2013 marked the end of one generation and the beginning of another. The release of both the PlayStation 4 and Xbox One held center stage in the video game industry. This focus on the next generation saw fewer games release throughout the year compared to years past. It was very easy to keep on top of the major releases in 2013 and this year saw yours truly buy many games upon release, much more than I have ever bought in years prior. With buying many games upon release, not every game will live up to a person's expectations. There were quite a few games that I played this year that fell short of my expectations and left me disappointed. Being disappointed in a game is not the same as hating a game. All of the games I will list are fine games, they just left me feeling a little empty after beating them for one reason or another.
BioShock Infinite
The original BioShock was a revolutionary shooter that engrossed gamers in its environment unlike any game before it and few after it. The impression left by the first BioShock set the bar high for Irrational's next entry in the BioShock series. In trying to reach a broader audience, Irrational took BioShock Infinite away from the revolution it could have been and made it more of an evolution. The setting of Columbia and the excellently programmed AI companion Elizabeth are Infinite's clear strengths, but the game is held back by a considerable amount of key flaws such as the last three hours of the game being a relentless slog of dispatching waves upon waves of enemies, the unnecessary additions of the Boys of Silence and Sirens, the shoe-horned stealth sections and the pretentiously convoluted ending. The most aggravating flaw is how Irrational forgot the tenets of exploration and freedom that makes Infinite stand out from the all the other first-person shooters in the most crucial hours of the game. Those last hours can make or break one's enjoyment with a game. In BioShock Infinite's case, it severely derailed my enjoyment of the game.
The Last of Us
First things first, The Last of Us and I have never been on the same page. While people were crying to the heavens that it was the best game showed at the Video Game Awards, E3 or whatever other video game show, it never impressed me. I surely wanted to see what all the fuss was about, but it looked too derivative of Naughty Dog's Uncharted series. When I saw all the excellent reviews The Last of Us got upon its release, I was caught up in the hype and wanted to see if Naughty Dog proved me wrong. Well they did not. Do not get me wrong, The Last of Us is a good game. It is not the greatest game of this past generation that everybody has been labeling it. The game has some good ideas and an incredibly emotional story, but those two strengths alone do not allow a game with considerable technical and pacing problems to get a pass. As much as Naughty Dog tried to engross me in the post-apocalyptic world of The Last of Us, I was taken out from my AI companions running head-first into the strongest enemies in the game, known as clickers, with no reaction from said enemies or hunting for the extremely small triangle button prompt to tell me which objects I can interact with. While there were some great moments like the entire opening two hours and the Winter section of the game, I never felt much emotional attachment to the characters or my actions in the game. The Last of Us is more on par with Naughty Dog's efforts on the first Uncharted. There is some good stuff in The Last of Us, but there needs to be more refinement before The Last of Us can truly grasp its full potential.
Project X Zone
One of the largest crossovers in video game history, Project X Zone was high on this writer's radar especially considering many never thought the game would release outside of Japan. Mixing the biggest franchises from Capcom, Namco and Sega into one strategy game was mind-boggling. Project X Zone's combat was incredibly unique. While you moved units on a grid-like battlefield like any other strategy game, the combat was more in line with a fighting game where you choose different combos and juggle enemies to cause the most damage. The combat along with the craziness of the plot gave me hours of enjoyment. Sadly those hours of enjoyment did not last for the entirety of the game. Around the 25 to 30 hour mark, the mechanics and story grow rather tiresome and repetitive. The developers at Banpresto and Monolith Soft could have easily cut down the game by at least 5 hours or more because there are plenty of chapters that feel like padding. Much like BioShock Infinite, Project X Zone's last few hours became a boring slog through an ever increasing amount of difficult enemies. Thanks Project X Zone for disappointing me and killing the left trigger on my 3DS.
Sonic Lost World
Ever since the release of Sonic Colors, Sonic the Hedgehog has been on a roll. The Blue Blur has been slowly but surely gaining back the gamers lost from the onslaught of horrible Sonic games released during the mid to late 2000s. With the announcement of Sonic becoming a Nintendo exclusive, Sonic Lost World looked to be in a prime position to continue Sonic's upward trend. All Sonic needed was the solid mechanics introduced in Colors and refined in Generations to be brought into this new Mario Galaxy and Sonic Xtreme inspired world of Sonic Lost Worlds, but Sonic Team decided against it. What we got was a mixed bag. Some levels exude creativity and bring the functionality to match it. Other levels are exactly the opposite as they are poorly designed and can induce high amounts of frustration and possibly rage. Sonic Lost World is not the total disaster the media paints the game to be. Honestly, Sonic Lost World is an all-around decent game, but fails at improving the standing of Sega's mascot and it is hard to forgive the game for that major failure. Lost World was Sonic Team's opportunity to show that the aging Blue Blur can still hang with the platforming giants of the modern era. Sadly, Sonic Team missed their mark and Sonic fans are left with a decent Sonic game instead of a great Sonic game.
