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Showing posts with label psp. Show all posts
Showing posts with label psp. Show all posts

Wednesday, February 29, 2012

A Second Look @ SOCOM Fireteam Bravo 3

(Images are taken from Gamespot.com)
(Please note that I haven't been able to play the multiplayer for this game yet. I did buy my copy new but my home wifi security setup isn't compatible with the PSP.)

Fireteam Bravo is back in a black ops mission that has them running around the fictional country of Koratvia. A military regime has risen to take power and threatens the Russian government, their nuclear arsenal, and the world. The story is extremely weak and awfully cliche, often sounding like a rejected script for a Tom Clancy novel. Its best to be taken with a grain of salt and only to give you reason for shooting up rural areas. As Wraith, you are joined by former-team lead Sandman, team member Raven, and newcomer Toro. While a four-man team might seem to be overkill this time around its much needed as enemies are less forgiving, there are more blind corners, and open areas are just begging for your ambush.
Fireteam Bravo 3 was developed by Slant 6 Games, the ones responsible for the previous SOCOM Tactical Strike on the PSP, leaving Zipper Interactive to make mediocre games such as the Online Only SOCOM Confrontation. Throw in a few surprises such as former-SEAL-turned-merc-leader Lonestar making a major appearance, a nice variation in the environments, as well as a wide selection of weapons and you've got the second best in the FTB series. But with all of the improvements, FTB 3 is still lacking in certain areas that make it hard to appreciate.

 See this enemy in the background? Most of them will do this: stand out in the open.

A small amount of tactics can be used this time around with the four-man team, split between Able and Bravo, but nothing that resembles Tactical Strike's advanced, and initially puzzling, two four-man team tactics. Two people can cover a target or a door better than just one. However that's not really the case here as it rarely presents the opportunity to do so. There is very little need to cover targets, use bounding overwatch, or even split the team to open a door. Its more run-and-gun, less planning, and its so painfully obvious that it seems the developers intended it to be so.
The major flaws of the game are more pointed towards the enemies themselves. While there are a decent amount of them scattered throughout the levels, things such as some never needing to reload, the inability for some to find cover, and the way they can pinpoint your exact location after one misfire makes them less like soldiers and more like robots.
Another problem comes from level design. While they do vary nicely, they're just as linear as they've always been in SOCOM games: narrow ways opening into arenas where you're free to snipe and pick off opfors with ease.

The sound is one of the better aspects of this game, with the environmental effects being surrounding and clear. Rain water hitting the roof of a car in the level Grey Dawn is something unexpected and lends to the thought of just how much attention went into sound details. While guns lack powerful sound they do vary in tones. Explosions, however, do pack a punch. They are better placed and more defined than in the previous games.
The orchestral soundtrack is something that comes with the territory of a SOCOM game. Whatever effort has been put into it can be changed by simply adjusting the sound options. There's no reason to have it on since the only time you might notice it is at a scripted moment.
Voice acting can be described as sterile: its clean and clear at all moments. Very little emotion even after two events happen that split the team. There's no confusion, only determination. Sure, they're hardened military men, but I doubt real people stay as stern as these guys when facing odds like in this game.

BOOM goes the dynamite. While there is no TNT in this game, the explosions are loud and clear.

The graphics are definitely amped up for this title. Its a huge step from the first FTB game and as a latecomer in the PSP lifespan shows that the system was capable of graphics comparable, and maybe even surpassing, those of the PS2.
A gradient has been placed over the foreground to give a cold, dusty feeling on some levels  whereas sunny skies and in-doors are without. Cracks in the ground, rocks protruding, lights giving off rays, and even some water effects show that the PSP still has some beef to it. While most edges are squared, its to be expected. It shouldn't distract from the gameplay.
Cutscenes are in-game rendered and what's most noticeable is the mouth movement on the characters. The engine for this game does what it can and does it very well.

 Class photo: Raven, Wraith, Toro, Sandman, and Lonestar.

