Category: News (Page 12 of 108)

The New “Payday” Looks Great…But Not Quite Ready to Steal the Show

While the original “Payday: The Heist” was a fun game, you wouldn’t be blamed for just remembering it as a particularly well made “Left 4 Dead” mod, even if it wasn’t.

The 4 player FPS co-op style was a big cause of this, but it was more the fact that each level played out like the “heist gone wrong” part of the story, and required you to shoot your way through waves of enemies to escape with the loot. It was more smash and grab than the perfect crime.

The details on the sequel (known only as “Payday 2”) are starting to emerge, and it’s obvious that the change of ownership (Starbreeze acquired “PayDay” developer Overkill) isn’t the only thing new in the series as there is a change in philosophy as well. This is evident through the early information, which points to a smarter game, and one not shoehonrned completely into the action genre.

Among the ideas contributing to this are new character classes like the “ghost” class, and varied approach and execution options which will allow for a level to theoretically be completed with minimal violence, assuming you are able to craft and execute the perfect plan for a job. Standing in your way is the usual security and alarm systems, made all the more cumbersome by the introduction of random elements which will change the location of guards, traps, and even the loot on multiple playthroughs.

It’s an exciting step in the right direction, and should still result in an entertaining game, but it’s still not the heist game I’ve been dreaming of.

No, the ideal heist game doesn’t skip to the shootout like so many others, but rather looks to the unappreciated strategy element. The perfect heist game would be 80% planning and strategy, and the rest left to execution, with action only as a last resort. This doesn’t mean that it has to abandon the FPS genre, but rather take the influence away from “Left 4 Dead” and closer to the original “Rainbow Six” games, which required precise planning and loadout selections, as well as effective on the job group management, to even have a chance of surviving a mission, much less flawlessly executing it.

There are other ways to go of course. A “Syndicate” style pure strategy game, an isometric original “Fallout” or “Baulder’s Gate” RPG sort, an “XCOM: Enemy Unknown” simplified grid based game, or even a “Dishonored” or “Deus Ex” think on your feet multiple approach for each problem type would be great.

Honestly though I’d just like to see more attempts at the genre until someone gets it right. Heist games are among the rarest in video games, and ones that approach it with anything more than a shoot first mentality are even more-so. A real shame too considering the inherit potential in the genre.

Not all hope is lost though, as the “Payday” series can still continually evolve, and “Grand Theft Auto V” promises more heist missions than ever. Plus let’s not forget that another “can’t miss” genre, the western, took almost 30 years to do right.

And That Was Well Worth It…

Abandon All Hope, Ye Who Enter “SimCity”

There’s a great line in a “Sopranos” episode where Tony confronts his long loved crush, and therapist, with the possibility that she may not have taken the chance to truly get to know him.

Forget the way Tony Soprano makes his way in the world. That’s to feed his children. There’s two Tony Sopranos…you’ve never seen that other one…That’s the one I want to show you

EA and Maxis must be relating to that quote now as it pertains to the new “SimCity,” because there are certainly two sides of the game. One is the game that critics have informed players is a brilliant mix of every great thing the series has become up until this point mixed with exciting new evolutions to the formula leading to a title every inch as great as it could be.

The other though is the one that the rest of the world is seeing. It’s the one that is causing the entire internet to roar in fury over the fact that they haven’t even gotten a chance to play the game yet due to server issues so encompassing, it can only be classified as an epidemic. Even if you’re lucky enough to log on to the game, you’ll most likely be booted in an instant for your audacity.

There is no greater example of this dynamic than the astounding difference between the critic review score (82) and the user review score (1.7) on metacritic.

The problem is so bad that Amazon (the world’s largest online retailer it’s worth saying) has refused to sell any more digital copies of the game until the matter is resolved, EA has decided to cut “non-essential” elements of the game to help server clog, and rumors abound that they were banning players that asked for a refund (though these are being denied).

It’s as if EA flipped the disaster option available in the game on in real life, and the name of the chosen catastrophe is “DRM,” as just like “Diablo III” you must be signed in to the internet at all times, even if playing by yourself, and just like that game, the server congestion this causes in unmanageable.

