild pup that Snake encounters in Afghanistan, grows up under the training of Ocelot, and can eventually be utilized as a radar for detecting the exact location of all nearby enemies, wild animals, and plant life. While D-Dog’s default loadout allows him the option to distract enemy soldiers, he can later be outfitted with a knife or stun baton for stealthy enemy takedowns.
Quiet, the voiceless Sniper, moves at inhuman speeds, similarly scoping out enemy patrols from a distance, and picking them off one by one per Snake’s orders. Quiet is best utilized by players who prefer direct intervention, or who want a backup plan in case the enemy bears down on Snake with everything at their disposal. Quiet’s standard sniper rifle can be swapped for a tranquilizer rifle, while her alternate outfits are more aesthetically amusing than they are situation-sensitive. Finally, Huey’s D-Walker offers a travel speed slightly slower than that of D-Horse, but with offensive options like a gatling gun and rocket launcher, as well as a defensive buffer to the front. Each ‘buddy’ will be recalled from the field if they take too many hits, however, and this will subsequently weaken Snake’s bond with them, while properly utilizing their abilities and ensuring their safety will strengthen Snake’s bond with them.
The main missions during the first act of The Phantom Pain are largely concerned with piecing together the puzzle of Skull Face’s master plan, one ‘weapon to surpass Metal Gear’. While the pacing of the game is spot-on, the story sequences – one of the Metal Gear series’ most popular and famous offerings – are sparse until the second act. While it is appreciated that The Phantom Pain does not bog players down with extensive cutscenes as Guns of the Patriots once did, MGSV cuts back on its narrative a bit too much. Metal Gear villains have long held a commanding presence in their respective games, and Skull Face is no different, walking a fine line between theatrically confident and cunningly evil. But when his plan is revealed in full, it is underwhelming, and offers too much room for error.
The second half of The Phantom Pain does increase the frequency with which the story is sprinkled in. Kaz becomes increasingly suspicious of Huey, believing he was responsible for the security breach that destroyed the old Mother Base. Quiet finds the soldiers on Mother Base are not all keen on her presence, calling her a freak and generally distrusting her. And Snake is forced to carry out some very heavy actions that, while perhaps necessary, are important steps in painting both himself and the forces of Outer Heaven as more of villains than heroes by the time the events of the first Metal Gear occur.
The Phantom Pain fills in the last major gap of time between the era of Big Boss and the era of Solid Snake, and as such, is less concerned with presenting grand revelations pertaining to the series at large than most other Metal Gear titles. The events of The Phantom Pain are guided in large part by what transpired in both Peace Walker and Ground Zeroes, and ultimately the endgame plays most prominently into the events of Metal Gear, Metal Gear 2: Solid Snake, and Metal Gear Solid. Some of The Phantom Pain’s strongest moments lie in its second act, but so too do its greatest faults. Roughly half of the second act’s main missions are simply retreads of missions taken on during the first act, with higher difficulty settings or more specific rules in place. In addition, the penultimate chapter that would otherwise provide The Phantom Pain with a clean, complete finale is entirely absent, leaving a humongous plot point hanging with no resolution.
Boss fights are also quite sparse in The Phantom Pain, though the handful that are present pay homage to previous titles in the series. A sniper duel between Snake and Quiet mirrors that of the battle with The End in Snake Eater, and the general design and abilities of Metal Gear Sahelanthropus offer throwbacks to Metal Gear Rex from the PS1’s Metal Gear Solid. One particular close-quarters battle with Skull Face’s elite Skulls unit even incorporates quick-time reactions reminiscent of Metal Gear Rising.
Side-ops are entertaining, more relaxed distractions from The Phantom Pain’s main missions, offering up goofy scenarios like tracking down a legendary bear to tranquilize and bring back to Mother Base’s animal sanctuary, or infiltrating a Soviet-occupied base to rescue a sheep via fulton balloon extraction. Other side-ops are more run of the mill fanfare, such as extracting prisoners, and destroying heavy infantry or armored patrol units. Side ops typically require less careful planning of Snake’s loadouts beforehand, and it can be easy to find yourself burning through three, five, or ten at a time, in-between The Phantom Pain’s main missions.
