Review: Mafia II

2010.09.08

2k Games allows players to experience the heydays of the Italian Mafia with the recent release of Mafia II.

Walking to a mission in a tailored suit holding a tommy gun is a lot of fun.

Mafia II takes place between 1945 and 1951 places players in the shoes of Vito Scaletta, a World War II veteran and son of Sicilian immigrants as he enters world of the Italian Mafia in the fiction city of Empire Bay.  The game plays like a third-person shooter, using a variety of 1950s guns and a snap-on cover system.  The controls are tight and work well for the game and the guns, while inaccurate, feel like guns from that era should.  It is incredibly fun to walk around the city dressed in a tailored suit robbing stores with a tommy gun.

Graphically, the main character models are incredibly well detailed.  As the game plays out like a Mafia movie, expressions on character faces help pull the player into the world.  Most characters have such vivid facial features it is almost like watching real actors on the screen.  However, some model details, such as money or wallpaper are not as well done.  To the point where it may distract players from the details that actually look good.

One thing that may turn potential players off is the fact that he game advertises itself as an open world games, but this is not entirely the truth.  While the player can drive around the entirety of Empire City between missions, however there is almost no point to this other than to buy new clothes from a shop or upgrade your car at a mechanic.  While the open city is a living entity in itself, driving from one end of the city to simply go to a shop at the other can get a bit annoying at times.  Especially since there is no “auto-drive” option, which most open world games lately include.

Just because the police have Vito surrounded does not mean you can not shoot your way out. Or bribe your way out.

Overall, Mafia II is an incredibly fun third person shooter.  The cover system and weapon-based combat work very well for the game.  While some graphical details may not be up to par with most games of this generation, the main character facial features help to bring players into the interesting world.  For anyone looking for a great third person game, this is a great choice.


Review: Bahamut Lagoon

2010.09.02

Hello again, my lovely Lusi-sprites.

Bahamut Lagoon (Bahalag) is a strategy RPG developed and published by Square back in ye olden days of 1996. Like Terranigma and Seiken Densetsu 3, Bahamut Lagoon was not released in North America, primarily due to the decline of the SNES and rise of the Playstation at that time. There is an unofficial English translation available online, however.

Basic combat map and units

The game is set in the sky world Orelus where various floating islands (lagoons) exist and vie with each other for power and control. In the prologue of the game the player bears witness to the fall of a kingdom named Kahna at the hands of the Granbelos Empire (aka The Bad Guys). Granbelos has swept through the skies of Orelus, conquering and subjegating lagoon after lagoon. After the fall of Kahna and the death of their King, some of Kahna’s survivors band together to form the Resistance. Anyone who has played Final Fantasy 6 likely knows how this all goes. The Resistance is a rag-tag group comprising ex-military personnel, a few average joes, and some quirky little beings called “Mini-Devils”. As the game progresses, they liberate various lagoons, gaining new allies and new playable characters, all under the leadership of Byuu, the leader of Kahna’s famous Dragon Squad. Byuu is a reluctant leader, and the player is left with the impression that if he were not harboring secret feelings for Kahna’s princess, he would be happy to just sit back and be a grunt.

At the heart of the story is Kahna’s aforementioned surviving princess, Yoyo. Before anyone asks, yes you can rename her to something slightly less stupid. Yoyo has been kidnapped by the game’s primary baddy, Emperor Sauzer. Yoyo has inherited the power to commune with the Holy Dragons, mystical dragon-gods who are supposed to rule over and protect their respective lagoons from another dimmension. Sauzer, being your typical power-hungry baddy craves this power and plans to steal or manipulate it from the princess. She is rescued early in the game by the Resistance, and tags along with them, using her powers to help liberate the other lagoons and acquire the power of the dragons to hopefully oneday defeat the Empire. Of course it cannot really be so simple. During her captivity she and General Palpaleos, best friend to the Emperor meet and fall in love much to the dismay of poor Byuu. As with any decent Square RPG, the plot takes various twists and turns, all is not as it appears, and the final act has little to do with the original Bad Guys.

