Showing posts with label ea. Show all posts
Showing posts with label ea. Show all posts

Friday, March 22, 2013

Crysis 3 review


crysis 3 review
An action hero’s weapon is an extension of their identity. They’re inseparable implements, representative of their approach to combat and justice. Bond’s silenced PPK. Batman’s iconic boomerang. Mjölnir and Thor. Even Popeye’s transformative spinach says something about him as a character.
What does the Nanosuit say about its wearer in Crysis? That the player has a need to improvise, a need to see-saw between being an assassin and being a brute. “Press Q,” reads the manufacturer’s tag on the collar, “to harden your skin like a brick wall. Press E to become as transparent as a pane of glass. Tumble dry low.”
Crysis, at its best, is a franchise that puts you in situations where the Nanosuit doesn’t do the dirty work for you, but simply serves as a springboard for spontaneous problem-solving in hazardous battle-playgrounds. Crysis 3 doesn’t deviate from this template, but it does mostly repeat Crysis 2’s interpretation of it. It’s a less sandboxy and groundbreaking one than the original Crysis, to be sure, but linearity isn’t an inherent sin. Crytek’s shooter remains one of the best-looking games anywhere. It’s acrobatic and deliberate, especially in multiplayer, and an expression of what PC hardware can do.

New New York

Crysis 3’s campaign feels more of a continuation than a reinvention of Crysis 2. You’re still in the Big Apple, though one that looks like your neighbor’s house when they’ve been on vacation for a month, leaving their mail to pile up and yard to overgrow. Paramilitary bad-guy corporation CELL has taken credit for your heroic effort in the last game, and while you’ve been asleep they’ve gotten busy exploiting some secret power source to revitalize ruined NYC. Enormous, spherical barriers called Nanodomes have been erected to accelerate ecosystem growth.
At the start of the story you’re sprung from a stasis pod by Psycho, a former fellow Raptor Team member, to join a rebellion against CELL. Psycho and others have been “skinned” of their Nanosuits, making you, Prophet, the only one on the planet. Cue the standard “you’re humanity’s savior” spiel: Prophet’s unique bond with Ceph DNA grants him new power, but also exposes him to potentially being controlled by the Ceph hivemind. Psycho’s vendetta to find out who separated him from his superskin motivates the first few hours. He joins you as a temporary companion character on missions to sabotage a few well-designed CELL facilities, like a hydroelectric dam.
My hope was that this plot and the terraforming power of Nanodomes would be natural excuses for Crytek to create a broad set of exotic environments. And my worry was that Crysis 3 might simply coat Crysis 2’s somewhat-claustrophobic city blocks with moss. In 2011, I criticized the sequel’s narrowness: “Expressing your abilities as a player demands vertical and horizontal space, and there’s slightly less of it in NYC than I would’ve liked.”
crysis 3 review
Psycho’s presence isn’t unwelcome, operating as a passive guide for Crysis 3′s first couple hours.

“My worry was that Crysis 3 might simply coat Crysis 2’s somewhat-claustrophobic city blocks with moss.”

