Wednesday, December 31, 2014

Year in Review 2014: Games I Missed

Compared to previous years, the video game industry seemed much more concerned with the future than the present in 2014.  There were a lot of games released over the course of the past twelve months, but not to the extent of being overwhelming like past years.  2014 was suppose to be the coming out party for the next generation of consoles.  With an onslaught of delays, re-releases, unfulfilled hype and buggy launches, 2014 felt more like a transitional year for developers to ramp up production for their true next gen titles.

Although there were less games released in 2014, no one person can play through them all.  There were quite a few games that I personally wanted to make time for, but never got around to with my constantly busy schedule.  Hopefully, a new year will bring plenty of chances to play these missed titles.
The Wolf Among Us
Some may debate the position of The Wolf Among Us on this list due to the first episode releasing late 2013.  Considering the majority of the game released during this past calendar year, I believe it is safe to say The Wolf Among Us is a 2014 release.  Ever since I saw the preview for it in an issue of Game Informer, The Wolf Among Us has ranked high among the games I want to play especially after experiencing Telltale's exceptional work on The Walking Dead.  I almost got the chance to put some time into Wolf Among Us when I purchased the game during the Steam Summer Sale and installed it on my Mac.  Funny enough, the fall semester of university came, I got a brand new laptop and completely forgot about The Wolf Among Us.  It has been in the back of my mind for months now, but I never made the time.  A lot of good things have been said about the game's take on the Fables universe and highly interactive action scenes that I look forward to making time for The Wolf Among Us in the near future.
Child of Light and Valiant Hearts: The Great War
2014 hasn't been the best year for Ubisoft.  Most of their major titles, including Assassin's Creed Unity, The Crew and Watch Dogs, suffered from being over hyped, extremely buggy and rushed to market.  While these titles hurt the French publisher, there were two downloadable games that brought some much needed good faith Ubisoft's way.  I'm speaking of Child of Light and Valiant Hearts.  As the first two games to use the incredible UbiArt engine outside of the recent Rayman titles, they both show how flexible the engine is in crafting games of different genres.  While the presentation of each game is second-to-none, both feature compelling and creative gameplay to complement the beautiful art.  Due to their unique premises and gameplay, both games are deserving of being on anyone's must play lists.
Destiny
Everybody seems to have an opinion about Bungie's newest title, except me.  While I have seen tons of coverage for the game and watched my brothers play it multiple times, I never had the motivation to sit down and play Destiny since the beta.  Considering Destiny is such a massive game that one can lose hours in, it doesn't work well with my extremely hectic schedule during the school year.  It is no fault of the game; I just prefer playing in smaller chucks during the term.  Despite the polarizing opinions people have on Destiny, I really want to play the game for myself to form my own opinion instead of being swayed by the masses.  While I am a little afraid of being outclassed by those playing since launch, it will be exciting to see how Destiny has changed since the beta.

Monday, December 29, 2014

Bit by Bit: December 2014

The funny thing about plans is that they get thrown out the window at a moment's notice.  Coming off of school, I had a lot of ideas swirling around my head in which I was so eager to write about.  During this time, life has been a lot more eventful than I anticipated it to be and plans changed to cover these new developments like The Game Awards, Amiibogeddon and the Uncharted 4 demo.  In all honesty, I was hoping to produce a lot more content than I actually did, but I am really happy with the quality of articles posted in the last month.

As 2014 comes to a close, Silver Bit starts its annual Year in Review series.  Check back in the coming weeks to see the great games I missed out on, my favourite games of the year and the illustrious Game of the Year.  Starting with this new edition of Bit by Bit, Silver Bit is going to bring in 2015 in style.

Game of the Month
With Silver Bit's Year in Review just around the corner, I am going to be highlighting a lot of great games.  Sadly, I am going to be cutting back on the number of games I highlight in The Games portion of the Year in Review.  I am making this decision due to how little games I played this year compared to previous years.  Since I am cutting back, some great games are not going to make the cut.  Most of these titles have already been highlighted in past editions of Bit by Bit or through reviews and previews.  With that in mind, I want to shine the spotlight on one more title that deserves some love despite not making the cut.  Without any further ado, December's Game of the Month is Captain Toad: Treasure Tracker for the Wii U.

Many people fondly remember the Captain Toad levels from Super Mario 3D World for their change in pace and unorthodox gameplay.  Mario games are known for their pixel perfect platforming and these levels stripped that away.  Since Captain Toad couldn't jump, players needed to maneuver the camera in order to reveal the optimal path for Toad to take.  While there were only a handful of Captain Toad levels in 3D World, they left quite the impression on players.  In fact, these levels left such a great impression that Nintendo elaborated on the gameplay and puzzles to create an entire game revolving around the whimsical captain.

Captain Toad: Treasure Tracker features over 70 levels to complete on Toad and Toadette's quest to collect treasure and defeat the psychedelic bird Wingo.  The levels in Treasure Tracker grow to be four to five times larger than the ones found in 3D World.  This expansion in level size creates new challenges for players to overcome as the puzzles involve multiple levels and more enemies stand in the way.  Adding to this challenge are the special objectives, such as collecting three gems, completing a level without taking damage or finding the Gold Mushroom, offered for every level.  All-in-all, Captain Toad: Treasure Tracker is a charmingly fun puzzle platformer that deserves more than getting lost in the hustle and bustle of larger titles this holiday season.

Most Anticipated Toys of the Month
Nintendo's line of Amiibo figures have gotten tons of attention since they released alongside Super Smash Bros. for Wii U this past November.  This attention stems from the ensuing craze started from these figures selling out across the globe.  I have been fortunate enough to get every Amiibo released in the first two waves.  Now, my sights are set on collecting the third wave releasing this coming February.  So far, I have pre-ordered every figure available through EB Games including the exclusive Shulk figure and am impatiently waiting to pre-order the other exclusive figures as soon as they are available.  To say these figures are my most anticipated things of the month may be an understatement as collecting these toys are becoming a job unto itself.

Video of the Month 
There was nothing better at The Game Awards than the world premiere gameplay for the new Legend of Zelda for Wii U.  Way back at E3, Nintendo gave us a thin little snippet of a trailer to show the initial vision of the game.  While only four minutes in length, this video gave gamers a ton more information to chew on.  No piece of information made my jaw drop than the sheer size of Hyrule in the new Zelda.  From the few seconds focused on the map, Hyrule looks to be as expansive as the largest open worlds from the past generation.  Some cool moments came from showcasing the horseback combat especially the slow motion vaulting bow attack.  Altogether, the gameplay video for the new Legend of Zelda is something to behold.  Take four minutes out of your busy schedule to take in the awesomeness of the next evolution in this legendary franchise.

Monday, December 15, 2014

First Byte: Uncharted 4: A Thief's End

Two weekends ago, Sony held an event in Las Vegas called the PlayStation Experience.  This event was open to the public and press with the keynote conference and demos streamed on Twitch for those unable to be in attendance.  A lot of big news came out of the PlayStation Experience such as the reveal of David Jaffe's new game Drawn to Death, Bastion, Shovel Knight and Super Time Force all making the jump to PlayStation and Street Fighter V being a PS4 console exclusive.  The next God of War game was even unintentionally confirmed by series director Cory Balrog during a panel at the event.  In addition to the news, the PlayStation Experience gave gamers a comprehensive look at the upcoming projects from all the first and third-party studios working on both PS4 and Vita.  It served as a great way for Sony to continue their upward momentum while simultaneously enticing undecided consumers to buy a PS4 during the holiday season.

The biggest thing to come out of the PlayStation Experience was the 15 minute gameplay demo for Uncharted 4: A Thief's End.  Sony revealed the new Uncharted over a year ago at the launch party for the PS4.  Sony followed up that reveal with a brief cinematic teaser at E3 which revealed the game's subtitle and setting.  While these two teasers got many excited for Uncharted 4, I personally needed to see more to get behind the hype for this game especially since so many games have fallen short of their hype in the past year.  After the gameplay trailer from the PlayStation Experience, my doubts over Uncharted 4 are now nonexistent.  Although it was a 15 minute snippet of gameplay, Naughty Dog packed a lot of information about Uncharted's PS4 evolution into this demo.

The demo starts with protagonist Nathan Drake standing on a cliff overlooking the dangerous terrain the island setting has to offer.  This view and the following movement of the camera shows off Uncharted 4's gorgeous graphics and great water effects.  Drake then enters a nearby cave which provides ample opportunities to see that the game's platforming mechanics in action.  In short, the platforming looks to work just as great as they did in previous entries in the series.  More platforming sections follow once Drake exits the cave, but with an added twist.  He finds a spike which can be used on certain rock formations as an anchor point in order to grab out-of-reach ledges and cervices.  The demo showed a few exciting instances where using the spike while jumping is necessary to reach new areas and save Drake from falling to certain death.