While Metal Gear Online may not yet be up and running, The Phantom Pain does offer an online component in the form of an F.O.B. invasion. F.O.B.s, or forward-operating bases, can be constructed in waters beyond the main Mother Base, and serve to further establish Big Boss’ presence to the outside world. Snake can infiltrate an enemy base for a GMP reward, depending on how well he manages to sneak past the troops stationed there, but your own base(s) will similarly be potential targets for other players to invade. F.O.B. invasions are an interesting afterthought, but they lack substance, and do not return as high-value rewards as the deployment missions Snake can send Mother Base soldiers on against CPU forces.
Many fans were, understandably, disappointed to hear that longtime voice of Snake, David Hayter, would not be returning to reprise the character in MGSV. It’s difficult to fully accept Kiefer Sutherland as the new voice of Snake, not because of the quality of his performance, but because of how infrequently he adds anything to the conversation. On the whole, Kiefer Sutherland does a sufficient job of carrying such an iconic role, but would be far more memorable if he spoke more than a few words at any given juncture – a stark contrast to Hayter’s rather talkative portrayal of Snake in every other major Metal Gear entry. As a rippling effect of this, Snake frequently comes across as more of an observer of events unfolding on Mother Base and during his missions than an active participant, at least during cutscenes and other scripted sequences.
Robin Atkin Downes and Troy Baker put forth strong performances as Kazuhira Miller and Ocelot, respectively. Downes does a phenomenal job at conveying Miller’s desire for revenge, and the hatred he harbors towards Skull Face’s XOF forces for destroying the old Mother Base, yet still maintains a strong-willed presence and great degree of faith and respect in Snake, even if he does attempt to go over his head during a few key instances. There is a constant tension in the air whenever Snake and Miller are present in the same scene, due in no small part to Downes’ performance. Troy Baker, meanwhile, manages to present Ocelot in the prime of his adulthood, without sounding too similar to other middle-aged roles he’s performed in the past, like The Last of Us’ Joel or Bioshock Infinite’s Booker DeWitt. Baker gives the famous gunslinger an appropriately deeper voice than Josh Keaton’s performance of a youthful Ocelot in Snake Eater, but dials back a few notches from Patric Zimmerman’s famous raspy voice from Metal Gear Solid, Sons of Liberty, and Guns of the Patriots.
As Snake explores Afghanistan and the Angola-Zaire border region, he will receive cassette tapes – some that are delivered by Miller and Ocelot containing mission-sensitive information, and others that contain musical tracks. Many of the audio tapes will prove a real treat to hardcore Metal Gear fans, referencing events from Snake Eater and Peace Walker, while others provide greater context to Skull Face’s motives and the origins of XOF. Playing Metal Gear theme songs of yesteryear while carrying out missions delivers a good dose of nostalgia, but blasting one of the many hidden 80s pop and rock tapes can make for some wacky, thoroughly amusing moments. Better yet, you can set any of these songs to blast from your helicopter’s speaker system, so as to bear down on unsuspecting enemies with rockets launching to the tunes of Kim Wilde’s “Kids in America”, The Cure’s “Friday I’m in Love”, Kajagoogoo’s “Too Shy” or Billy Idol’s “Rebel Yell”.
As for the original orchestrated soundtrack, The Phantom Pain’s musical stylings deviate a surprising degree from those in previous games. The few reprises of classic Metal Gear themes that do sneak their way in to the mix are quite subdued. Sins of the Father, meanwhile, is a powerful and commanding vocal track, with lyrics that are among the most thematically-appropriate to a Metal Gear title since Snake Eater’s self-titled jazzy James Bond-esque number.