The level design of Crysis 3 falls somewhere in between this gulf of opportunity and familiarity. “Urban rainforest” as an aesthetic isn’t really strayed from, and if anything, it feels under-expressed in that it’s never taken to its natural extreme. The world rarely seems wild. I never felt like I was in an NYC that’s been swallowed whole by the Amazon. A few areas filled with meters-high marsh grass are the exception. In one of my favorite sequences, Crysis 3 threw packs of Ceph Stalkers—melee assault units with scythes for arms—at me in a railway car graveyard submerged in a wavy green ocean under the sun.
The Ceph Stalkers didn’t bolt directly at me. They didn’t magnetize to my position like most game enemies. They darted. They took indirect, lateral routes. The stalks of grass quivered, but in a way that obscured the true orientation of enemies. I remember emptying a shotgun into the brush, still unsure if I clipped one. I felt anxiously, wonderfully lost. I couldn’t tell if I was in Central Park or Jurassic.
This was a legitimate “the floor is lava” scenario. In a panic, I perched myself atop one of the railcars, a rusty island. Four Stalkers, by my count, were orbiting the car, pouncing in the jungle bed like cheetahs. I gripped a grenade, pulling the pin before I even knew where I was going to throw it. The grass flickered at the opposite end of the ruined train. I chucked the bomb, holding my breath. Ten gallons of bubblegum blood sneezed out from behind the end of the car. A radar blip faded. The whole arc felt like playing Marco Polo against jungle raptors.
This moment—feeling alienated on Earth—is an outlier, unfortunately. Structurally, the level design has improved some: two chapters feature caves, and an above-average turret sequence or two, but mostly gone are the subways, parking garages, sewers, and elevator shafts of Crysis 2. The campaign also sprinkles in optional secondary objectives—no substitute for a proper sandbox, but they’re decent carrots that pull you away from primaries. Some are as simple as clearing a set of mines around an light armored vehicle using the Nanosuit’s new hacking mechanic (a timed button-press mini-game that’s appropriately complex). In some cases, completing these side missions grants functional benefits: liberating the LAV let me catch a ride with them through a segment of the map, operating their turret as they taxied me. In the same chapter, a mortar team volunteered their services after I killed some Ceph harassing them, unlocking the power to call in artillery strikes.
crysis 3 review
The Bolt Sniper, one of Crysis 3′s terrific Ceph weapons. A CELL soldier gestures toward some higher power in his final moment.

Foreign imports

Most of what you shoot in Crysis 3—the CELL weapons—are copies of what you shot in Crysis 2. I’m fine with that: Crytek’s near-futuristic ballistic guns don’t need replacement. Instead, the number of violent bells and whistles you can attach to conventional weapons has multiplied. One of the basic rifles, the Grendel, can be mutated from a sci-fi M4 into a ridiculous death platform. Throw a miniature version of the Typhoon—a new SMG that spits 500 bullets per second—under the barrel as an attachment. Swap in a muzzle break to improve the accuracy of your first shot. Load a mag of 6.8mm AP ammo (if you’ve found one of the special ammo caches) for greater penetration. Even shotguns get access to electric buckshot.
The déjà vu of handling the same weapons is offset by Prophet’s newfound ability to wield Ceph guns. Each of these devastating power weapons pulls from a single, small magazine of ammo. They’re intentionally disposable; as long as you don’t mutilate an alien with explosives, you can steal their flamethrower, lightning sniper rifle, or absurd plasma minigun that transforms into a wide-firing plasma shotgun. Firing each of these produces the same pleasure I felt when I first fired the Combine Pulse Rifle in Half-Life 2: giving enemies a taste of their own medicine. Their power is offset by the weight they place on Prophet (you can’t leap as high when holding a Ceph weapon), and by the loss of the ability to swap freely between standard firearms and the new Predator Bow.

“The déjà vu of handling the same weapons is offset by Prophet’s newfound ability to wield Ceph guns. “

On the receiving end of these guns, though, I found the Ceph to be a little tamer than they were in Crysis 2. Ceph Stalkers are underused. Devastators, formerly the alien tanks of Crysis 2, fall easily from the basic Ceph Grunt weapon, the Pincher Rifle. Ceph Spotters, floating drone-spheres that can zap you with EMP, were almost unnoticeable in the campaign. The new Ceph Scorchers are a bright spot. When attacked, they pop up their torso like a tower shield, making them invulnerable to direct assaults. They’re scary, glimmering little scarab-tanks—even when you’re hidden, they’ll intermittently torch an area while on patrol, like a camel might casually spit.
Turning the difficulty to Supersoldier (the fourth of five settings) did make things more comfortable (i.e., uncomfortable). Some of the increased ease of Ceph-killing is owed to the ability to wield their weapons, but more of it is due to the Predator Bow, which has a unique advantage within Crysis: firing it while cloaked doesn’t interrupt invisibility. It’s also permanently in your inventory. Crytek mitigates the Predator’s power a little by making its ammo scarce, but because you can recover basic arrows from victims, and most enemies die from a single, full-power shot, the bow occasionally feels like an easy way to clear a room. I still consider it a good addition to the weapon set because it demands being careful and deliberate in a way that Crysis’ other weapons don’t.
crysis 3 pc review
CELL soldiers are beautifully-modeled action figures, covered with overlapping military kit.