As Drake makes his way around the island, he eventually meets up with some hostiles.  While this encounter lasts rest of the demo, it perfectly showcases Uncharted's next-gen evolution.  Since Drake is usually placed against insurmountable odds, stealth has played a huge part in the Uncharted series.  It certainly takes centre stage in Uncharted 4 as Drake can use the large patches of flora and fauna to get the jump on enemies and for hiding when spotted.  In addition to the stealth mechanics, combat has received some retooling especially the hand-to-hand combat.  These hand-to-hand fights look a lot more fluid and dynamic as Drake and his opponents can use the environment as a part of their offence, transition to different positions like belly-to-back and throw grapples such as an arm drag.  These new combat scenarios can even occur when platforming around a firefight.  During a particular moment in the demo, Drake is trying to climb up a cliff only to be cut-off by a boot to the face.  Drake takes the boot in stride, punches the enemy and throws him off the cliff in a similar fashion to ledge takedowns from past Uncharteds.  Instead of falling to his doom, the enemy grabs onto Drake's foot thus leading to more input in order to escape the enemy's grasp.  Moments like these should make Uncharted 4's combat unpredictable and exciting throughout the entire game.

The last thing I want to touch on from the Uncharted 4 demo is the grappling hook.  While it is only used two times throughout the entire demo, it leaves one amazing impression.  The first time we see it is in the heat of battle as an enemy throws a grenade at Drake's feet.  With only a few seconds to react, Drake jumps to the right and throws out his grabbing hook at a nearby branch with the press of the R1 button.  In that brief instant, he sours through the air directly toward the grenade-throwing enemy to deliver a devastating punch to the face.  In my opinion, this sequence is one of the most exhilarating parts of the demo and perfectly shows the combat capabilities of the grappling hook.  Aside from its use in combat, the grappling hook adds new dimensions to Uncharted's exploration and platforming as it gives Drake more versatility in maneuvering around the environment.

All-in-all, this 15 minute demo has completely sold me on Uncharted 4: A Thief's End.  It looks like a spectacular showcase of the PS4's power and solidifies Naughty Dog's position as one of the elite developers in this industry.  Now sitting upon my list of most anticipated games of 2015, I really look forward to playing Uncharted 4 next holiday season.  If you do not agree with my analysis, the gameplay video of Uncharted 4's demo is included below so you can see for yourself.

Sunday, December 14, 2014

Amiibogeddon

Every year around the holidays, there is usually one item that everybody wants to get their hands on.  Last year, it was the PlayStation 4.  A few years ago, it was Activision's Skylanders figures.  History loves to repeat itself as this time it's Nintendo's line of Amiibo figures.  If you have not heard by now, Nintendo's Amiibo figures are selling out across the globe due to limited supplies.  Along with that news, rumors about the discontinuation of certain figures, namely Marth, Wii Fit Trainer and Villager, have sent people into a fervor over the Amiibos as a whole.  People are pre-ordering  every figure, buying multiples to cash in on the demand and relentlessly searching for hard-to-find Amiibos.  The Amiibogeddon name may sound really cheesy, but the magnitude of this ongoing craziness is being felt by Nintendo fans who want to pick up their favourite character or collectors who want to own them all.  While Nintendo is the only one that can fix this situation, they are highly notorious for being slow to restock retailers after the initial shipment of their products.

Despite Nintendo's frustrating practices of building demand for certain products, their handling of this entire situation has left a lot to be desired.  First, they completely underestimated the demand for the Amiibos especially the figures involving characters from franchises with a cult following like Fire Emblem and Animal Crossing.  Activision did the exact same thing when Skylanders initially released in 2011.  Since Amiibo is directly inspired by the Skylanders line of games and toys,  it is baffling for Nintendo to not at least learn from Skylander's growing pains.  Second, Nintendo hasn't done anything to dismiss these rumors of discontinuation.  In fact, they have added more fuel to the fire by not giving a definitive "yes" or "no" answer to the question.  All that has been clarified is more popular characters will be in regular stock while certain sold-out figures may be restocked at a later date.  No definition of what characters are deemed popular enough for regular stock, outside of Mario and Link, and no concrete timetable of when these figures will be restocked if ever.  On top of all this wonderful news, the Captain Falcon, Luigi and Pit figures from the second wave of Amiibos have been delayed until further notice.

Not everything surrounding the Amiibos is negative.  As a matter of fact, the figures are really well made and their uses in Super Smash Bros. for Wii U, Mario Kart 8 and Hyrule Warriors are really cool.  They have a lot of potential that hopefully Nintendo can capitalize on.

The feelings on Nintendo's mishaps surrounding the Amiibogeddon fiasco can be boiled down to one word--frustrating.  These figures were made to capitalize on the toys to life market in order to make back the money lost on poor Wii U sales.  It is puzzling that Nintendo isn't making greater efforts to meet the demand, even with "niche" characters like Marth, Wii Fit Trainer and Villager.  If these figures are making a profit, there should be absolutely no reason to consider discontinuing or limiting the stock for any of them.  While I personally don't believe Nintendo will fix this fiasco before the new year, the longer they wait to actually address the issue, the more they will alienate the Amiibo's target audience.

Sunday, December 7, 2014

The Game Awards 2014 Impressions

No fancy intro.  No intricate back story about the failures of the Video Game Awards.  I am getting straight to the point because I cannot think any other way to say it.  Although the Game Awards were a great improvement over the VGAs, I still found them disappointing and boring.  I understand a lot of good people put a ton of time and effort into making this show a celebration of games, but the show as a whole did more to make me question the point of it outside of the game reveals.  I spent three hours of my life starring at a computer screen to see about an hour of watchable content and I personally find that unacceptable.

Before diving right into all the flaws with the Game Awards, I will admit there were some good to great moments in this show.  There were a good amount of reveals with Metal Gear Online, Adr1ft, Human Element and the new Legend of Zelda being the standouts in my opinion.  Speaking of the new Zelda, that gameplay footage, albeit being short in length, made me feel all giddy inside.  Just the sheer size of Hyrule made my jaw drop.  While I found them unneeded, most of the musical performances were done well especially the collaboration between Imagine Dragons and Koji Kondo.  Geoff Keighley's friend Greg from Scotland stole the show with his performance of classic game tunes from Mario, Sonic, Street Fighter and Tetris using lasers to produce the music.  After a performance that spectacular, Greg definitely deserves a job in the video game industry.  It is up to the developer and publishers now, give the guy a chance.

One of my main complaints with the VGAs was their complete lack of respect and effort put into the awards aspect of the awards show.  The Game Awards fixed some of that by putting together credible award categories, having most of the awards selected by of panel of industry veterans and highlighting more awards on the show than ever before.  While I do have some complaints about the handling of awards outside of the main stage (more on this in a bit), the Game Awards did a job leaps and bounds better than any of the VGAs.  Also the awards look much better than the stupid monkey statues they use to give out.

For everything good about the Game Awards, there were two or three things wrong with the show.  For a three hour show, it had no sense of pacing.  Some segments like Conan O'Brien's videos on the nominees for Game of the Year and Lindsay Stirling's performance of Dragon Age: Inquistion's theme song felt rushed, while others such as Keighley's asides with others in the crowd went on for far too long.  Speaking of Keighley's asides, these moments made two key problems with the show evident: the lack of rehearsals and poor representation of awards not shown on the main stage

It is understandable that a level of improvisation makes the show feel organic, but every conversation, speech and introduction came off as awkward and highly unprofessional.  The fact that you forget a member of the Hearthstone team was in the audience to accept their award for Mobile/Handheld Game of the Year, overheard a musical performance tuning their instruments on the main speakers or had a Sony representative call out the existence of a teleprompter is just unacceptable.  These unfortunate instances make the video game industry as a whole look like a laughing stock to casual viewers and people from other mediums.  These mistakes would have been ironed out with a few rehearsals before the show.

Building off of the lack of rehearsals, the awards given out off of the main stage were handled poorly.  Nobody is going to take these awards seriously if Keighley and company are just going to hand them out with little to no context.  Time may be a constraint, but have a pre-show or cut unnecessary segments in order to make these awards feel credible rather than awkwardly pulling people out of the audience to hand them their awards.  These parts just reinforced how unprofessional the show was.

Apart from the Game Awards itself, my brother and I found it next to impossible to view the show on our Xbox 360 and PS3.  We tried everything from looking on the dashboards to searching on the Youtube and IGN apps to no avail.  When we went to search for instructions on how to watch on our game consoles, all we found were press releases boasting the show was available on all platforms without any instructions on where exactly to watch it.  It is one thing to boast about the show's availability, but to not provide a means of helping people gain access to it added more frustration to this entire ordeal.