The Fox Engine once again outdoes itself, as The Phantom Pain looks shockingly good, even on a last-generation console like the Xbox 360. There are some minor shortcomings when compared to the PS4 and Xbox One versions, such as certain textures sporting less detail and requiring the occasional bump-in load. As the game installs on the system’s hard drive prior to your first play session, load times between missions are kept to a reasonable speed. Draw distances are superb, offering Snake the ability yo scope out vast distances, provided the terrain does not obscure his field of vision. The blurred distance effects are nowhere near as harsh on the eyes in the Xbox 360 version as they are on the PS4 or the Xbox One. I never stumbled across any noticeable dips in frame rate, and only encountered one odd, non-threatening glitch during my playthrough – very much appreciated, given the track record of other contemporary open world games.
In addition to catering to any play style you like, The Phantom Pain reflects player loadouts and time away on missions within cutscenes. When Snake begins an interaction with Ocelot and Kaz, he’ll be wearing whichever camo pattern players last dressed the legendary soldier in. If Snake has been taking to more direct means of intervention, shooting up enemy soldiers, his face will be streaked with blood, while even a long series of stealth ops will depict Snake with sweat dripping from his brow.
Metal Gear Solid V: The Phantom Pain is far from a perfect game. The lessened focus on a complex narrative will likely leave veteran fans hungry for more, especially with the knowledge that the final leg of Snake’s journey is left incomplete. That said, the story elements that are at play prove, by and large, of the same carefully-calculated nature that Kojima is known for. The few major twists that come to pass are masterfully executed, and the nigh-on perfect gameplay The Phantom Pain sports certainly helps ease the pain of the elements that are absent. The Phantom Pain travels to some dark places, with plot points that teeter closer to reality than other games in the series. While The Phantom Pain may not be the definitive masterpiece fans had hoped would cap off Hideo Kojima’s nearly-thirty-year run of directing the Metal Gear series, it is still one of the most enjoyable games I’ve played this year. It’s a shame that the circumstances surrounding Konami, Kojima, and the game’s development process did not pan out more smoothly, as the full, completed vision for The Phantom Pain would have no doubt earned a considerably higher overall score.
My rating: 7.75 (out of 10)
Sunday, September 20, 2015
Comic Book review: Saga, Volume 5
It’s now been multiple years since Alana and Marko began their life on the run from the many factions that view their hybrid child Hazel as a bargaining chip or threat to galactic stability. As the fourth volume saw Alana, her mother, and Hazel forcibly separated from Marko thanks to the actions of one misguided and extreme janitor, this fifth volume bounces back and forth between the ferocity with which Alana will defend her daughter and the uneasy alliance forged between Marko, the now-exiled Prince Robot IV, coastal rancher Ghus, and thespian/drug addict Yuma. There is a also, a secondary plot concerning The Brand, Sophie, Lying Cat, and Gwendolyn, as they search for a means to revitalize The Will, who is still out of commission.
This fifth volume of Saga does well to focus the spotlight back on Alana and Marko more so than the previous two volumes did, but it does teeter back and forth in uncertainty as to whether or not it wants to redeem these two main protagonists. While they may be worlds apart from each other for the majority of this most recent volume, their thoughts of one another do weigh heavily, as their last interaction before they were torn apart was one of confrontation and hurtful words. And yet, while Alana does appear to bear some degree of regret over her exchange with Marko, her cunning and maternal defensiveness are somewhat undercut by the fact that she doesn’t seem to give a rat’s ass about anyone other than her own family. Marko, meanwhile, decides to turn to the drugs he so abhorred to escape his feelings of guilt over losing track of his family, and even displays a savage nature from seemingly out of nowhere.
While not nearly as overwhelmed in its attempts to juggle multiple story threads as the previous volume, this latest entry still feels a bit thinly stretch as more characters are introduced to the already burgeoning cast. Many of these newcomers see their stage exits by the end of this fifth volume, but it’s still almost too much on the plate when you consider the number of characters who have held minimal importance on the larger plot for the past two volumes. And at the end of this collection, there’s merely more cliffhangers and open-ended threads, with not but a few subplots being resolved by this trade paperback’s conclusion.