If you've played the other two FTB games, then you're sure to navigate through this with very few hangups. Its tuned so that it might be challenging only to newcomers. Veterans only need to learn the new button layout and they're good to go. The initial single-player game clocks in at a humiliating 3-4 hours and while there is a decent replayable factor to it you'll just wish more could have been done. With enough attention, you could sweep through with 100% completion on your first playthrough. The custom missions replace the non-campaign missions from the last game but give you very little reason to play them since some last less than 5 minutes.
There's just NOTHING memorable about this game.
Overall, Fireteam Bravo 3 should see our SEAL team retiring with an honorable discharge. Thanks boys, but I don't think we'll need you on the PS Vita.

Keep Playing.

Thursday, June 2, 2011

E3 pre-show! Warning: heavy linkage.

Also: my birthday's tomorrow! I'll be a quarter-century old.

Another year, another E3. I know this is starting to sound like one of the first blogs I wrote on this site and that's for a good reason: E3 2011 looks to be the year of sequels, remakes, and ports. I seriously think the games industry is running out of new ideas for new IPs.

The news is fresh from Konami's press conference: HD remakes of the original Metal Gear Solid games, Resident Evil, and Zone of the Enders. Woop-de-doo. Someone might be wondering why I'm so critical of Metal Gear Solid and I can hear the fanboys getting mad right now. Allow me to clarify why I dislike the whole MGS universe: fanboys. Because of the outrageous nature that some fanboys go through, it makes me want to have nothing to do with any of it. From what I've gathered, the MGS universe is a convoluted story centered around Solid Snake... no wait Big Boss... no wait Old Snake... Raiden?! It can't make up its mind who it wants to follow and if its not one specific character the fanboys go nuts and reject the game at first, then suddenly its Game of the Year material. Fanboys are raving lunatics.

Dedicated? No, I just call it freakin' weird.

However I will give Konami a little bit of kudos for announcing the next Contra, but not a lot for not revealing it. For all we know it could be an FPS Contra that old-school fanboys will get mad about. I'm starting to sense a pattern here....
Along with all of this, Konami is developing a multi-platform engine called the Fox Engine. Really? Fox? As in Kojima's company's moniker? I've had enough. Moving on.

Hot on the trails of the "exciting" Konami news is from the Sony camp. Yes they still exist despite recent circumstances. Not only are they getting the MGS remakes, but they're porting all of the digital download PSP releases, those that were on the PSN, to the NGP, or PSVita as some people are claiming. On top of that, they'll be bringing some new games to their Android-powered device, the Xperia Play. While the BFBC2 sounds good to me, I'm going to stick around and see what the NGP (or PSVita) has to offer. Plus I just bought an Android phone, I'm broke right now.
The NGP will also be getting an Uncharted sequel this year. And I know a lot of people are complaining about the motion controls with the NGP and all I hear is whining about using the back touchpad to climb up a rope. Get over it. Its a new way to play a game and it could be one of your favorites. STOP being so critical over something you haven't even played yet!

A little story happening with Microsoft is that CD Projekt is bringing The Witcher 2 to Xbox 360. So what does this little morsel have to do with all of this? Its a port. Enough said. Moving on.

THQ is headed back to the octagon for UFC Undisputed 3.
Another.
Sequel.