Showing posts with label Irrational Games. Show all posts
Showing posts with label Irrational Games. Show all posts
Monday, January 13, 2014
Thursday, May 9, 2013
BioShock Infinite Review
Irrational Games’ sequel to the revolutionary BioShock,
BioShock Infinite, has been one of the most highly anticipated games in
years. With such a great amount of
anticipation, there was a lot of pressure on Infinite to be as good as or
better than the original BioShock.
Living up to that pressure seems like an unenviable task, but BioShock
Infinite does not falter under the pressure for the most part. As much as BioShock Infinite succeeds at
creating an excellent world, very satisfying combat and a compelling AI
companion, there are a good number of areas that hold this game back from being
one of the premier first-person experiences of this generation.
“Bring us the girl and wipe away the debt.” A simple sentence that is muttered at the
very beginning of BioShock Infinite reverberates throughout the entire
story. A story which follows Booker
DeWitt, a former Pinkerton agent, as he is sent on a mission to free a young
girl by the name of Elizabeth in order to wipe away a debt as it seems. Booker’s mission will not be without hardship
as this hired gun gets caught up in a conflict between warring factions and
chased by a mechanized creature known as the Songbird. While Infinite’s story is what motivates gamers
throughout the game, it is the setting of Columbia that will keep gamers
engrossed in the world of BioShock Infinite.
It is evident that Irrational Games put a lot of time and care into
creating Columbia. From the silent
movies to the 1920 covers of hit 80s pop songs hidden throughout the game,
Columbia is rich with American culture.
So much culture in fact that the setting becomes a character of its
own. Columbia represents American culture
taken to the utmost extremes. The traits
that Columbia takes on, while very twisted and demented, compel the gamer to
move forward and discover the history behind this dystopia.
The world of Columbia is just one of BioShock Infinite’s
strengths. Another one of these
strengths is the combat. The combat
revolves entirely around experimentation.
The player is given a ton of options to deal with the seemingly
overwhelming enemy forces from guns to vigors (Infinite’s version of plasmids)
to flying around the environment on Columbia’s skylines. While guns and vigors are familiar to
BioShock and FPS vets, the skylines are a brand new mechanic in the BioShock
series. By using the Sky Hook, the
player is able to traverse each environment at breakneck speeds. The Sky Hook and skylines open up new ways to
approach combat as it offers a quick escape when firefights get too out of hand
or the ability to reach areas and items that the player cannot easily access. A
few hours into Infinite, the player meets up with Elizabeth. While Elizabeth plays a central role in the
story of BioShock Infinite, she also serves as your constant AI companion. Unlike many AI companions in other games,
Elizabeth does not need to be tirelessly babysat by the player. Elizabeth is able take care of herself and the
player. Elizabeth will toss weapons,
ammo, health and other useful items in the thick of battle and she is able to
open tears in the fabric of time which offer more options in combat such as
cover, turrets and extra weapons to gain an advantage. From her character to her uses during combat,
Elizabeth is easily the crown jewel of BioShock Infinite’s gameplay.
While there is a lot to praise BioShock Infinite for, there
is a good amount of flaws that hold it back from achieving the moniker of
greatest first-person shooter of this generation. The biggest flaw with Infinite is the last
three or so hours of the game. Instead
of focusing on the experimentation and freedom that the combat was built on,
the last three hours of BioShock Infinite devolve into nothing more than any
other generic first-person shooter. The inherent
strategy found in the combat gets lost for just shooting everything and
anything that moves. The late of additions
of two new enemy types, the Boys of Silence and Sirens, feel absolutely
unnecessary considering both only show up on three separate occasions and
become more annoyance than a pleasure to fight.
Along with the Boys of Silence, Irrational tries to shoehorn stealth
into BioShock Infinite in order to offer some new gameplay, but this attempt ultimately
fails due to a control scheme that is designed for a fast-paced FPS, not a
slow-paced stealth game. Other flaws
that hold BioShock Infinite back from being the masterpiece it could have been
are the lack of penalty for death, the lack of an actual final boss (seriously
getting sick and tired of developers trying to pass waves of enemies as final
boss encounters), the confusingly convoluted ending and the excruciatingly
horrible underuse of the Songbird.
All-in-all, BioShock Infinite is a great game. The excellently crafted world of Columbia,
largely experimental combat and incredibly useful AI companion Elizabeth are
the highlights of this game. Sadly in
trying to appeal to a larger audience during the most crucial hours of the game,
BioShock Infinite forgets the freedom and experimentation that separates it
from the plethora of first-person shooters that permeate the industry nowadays. This devolution in those last few hours along
with some other considerable flaws really holds BioShiock Infinite back from standing
out in the overcrowded FPS genre. No
matter the flaws, BioShock Infinite is a game worth experiencing at some
point. Just do not go in expecting a
revolution.
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