While Saga’s adult language and ‘edgier’ presentation factor were amusing early on, they have since become obnoxious elements of its identity. The series tries too hard to jam vulgarities into every other sentence, and the sexual imagery is largely without purpose – it’s perfectly acceptable to explore the relationship Marko and Alana forged during or even prior to Hazel’s conception, but it’s wholly unnecessary to show the act of a dragon fellating itself for a cheap laugh or ‘shock value’. While not as sour an entry as the fourth trade paperback, this fifth volume of Saga only does so much to return the series to the spark of imagination and intrigue, as well as the focused path that were so prominent in its first two collected volumes. As much as I wanted to continue enjoying Saga, I feel these most recent releases have turned me off to the series enough that I can confidently state that this is the end of my investment in Brian K. Vaughan's space opera.
My rating: 5.5 (out of 10)
Saturday, September 5, 2015
Comic Book review: X-Men: Age of Apocalypse Prelude
Before Age of Apocalypse’s wildly different vision of the X-Men universe properly came into its own, Charles Xavier’s insane son Legion awoke from his long coma to find he had gained some degree of control over the multiple personalities swimming around in his head – enough control, that is, to formulate a plan to travel back in time to kill Magneto and alter the present day, but enough foresight to consider the ramifications of such a major rewriting of mutant history. The buildup to Legion actually putting his plan into action is something of a slow burn, but an effective one just the same. Seeing all of the major X-Men and a handful of both their allies and enemies as they are most well-known makes the transition to their dystopian Age of Apocalypse counterparts all the more powerful, as the contrasts between these are often drastic. Similarly, it offers better context to readers not as intimately familiar with the X-Men legacy.
There are two prominent points in history that this Prelude volume covers: the ‘present day’ before Legion’s actions cause a rewrite of the history of the X-Men readers once knew, and the past when Charles Xavier and Erik Lehnsherr (aka Magneto) shared a newly-forged friendship and were only just becoming familiar with the emergence of mutants around the globe. It is both insightful and amusing to see the relationship these two prominent leaders shared in their younger days, with Charles exhibiting more aggressive and impulsive behavior at times, and Magneto questioning the extent of the power other mutants could possess. While it is clear that these two do not share a perfectly matching view on the world and the struggles that it might one day face, there is a mutual respect that serves to shape Magneto’s ideologies in the later volumes of Age of Apocalypse.
Given how dark and desperate the world has become by the time volumes one through four of Age of Apocalypse roll around, it should come as no surprise that the X-Men, despite their best efforts, fail to stop Legion’s plans. However, these events do not play out in a predictable manner, as Mystique is the first to attempt to kill Legion in his comatose state, only to be thwarted by the members of X-Factor. The fact that different parties of mutants spend enough of their time squaring off against one another as opposed to focusing solely on Legion, as well as the fact that the extent of Legion’s powers are largely unknown until late in this Prelude, are what grant him the upper hand.
The X-Men throw nearly every plan that can scramble together on such short notice once the past becomes threatened by Legion’s intent to kill Magneto and alter the present. Cable and Domino are called upon, and both Charles and Jean attempt to maintain a psychic link with the mutants in the past. When the final hour is upon these heroes, they share a few somber, yet appropriately intimate exchanges with one another, before an awe and terror-inspiring wave wipes over the Earth, erasing the world as it once was and putting the Age of Apocalypse in its place.
My rating: 9 (out of 10)
Sunday, August 30, 2015
Anime review: Jojo's Bizarre Adventure: Stardust Crusaders - Battle in Egypt
Picking up directly where the mid-season break left off, the Egypt arc of Jojo’s Bizarre Adventure sees Jotaro Kujo and the rest of the Stardust Crusaders facing down the last remaining loyal followers of Dio. Most notable among these foes are the Nine Egyptian Gods, foes whose Stands prove among the most intimidating and powerful the heroes have encountered yet. And at the end of the journey, in mansion deep within the heart of Cairo, awaits the main villain himself, Dio Brando. Yet, the Stardust Crusaders have a few cards up their sleeve, revealing clever and previously unseen applications of their Stands, a few assists from the Speedwagon Foundation, and a new ally in the form of the temperamental and selfish Iggy, a scrappy dog who wields the Stand known as The Fool.