I'm just going to run down the list of sequel games that are being shown off this year:
Batman Arkham City
Saints Row: The Third
The Darkness II
Darksiders II
Serious Sam 3: BFE
Call of Juarez: The Cartel
Starcraft II: Heart of the Swarm (while not exactly a sequel, it is still a continuation of the StarCraft universe)
Silent Hill: Book of Memories
Mass Effect 3 (with rumored Kinect support)
Super Street Fighter IV Arcade Edition (even though they said they wouldn't do any more releases of SFIV)
Rayman Origins
Twisted Metal (reboot)
Gears of War 3
Legend of Zelda: Skyward Sword (its a sequel)
Legend of Zelda: Ocarina of Time 3D (ITS JUST A REMAKE, and some of you will pay $50 for a game you've bought 3 or 4 times before. SAME GAME.)
Tomb Raider (reboot)
Prey 2
Halo: Combat Evolved HD remake (very possible
Forza 4
Starhawk
Duke Nukem Forever
Madden 12 (you saw that one coming)
Deus Ex: Human Revolution
Driver: San Francisco
Splinter Cell 3DS (rumored)
Guild Wars 2
Ninja Gaiden 3
Red Faction: Armageddon
Call of Duty Modern Warfare 3
Battlefield 3
Carmageddon: Reincarnation
Resistance 3
Sniper: Ghost Warrior (PS3 port)
FEAR 3Alice: Madness Returns
Metro: Last Light
FIFA 12
Worms Ultimate Mayhem (rated in Australia)
Trackmania 2
Dragon Age 3
Elder Scrolls V: Skyrim
Tales of Xillia (Tales of... series)
Diablo 3
Final Fantasy V
Might & Magic Heroes 6
Professor Layton
WWE 12
Blizzard DotA

And I'm sure there are a couple of games I missed.
Meanwhile there are three games I'm reluctant to call sequels: Sonic Generations, Age of Empires Online, and Aliens Colonial Marines. While the first two are new games in their respective franchises, I expect them to be more of the same-old same-old that we've played in the past. Aliens:CM has been in and out of development for a long while. I'm not entirely sure if its a sequel to the lackluster Aliens vs Predator game or not.

So, that's the sequels. Let's see how many original IPs are showing up in the next year:

From Dust
Heroes of Ruin
Dead Island
Rage
Bodycount
*Hawken (still in development, they need to find a publisher)

Yep. After 30 mins of searching you can count on one hand the big name IPs that you can expect to see soon. I know there are a few more but, like I said, after 30 minutes I gave up searching.

Seriously. People complain about their being no new IPs for games but they'll buy sequels and remakes left and right.
Its your own faults.
Some of the sequels I'm looking forward to, yes, but its the remakes and the thought that there are very little new ideas being made that disappoints me. I'm sure each of those games will do something their predecessor(s) never did but at their cores, they'll be the same.

Keep Playing.

Sunday, January 23, 2011

My Own Retro hunt

After seeing the Retro Hunter's videos, I caught the bug and wanted to go to a nearby flea market and do a little hunting of my own. After the cold winds, dirt, and lack of food, I realize I may have came up empty-handed after all.

Friday, February 5, 2010

Control Freak: GT PSP: My own thoughts

With my review of Gran Turismo for the PSP I tried to hold back my own personal input from the game, I wanted to deliver a straightforward review. I did add a few examples from my own personal playthrough when I mentioned the driving line and not being familiar with it, but that however was an example rather a personal injection. This blog is just my passable thoughts on the game, what I liked, what I didn't like.
The reason I try to distinguish the game review from my personal thoughts is this: The reader may not like the same things I do. In addition, the reader doesn't know me in real life, so by adding my own thoughts to the review, I taint the reader's knowledge of the game. But without further adieu, this is what I really think of GT PSP. Be warned, it isn't pretty.

GT PSP holds no new tracks, no old tracks, and no surprises. It's a copy and paste job of previous entries into the Gran Turismo series, stripped down so it's small enough to fit on a UMD.

Polyphony Digital: Do we really need 6 types of one car? (i.e. over 6 types of the Mitsubishi Lancer.) That just takes up disc space for other cars that could be used. (GTO Judge? Hello?)
And speaking of the Judge: why so few American muscle cars? It seems like a bit of a biased towards America when coming from a Japanese game developer. 

60 frames per second? Give me 30 and better track design, no pop-ups in the background, and no breakthroughs on the course. I know the PSP can handle better graphics than that.
I'm not trying to say "make a completely cartoon version of GT," I'm saying it's a release on a handheld, time to do something different. Surprise us. Wow us. Make us want to play the game.

