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.
Showing posts with label Naughty Dog. Show all posts
Showing posts with label Naughty Dog. Show all posts
Monday, December 15, 2014
Monday, January 13, 2014
Year in Review 2013: Disappointments
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.
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.
Labels:
BioShock,
BioShock Infinite,
Capcom,
E3,
Irrational Games,
Monolith Soft,
Namco,
Naughty Dog,
Nintendo,
Project X Zone,
Sega,
Sonic,
Sonic Colors,
Sonic Generations,
Sonic Lost World,
The Last of Us,
Uncharted
Tuesday, March 5, 2013
Launch Station: Tomb Raider
Tomb Raider follows Lara Croft on her first adventure. The story shows Lara's transformation from an innocent, naive and frightened young woman to the hardened confident survivor we all know and love. Shipwrecked on a mysterious island, Lara has a daunting task ahead of her. Not only does she have to survive long enough to get help, she also has to find her missing crew mates and friends that have been scattered all over the island. While there is plenty of danger on this island with the wildlife and the islands' inhabitants, Lara has to face the dangers of merciless band of mercenaries that have stumbled upon the island as well. Tomb Raider takes elements from the other games in the series and brings it up to today's standards of action-adventure games. Tomb Raider offers a solid third-person shooting mechanics, new character progression, crafting and skill systems, a whole open world to explore and many animals to hunt and things to scavenge in order to survive this dangerous island. While the story is a huge focus in Tomb Raider, the open world of the island allows players to complete the many side quests and challenge tombs in the game. If you cannot get enough of Tomb Raider, Crystal Dynamics has also included competitive multi-player in Tomb Raider. It is not the focus for the game, but a cool little inclusion for those who would like more chances to dive into the third-person shooting of the main game.
Personally, I have been looking forward to Tomb Raider ever since I read that cover story in the January 2011 issue of Game Informer. Crystal Dynamics new take on Lara Croft and the Tomb Raider series is incredibly refreshing as it matures a series that many gamers grew up with. The strides taken to make Lara Croft a much more relatable and multi-dimensional character than she has been in past games have really gotten me excited to play this game. While many have compared it to Uncharted, Tomb Raider looks to take Lara Croft to heights Naught Dog has reached with Nathan Drake and push it even higher. This game may not be the Tomb Raider that many remember, but it is the Tomb Raider that will revitalize this franchise and propel it into the future.
Monday, February 27, 2012
Off the Newsstand: Game Informer Issue 227
Between all the games coming out, the Vita launch, the normal weekly posts like On the Download and Bit by Bit and reviews, there has not been many times when yours truly has time to give his insight on the magazines he is reading. Since the last Off the Newsstand, I have read issue 235 of Electronic Gaming Monthly (the only supposedly monthly magazine that is bi-monthly) and issue 226 of Game Informer. So I have been busily reading away don't you worry.
While the last Game Informer I analyzed on Off the Newsstand I did not think highly of, Game Informer bounced back with a surprisingly pleasing February issue that had XCOM: Enemy Unknown as the cover story. So I was interested to see if the March issue would be just as pleasing when I heard that Naughty Dog's newest IP, The Last of Us would be gracing the cover. Other than the interesting VGA trailer, Naughty Dog has been tight-lipped on The Last of Us. I thought this cover story would do what the VGA trailer failed to do, get me at least interested in The Last of Us. Long story short, Game Informer's cover story failed. Do not get me wrong if you love anything Naughty Dog touches or are already excited for The Last of Us, this cover story will wet your appetite for a bit. If you did not care beforehand, this cover story will not give you anything to get excited for. I was more interested in the sidebar about how Naughty Dog was so close to working on a new Jak & Daxter before The Last of Us or the fact that after Uncharted 2, Naughty Dog split into two separate teams (the Uncharted team and the now Last of Us team) than anything about The Last of Us. I learned more about Darksiders II's gameplay, mechanics and other features in Game Informer's four-page preview than I did about The Last of Us in the ten-page cover story. At least The Last of Us cover story was better than the South Park RPG cover story. While The Last of Us cover story might have been a little lacklustre, there were plenty of great articles in this issue of Game Informer from the article on the Interactive Achievement Awards (an awards show that actually honours video games unlike a specific Spike-produced awards show) to the return of My First Game this time with Naughty Dog co-founder Evan Wells.
Overall, the March issue of Game Informer is more or less your average issue. Much like the January issue, the cover story brought could have been a stellar issue down a notch. Those interested in The Last of Us, this issue is six dollars well spent. For those not interested, this issue will not convert you into a Last of Us fan, but does warrant at least a read either by signing out of from your local library or reading it at your local Chapters.
While the last Game Informer I analyzed on Off the Newsstand I did not think highly of, Game Informer bounced back with a surprisingly pleasing February issue that had XCOM: Enemy Unknown as the cover story. So I was interested to see if the March issue would be just as pleasing when I heard that Naughty Dog's newest IP, The Last of Us would be gracing the cover. Other than the interesting VGA trailer, Naughty Dog has been tight-lipped on The Last of Us. I thought this cover story would do what the VGA trailer failed to do, get me at least interested in The Last of Us. Long story short, Game Informer's cover story failed. Do not get me wrong if you love anything Naughty Dog touches or are already excited for The Last of Us, this cover story will wet your appetite for a bit. If you did not care beforehand, this cover story will not give you anything to get excited for. I was more interested in the sidebar about how Naughty Dog was so close to working on a new Jak & Daxter before The Last of Us or the fact that after Uncharted 2, Naughty Dog split into two separate teams (the Uncharted team and the now Last of Us team) than anything about The Last of Us. I learned more about Darksiders II's gameplay, mechanics and other features in Game Informer's four-page preview than I did about The Last of Us in the ten-page cover story. At least The Last of Us cover story was better than the South Park RPG cover story. While The Last of Us cover story might have been a little lacklustre, there were plenty of great articles in this issue of Game Informer from the article on the Interactive Achievement Awards (an awards show that actually honours video games unlike a specific Spike-produced awards show) to the return of My First Game this time with Naughty Dog co-founder Evan Wells.
Overall, the March issue of Game Informer is more or less your average issue. Much like the January issue, the cover story brought could have been a stellar issue down a notch. Those interested in The Last of Us, this issue is six dollars well spent. For those not interested, this issue will not convert you into a Last of Us fan, but does warrant at least a read either by signing out of from your local library or reading it at your local Chapters.
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