This second half of the Stardust Crusaders anime feels more tightly-wound, its narrative more focused. From the moment the heroes set foot in the Egyptian desert, there is a sense of urgency about their journey that was no so prevalent in the first season. The stakes are also higher, with these new villains challenging Jotaro and company in battles of wits or other indirect means, while those that do fight them outright play host to some of the series’ stranger but more memorable Stands.
The voice work is superb, all around. While the core has the obvious task of carrying the show from one episode to the next, the villains who appear for only two episodes at a time leave a lasting, often humorous impression. As is only appropriate, Dio’s presence commands as much attention as they show can offer Stardust Crusaders chief villain. The final confrontation between Jotaro and Dio is among the most intense and rewarding endgame battles in any anime of this episode count I’ve come across.
Meanwhile, the vast majority of Dio’s loyal henchmen and women receive ample screen time as well. Some of the fights feel perhaps a bit more drawn out than necessary, but by and large, it is to the series’ benefit, as practically zero of the finer details are left out from the manga version, and the battles are not resolved in too quick a time frame that would negate the drama and intensity. Each member of the main cast undergoes significant maturation since the outset of their journey, and it’s wonderful to see just how naturally this is conveyed. Later episodes play at viewer’s emotions with masterful technique, as there are callbacks to the earliest moments of the Stardust Crusaders’ quest, as well as a severe gravity of present events as they unfold.
The animation budget seems to have received a considerable boost since the first half aired, which in and of itself gradually improved in quality from the airing of its first episode to its twenty-fourth. While most characters stick to a particular color palette for their clothing, scenes where the Stand fights become especially intense warp to more psychedelic colors, a nice nod to manga author Hirohiko Araki’s tendency to present variations on the previously-established appearances of characters. The soundtrack is catchy, moody, and always appropriate, with rock influences playing in subtly as Stands clash and the Stardust Crusaders scour Egyptian streets for any clues that might lead them to Dio.
Stardust Crusaders does offer a definitive conclusion to its own arc, and does provide a satisfying endgame for the three story arcs thus far. However, there is still plenty of money to be made by David Production should they choose to animate Diamond is Unbreakable and other later arcs of the manga, and I have no doubt they would do a similarly stellar job adapting the stories of Josuke Higashikata, Giorno Giovanna, Jolyne Kujo, and so on. It has been many years since an anime left as strong an impact on me as Stardust Crusaders has managed, but I believe it is safe to say that David Production has made one of the greatest adapted anime series of all time. In so far as I am concerned, Stardust Crusaders has earned its place among the company of Neon Genesis Evangelion, Fullmetal Alchemist: Brotherhood, and Unicorn Gundam as one of the most impressive works of its medium.
My rating: 9.75 (out of 10)
My rating for the Stardust Crusaders series as a whole: 10 (out of 10)
Sunday, August 23, 2015
Comic Book review: Black Science, Volume Three: Vanishing Pattern
The final act in the first arc of Rick Remender’s Black Science continues to thrill with wildly inventive hodge-podge realities and a more pinpointed take on the established narrative style than was seen in the previous two volumes. As volume two concluded, we were made privy to the fact that Grant McKay was in fact alive, despite having been led to believe he had perished beneath the crushing weight of clockwork machinery. And smartly, this third volume makes an early objective of explaining just how the scientist, pioneer, and previously deadbeat dad cheated death. The explanation is brief, yet befitting the tale that has been woven through the previous installments, and simultaneously provides some concrete footing for the answers that are revealed before this third volume’s climactic finale.