Companies say its a feture that will one day lead to better security in games, and unique social benefits. So far it has only led to catastrophic server issues that break games like Ivan Drago breaks opponents.

It must be stopped.

There can be no room for debate on this topic. Not for now anyway. Putting aside the absurd notion that a gamer can’t play the game they bought and installed without a high quality internet connection available at all times, the cases of “Diablo III” and “SimCity” show that any potential benefits this atrocity of an idea may yield are in no way able to be implemented safely yet.

Actually, let’s not put aside the absurd notion of the idea. Let’s hit it on the head, throw it in a bag, chain the bag, put the bag in the car, and drive the car in the ocean and never speak of it again. It’s a terrible concept that becomes insulting when you consider that the only real explanation of its current existence is that gamers will eventually get used to it.

Yeah well you get used to having your hand on a stove eventually, but you’ve still done permanent damage.

That’s what it boils down to. Even though gamers will one day be able to actually play the game they eagerly waited for and quickly snatched up, much like “Diablo III” and its sales records, “SimCity” will be a game forever tarnished by this incident, that no amount of figures or good will gestures will aid.

At the end of the day gamers just want to play this game, and EA and Maxis (oh who are we kidding, EA) have done the one thing that could prevent them from doing that, and seemingly did it knowingly, as there is no way they could not have seen something like this coming, considering the massive amount of pre-sale orders.

It’s a sick joke that a game years in development and all about effective planning, management, and creation, should be affected by problems that exhibit none of those ideas, and leaves what should be a world of thriving metropolises, into a nothing more than a large ghost town.

If Only They’d Known How Appropriate This Video Would Be

A New “Assassin’s Creed” or: When 3 and 4 Don’t Add Up

So before my mind spins out of control, let me make sure everyone is on the same page.

As previously rumored, there will be an “Assassin’s Creed IV”. It is officially called “Assassin’s Creed IV: Black Flag,” and it sees you taking control of renowned pirate Captain Edward Kenway, who will be your assassin this evening.

In it, you’ll wield up to four guns, captain your own ship (complete with upgrades), spend almost half of the game at sea, lead daring attacks on enemy ships, survive storms, engage in multiplayer, meet historical pirate figures, somehow “play as yourself” in the new modern day segments, harpoon whales (which PETA is already having issues with), and fulfill your land lover duties in cities ranging from pirate havens to Havana, Cuba and 50 overall various locations.

One would assume you’ll also assassinate a templar or two, unless this series has decided that it’s now yo ho ho, a bottle of rum, and the pirates life for it.

Now how is all of this, and more, known in roughly just 24 hours’ time? Because Ubisoft told us of course. They released the details, concept art, and even a trailer, which, in typical “Assassin’s Creed” fashion, is jaw dropping.

Oh, and there is one other thing. It’s coming out this year. As in the 2013 calendar year.

Ubisoft is insisting though that this is not a quick cash in attempt, and instead a true continuation of the series. You may have gathered this by that spiffy IV in the title, which sources tell me usually numerically follows the III seen in the previous “Assasin’s Creed” game, thus confirming Ubi’s claims,but the real evidence comes from the fact that Ubisoft has reported this game has been in development since 2011.

Let’s go back to those numbers for a second shall we? “Assassin’s Creed III” came out in 2012, and “Assassin’s Creed IV” has been in development since 2011, also known as the same year  “Assassin’s Creed: Revelations” came out.

That’s three “Assassin’s Creed” games in 3 years, not counting mobile ports, two of which are claiming to be full fledged sequels, all of which were logically at some point in the works at the same time, which even if they were being handled by different staff and teams, is a hell of a lot of different manpower spread thin over a short period of time on one franchise.

Something smells rotten here, and it’s not a case of scurvy.

I wouldn’t normally be upset at this much “Assassin’s Creed” but, “Assassin’s Creed III” is only a handful of months old, and the promotional blitzkrieg of advertisements that preceded it, as well as the amazing sales figures that it resulted in is still very fresh. I also remember buying into the hype, and buying the game as well.