Invisible war

It’s remarkable how well Crytek’s UK division has made Crysis’ overpowered pajamas work in multiplayer. Migrating the mechanics of invisibility and near-invulnerability into a balanced arena can’t be easy. Online play, like the campaign, does feel more like a renovation than original work. Even one of the 12 maps, Skyline, is a reskin of the popular Crysis 2 level of the same name. But this whole side of the game feels as affectionately made as it did in 2011, and anyone that played the previous multiplayer should welcome more of it.
Some of the mode’s cleverness comes from Crytek worrying more about what’s fun than what makes sense within Crysis’ canon. In multiplayer, the Nanosuit’s stealth and armor powers operate on two separate batteries, not a shared pool. You can cloak and then immediately activate armor mode with no penalty. This wrinkle encourages a heavier use of stealth—armoring-up, bagging a kill, and then cloaking away is a viable getaway maneuver.
What I love about the the ubiquity of invisibility in competitive play is the way it makes seeing and listening necessary skills. The pace of movement in multiplayer—fast respawns, bottomless sprinting stamina—exceeds Call of Duty, but I rarely fall into the tired meat grinder mindset that I usually do in that franchise. It’s mitigated by two things: a killstreak system that doesn’t shower skilled players with ridiculous bonuses (you also have to earn rewards by retrieving enemies’ dropped dogtags), and the need to observe the world around you and absorb every drop of audio to stay alive. The sound design, vibrant and functional as it is in the campaign, clearly communicates threats and events. Footsteps betray enemy positions. Distant, crackling firefights let you know where you’re needed. Metagame accomplishments don’t overpower the moment-to-moment combat. When you penetrate an enemy’s armor, it crunches like a trillion walnuts, an effect that coincides with a shower of neon marbles falling off an enemy’s body.

“The the ubiquity of invisibility in competitive play makes seeing and listening necessary skills.”

Imitating the campaign, multiplayer maps are also sprinkled with the new alien guns. They operate as arena-style power weapons, but their rarity and limited ammo assures that they never grant more than a handful of kills. Their presence doesn’t fundamentally change Crysis’ multiplayer into Quake or Halo, but it does make it more interesting. As does the addition of passive aircraft on some maps. On certain modes, you’ll spot an empty CELL VTOL. It hovers softly around the map like a turret-strapped ice cream truck. Hopping into it makes you a target, but even though it’s as slow as a crippled carousel horse, I loved the platforming challenge of sprinting up a ledge and leaping in before it flies away. You feel like Bruce Willis.
crysis 3 multiplayer
Hunter is Crysis 3′s best multiplayer mode.
Creative mode design also continues to be a strength. Among eight modes, the stand out is Hunter, an asymmetrical, infection-style game type that matches two Nanosuit players against 14 CELL soldiers. Unless they’re hit with an EMP grenade, the Hunters are permanently invisible, with Predator Bows and a bottomless stealth battery. Everyone has sparse ammo. Playing as the prey, CELL, you feel like a bunch of teens thrown into a two-minute horror movie—you’re equipped with a proximity alarm, which pings like a paranoid steel drum whenever a Hunter is close.

“You feel like a bunch of teens thrown into a two-minute horror movie.”

It’s such a wonderful rearrangement of the mechanics. As a Hunter, you feel a ton of urgency, as a CELL, you’re balancing the safety of sticking with your teammates against the potential protection of isolating yourself in a far-off corner of the map and hoping you get ignored. There are also massive body shields in the environment that CELLs can pick up. In my finest moment, I cornered myself with one of these as Hunters encircled me. With my doom a certainty, I threw the shield at a cloaked player in front of me, crushing him with it in a final blaze of hilarious sacrifice.