Meanwhile, Grant’s children appear to have a greater stake in the story as a result of their placing faith in their father. While Nate received a healthy amount of time in the spotlight during Black Science’s second volume, his elder sister Pia takes center stage for a couple of chapters in this third volume, standing up to a couple of key characters who would dare to try and tell her to sit back and let the adults make decisions on her behalf. While it is true that the cast has been thinned a decent amount since Black Science’s first chapter, the dynamics played off among the current band of misfits feels the most natural and manageable yet. Grant still does not trust Kadir, and Kadir may not be out to prove himself a hero to anyone, but it is that very uneasiness between the two most action-oriented males of the party that makes their relationship so perfect.
Vanishing Pattern sees the party visit but one lone world, whose situation is worse than ever. In this reality, the counterparts to Grant, Shawn, Rebecca, and the other cast members concocted some form of virus that spread across the planet – a planet where Roman Praetorians make use of jetpacks, wrist-bound flamethrowers, and other space-age tech in their quest to punish those who allied themselves with the scientists who damned their world. As is the case with nearly every encounter made across the various planes of reality the main cast has made, the initial run-in with these royal warriors turns violent quickly, and they slowly but surely begin to unravel the mysteries of what went so horribly wrong in this world, while simultaneously deducing the pattern of events that has led them to this place and time.
As random as the Pillar’s jumps appeared to have been, there is, in fact, a pattern that is revealed, as well as an intended vector. Volume three does not answer all of Black Science’s lingering questions, but it does clear up a few key mysteries prevalent during this first act. The art style is, once again, superb throughout, with terrifyingly gorgeous decayed cityscapes splashed across full pages, and the high-flying action of jetpack chases expressed with incredible intensity. The oranges and reds of blood and fire clash violently against the dull and darkened interior of this world’s facilities, wonderfully symbolic of the death and destruction that has been wrought upon this reality, as well as how starkly out of place the exploration team is as strangers in yet another strange land. The finale is, yet again, a cliffhanger – one that excels in shock and horror, yet feels a very appropriate tail-end to this more intensely-focused portion of Black Science’s grander narrative.
My rating: 9.25 (out of 10)
Xbox 360 review: Shadows of the Damned
Shadows of the Damned is, in many ways, simpler in design than some of the more well-known Grasshopper Manufacture games. The story tells of Garcia Hotspur, a leather-jacket wearing and tattoo-decorated demon hunter who is brimming with hardened attitude, on a journey into the depths of hell to rescue the soul of his beloved Paula. Garcia is accompanied by Johnson, a demon who has renounced his hellish nature at the cost of losing his body and being reduced to a flaming skull. Johnson is both tour guide and weapon to Garcia, transforming from a simple torch to three different firearms – pistol, machine gun, and shotgun – each of which receives appropriate, fun and inventive upgrades as the plot progresses.
From the earliest moments of the game, the dynamic between Garcia and Johnson proves among Shadows of the Damned’s highest points. Johnson always has a timely quip to lend to the narrative, and even pokes fun at Garcia’s reading skills during one of the optional storybook segments which offers further exposition to the game’s handful of boss characters. Shadows of the Damned is less reliant on pop culture references than other Suda51 creations like No More Heroes or Lollipop Chainsaw, and the majority of humor therein is quite crude. As such, the delivery sometimes falls flat, but the game never shies away from a fast-paced and intense balls-to-the-wall presentation.
Shadows of the Damned presents a wonderfully cohesive vision of hell that strings together environments that are twisted mockeries of earthly planes within impossible spaces, while sprinkling in fairy tales of the boss characters’ falls to damnation. There are occasional, if not relatively small areas to explore or travel back to in search of an upgrade gem, but by and large, Shadows of the Damned follows a very linear progression through each of its stages. It does offer a solid variety of fun and wildly different gameplay elements that pop up from time to time, including a turret segment and a bowling minigame. The weak link among these is a side-scrolling shoot-‘em-‘up segment reminiscent of a particular stage in Grasshopper Manufacture’s 2D action platformer Black Knight Sword, but here, it feels not only awkwardly pasted in, but more of an annoying hurdle than a clever spin on the established familiar third-person shooter gameplay.