While the Game Awards is a disappointing and boring show, it is a small step in the right direction.  Sadly, this step has created a plethora of new problems that Keighley and company will have to overcome before the show can gain widespread credibility.  After this year's show, I believe efforts should be made on creating an awards show that competes with the DICE Awards and the BAFTA Game Awards rather than the Grammys and Oscars.  Despite the Game Awards having a few moments that are worth watching, I cannot recommend spending three hours viewing the Game Awards in its entirety.

Wednesday, December 3, 2014

Bit by Bit: Fall 2014

It took two months, but I have finally emerged from my hibernation called university to bring you all your gaming goodness.  The last two months have been a never-ending onslaught of tests and assignments.  I am so glad that it is over and can dedicate some time to writing.  More than previous terms, I have really missed writing for Silver Bit.  A lot of cool and crazy things have happened these last two months in the world of video games that I have been itching to write about.  Expect to see plenty of articles being posted on Silver Bit this month.  Before we can jump to all the fun we are going to have this December, it is time to for another round of Bit by Bit.  Enjoy.

Game of the Fall
While people were banking hundreds of hours into Destiny, scouring the ravaged lands of Middle Earth: Shadow of Mordor or losing their sanity with The Evil Within, I had my face planted into my 3DS or Wii U during short breaks from school and work.  With a shorter time to play, I have kept to playing games in half-hour or hour chucks depending on the day.  In that time, I alternated between playing Super Smash Bros. for 3DS and Bayonetta for Wii U.  Out of these two games, I have to give my Game of the Fall to Bayonetta.

Although I bought Bayonetta for PS3 back in 2011, I only played it one time in my three years owning the game.  I always wanted to play more of Bayonetta, but never got around to it.  In a spark of genius, the original Bayonetta comes packaged with Bayonetta 2.  This Wii U version of the game gave me the perfect opportunity to finally beat it.  Bayonetta was a wondrous yet surreal experience.  Like all games made by Platinum Games, Bayonetta is balls-to-the-wall insane in both story and gameplay, but I would never have it any other way.  Bayonetta had me rolling on the floor laughing more than any game has in years, thanks to its over-the-top set pieces and moments.  Aside from all the craziness of Bayonetta, it is overly sexual to the point of being uncomfortable at times.  While I comprehend it as Platinum's unique way of parodying exploitation films, these sexual tones may turn some people off and its understandable.  Another thing that may divide people's opinions on Bayonetta is its difficulty.  Even on normal, the game will put you through the ringer.  While I can see it frustrating many, I found it incredibly rewarding to master a level or sequence after dying multiple times.  

I could go on about Bayonetta for pages, but I don't have the space.  Overall, Bayonetta is an incredible action game that deserves your attention if only to watch some of the absolutely insane moments in the game.  You get to start a motorcycle with your middle finger and punt a god into the sun.  'Nuff said.

Video of the Fall
Sticking on the Wii U bandwagon (it's like I haven't got off of it all year), there was only one video that rocked my heart and soul.  It was Nintendo's 50-Fact Extravaganza for Super Smash Bros. for Wii U.  While it did take away the element of surprise by revealing every detail about the game, this video made me so excited for Super Smash Bros. for Wii U that couldn't handle the anticipation.  If you have the time, take 35 minutes to watch this video to see everything that will make Super Smash Bros. for Wii U one of the greatest games of 2014.  Immediately following the video, proceed to run to the nearest game store and buy a Wii U and copy of the game.  Spoiler alert: it's that damn good.

Monday, October 13, 2014

First Byte: Fan Expo 2014 Gauntlet Part 2

When I initially conceived this two part series, I did not anticipate how busy school would get this early into the semester.  Although things are crazy as I seem to have a test or project every single week, I am committed to finishing this gauntlet up before any of the games in this final part are released.  If you did not get a chance to read the first part of the Fan Expo 2014 Gauntlet, it focused on the likes of Driveclub, Forza Horizon 2, The Crew, The Order: 1886, Far Cry 4 and Mortal Kombat X.  If you want to read my impressions on any of those games, click the link.  This part will preview the four games that I got over ten minutes of hands-on time playing.
While the majority of the games I played at the Sony Booth left me disappointed, the LittleBigPlanet 3 demo had me excited for more.  The demo was split into two levels, Tutu Tango and the Crypt.  Tutu Tango was a Toggle-centric level that focused on using Toggle's switching abilities to manipulate momentum in different ways needed to advance in the level.  On the other end of the spectrum, the Crypt was a level made entirely for Oddsock that had the dog companion of Sackboy bouncing off of walls and performing precise jumps at a frantic pace perfect for those who love speedrunning.  While both levels were completely different in pace, the controls were responsive and the platforming was spot-on, which are two mechanics not normally associated with previous entries in the series.  Even though the levels were made for specific characters, there were multiple hidden areas that hinted at in co-op play in both levels.  Without creators Media Molecule at the helm, I did not have much faith that LittleBigPlanet 3 could surpass its predecessors.  After playing this demo, LittleBigPlanet 3 has caught my full attention especially when it comes to the single-player portion of the game.
Unlike any game on the show floor, Bethesda pulled out all the stops to engross you in experience of The Evil Within.  The booth consisted of over 20 demo stations all equipped with noise-cancelling headsets and black dividers to keep your attention solely focused on the game.  Thanks to Bethesda's excellent booth design, it felt like I was playing The Evil Within during the middle of the night, which made all the scares that much more frightening.  Unlike any game on the market today, The Evil Within demo brought some true scares as I explored the eerie halls of a derelict mansion.  The atmosphere of the game was perfect as the expert audio design made you feel uneasy at all times and the unpredictable enemy AI, which changes every time you load the game, kept you looking over the protagonist's shoulder constantly.  Much like early entries in the survival horror genre, The Evil Within does not hold your hand as you are free to explore the mansion as you wish.  It also creates tension in a similar fashion by restricting ammo and the use of melee weapons.  From my 20 to 30 minutes with the game, The Evil Within felt like a return to true survival horror rather than the Michael Bay-like action games that some companies are trying to pass as horror these days.  If you are in desperate need of a game that gives you nightmares like the original Resident Evils did over 15 years ago, The Evil Within will certainly fill that void.
Out of all the games at the Microsoft Booth, Sunset Overdrive was the only one I wanted to play no matter.  Ever since I saw the game in action at Microsoft's E3 press conference, I was in love with the absolute insanity developer Insomniac is trying to pass off  as gameplay.  Insane is the perfect word to describe the chaos of Sunset Overdrive's gameplay.  The game flows at an incredibly smooth clip that may be to smooth, in fact, as it can be easy to get lost in the swarms of enemies and explosions.  Like all Insomniac games, the guns are always the highlight of the show with their creative designs and expert handling.  Switching between guns is quick as a flick of the right analog stick, which adds to the chaotic pace of the game.  Apart from the chaotic gameplay, Sunset Overdrive exudes humour and style through humourous character designs, funny one-liners, and unique respawn animations.  All-in-all, my time with Sunset Overdrive was easily one of my highlights at Fan Expo as it was just pure unadulterated fun, and nothing can beat that.
The honour of being the very last game I got to play at Fan Expo belonged to Evolve.  The demo for Evolve was one of the main reasons I wanted to go Fan Expo 2014 in the first place, so there was no way I would leave the show without playing this game.  While I got to play Evolve for a good 20 minutes or so, you definitely need to play the game more than once to get a true feel for its mechanics, controls and subtle nuances.  My first impressions are positive, but just a little tainted due to getting beat before seeing the full potential of the game and the lack of helpful advice provided by the developer/tester advising me.  I played as the Kraken and almost evolved to its ultimate form before I succumbed to the strength and teamwork of my opponents.  The Kraken was very unique to control due to its sheer size in the game world.  Much of my time was spent on the defensive as I avoided combat with hunters and focused on feeding on enough wildlife to evolve.  I felt extremely vulnerable as a level one monster, but became much more competent as I grew in level.  As a whole, Evolve was an incredibly tense game of cat and mouse that was very enjoyable to play.  Hopefully when the game comes out next year, I can get more time with Evolve to hone my skills and possibly avenge my embarrassing loss at Fan Expo.

Thursday, October 2, 2014

Launch Station: Super Smash Bros. for 3DS

No matter what, Super Smash Bros. elicits a rabid response from gamers around the globe.  The years leading up to the newest iterations have been no different as gamers deeply analyze every piece of media Nintendo released to the public through character reveal trailers and Miiverse screenshots.  Instead of just one Smash Bros. release this time around, there will be two; one for the 3DS and Wii U respectively.  Super Smash Bros. for 3DS is leading the pack as it releases this Friday while the Wii U version will release by the end of the year.