Post-modern

Even with all the praise I’ve thrown at it, I worry about the longevity of Crysis 3’s multiplayer, based on how people seemed to abandon Crysis 2’s after release. It’s a minor tragedy that people don’t seem to see Crysis as a multiplayer game. They still think of it as the GPU-eating titan it debuted as.
Really, it’s both. Crysis 3 is launching with the same advanced settings Crysis 2 took months to add. That includes high-resolution textures and DirectX 11 support, and all the effects knobs you’d expect: shading, lens flares, shadows, water, anisotropic filtering, and more. Less scientifically, it looks as good and plays as well as anything on the platform. Every particle effect—from the flash of sparks when you pull the trigger on a Typhoon, to the radial detonation of an airburst arrow—is candy coming out of a piñata. CryEngine’s lighting makes mundane corners of the world feel authentic. The score, too, is outstanding, retaining its hints of Hans Zimmer despite the composer no longer being involved. Every moment benefits from the thudding, modern action movie music (that never resorts to dubstep in a search for relevance), songs intermingled with understated electronic sounds.
Crytek hasn’t pushed itself with Crysis 3. Compared to the wonderland that say, Far Cry 3 drops you into, its world is low on moments-of-awe per hour, and on the hours you’ll spent in it: I finished in about nine. The legacy left by Crysis, assuming this is the last we’ll see of the franchise in the near future, is much different than the craterous impact the original game made in 2007. It’s still a terrific, dazzling action experience with a core mechanic that empowers you, and ultimately, this feels more like Crysis 2: Episode 2 than a sequel that deserves your maximum enthusiasm.


Tuesday, March 19, 2013

The Elder Scrolls Online Just Might Be Awesome!