Only 4 manufacturers at a time? Like I said in the review: it forces us to decide whether to buy this new car presented to us, or save up for the one we want. That's understandable. Problem is it's almost a rarity if you want a certain European or American car. 19 times out of 20 one of the manufacturers is either Nissan or Toyota. As I said earlier: biased much? 
I started and ended over a hundred races (without playing them) just to get the day count up to get to the next manufacturer set in hopes of finding Subaru or Chevy. 

The last DLC given to us was a set of the high price cars: Bugatti Veyron, Enzo Ferrari, GT by Citroen, etc. Cars that would take us all a while to save up for (not to mention longer to find because of the manufacturer limit). So now I have no need to save up that money to buy a Veyron. Thanks.
As for DLC: Give us NEW cars, and NEW tracks. Heck, I'd settle for old tracks (Clubman Stage Route 5 plz?) if it meant I could do something more with the game.

Why no tournament races or individual challenge races? Something separate from the Challenge Mode presented in the game. I understand it's a game meant to be played in between time periods, but you've got to make me want to play it.

What's wrong with the control stick? There is no sensitivity. I push it to the left just a little and the car fully steers left. I know it can handle differing degrees of motion because it's possible in the SOCOM games. Regardless, the physics are similar to what you find in GT4, making me think a certain department was too lazy to improve upon things.

As for the rank up system: What am I supposed to do? I've tried over 20 laps on each track, with new cars, or cars that I've never raced with, and single manufacturer races, but still nothing has changed. Are there certain hidden requirements for each track? If so, what are they because I'm lost and, literally, going around in circles trying to figure this out.

After buying a larger memory card, I found out that I was wrong about installing the game to the memory. Sure it's faster, but it eats up a lot of the battery, despite what the game manual says. . And you need at least 1GB of space to do so. Funny how the game says you needs over 200MB and the manual says 700MB. Good job lying to us. You also need to have the disc in the PSP in order to play it, much like the PS3.

Overall, unless you really want a new Gran Turismo game, and you don't want to wait until 2015 for GT5, it's a definite recommendation. Just don't expect to find this game as great as you would initially think.
(Ha, now that I think about it, it's been said that you can transfer your car collection to GT5. So if you buy every car then you're pretty much set for this game.)

Keep Playing.
But don't keep playing GT PSP, because I don't think I am.

Sunday, December 20, 2009

Gran Turismo PSP Review + A Note

(All images from Gamespot.com)
Announced a few years ago and released October 1, 2009, "Gran Turismo 4 Mobile" finally sees a release on the PSP this year simply titled "Gran Turismo." (But for clarity's sake, I'll call it GT PSP.) The first thing to remember about this release is an important one: it's not meant to be an 8-hour epic journey through time and space. Many people have complained about the lack of a Career Mode when the bulk of the game is really all you need. It's more a game to be played from Point A to Point B, something to do when waiting for something or someone. It would be frustrating to spend your time completing race after race to upgrade your car as you do in previous versions, thus the upgrade system has been removed also.
GT PSP feels like it's own entry into the series, design-wise the menus make it feel as though it's a whole game on it's own without ever losing touch of the Gran Turismo spirit. With over 800 cars and 35 tracks, you can see why. Excess is always the name of the game. However that excess comes at a cost....