Since Super Smash Bros. for 3DS will be the first Smash Bros. to release on a handheld, many gamers have had reservations over how the chaotic gameplay will translate to the small screen.  Nintendo's answer to these worries is by placing outlines around all characters in order to improve visibility especially when the camera zooms out.  Although both editions of the new Super Smash Bros. share the exact same roster, gameplay and multiplayer modes, there are a few areas where the 3DS version deviates from its Wii U brethren.  Mainly, all the stages, aside from stages like Final Destination, Battlefield and Brinstar, are exclusive to the 3DS version as they pull from handheld games such as Pokemon X & Y, The Legend of Zelda: Spirit Tracks and Super Mario 3D Land.  Apart from the stages, the main exclusive for the 3DS version of Smash Bros. is the Smash Run mode.  Very similar to Kirby Air Ride's City Trial mode, Smash Run places players at random locations in this large open environment with the goal of collecting as many stat-boosting power-ups as possible in five minutes.  After the five minutes are up, these super-charged combatants are put in a randomized match to determine who made the best of their run.  Along with the Wii U version, Super Smash Bros. for 3DS also allows players to create their own Mii Fighters, customize move sets for preexisting characters and use Amiibo to train computer-controlled characters.  One heavily rumoured feature, which cannot be confirmed until the release of Super Smash Bros. for Wii U, is the ability to use the 3DS as a controller for the Wii U version of the game.

No matter the size of the screen, Super Smash Bros. for 3DS looks to be a worthy of the Smash Bros. name.  From my time with the demo, I found the controls to take quite a while to get use to and the visibility of the characters to be difficult to follow in four-man brawls.  Despite my reservations with a few mechanics, the demo is loads of fun and I highly recommend giving it a swing before picking up the full game.  Super Smash Bros. for 3DS is one of the most highly anticipated games for a reason.  It's just about time to settle all your differences and conflicts in Smash!

Thursday, September 18, 2014

First Byte: Fan Expo 2014 Gauntlet Part 1

A few weeks back, yours truly made the long trek to Toronto for Fan Expo Canada.  My main reason for going to Fan Expo this year was the plethora of upcoming games available to play at the event.  In total, Fan Expo had well over 30 games to play including Middle Earth: Shadows of Mordor, Halo: Master Chief Collection, Assassin's Creed Unity and Destiny.  While I was hoping to play every game on the show floor, that ambitious goal did not come close to happening.  In fact, I only got to play ten games.  Although that number might not seem like a lot, I got to play the games I was most interested in trying, and those with the shortest lines.  Considering I did not get a whole lot of time to fully experience each demo, I will be doing brief impressions on the games I played instead of doing separate first impression previews for each one. As I cannot fit all ten games in one article, there will be two parts to this Fan Expo Gauntlet.  The first part focuses on the demos I got less than ten minutes with while the second part previews the games that I got much more hands-on time playing.
First things first, I learned a valuable lesson at Fan Expo: I am horrible at racing sims and that's a fact.  I played three different racing sims on the show floor in Driveclub (exclusively for PS4), Forza Horizon 2 (exclusively for Xbox 360 and Xbox One) and The Crew (available on all platforms), and each game had a unique take on simulation racing.  Driveclub was solely focused on providing an experience that expertly replicates the nuances of driving.  With crisp graphics and precise controls, Driveclub seems to be tailored for a gaming steering wheel and throttle.  While Driveclub focused on a pure simulation of driving in a pristine environment, Forza Horizon 2 took the similar precise controls and crisp graphics and threw it in an open world.  The race I played in Forza was very interesting as the race dynamically moved from tarmac to dirt to grass causing me to think on the fly about how to control my car through the constantly changing terrain.  Even the great grip of the tarmac can be easily erased by a downpour, all thanks to Horizon 2's dynamic weather.  Although I ended up last in both Driveclub and Forza Horizon 2, I enjoyed my time with each game.  The same cannot be said about The Crew.  Ubisoft's unique street racing sim with a focus on team-play did little to impress due to the incredibly loose control of the cars and the complete lack of direction.  It may be nice to have an open world to drive around and explore, but when the only person able to initiate anything in the demo is the Ubisoft rep, there's a big problem.
Coming out of E3, The Order: 1886 looked like a promising new IP from Sony, but I still had some reservations due to the lack of demos on the game.  Once I saw that the game was going to be at Fan Expo, I was ecstatic to play it.  In fact, it was the first game I played on the show floor.  My ecstasy for The Order subsided when the demo ended after a mere three minutes.  You are dropped in the middle of Chapter 3 of the game with the objective to escape the alleyway.  Using the termite gun, you fire off a few rounds, try the special bullet time-esque pistol move, jump from multiple points of cover, activate a quick-time event and the demo is over.  Three minutes is nowhere close to enough time to form an opinion on the game other than hoping there is much more in the final product.  With only six months left until release, I hope Ready at Dawn has a lot more up their sleeve than this three minute disappointment.
Much like The Order: 1886, Far Cry 4 had a really good showing at E3 so again I was excited to get my hands on the game.  Very similar to my time with The Order, Far Cry 4 left a lot to be desired.  While The Order's problems stemmed from showing barely anything, Far Cry 4's problems stemmed from ridiculously long load times and severe pop-in.  You can give the benefit of the doubt to Ubisoft, but to show a game to the public in such a poor state does not help push pre-orders.  It will cause exactly the opposite to happen.  Despite those issues, Far Cry 4 gave you three scenarios in which to siege an enemy fortress: sneak, ride and fly.  I chose the ride option which allowed me to ride an elephant to siege the fortress.  While the destruction the elephant caused was a sight to behold, I found attacking the fortress to be ill fit for one person as I was easily swarmed and overwhelmed by the enemy AI on multiple occasions.  In my opinion, the demo would have greatly benefit from having two people cooperatively siege the fortress.  Due to the poor quality of this demo, my expectations for Far Cry 4 have lowered quite a bit.
In light of the small amount of time I got to play Mortal Kombat X (a mere three minutes, in fact), I am going to keep this short and sweet.  Mortal Kombat X was a lot of fun.  The controls felt responsive, it was a lot more approachable than past entries as I put together some unique combos with ease, the interactable elements were well integrated and the game has more than enough blood, gore and violence to keep any Mortal Kombat fan happy.  Although my time was short, I came away impressed with how Mortal Kombat X is progressing.  Finishing foes with fatalities cannot come soon enough.

Monday, September 8, 2014

Silver Bit @ Fan Expo 2014

On Friday, August 29th, yours truly made the trek down to the Metro Toronto Convention Centre in the heart of Canada's largest city for this year's Fan Expo Canada.  Fan Expo Canada is a multi-day event annually held at the very August.  Originally the convention was made to bring together fans of multiple genres, mainly comic books, science fiction, fantasy and film, Fan Expo has gone on to include a vast range of popular media such as video games, anime, manga and horror.  Over the years, the convention has grown to fill four whole days with panels, workshops, special screenings, tournaments, meet and greets, after parties, signings and photo ops among a plethora of other attractions.  Fan Expo Canada is easily the largest convention in all of Canada as it fills both buildings of the Toronto Convention Centre to capacity.

It has been four long years since I last went to Fan Expo Canada and a whole lot has changed since then.  I was astounded on how the convention has grown in size especially video game portion of the convention.  Back in 2010, the entire convention was held in the North Building of the Toronto Convention Centre with less than five percent of that space being dedicated to video games.  This year, the video game portion of the convention took up a whole quarter of the South Building and a large area of the North Building.  The video game industry was more than well represented at Fan Expo 2014 and a lot of the thanks has to go to EB Games Canada and their Gamer Zone.  EB Games Canada brought in the likes of Ubisoft, Sony, Microsoft, Bethesda, Disney, WB Games and 2K Games to demo some of the most anticipated games coming out in the next year.  There were well over 30 games on the show floor to demo including Evolve, Destiny, Far Cry 4, Sunset Overdrive, The Evil Within, Mortal Kombat X and Call of Duty: Advanced Warfare.  Personally, I spent the majority of my time in this section playing all the upcoming games I could get my hands on.  Considering I went for the one day, I only got to play about a third of the games available, but it was well worth all the kilometres traveled and the time spent waiting in lines.  I look forward to sharing my impressions on the demos I played in the coming weeks.  So stay tuned.

I did not spend my entire Friday in the video game section of Fan Expo.  There were tons of vendors selling video games, comics, art books, t-shirts, framed artwork, action figures, plush toys and anything you can think of.  Out of thousands of items available to buy, I picked up two Official Nintendo Legend of Zelda shirts for 40 dollars.  A lot of time outside of the games section was spent taking pictures of all the incredible statues set up on the floor such as giant Lego statues of the Shedder and Lord Business, and life-sized models of Prowl from Transfromers G1 and the Batmobile from Batman: Arkham Knight.  I also got to watch the very first episode of Star Wars: Rebels, the new Star Wars animated TV show set between Episodes III and IV, in the John Bassett Theatre with tons of excited fans both young and old.  It was a completely different experience watching a show with hundreds of other people as you got to hear live reactions from everybody in the audience, not just yourself.  While Rebels is geared towards a young audience, I found it to be very enjoyable for Star Wars fans of all ages.  It will definitely worth a viewing when it premieres on Disney XD this October.