On the subject of the three firearms at Garcia’s disposal, they each bear grounded designs that become increasingly alien and appropriate given the game’s netherworld setting. Red gems upgrade the rate of fire, ammo capacity, reload speed, and so forth for each, as well as the quick-time melee responses for Johnson’s torch form. Each of the firearms performs well in taking down enemies that require particular strategies to be defeated, and overall, these three weapons handle in a manner that is equally balanced between familiar standards of the shooter genre and fresh gameplay variety, and are thus highly intuitive. Much as these guns do well at felling foes, they also serve to solve a number of short-lived but mildly thought-provoking puzzles.
Tunnels filled with shadowy mists that connect portions of some of the game’s levels, as well as moving floors and staircases, incorporate a dash of adventure gameplay. At times, ammo for particular weapons can be sparse, though Garcia can always count on a demon-human hybrid mutant with a hillbilly accent to offer up his wares at a small price at least once per level. The soundtrack is rockin’ from start to finish, with mellow industrial tunes reminiscent of Silent Hill dipping in frequently – fitting, not only due to the game’s narrative direction and themes, but also because the soundtrack was scored by Akira Yamoka.
Shadows of the Damned is not a particularly difficult game, nor is it a particularly lengthy one. There will be learning curves associated with chase sequences at a mere two or three junctures, but beyond those momentary hurdles, players should have no trouble blasting their way through the hordes of hell to reach Garcia’s beloved Paula. The boss fights each present a new strategy, and are enjoyable across the board, though they certainly do not leave as lasting an impression as the boss encounters in Grasshopper Manufacture’s action entries of No More Heroes or Killer is Dead. Perhaps Shadows of the Damned clocking in shy of the ten hour mark is just as well, given the rather straightforward tale that is spun along the way, and the moderate amount of replay value it offers.
My rating: 7.25 (out of 10)
Tuesday, August 4, 2015
Wii U review: Splatoon
Each time you boot up Splatoon, the celebrity Squid Sisters of the game’s fictional realm will list off the maps currently in rotation for both ranked and unranked playlists, capping their announcement with warm wishes that every inkling girl and boy “stay fresh!” And that is exactly what Splatoon brings to the table – a fresh hybrid of third-person shooter combat, sandwiching platform and action elements between its other major design point of painting the stage in neon ink colors. At its core, Splatoon is a team-oriented shooter where the objective is not so much offing enemy team members, rather attempting to cover as much of the map as possible in your team’s respective color. With perhaps a slight hint of Super Mario Sunshine playing into Splatoon’s inspiration, and certainly more than a small dose of Jet Set Radio, this spunky, upbeat I.P. is a welcome addition to the Wii U, as well as to the online gaming community for the way it manages to shake up so many staples of the shooter genre with simple tweaks.
The novelty of all this, of course, would wear thin rather quickly if the game suffered from lag or connection issues. While this was certainly a fully merited concern prior to the game’s release given Nintendo’s often less-than-stellar performance of online components of Wii titles like Super Smash Bros. Brawl, Splatoon has – against all expectations – the best connection record of any multiplayer online game I’ve ever managed to get my hands on. The two or three times I encountered any form of lag were during the first weeks following Splatoon’s launch, and they were marginal, at worst, lasting only a brief few seconds. Occasionally, the game will be unable to connect to matches during server maintenance periods, but these roadblocks are short-lived and only to be expected. And the frequency with which new, free content such as additional maps, weapons, and game modes are trickled into the mix is more than sufficient compensation for these segments of downtime.