What I especially can’t forget though is the distinct impression that I was playing half of a game. “Assassin’s Creed III” was filled with incomplete ideas and half assed execution to spare, chocking the life out of the things that made it genuinely impressive and creatively exciting. I remember the distinct feeling that I was playing a game that peaked early in the concept stages, and slacked off for the rest of its development time. For the life of me though, I couldn’t understand how it happened.

It’s all a little clearer now though, and a hell of a lot more disturbing. “Assassin’s Creed III” didn’t feel like the game it should have been, and now we’re already gearing up for “Assassin’s Creed IV.” So what was “Assassin’s Creed III” then?

Was it a preview of what was to come as the surprisingly expansive naval aspects suggested?

Was it an enhanced spin off masquerading as a full-fledged sequel for higher sales figures?

And what does that make “Assassin’s Creed IV”? Is it an apology? The true sequel all along? Or was it in fact originally the spinoff now taking the mantle as a sequel because it got the true development attention during all this time?

I hate to have to ask these questions, but when you’re dealing with such questionable practices what else could there be?

I’m left with nothing but questions as to why Ubisoft is releasing “Assassin’s Creed” installments like they are Madden titles. How can they release a clearly half finished “Assassin’s Creed III” and then expect everyone to keep a straight face while having to swallow a game that is at best an apology or the “real sequel”, and at worst a cash in attempt to milk both the massive user bases of the current gen consoles as well as attack the eager wallets of the soon to be early adopters of the next generation as well when this game hits PS4?

Like I said, none of this would matter had “Assassin’s Creed III” felt like everything it could be, and a game that got the full attention it deserved. It didn’t in either case.

So while, everything shown so far about “Assassin’s Creed IV” shows a great looking game, and is one that is certainly exciting based on early impressions alone, considering those were my exact feelings about “Assassin’s Creed III” , which only left me feeling half full, should I prepare to drop another $60 on “Assassin’s Creed IV” to chance filling that void?

Nah. At this rate I’ll just wait for “Assassin’s Creed V”, no doubt under way now and scheduled for 2014.

Five Video Games that Need Sequels

LL Cool J warned us all to not call it a comeback, but he never said to not ask for one.

And in the world of video games, sometimes a comeback is just what’s needed. Even in a gaming world where franchise attempts spawn from even the most unremarkable of titles, some games never get the second (or third, or fourth, or fifth) chance they richly deserved. It’s a shame to, as I can think of at least five titles that deserve a sequel.

S.W.A.T.

While technically predating it, the “S.W.A.T.” series is a tactical team based FPS that bears a strong resemblance to “Rainbow Six.” The difference of course being that “Rainbow Six” has you playing a squad of elite globe-trotting operatives, while “S.W.A.T.” has you playing as…well a S.W.A.T. team.

You may think that would be a step down, but the key difference lies in the mission design, as some truly creative scenarios and missions were crafted for this series that were beyond the usual international terrorism intrigue. A great example is a mission in “S.W.A.T. 4” where you have to make your way into a suburban house where a deranged serial killer lives with his mother. Everything looks normal, until you make your way into the basement which doubles as a twisted den of horror. It, along with the well implemented preference towards non-violent solutions when possible, represents what this series does so well even over similar titles.

This license is as cold as it comes, and not a whisper of the series continuing exists anywhere, which is unfortunate as there’s still a lot of potential here.

Jade Empire

In 2003 Bioware stopped the video game presses with their release of “Star Wars: Knights of the Old Republic.” While a watered down version of their earlier PC games in many respects, “KOTOR” blew away nearly everyone that played it, and would change gaming by popularizing the idea of good and bad choices.

For their next big release, Bioware planned on taking that same mechanic, and applying it to a world of their own based heavily on Chinese mythology. “Jade Empire” was the result of that creation, and its seamless blend of ancient China design with just enough mythological elements mixed in, resulted in a game world with few creative peers. There was also a fun, if very simple, combat system based around the use of several martial arts, combined with magic attacks, that helped tie the game together.

Truthfully “Jade Empire” had a lot of flaws, but the groundwork was there for something truly great. It’d be incredible if Bioware would take another stab at getting it all to come together, as by all rights this should have been a franchise.