Just to get it off my chest, let me count the ways in which Elder Scrolls Online isn't like Skyrim, Oblivion, or Morrowind – the series’ most recent (and famous) entries. Merchants don't have limited supplies of money, and you don't trudge along as though you're carrying the world once your bags are filled. You can't attack friendly NPCs, and the folks you can kill don't drop the exact items they were wearing. Elder Scrolls Online lets you rummage through most crates and collect items such as skill books, but you can't physically pick them up and drop them at your leisure. Role-play lovers, despair: you can't sit in chairs. Most heartbreaking of all, you can't revisit low level zones and still find a challenge even at the highest levels. That's already a pretty hefty grab bag of caveats that may turn off a chunk of the Elder Scrolls fanbase, but it's a testament to the quality of the work that ZeniMax Online has done here that I felt as though I was playing a genuine Elder Scrolls release nevertheless.
They certainly get the ambiance right, beginning with my arrival on the parched island of Stros M'Kai via a ship in the vein of Morrowind, as well as in the countless NPCs I encountered with fully voiced choice-based dialogue options. Moments of beauty were many, particularly when I made my way to the leafy orcish island of Betnikh around level 5. The serene interface recalls the immersive simplicity of Oblivion's display of health, magicka, and stamina, although number-conscious MMO veterans can activate a more cluttered interface by clicking the Alt button. What little I saw of crafting – cooking, specifically – involved a system of experimentation similar to that found in Skyrim. The questing, too, went far beyond throwaway text to justify killing the pirates of Dwemer I encountered; at times it affected the development of my own story progression. In one, for instance, I helped rescue a thief named Jakarn from prison and then recapture his stolen gem, only to find a grumpy orc named Moglurkal waiting outside the dungeon for us and demanding the return of the jewel. In contrast to other MMORPGs, I had the option to lie about having the jewel, and I took it. Had I not, I wouldn't have seen Jakarn popping in to help me and give me new quests on Betnikh.
My four or so hours of hands-on gameplay in ESO brimmed with moments like these, and the choices felt much more meaningful than the simple light/dark options of Star Wars: The Old Republic. Even better, you don't have to worry about your punky leveling buddy forcing story decisions on you that you don't want to make. I saw this most prominently when a colleague I was grouped with made different decisions as to how to handle a poisoned ship captain; I gave her an antidote and let her live, she let her die. But even though we were grouped and in the same room, I saw events unfold differently, and later, the captain came to my aid when I needed her help. I'm looking forward to seeing how it unfolds throughout the whole game, as I found that ESO offered a rewarding single player storyline that never comes close to ditching social elements so vital to MMOs. In fact, with open mob tagging, shared servers, and spell combos that require two or more players, it promotes it.
Sword Play
The combat feels very much like what you'd find in an Elder Scrolls game; the bad news (particularly for melee-oriented players) there is that means it's subject to the series' signature stiff animations. But here's the thing – I felt as though I was actually hitting stuff. Playing with a sword and shield, I reveled in the familiarity of using my left mouse button to both block and bash for spell interrupts, and immediately found myself holding down the right mouse button for power attacks and merely clicking it for lighter ones. It's fun, but I was dismayed to learn that I couldn't play Elder Scrolls Online as I usually play Skyrim – specifically, as a stealthy archer who whips out either daggers or swords in close quarters. I could use the bow (although the arrow's trajectory looked more like I was tossing it than firing it), I could sneak by pressing Control (although stealth bonuses, I'm told, won't unlock until I've leveled medium armor a ways), but I still found myself frustrated when I couldn't whip out my sword when my quarry finally reached me. For that, I was told, I'd have to wait until level 15 when weapon swapping unlocks.
The concept could work well, particularly since a new action bar pops up every time you equip a new weapon, and Elder Scrolls Online's take on this mechanic offers a far greater range of customization than what you find in Guild Wars 2's similar interface. Indeed, there's another reason why I'm looking forward to trying it out in the future. By far the biggest announcement of the day is that Elder Scrolls Online will feature first-person combat after all, and while my experience with it was limited to watching a minute-long video of an early build set in a graveyard, I loved what I saw, particularly for the promise it holds for archery.
Alas, one reason why the first-person perspective sounds enticing is that I never really warmed to the appearance of the Breton I chose out of the three available races from the Daggerfall Covenant (along with orcs and Redguards). His muddy features suggested he'd be far more at home in Oblivion than Skyrim, but I nevertheless appreciated the way I could make the most minute adjustments to everything from his build to how he squints. Elsewhere, the freedom of development was well-suited to my fairly rushed playthrough to level 7. True to Elder Scrolls (particularly before Skyrim), the three available classes of Dragonknight, Sorcerer, and Templar were more like suggestions than set-in-stone templates, and I appreciated the ease with which I was able to transform my Sorcerer into a bow-wielding, medium armor-wearing ranger. If that isn't Elder Scrolls, I don't know what is.
The Right Moves
It's too early to make judgments, but even in its current form, I could see myself logging into ESO regularly to satisfy my personal craving for more Elder Scrolls content. I'm also happy to see that the design so far seems focused on exploration and questing rather than grinds. There are no raids, after all – "That's not Elder Scrolls," says Game Director Matt Firor – but there are four-man dungeons and three-faction open PvP with sieges in the beleaguered province of Cyrodiil. From the live dungeon run I saw, they play with a dynamism akin to what you find in Guild Wars 2 but with a welcome degree of control, springing Elder Scrolls Online's embrace of the so-called trinity of heals, DPS, and tanks. ”Dark Anchors” – a dynamic grouping component – also open from Molag Bal's plane of Oblivion, but in all honesty, they bore such a striking similarity in both concept and appearance to Rift's titular rifts such that I worry they'll get old fast.
For all the risk that an MMO presents for a franchise that’s been rock-steady in its adherence to the MSORPG (massively single-player role-playing game) discipline, I’ll say this about ESO: I wanted to keep playing. I wanted to find out what lay at the end of an unmarked riddle quest I'd found in a half-buried treasure chest, and I wanted to find adventures lay in wait in the alleys of Daggerfall. All this is but a scratch of what I encountered in Elder Scrolls Online over four hours of gameplay, and if ZeniMax can maintain that drive to keep exploring up to and past the level cap of 50, their creation might just be worthy of the Elder Scrolls title after all.