Painting the town orange or purple or lime green or whatever your team’s assigned color is remains a constant across the entire experience, though ranked matches do introduce both ‘king of the hill’ and ‘capture the flag’ variants in the forms of Splatzones and Tower Control, with more game modes on the way. Single player has players navigate short but increasingly creative and visually appealing stages as they battle enemy Octolings in order to rescue captured cute and yellow Zapfish. This story mode does not boast the most complex narrative, nor does it last more than a few hours, but the sheer variety of environment designs, thoughtful strategies regarding boss battles, and overall fun factor make it worth diving into. A one-on-one local multiplayer mode is also included, wherein players compete to pop balloons for the most points, but is significantly less meaty and also less enjoyable than the other main modes.
Splatoon does have a couple of significant drawbacks, however. The single player mode, while short and sweet, offers up blueprints for new weapons for those who do a little bit of exploration. The Amiibo functionality for this game works the same way, offering remixed versions of select single player stages with different weapons loadouts, and rewarding players with some of the game’s coolest costumes as well as a couple of extra armament options. However, if you did not purchase these Splatoon Amiibo, you are fresh out of luck, unless Nintendo decides to release these as paid DLC items in the future.
The other big hit against this original I.P. is the fact that, within any given multiplayer playlist, there are only two maps in rotation at any given time. Matches are fast, lasting only three minutes each, and you’ll see a lot of the same environments in rapid succession. Throwing a couple more maps in rotation at a time would have circumvented this issue entirely, though the game does switch up the maps that are in rotation quite frequently, which slightly eases the blandness of being dropped into Blackbelly Skatepark six times in a row.
While Splatoon may not boast an abundance of multiplayer maps, the selection it does offer includes design variations that are greatly appreciated, and work well with the different game modes. The rises and dips of Blackbelly Skatepark provide a reasonably sized outer ring for players to quickly propel through in squid form before taking to two legs and entering the firefight-focused center. The Kelp Dome is one of the game’s larger maps, and allows for players to shoot down from a catwalk on opponents below, albeit at the risk of being more greatly exposed to return fire. Port Mackerel and Arowana Mall provide more traditional symmetrical settings, while the winding ramps and square arena of Saltspray Rig host matches that can drastically shift at a moment’s notice.
Unranked matches will net you experience points regardless of whether you win or lose, while ranked matches only reward experience points to winners and subsequently move your letter ranking up or down based on performance. Leveling up grants you access to new weapons or variants of previous ones with alternate stats and loadouts. Much like the game’s clothing items, these weapons cost experience points to claim as your own.
However wildly different two weapons might be, they will always offer pros and cons, so as to keep the entire experience balanced. As a result, the weapons players choose are bound to be the ones they enjoy and are most confident with. While the roller covers a large area, it has minimal range, and is generally ill-suited for fighting other players. The brush splatters paint rapidly from side to side, but handles in an unusual manner, and drains ink rather quickly. Likewise, building up your charge meter to unleash brief but very powerful and broad range of the Killer Wail plays to a much different audience than the timed free-roam invincibility of the Kraken.
Clothing items grant you bonuses such as the ability to conserve ink, a slightly improved buffer when under enemy fire, faster respawn times, and so forth. These are attributed at random upon earning a set amount of experience points while donning a particular shirt, hat, or pair of shoes in battle. These skills do not carry over from one article of clothing to another, however, the sea snails that are earned as rewards for participating in Splatfests – Splatoon’s poll-based tournaments in which Team Cat is pitted against Team Dog, Team Marshmallow against Team Hot Dog, and so forth – can be exchanged for extra skill slots, or to re-roll slots on pieces of clothing which already have these slots filled up.
Gibberish inkling vocals add a further level of depth to the wonderfully-crafted soundtrack. The game’s musical offerings draw inspiration from electropop, J-pop, punk, and even rock sounds that border on the thrash range. Combine this with the spunky and colorful character models, and a nautical reimagining of Tokyo’s Shibuya Crossing as the hubworld menu, and you have a recipe for a truly unique and endearing property. Splatoon is a sensory bombardment at every turn, but never to an overwhelming degree. Above all else, Splatoon is exceptionally weird, fun for players of all skill levels, and a welcome break from the familiar.
My rating: 8.75 (out of 10)
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