Hunter: The Reckoning

Okay, so this game did get a sequel, but that’s not my point.

My point is that the horror genre is unfairly shoehorned into only a couple of gameplay ideas, and “Hunter: The Reckoning” puts it into the multiplayer action realm where it so rarely gets to venture. You and three friends take the role of some classic horror movie charchter archetypes and fight your way through a gothic horror world filled with wolves, vampires, zombies, and even giant evil teddy bears and Santa Clauses. No horror stone is left unturned, and getting to shoot and slash your way through it with three friends is an experience not found in many games.

Whether as a retail release or downloadable title, considering the brave new online world we live in, now is the time for a new “Hunter” game, and sooner is definitely better.

Stuntman

Here’s another series that got a sequel, but just not enough of them.

Stuntman” for the Playstation 2 was a gem of a racing title that had you play the role of a movie stuntman, as you perform dangerous driving scenes through various films. Due entirely to its trial and error gameplay which required pinpoint actions at a moment’s notice, “Stuntman” was a brutally challenging game that was constantly frustrating, but always rewarding, and exhibited creative uses of its film based concept, including splicing in your stunts into a trailer for the fake movies you were shooting at the end of each level.

Dark Souls” and “Demon’s Souls” proved there is still a market for impossibly difficult games, and with its unique concept and fresh approach to the stagnate driving genre, it would be great if someone could put it all together and make the quality of game the series is capable of.

Crimson Skies: High Road to Revenge

Sometimes you have to admit defeat and move on with your life, but in the case of “Crimson Skies,” I just can’t do that.

I will never, ever understand how this game didn’t get a sequel.  It takes place in an alternate 1930s where America has taken to the skies instead of the road, and gangs of air pirates rule the day (it’s even cooler than it sounds). As famed air pirate Nathan Zachary, you’re on a quest that sees you run amok of every gang in the country, and engage in incredible aerial battles all the while.

From the great graphics, perfectly implemented arcade style controls, variety of awesome planes, weapons, and characters, insanely inventive world, “Indiana Jones” style plot, intense zeppelin fights, gameplay variety, roaring soundtrack, and still fun to this day (and incredibly welcome at the time) Xbox Live multiplayer, “Crimson Skies” did everything right and is still one of my favorite games of all time. There is really nothing quite like it, which is why it has aged so well and remains enjoyable while other games from the era waste away.

How the game never got a sequel is far beyond me, as it must be stuck in some serious licensing hell. It may not break sales records, but even with minimal efforts, a proper “Crimson Skies” sequel would almost be impossible to ruin considering the wealth of material to work from.

Out From the Shadows Comes Some of the First Rumors Of “Thief 4” in Some Time

As much fun as I had with “Dishonored,” the whole time I was playing it I found myself craving the classic stealth series “Thief.” Far from a knock, it’s a credit to “Dishonored” that it borrowed from a franchise that not enough have, as the “Thief” games, and their open approach to the stealth genre all set in a well fleshed out, and stylistically diverse world, are some of the most satisfyingly creative in all of video games.

Unfortunately since the release of 2004’s “Thief: Deadly Shadows,” the series has gone quiet, and except for a vague announcement around 2009 of a sequel, only rumblings of “Thief 4” have existed, as news of a new “Thief” installment has been somewhat appropriately elusive.

Now though, updates to the Linkedin profiles of a game developer and artist reveal recent work on an “Unannounced” and “really cool” project at Eidos Montreal. Outside of some work on the upcoming “Tomb Raider,” there are very few possible titles Eidos Montreal could be working on, and though “Thief 4” has had loose reveals before, and may not technically be classified as unannounced, considering that the logo for the game has been even floating on the Eidos Montreal website for some time without updates, the odds are still strongly in “Thief’s” favor that this pertains to real work finally being done on the dormant series.

This may just be a reach formed from desperate hope for a new “Thief” game causing people to see things that aren’t there, but gaming can always use another great stealth title, and if the revival of the “Thief” franchise can be handled with the same care seen in “Deus Ex: Human Revolution,” and make full use of the advancements since “Deadly Shadows,” then maybe the wait will have been worth it.

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