The gameplay is not what you'd expect out of a GT game: the lack of a career mode means you don't have to focus on failure or upgrading your car to a certain level to compete in a race. There is an easy flow to the game. If a player is in the middle of a race and their friend wants to challenge them, they can back out with no penalty, play their friend and retry the race. The player is rewarded with a rank up upon completion of a single player race (however, the requirements for achieving each rank eludes me. I'm not sure whether it has to do with the type of car, number of laps, or both). With a new rank comes a larger amount of money earned. Likewise the more laps you put into each race, the larger the cash income.
Many people have also complained about the game giving them a choice of four random dealerships every other day. It gives you the option to consider whether or not to buy this car you've just found or save your money for the one you want. This will happen often, meanwhile if you can't find the right car you can always race and let the days pass until the dealership is brought up, thus bringing up your rank and allowing you to buy the car you want. Other than the dealership changes, the amount of days have no bearing on the game whatsoever.
The driving style can be changed when selecting a car, from the most realistic of play styles complete with proper drifting, to a style best suited for beginners where the chance of sliding is null.
The car selection screen could have been implemented better. The default view showing your last 100 purchased cars. You can place a favorite marker on up to 30 that you choose and more advanced options are available for those. Make sure that when you buy a car it's one you want, there is no "Sell Car" feature which can be frustrating when you need the extra cash.



The License courses have been replaced with Challenges. Those who are fairly confident in their racing abilities can breeze through most of them while those new to the genre will find that pushing a few limits will complete the task at hand. The reward for completing the Challenges is cash and a new car.
The driving line, an idea taken from Forza (fanboys... read the note below), is helpful in certain aspects. However if a player has perfected a way around a track it can be useless. At times it seems the line can steer you wrong. As an example, I have found my own way of driving around Laguna Seca,
GT PSP feels I should take their line, braking when I'm not used to it, turning into a corner at an apex I don't normally use. There is no wrong in pushing the car to it's limits when racing, but pushing the boundaries of the track will run you off-course often. There is no penalty or slowdown for crashing into another car, sliding off the road or running into a patch of sand or grass, something the Gran Turismo series has never done, and for that you can get away with a few things and cheat.
The UMD game can be installed to the memory stick provided you have at least 700 MB free, this improves load times and, seeing as how this game can take what seems to be forever to load, is preferable. (It should be noted that the GT PSP UMD needs to be inside the PSP in order to play unless you've purchased the game via digital download.)



Graphically
GT PSP could have used an overhaul. Those 800+ cars means the racing tracks have been dulled down to mostly flat surfaces. Graphical breaks in the track area, pop-ups in the distance, and that annoying effect when you're in front of a wall you can see it but behind it there's nothing can be minor annoyances. Graphics whores will have a tough time with this one.
The car details, however, are sharper than one would expect. The car selection detail is better than the one you will find on a race course.
As far as the racing tracks are concerned, you won't find any new exclusive locales for the PSP. All the tracks from the previous versions of the game are included, which can ultimately be tiresome if you've played the console games already.
The PSP can produce some pretty smooth effects, and at 60 fps, it's one of the smoothest. However there is no real sense of speed: 120 mph feels more like 60. Each track will take the same amount of time as they normally would, but the game feels going in slow motion at some points. Despite all of this, it is never laggy. There are no bugs when inspecting a wall or coming off of a jump. It all feels as familiar as it did in Gran Turismo 4.
The amount of cameras has been increased to 4 this time around. They include a front bumper view, an awkward but steady over-the-car view, an in-car driver viewer, and a chase camera. It's a little "something for everyone" and all depends on what the player feels comfortable with.


The audio is clear and precise, however each car, no matter how powerful or different, will sound just like all the others. A constant thrum of noise increasing and decreasing in volume as you accelerate and decelerate around corners. Unless you love the sound of cars the only sensible thing would be to turn the engine volume down and listen to the music.
The ability to choose either the
GT PSP soundtrack, your own music from your memory stick, or a mix of both can be chosen under the options menus.
(As is always my fault, I never listened to the audio presented by the game. I seem to always do this given the option of listening to a game's music or my own. All I can ask is for forgiveness in this area. Although I'm sure some of you will agree that you would also rather hear your own music choices.)

Any fan of the sim racing genre will love this game despite it's flaws.
But If you've been a long time fan of the Gran Turismo series and are hesitant to make the purchase, you can do without, stick to the console versions. Those new to the racing genre who want to get their feet wet will find this a good starting point. At the same time those looking for more depth will be disappointed in how shallow it can really be. It's a bit of a struggle between the pros and cons and only your preferences can sway your opinion.