Monday, March 11, 2013

SimCity Review

SimCity
Electronic Arts' video game SimCity is seen in a handout photo. (March 11, 2013)                                                                                  

"SimCity" has been lying to you. For decades, the legendary city-simulation game has given players the sense that they possessed real power over virtual people. When you played "SimCity" — whether you got hooked by the original game, created by Will Wright and released in 1989, or its many wonderful sequels — you imagined yourself as a city-planning savant who had the power to make life awesome or awful for thousands of hapless simulated citizens.
Sure, they weren't real people, but the genius of "SimCity" was the way it elicited empathy for your digital constituents. When you hiked taxes or shut down a fire station or plopped a coal power plant in a residential neighborhood, you imagined, if only briefly, the tragic consequences of your callous reign. Somewhere deep down in the game engine, a simulated salaryman was losing his job, someone's sim apartment was burning down, and little sim boys and girls were coughing in their sleep. And it was your fault.
But that was all a fiction. In truth, "SimCity's" simulation engine has never had a place for simulated citizens. Instead, under the hood, the game has always modeled the city the same way the Soviets did — from the top down. Indeed, if you looked closely at "SimCity's" screen, you'd often notice cars and people fade in and out of view. "That's because they weren't really there," says Ocean Quigley, a longtime game designer at Maxis, the Electronic Arts-owned studio that makes "SimCity."
"The whole city was just an abstract, top-down, statistical representation of how a city worked," adds Quigley. It was, in other words, a simulated simulation.
Well, until now. Last week, Maxis launched the sixth major version of "SimCity." (For now it's for Windows PCs only; Maxis says it will put out a Mac version this spring.) For the first time, the game does something it has long pretended to do: "SimCity" simulates discrete urban behavior, tracking how each person and object interact. "We now have every car and every person and every garbage truck and every criminal represented by an autonomous agent in the environment," says Quigley, who served as the creative and art director on the new game. "Then we give each of them simple rules about how they should behave — so a criminal goes around looking for a place to commit crime, and a policeman goes about looking for places where crimes are being committed."
The result is incredible. I've been playing "SimCity" and have found it, like every previous version, to be unyieldingly addictive. But "SimCity" isn't just habit-forming. It's also deeper and more realistic than any other sim game I've played. Because previous versions weren't really tracking citizens' activities, the game could only give you limited information about what was going on in your city. In fact, a lot of what happened was just luck, the work of a random-number generator. The new game, by contrast, floods you with real-time data about what's happening in your city.
(Not so incredible: online connection failures that severely hampered "SimCity's" launch. The game requires players to be online at all times, even in single-player mode, and servers were predictably dragged down by a rush of new players. So extensive were the problems that Electronic Arts promised a free separate EA game to those who bought "SimCity.")
In some ways, all the data make the game easier to play. In other ways, though, greater authenticity makes "SimCity" more difficult.
For one thing, as in real life, your city's resources are now finite. When you set up your city, you're shown how much water, oil, coal, wind and other natural resources are available. You'd be wise to pay attention; if you create a sprawling metropolis based on coal but then find you can't buy any once your mine runs out, you'll be in trouble.
There's also now a fuzzier definition of what it means to "win" the game. "In previous "SimCitys" there was one implicit win condition: Manhattan," says Quigley. "Even though it wasn't stated as a goal, that was the goal most people assigned themselves — to get the biggest buildings and the maximum population." In the new game, there are a number of ways to "specialize" your city in a way that might not require huge population density. You can create a place like Saudi Arabia — mining all of its resources and selling them on the global market — or one like Monaco, where the economy runs on tourism and gambling, or Silicon Valley, pumping out electronics all day long.
But the most fascinating thing about the new "SimCity" is the way it sometimes startles you with unexpected events. "In the old model, the simulation would never do something you wouldn't expect," says Quigley. Now, you get what Quigley calls "cascades" between different systems: "So say, for example, a person in a house gets sick. And then they carry that sickness to a factory. And then the people in the factory get sick. Then the factory goes out of business because it's no longer got any workers. And once that factory goes out of business, then the store that it's supplying also goes out of business — and so on and so forth. You wind up with these organic cause-and-effect relationships."
Even though "SimCity's" overall tone remains comic and cartoony, in its exquisite detail, the new game can sometimes evoke much more serious portrayals of urban life. As I was playing, I couldn't help thinking of "The Wire" — "SimCity" mimics that show's God's-eye view of urban disrepair, and in some moments even its crushing bureaucratic lethargy.