Last but not least, I got to meet the cast of Reviews on the Run and Electric Playground along with famous video game composer and founder of Video Games Live, Tommy Tallarico.  Even though I met most of these gaming celebrities before, I was incredibly starstruck in front of all of them.  Some people idolize athletes, film stars or musicians, I idolize people in the video games industry including the developers, journalists and game analysts.  While I may have awkwardly stumbled over my words while talking to them, they all made me feel welcomed and appreciated.  I would like to thank Victor Lucas, Ben Silverman, Jose Sanchez, Marissa Roberto, Steve Tilley, Raju Mudhar and Tommy Tallarico for making a great Fan Expo even more special for me.  It was an excellent day and I cannot wait to go again next year.

Friday, September 5, 2014

First Byte: New Nintendo 3DS

Just over a year ago, Nintendo surprised everyone with the reveal of the 2DS, a value-priced model of the 3DS without the system's signature glasses-less 3D feature.  While the opinions on the 2DS were polarizing upon its initial announcement, the system has by no means been the flop like many suggested.  In fact, the 2DS has sold well over two million units since its launch back in October of last year.  Seeing the success of the 2DS must of inspired the decision makers at Nintendo announce yet another model of the 3DS before the end of August because the Big N is at it again.

In the wee hours of the morning last Friday, Nintendo announced the New Nintendo 3DS during a Japan-only Nintendo Direct.  The New Nintendo 3DS is very similar in design to past models, but there a significant amount of additions to the hardware that justify the title of "New".  The most noticeable features of the New 3DS are the additions of a small analog nub referred to as the C-Stick, the ZL and ZR shoulder buttons, coloured face buttons and a volume slider located on the top screen.  The other features of the New 3DS include built-in NFC functionality in the touch screen for use with Amiibo, facial tracking via the inner camera to improve the line of sight for the glasses-less 3D effect, the use of Micro SD cards instead of SD cards for storage and more processing power to improve download speeds and graphics capability.  With the additional processing power, Nintendo has confirmed there will be exclusive games, such as an enhanced port of Xenoblade Chronicles, coming to the New 3DS.  Sadly, these games will not be compatible with previous versions of the system.  The New 3DS is currently set to release in both standard and XL versions on October 10th in Japan with no official announcement on worldwide release at this time.

The announcement of a brand new system, be it console or handheld, is suppose to bring excitement and joy for the next advancements in video game software and technology.  When I saw the announcement for the New 3DS, I was stunned and not in a good way.  In all honesty, I love Nintendo and the 3DS XL is one of the best designed handheld systems on the market today, but I do not understand Nintendo's incessant need to annualize the release of 3DS hardware especially when it alienates owners of previous versions.  Video game handhelds are in a completely different beast than smartphones and tablets because people look for a dedicated system to take the quality gaming experiences on the go rather than a multipurpose machine where gaming is not much of a focus.  Due to these opposing mindsets, there is no need to adapt the practice of updating hardware (no matter how minor) annually that is so prevalent in the smartphone and tablet market into Nintendo's handheld strategy.

Although I do fear Nintendo is looking at smartphones and tablets as influence more than they should, my main problem with the New 3DS stems from the exclusive games for the device.  In no way has Nintendo officially confirmed if the New 3DS is their next generation handheld, which leaves the system feeling like it is caught between the current handheld generation and whatever Nintendo creates next.  Considering the New 3DS sits amidst two handheld generations, it begs the question: why should someone buy a New 3DS when the next generation of handhelds is maybe two to three years away?  The exclusive games seems like Nintendo's way to elicit people to ignore that question, yet the install-base of the New 3DS will never reach a point where it is more viable sales-wise to release large portable franchises like Pokemon exclusively on it.  With that thought in mind, I do not see the New 3DS's exclusive games being more than Nintendo-published ports like Xenoblade Chronicles and The Last Story, and experimental titles such as WarioWare.  In my opinion, the whole exclusive games conundrum will cause more division between the 3DS consumer base than unity because there will be two groups of gamers with systems that are compatible in some ways and incompatible in others.  Much like Nintendo's missteps with DSiWare during the DS era, it is a short-sighted move by Nintendo to coerce people into buying a New 3DS with exclusive games.

While the New Nintendo 3DS adds some highly requested features like a second analog stick and improved stereoscopic 3D, it is not needed at this point in time.  The 3DS is the most successful console on the market today.  There is no need to change up the formula or make significant changes to this system to ensure success other than continuing to release compelling software for the 3DS on a regular basis.  Gamers would rather see a remake for Majora's Mask or a new 2D Metroid over a brand new 3DS with the processing power of the Wii.  I may sound like a broken record, but Nintendo needs to focus on improving the sales of the Wii U over anything else.  The poor sales of the Wii U is the main cause of Nintendo's current financial woes, so it is better to right that ship than meddle with the one that is raking in all the money.  The final verdict on the New 3DS will have to wait until it reaches North American shores sometime in 2015.  Right now, I am no where near convinced that the New 3DS is worth my hard-earned cash especially after buying a 3DS XL earlier in this year.

Saturday, August 30, 2014

Launch Station: Professor Layton vs. Phoenix Wright: Ace Attorney

In the last couple of years, crossovers have become more common on Nintendo consoles.  From full-on retail releases such as Pokemon Conquest, Project X Zone and the upcoming Hyrule Warriors to smaller experimental pieces of downloadable content like Nintendo character costumes in Monster Hunter 4 and Bayonetta 2, or special Yoshi's Story and Legend of Zelda stages for Sonic Lost World, crossovers are seeing much more attention in the video game industry now than in generations past especially here in North America.  Continuing this large surge of video game crossovers is Professor Layton vs. Phoenix Wright: Ace Attorney, a brand new 3DS adventure that brings together two franchises that made their names on past Nintendo handhelds.

Transported to the medieval city of Labyrinthia, Professor Layton, Phoenix Wright and company are tasked with solving puzzles and winning court battles in order to help Espella Cantabella, a girl who is wrongly accused of being a witch, prove her innocence and find a way back to their respective universes.  Professor Layton vs. Phoenix Wright: Ace Attorney is divided into two distinct sections that coincide with each franchises respective gameplay.  The Adventure section of the game will be awfully familiar to Professor Layton fans as you are searching environments for clues and interacting with characters.  Through your interactions with the environments and characters, you open up a multitude of thought-provoking puzzles which earn Picarats, the currency from the Professor Layton games used for unlocking extra puzzles and buying hints, and advance the story.  The other section of Professor Layton vs. Phoenix Wright: Ace Attorney is the Witch Trial.  This is the section where Phoenix Wright and the gameplay from the Ace Attorney series takes centre stage.  Using the clues from the Adventure section, Phoenix must cross-examine witnesses and find contradictions in their testimonies in order to pull out the not guilty verdict for Espella.  Although finding contradictions involves the standard pressing for information and presenting of evidence that the Ace Attorney faithful are accustomed to, there are a couple twists to the standard Ace Attorney formula which spice up the proceedings quite a bit.  These twists are the ability to cross-examine multiple witnesses at a time and the addition of presenting magic spells as evidence. After completing the main game, there is additional content such as special episodes and art galleries available for players to download for Professor Layton vs. Phoenix Wright: Ace Attorney via the Nintendo Network.

When crossing over two completely different franchises, you always wonder how their signature elements such as gameplay, audio and art style will co-exist.  In the careful hands of both Capcom and Level 5, Professor Layton vs. Phoenix Wright: Ace Attorney looks to strike a careful balance between the unique gameplay, art styles and designs of each franchise in a way that truly compliments one another.  Although it took four long years since its initial announcement to reach North America, Professor Layton vs. Phoenix Wright: Ace Attorney should be a quality third-party title to keep 3DS owners satisfied until major titles like Pokemon and Super Smash Bros. release this fall.

Monday, August 25, 2014

Bit by Bit: August 2014

As the weeks pass, we continue to inch ever so closer to the end of the summer.  For most including yours truly, the end of summer means the beginning of school.  With a new school year, I move from the craziness of managing two jobs, this blog and life to insanity of managing four university courses, a volunteer position at the university newspaper and a co-op job search on top of everything else mentioned above.  Before all that awesomeness becomes reality, there are two more weeks to relax and make the most of the summer.  Among the large list of things to do in these two weeks, I am going to Fan Expo Canada this coming Friday, August 29th.  It has been four long years since I last went to this event and things have really changed especially on the video game side of things.  Expect plenty of impressions on Fan Expo and all the games I get a chance to demo at the event in the weeks to come.  While all that amazing content is going to coming to Silver Bit in the near future, it is that time again to take our monthly trip down memory lane in Bit by Bit.