*A Note About My Reviews*
I would like for everyone to notice that I don't do numerical points, and I try not to suggest "Buy It," Rent It," or "F' It." I merely point out the pros and cons, the good and the bad, the major details and the minor annoyances, laid out flat for people to read. I try not to be biased when it comes to reviewing a game. In the past, just like many others, I've let things cloud my judgment. I realized that that is never the way to portray a game. I also try to never compare a game to another. Ideas and features, however, are fair to talk about. In this case the Driving Line from Gran Turismo was an idea taken from Forza, plain as day. This was done to help those who are new to sim racing games, to give them comfort in a world they are unfamiliar with.
Where Gran Turismo lead the way for sim racing, Forza took things in a different direction with customization, car clubs, etc. Meanwhile GT5 looks to push barriers graphically and play-wise by introducing WRC and NASCAR to the lineup.
There is no doubt Gran Turismo is still the king of sim racing, but does that mean Sony fanboys should discredit Forza and Microsoft for making a similar game? No. Where Gran Turismo excels in certain areas Forza surpasses in others. Does that mean Xbox fanboys should discredit Gran Turismo? Again: no. If it weren't for the original Gran Turismo, the sim racing genre would be less than what it is today.
Never think of these two games as competitors, but rather brothers in a sibling rivalry. They are on different consoles but they both have the same purpose which is to entertain us, immerse us in a zone where 100+ mph is the norm, and let us push our barriers by pushing the gas pedal down.


Keep Playing.

Sunday, November 22, 2009

Little Big Planet PSP demo impressions


(Since this is just a demo impressions article, don't expect this to be a review of the full game. I'm merely skimming over the basics. If you're more curious about the game, try it out for yourself.)

An infectiously catchy song, physics puzzles that won't stress you out, and the ever-lovable Sackboy come to the PSP. But don't doubt the power of this handheld game: it's equal only to it's big brother console version that has made Game of the Year status.

When you first start the demo it installs a small bit of game data to the memory stick, a profile, etc. Meaning once you purchase the full game, you'll have access to your created costumes, unlocked stickers and items, and (more than likely) one level already complete. After a few playthroughs you should be able to find 100% of the items.


Gift of the Grab is the demo level, featuring an Australian Outback style. The mood is easy-going and with no time limit you're welcome to explore things and try out the mechanics. Very simple pushing/pulling done with the Right shoulder button is something that anyone can get the hang of. Simple, easy to complete physics puzzles are just what LBP fans have been craving and what newcomers will enjoy.

Crisp graphics, fogging effects in the background, and smooth animations tie together a perfect handheld title. The pieces of level construction, again as in the console version, look made of cardboard, stitched fabric, and whatever else someone threw together to make a level. In other words: a classic LBP style.

The audio is never clouded with noise pollution. The song included in the demo will either have you humming along for days or making you wish you never had ears, depending on your outlook of life.

Sackboy (or Sackgirl, if you wish to add the wig), already an iconic video game character, returns with his emotions and actions that only he could pull off. The D-pad is used to control the emotions ranging from happy, sad, angry, and scared, means Sackboy is in full form. The customization is small since this is only a demo. Fabric choices of various types, headgear, glasses, hair, clothing, etc. means a small bit of customization to your Sackboy before you buy the full version.


I've heard the level editor is very powerful but not very forgiving. Unfortunately there is no taste of editing in this demo, and that's fair enough. Levels can be swapped and downloaded through the PSPs wi-fi connection, meaning you can expect thousands upon thousands of ideas original creations.

If you've been looking for a reason to dust off your PSP and breathe new life into it, Little Big Planet will most certainly not disappoint you. Along with other games such as Gran Turismo and SOCOM Fireteam Bravo 3, Sony has taken the handheld gloves off by offering players something more than... well... just click this.
Need I say more?

Keep Playing.