Game of the Month
License games do not have the best reputation among gamers.  Most of these projects do a poor job in translating the properties they represent to the video game medium that many have soured to license games altogether.  Every once and awhile, there comes a diamond in the rough to show us the great potential of coupling a huge license, be it a movie, comic or television show, with this interactive medium.  The latest diamond comes from the fusion of Broforce, a side-scrolling action game made by Free Lives that honours and parodies 80s action films and unabashed American patriotism, and the Expendables, Sylvester Stallone's action movie franchise that plays with nostalgia for a bygone age of blockbuster action movies and their larger than life stars.  From this match made in heaven came the Expendabros.

Expendabros is a free standalone expansion to Broforce which gives players a taste of Broforce's hectic gameplay with bro-ified versions of the Expendables 3 cast.  To describe Expendabros' gameplay as anything short of insane would not do the game justice.  Destructible environments, bombastic weapons, buckets of pixelated blood and enough explosions to bring a tear to Michael Bay's eyes kept a grin firmly planted on my face throughout my time with the game.  As much fun as I had with with the Expendabros, I did run into a good amount of slowdown especially when there were lots of explosions on screen and while loading new levels or cutscenes that took away from my experience.  While Expendabros has a few problems, the game has put Broforce on my radar of games I need to play and I highly recommend those who own a PC to give this free game a try because it is loads of fun.

Most Anticipated Game of the Month
I try not to have many repeats for Most Anticipated Game of the Month, but Azure Striker Gunvolt is the exception especially considering the game is less than a week away from release.  Comcept and Inti Creates' spiritual successor to Mega Man Zero will be available to download from the Nintendo eShop this coming Friday, August 29th for 15 dollars.  Those who purchase Azure Striker Gunvolt within the first three months of its launch will receive Mighty Gunvolt, an 8-bit side-scrolling crossover between Gunvolt, Mighty No. 9 and Gal Gun, free of charge.  From the brief gameplay trailer, Mighty Gunvolt looks to be modeled after the NES era Mega Man games with some new gameplay twists such as character specific abilities.  Seeing as Capcom will be sitting on Mega Man aside from re-releasing past games on new platforms for the foreseeable future, I am glad that Keiji Inafune, Comcept and Inti Creates are taking it upon themselves to fill the void with quality successors to the Mega Man name.  I cannot wait to get my hands on the fruition of their hard work later this week.

Video of the Month
When was the last time a game legitimately scared you?  For me, it was BioShock.  The dark, unsettling setting of Rapture combined with its disturbing residents caused me to debate whether or not to venture further into the level or shudder over the haunting screams that echoed through those halls many times.

While I personally hate horror movies due to their predictable plots and over reliance on blood and gore, I find survival horror games and games with significant horror elements very engaging because I am directly involved in the horrific events rather than a passive observer.  With the drop in quality among survival horror games (Resident Evil and Alone in the Dark) and the need to give players an overabundance of firepower and strength in action games with horror elements (BioShock Infinite and The Last of Us), games that truly scare are few and far between.

Konami looks to change that situation with its new additions of Silent Hill, which will be developed by Kojima Productions with the help of horror movie aficionado Guillermo del Toro and starring The Walking Dead's Norman Reedus.  With a lot of big names behind these projects, it seems like Konami is finally taking the Silent Hill franchise serious once again, but that is not all Konami did.  To show the new direction for these Silent Hills, Konami released P.T. (Playable Teaser) as a free download on PS4.  The one-two punch of the announcement trailer and playable teaser has generated an incredible amount of excitement for these new installments in the Silent Hill franchise.  I strongly encourage everybody to try out the unique yet incredibly scary P.T. for themselves or watch a walkthrough online if you do not own a PS4.  While P.T. may be more of an interactive experience than a game, it is something that all gamers mature enough should take the time to experience.

Sunday, August 17, 2014

First Byte: Destiny

Unless you were living under a rock sometime during the end of July, a beta for a little game called Destiny was released to the masses.  While Bungie did give a small taste of Destiny through the PS4 exclusive alpha back in June, the beta marked the first time gamers got a substantial piece of the game to play.  Available from July 17th to 27th on Sony consoles (PS3 and PS4) and July 23rd to 27th on Microsoft consoles (Xbox 360 and Xbox One), the Destiny beta gave players five story missions and one strike co-op mission to complete, the Old Russia wastelands and Guardian Tower to explore and the Control PvP match-type to compete in along with some addition content such as a new story mission and PvP match-type only opened for brief periods throughout the beta.  With the financial backing of publishing powerhouse Activision and the unstained reputation of developer Bungie, Destiny has easily become the most anticipated game of 2014 well before people ever got their hands on the game.  This beta marked a chance for millions of gamers the world over to try this major title without dropping 70 dollars to buy it or spending hundreds to play it at a gaming convention.  The Destiny beta was an unprecedented event, but that leaves one question: did it succeed in convincing those skeptical to buy the game and reinforcing the beliefs of those already excited for the game?  Although the true answer to that question will only be revealed on September 9th when Destiny is released to the public, I will be sharing my initial opinions on Destiny and recap my experience with the beta in this edition of First Byte.

Before launching right into the game, the Destiny beta starts off in a character creation screen.  In this screen, players choose their class (titan, warlock or hunter), sex (male or female), race (Human, Exo or Awoken) and other physical features.  As I am not the most adverse at character creators, I only spent a few minutes creating my unique Exo warlock.  Those interested in tweaking every little feature of their character to perfection might be disappointed in Destiny's focus on using preset features and colours for character creation; however it does keep players from spending an unnecessary amount of time in these menus and moves them into the action right away.

After finishing the character creation, the first cutscene plays setting up the conflict between the Traveler and the Darkness and the players' need to bear arms against the threat of the Darkness.  The first mission starts as my character is resurrected by a Ghost (your character's robot companion played by Game of Thrones star Peter Dinklage) and it plays out much like your standard fare tutorial introducing the core mechanics of the game.  Considering you gain one level every mission in the early stages of Destiny, the four other introductory missions are very similar as each one introduces a new element of the game such as special moves, vehicles, public events and new enemy races.  Once you complete the first mission, you are given access to the Tower, Destiny's social and non-combat hub.  While at the Tower, players are able to view messages, buy new weapons, armour and ship upgrades, decode encrypted items, store items in vaults, take on single and multiplayer bounties and interact with fellow guardians.  Exploring the Tower offers players a peaceful distraction outside the intense firefights of missions and multiplayer matches.  The Tower is not the only place guardians are able to roam as players can explore each major setting of the game at their leisure.  In these "explore" areas are loot caches to find, enemies to fight, secret areas to discover and side missions that come in the form of beacons to complete.  Considering I did not get a chance to play the multiplayer portion of the beta, Destiny's open world areas are where I spent most of my time and I spent most of my time exploring Destiny's open world areas and they were a fun way to kill some time.

Although I am not a huge fan of first-person shooters, Destiny got its hooks in me.  Even with the limited selection of missions and activities to do, I kept on coming back every chance I had and I believe it had to do with Destiny's excellent hybridization of expertly polished FPS gameplay with the empowering abilities and skills found in many RPGs.  The gun play is very reminiscent of Bungie's entries into the Halo series as each gun has its own strengths and weaknesses in effectively dealing with different situations from long distance shootouts to up close and personal brawls.  The RPG elements are excellently implemented as players gain levels independent of learning new skills such as hovering, draining health when using your melee or supercharged special moves.  Gaining levels never feels like a grind because there are plenty of opportunities to earn experience through missions, explore mode, multiplayer matches and public events.  Another impressive element of Destiny comes from the enemy AI.  It floors me how well the enemies react to your tactics by moving from cover to cover, flanking when you are busy fighting another enemy or swarming when you make a mistake.  Destiny's enemies are unlike the regular FPS grunts as they offer a considerable yet satisfying challenge for players of any skill level.

While I thoroughly enjoyed my time with Destiny, there are still a few issues I ran into during the beta.  The most prevalent issues came with the side missions and public events in explore mode as I ran into far too many missions and events with the exact same objectives.  The randomized nature of these activities is definitely a factor in this repetition, but Bungie should make a large enough pool of side missions and public events in order to avoid repetition of missions and events altogether.  The other issues I found were more graphical glitches like a enemy teleporting through objects, errant collision boxes the level designers forgot to remove or stuttering during loading screens, which are not that serious.  Hopefully, the beta helped the programmers and designers at Bungie find all the bugs and balancing issues needed to make Destiny a better game come launch.

Skepticism best describes my opinion of Destiny before taking part in the beta.  Due to the incredible marketing might Activistion is putting behind it, there is no doubt that Destiny will be a success upon its release, but would it actually be live up to the hype is whole other question.  The excellent quality of the Destiny beta has completely changed my opinion on the game.  In a year with a significant lack of triple A titles, Destiny will shine brighter than any game on the market this holiday season, possibly challenging Call of Duty in sales.  We will only know come September 9th if Destiny is the revolution in console MMOs that it is being hyped to be, but I do believe we are on the cusp of something special regardless.

Monday, August 11, 2014

2014: Year of the Delay


Delays are a natural part of any industry.  Nothing ever goes exactly to plan as issues and problems can occur at anytime during production to negatively affect the estimated time of arrival.  In the video game industry, delays come about regularly as developers run into game-breaking bugs that need additional time to receive the necessary attention or publishers search for the perfect release date for their game to succeed.  While there are quite a few games that slip past their original release date each year, 2014 has seen a large amount of major releases delayed until 2015.  So many delays, in fact, each one seems to make 2014 feel more like a barren wasteland for major releases.

The whole of 2013 was solely focused on launching two brand new systems in the PlayStation 4 and Xbox One, the heralds of the next generation of video games.  With those brand new consoles, the promise of games to justify their cost and hype was not too far behind.  After experiencing many console launches, a drought of games immediately following the release of these systems was to be expected, but to have this lack of major releases extend the majority of 2014 cannot be overlooked.  Although the good amount of downloadable releases may satisfy the most dedicated gamers between major releases, the vast majority does not scour the PlayStation Store, Xbox Marketplace or Nintendo eShop regularly for games to buy.  Sadly that vast majority focuses on the larger retail titles such as Call of Duty, The Last of Us and Watch Dogs over downloadable games like Child of Light, Shovel Knight and Transistor.  The games being delayed until 2015 (Batman: Arkham Knight, Evolve, The Division and Witcher III) are the system sellers for these next generation consoles and delaying these games until following year will cause more people to hold out on buying a PS4 or Xbox One for the time being.  Each time a major release is delayed, it adds more fuel to the argument that the next generation came a year before it was actually ready.

Despite all the negativity surrounding game delays, they are necessary and beneficial part of the video game industry.  Delays offer developers more time to fix bugs, polish mechanics, balance features and refine a game's content, which all result in making a better product.  Rushing a game to market, especially in an unfinished state, to meet a deadline can do a lot of damage to a company's image than actual good.  While the extra time benefits a game, there are some current trends involving delays that can have an averse effect on a game.  These trends include delaying a game just a few weeks before its release (Rayman Legends), over-hyping a game before its delay to go completely silent on it afterwards (Watch Dogs) and setting a release date for a game in order to push pre-orders before delaying it (Batman: Arkham Knight).  These trends alienate the loyal fans that look to support these games through pre-orders, buying collector's editions and paying for season passes by literally pulling the rug out from under them.  Playing with the emotions of the most passionate fans is an easy way to sour their opinions towards a certain game or game company.  Developers and publishers need to let delays be for the betterment of the games and learn to keep their audience's emotions in mind when announcing and handling these crucial situations.

Although it may be a tough pill to swallow, delays are an inevitable part of the video game industry.  They are needed to handle the unpredictable nature of game development, but gamers, publishers and developers all need to find better ways of dealing with them especially as development costs rise and the ability to connect with one another becomes more available.  As a gamer, it is disappointing to see the list of major releases in 2014 dwindle every month as many get pushed to 2015, but all hope is not lost.  There are many other options for gamers to spend their valuable time with than just the larger triple A titles including a wide selection of value-priced downloadable games or a vast backlog of games missed out on from previous years.  While 2014 may be a soft year for major game releases, best use the extra time to discover brand new experiences or rediscover those you missed out on from years past.  The games we are all excited about will eventually see the light of day; we just have to be a little more patient.

Thursday, July 31, 2014

Bit by Bit: July 2014

July has been an incredibly busy month.  Funny enough, it has been busy for every reason except gaming.  Once the final article for E3 2014 went up at the end of June, my life has consisted of endlessly working on a large report for an online course, picking up numerous shifts at my two jobs and volunteering for the university newspaper.  The little free time I had was spent away from the keyboard and either with friends trying to make the most of the summer or in front of a television re-watching Gundam Wing (one of my favourite animes) in its entirety.  To sum things up, Silver Bit has been the least of worries for the past month, but those priorities change now as I have a lot planned for August in order to end this summer as strong as it started.  Stay tuned to Silver Bit as the best is yet to come, I promise.  Before we get ahead of ourselves, let us look back at the month that was July 2014.

Game of the Month
When I snuck in some time to play games, there was one game which dominated my time.  If you paid attention to Silver Bit at all during July, you would have seen the review of said game posted a couple weeks ago.  Yes, Shovel Knight is the Game of the Month and rightfully so, the game is phenomenal.  Even after completing the game on Normal, I return to play a few levels in New Game+, search for hidden music sheets and maximize my treasure count.  I can rant and rave about Shovel Knight for hours on end, but I highly recommend reading the review to get my full opinion on the game.  If you are already enjoying Shovel Knight especially the music, the soundtrack and arranged album for the game are both available on composer Jake Kaufman's Bandcamp for any price you would like to pay.  Both albums work as excellent accompanying pieces to Shovel Knight and are highly recommended to anyone who enjoys video game music.  With that all said and done, I cannot stress how wonderful Shovel Knight is.  It is a game that needs to be experienced and at the low price of 15 dollars, there is no excuse to miss out on this adventure.

Most Anticipated Game of the Month
July 17th marked the start of the most anticipated beta in years, the Destiny beta.  The last time a beta was so highly anticipated was way back in 2007 with the Halo 3 beta and coincidentally the Destiny beta comes from the studio that originally created Halo-- Bungie.  A mere pre-order for Destiny gave you full access to the beta upon its release.  Even with that extremely low barrier of entry, those already in the beta received two addition beta codes in order to encourage others to play the beta and gain access to all the content in the beta including the cooperative strike mission (Destiny's equivalent to raids found in other massively multiplayer online games).  If you owned any Microsoft or Sony console, there was no reason not to play the Destiny beta during the last two weeks of July.  While I will be going into much further detail in an upcoming edition of First Byte, I want to share some of my initial thoughts on Destiny here.  Considering my youngest brother hogged the PS4 almost day and night to play the beta, I enjoyed the limited time with Destiny I snuck in between his long sessions.  It blends the expertly polished gameplay of Bungie's entries in the Halo series with the unique RPG elements of Borderlands to great success.  Nowadays, the FPS genre is full of shallow experiences that aim to imitate the latest Michael Bay action movie rather than create a compelling game with actual depth that Destiny feels so refreshing.  While I do not have a high opinion on the current direction of the genre, Destiny stands out as a first-person shooter that I am actually excited for and in all honesty that does not happen often.  I cannot wait to spend some quality time with Destiny come September unless my brother decides to commit every waking moment to playing the game.

Video of the Month
Another month, another Smash Bros. reveal.  This time around we did not get just one new addition to the roster, Nintendo dropped three.  Newcomers Robin and Lucina from Fire Emblem Awakening join the returning Captain Falcon as the newest members of the Super Smash Bros. for 3DS and Wii U roster.  The reveal trailer blends the anime-style graphics of Awakening's cutscenes with gameplay footage from the new Smash Bros. in a way that makes both art styles compliment one another.  Much like the other reveal trailers, the video speaks for itself.  So sit back, relax and let Mr. Sakurai take you for a ride.

Monday, July 14, 2014

Shovel Knight Review

No matter the advancements in video game technology and graphics, there will always be fond memories of the games from generations past.  In the last decade, there has been a large resurgence of new titles which take heavy inspiration from the games of the 8 and 16-bit era.  Some games use this old style of graphics and gameplay in order to capitalize on its newfound popularity; others use this style to pay homage to the games of that era.  Very few games use these inspirations to set a new standard in the modern games.  Although it takes inspiration from 8-bit classics like Mega Man, Super Mario Bros., Castlevania and DuckTales, Yacht Club Games' Shovel Knight makes every mechanic its own and even surpasses those which inspired it.

Harkening back to the games of yesteryear, Shovel Knight's story is simple and to the point.  Shovel Knight and his companion Shield Knight journey across the land seeking adventure and treasure.  One fateful day, they attempt to climb the Tower of Fate only to have tragedy strike as the evil forces of the tower take out both Shovel and Shield Knight.  Upon awakening, Shovel Knight finds that Shield Knight has vanished and the Tower of Fate is sealed.  Due to the loss of Shield Knight, Shovel Knight retires his shovel and starts a life of seclusion.  During Shovel Knight's absence, the Enchantress and her Order of No Quarter ravage the land by unsealing the evil forces trapped within the Tower of Fate.  With the Tower of Fate opened, Shovel Knight takes up his shovel once again in a quest to save Shield Knight and rid the world of the Enchantress' evil.

While Shovel Knight may borrow many of its core ideas from other classics of the 8-bit era, these points of inspiration are one of its strengths.  From the pogo jumping inspired by DuckTales to an overworld similar to Super Mario Bros. 3, Shovel Knight takes each borrowed concept and makes it feel brand new and distinctly its own.  At the forefront of this adventure is the hero's signature and formidable shovel.  Digging up dirt piles, attacking enemies, uncovering hidden areas and bouncing off of enemies to reach high platforms are among the few uses for this versatile tool.  The shovel can even be upgraded with special abilities such as a charge attack or unearthing dirt piles in one swipe for greater use.  The shovel is not the only versatile tool at Shovel Knight's disposal as the relics bought throughout the game all provide different ways of tackling obstacles.  Shovel Knight's tools would be useless without Yacht Club Games' superbly designed levels.  Much like Mega Man, each level plays to the unique features of their corresponding boss through beautifully animated backgrounds, blood-pumping music and special gameplay twists.  Outside of the levels, Shovel Knight offers plenty of content for players to dive into including collectible music sheets, purchasable health, mana and armour upgrades, extra bosses, special levels and achievements.

The gruelling difficulty is a signature aspect of all 8-bit games.  In order to appeal to a modern audience, Shovel Knight is much easier than those games.  Not to say Shovel Knight is easy in any way because it is definitely not.  The difficulty in the game ramps up at a reasonable pace as players learn the ins-and-outs of the mechanics.  It helps that the penalty for death is losing three sacks of gold rather than a game over screen.  It keeps players coming back at every death and skilled players can even retrieve those lost sacks their next attempt.  You learn from each death and adapt your strategy to take into account every enemy encounter and new obstacle.  The incredible feats one can perform to escape death will make any jaw drop.  For those looking for a greater challenge, New Game + and the ability to destroy any checkpoint for gold are two ways to test your skills.

Aside from the few occurrences when the gold lost in death is impossible to reach without dying again and the lack of enemy variety in certain levels, there is nothing to fault Shovel Knight on.  Yacht Club Games made an excellent product that pays respect to the games that inspired its gameplay and design while forging a new path of its own.  In forging that new path, Shovel Knight surpasses its contemporaries in all aspects, especially fun.  Shovel Knight is a special game that blends nostalgia for a bygone era with the pixel perfect platforming of today's best 2D sidescrollers.  At 15 dollars, Shovel Knight is a game nobody should miss.  As it stands, Shovel Knight is a strong contender for any Game of the Year competition.

Monday, June 30, 2014

Top 10 Games of E3 2014 Part 2

Welcome to the second part of Silver Bit's Top 10 Games of E3 2014.  In the previous article, we took a look at the games that just barely made this final five.  E3 2014 saw some great games grace the show floor, but only a handful can walk away as the most impressive games of the show.  While all the games on this list are among the best of E3, the games in this top five could easily walk away with top honours depending on one's opinion.  To reiterate,  the only games eligible for this list are those available to play on the show floor.  Now with that reminder out of the way, it is time to count down the final five games in Silver Bit's Top 10 Games of E3 2014.  Hope you enjoy and feel free to share your favourite games of E3 2014 in the comments.
5.  Sunset Overdrive - XBONE
There are only a select few Xbox One exclusives that really get one hopeful for first-party content on the machine and Insomniac Games' Sunset Overdrive is champion over them all.  All of Microsoft's offerings nowadays seem to fall under the same experiences they delivered last generation, but Sunset Overdrive is the shining example of what happens when you give a team of creative minds full control over their vision.  Sunset Overdrive is pure unadulterated fun wrapped into an open-world third-person action game.  Stuck in Sunset City during the Awesompocolypse, the player is tasked with cleaning up the mess made by the launch of FizzCo's Overcharge Delirium XT, an energy drink that turns anyone who drinks into mindless mutated creatures known as the OD'd.  Sunset Overdrive gives players tons of options to tackle their task through fully customizable characters, a slew of creatively designed weapons and plenty of solo and multiplayer missions to complete throughout Sunset City.  Traversing Sunset City is incredibly fluid as players are able to wall run, grind rails and wires, instantly switch between grinding and zip-lining, bounce off of any surface and use other crazy acrobatics.  Although Microsoft will not push Sunset Overdrive as heavily as Halo or Forza, it is a game that Xbox One owners should not overlook this holiday season.
4.  Valiant Hearts: The Great War - PS3, PS4, XBONE, XB360, PC
The UbiArt engine has proven time and time again that the most beautiful games do not need to have the largest polygon count.  In fact, the art in 2D games can be just as beautiful or even more than their 3D counterparts; just look at Rayman Legends and Child of Light for proof.  Valiant Hearts: The Great War is the next title to use the UbiArt engine and the game looks spectacular in terms of its visuals and gameplay.  Valiant Hearts follows the story of four individuals as they try to survive the horrors of World War I.  Starting in different locations and allegiances, the stories of each character interconnect with one another through a common companion--a dog named Walt.  Throughout the game, the characters are thrust into various situations from sneaking behind enemy lines to blowing up bridges.  Valiant Hearts offers players plenty of puzzles to complete through interacting with the environment and other characters or sending Walt to reach areas the characters cannot normally reach.  The interplay between using the characters and Walt to solve puzzles and the mature tones of the story have me very excited to venture into the world of Valiant Hearts in the near future.
3.  Batman: Arkham Knight - PS4, XBONE, PC
In recent years, The Dark Knight has become an incredible force within the video game industry thanks to the folks at Rocksteady.  One can argue that the Batman: Arkham games are single-handedly the greatest licensed games to grace the market.  As the final entry in this acclaimed series, Rocksteady looks to pull no punches with Arkham Knight as Batman and his world are being supercharged with new abilities and content.  The moment from the E3 demo where Batman steps out onto the balcony of his hideout and peers out onto Rockstady's Gotham City will make anybody's jaw drop.  The expansiveness of this open world is breathtaking and I can see myself drowning hundreds of hours exploring every nook and cranny of Gotham City.  With how vast Gotham City will be in Arkham Knight, Batman needs another way to traverse the city than just his trusty grappling hook and cape.  For this final installment, the Batmobile has been added to The Dark Knight's arsenal.  Aside from the vehicles primary purpose, Batman can summon the Batmobile at will, use it to immobilize enemies, have it clear obstacles and launch himself into the air.  The Batmobile is not the only addition as Batman's combat and stealth abilities are receiving considerable upgrades in speed and precision.  Although Batman: Arkham Knight will no longer be gracing consoles this year, the game looks to be on the road to surpassing its predecessors' legendary quality.
2.  Super Smash Bros. for Wii U and 3DS - Wii U, 3DS
Arguably the most anticipated game of 2014, Super Smash Bros. for Wii U and 3DS had one of the best showings of the show.  Nintendo went out of their way to make Super Smash Bros. the most important game of the show.  They gave fans three character reveals in Mii Fighters, Palutena and Pac Man, an incredible live tourney held in the Nokia Theatre and multiple kiosks to play on the show floor.  Seeing the two versions in motion is a thing of beauty.  The Wii U version flows at an incredible clip and all the new characters, stages and items look to fit in with the polished gameplay.  While the 3DS version may take some time to get use to the controllers as I have heard from many video impressions on the game, it looks just as polished and refined as its Wii U brethren.  Much like Far Cry 4 in part one, Super Smash Bros. for Wii U and 3DS are both hard to sum up in words.  I highly recommend watching the Super Smash Bros. Invitational or one of the live demos from Nintendo Treehouse Live at E3 to see how great these games play.
1.  The Witcher 3: Wild Hunt - PS4, XBONE, PC
As great as Super Smash Bros. for Wii U and 3DS may be, there is one game greater than it this year.  That game is The Witcher 3: Wild Hunt.  Not much has been shown of Witcher 3 since its reveal back in early 2013, but CD Projekt RED let the floodgates loose at E3.  The Witcher 3 gives players a living, breathing open world to explore.  In fact, the map is 30 times larger than the previous Witcher games.  Plus the amount of freedom in The Witcher 3 is incredible as players can venture to any part of the map at any time and pick up and put down story and side quests whenever they choose.  On your way to a quest objective and feel like helping a traveler in distress along the way or starting up a whole other quest, you are free to do that without penalty.  The world is shaped around the player's choices in combat, regular conversation and pivotal story moments.  Every piece of media for The Witcher 3 from E3 has been nothing short of phenomenal from the blood-pumping pre-E3 trailer to the show floor demos.  While The Witcher 3 may not earn the same amount of money Elder Scrolls, Dragon Age or Mass Effect rake in, this game and its ambitious scope prove why anybody should spend close to 600 dollars on a next generation console.  The next generation of video gaming truly begins on February 24th, 2015 with the release of The Witcher 3: Wild Hunt.