Attack mode, kinda pretty

Gameplay-wise the game is wonderfully addictive. Most of the game is spent in turn-based strategy battle mode. Your playable characters are separated into squads of uip to four characters with a maximum of six squads total. The squads themselves are customizable and require some strategic planning. Attacks can be made against enemy units by standing next to them and attacking, which allows for one round of typical menu-based combat where each character takes a turn. Attacks can also be made from a distance, by having the squad select one ability that at least one squad member knows, and using it against an enemy unit or units in range. These attacks are more effective the more squad members know that ability. For example, a squad of four Wizards can cast powerful magical attacks from a safe distance, but they sacrifice diversity, and can struggle in close combat.

Dragons are at the heart of the game’s battle mechanics. A squad is bound to a particular dragon, and as only six dragons are available in the game, there is a maximum of six squads available. The dragon exists as its own unit on the battle map, and can attack enemy units using a decent AI to control movements and attacks. Certain statistics of the dragons affect the squads directly. For example, if you feed the dragon items that boost its Ice attribute to say, level 3, that means that squad members bound to that dragon can use level 3 ice attacks (if that character has any ice attacks). It is important, therefore, to choose squad members carefully, then carefully assign their dragon. It is also important to cvarefully manage the items that dragons eat. It is more efficient to feed Fire to one dragon, Ice to another, Poison to another, etc. However the player may opt instead to diversify and level their dragons up slowly, but equally.

Oh yes, please do, sir!

The last item of note is the game’s translation itself. The characters are … quirky. There is some filthy humour in the game that likely would not have made it past a localization team in the mid 1990s, but really gives the game a lot of its current charm. Porn magazines, inappropriate touching and lustful looks between males (how scandalous!) All in all, an enjoyable tactical RPG that does not take itself too seriously, or think for a minute that anything other than the gameplay is the driving force behind the game.


Review: Scott Pilgrim vs. the World: The Game

2010.08.25

Ubisoft Montreal brings the popular Scott Pilgrim comics to video game form with the recent release of Scott Pilgrim vs. the World: The Game on the XBox 360 and Playstation 3.

Most of the attacks are very over the top and fun to watch.

Pilgrim places players in the strange world of the comic books of the same title where video game references are a normal thing.  The game’s story revolves around Scott as he battles his way through his new girlfriend Ramona’s seven evil exes and the waves of troops they throw at him.  The game plays much like an old-school side-scrolling brawler allowing players to learn new moves and level up with the defeated enemies.  Enemies also drop money which is used to upgrade the character’s stats or buy food to recover health.  Players can choose to be either Scott, Ramona, and their friends Kim and Steven.  Each character has their own special move sets and special weapons to defeat the enemies.

One of the best parts of the game is the fact that it is chock full of videogame references.  Veteran players will recognize lots of little nods to games of the past, such as a certain boss who grants Scott an extra life once defeated and one character owning an establishment known as “The Chaos Theater.”  Not only are the graphics in the 8-bit style of classic games but the world map screen is similar to Super Mario Bros. 3 and it even recreates a few assets from the game.

The game also includes a co-op multiplayer mode, where up to four people can battle the enemies together.  The only strange thing about this mode is the fact that it is only an offline mode and no online co-op modes are included.  While the developers have stated in interviews that this is out of respect for the “retro” feel of the game, this reviewer feels it is a bit of laziness on the developers part to not have an online multiplayer.

Often players will have to battle against tons of enemies all at once.

Overall, Pilgrim is a great downloadable title for a great price.  The old-school feel to the game and the many videogame references will keep both new and veteran players happy during their semi-difficult play through.  While the offline multiplayer is still a lot of fun, it could have been so much better by simply adding the ability to play online with friends.  For anyone looking for a great downloadable game, this is a perfect choice.


Review: Final Fantasy XIV Beta Impressions

2010.08.20

Editor’s note: Lane is at work and will have pictures later on today when he can access his screenshots should not make promises he cannot keep; his screenshots apparently did not take and he is too tired to do them again, so here are some pictures he stole from Google.

Why does Square do it?

Obviously, they are staffed by capable people. The most depressing thing about Square games is that they appear 75% finished, as if a massive push were made to build a really great game about 3/4s done, and then work stalls, and what limps to the finish line is an 80%-finished game passed off as “acceptable.”

Final Fantasy XIV Logo

Long post condensed to one sentence: the game is nowhere near ready.

I realize Square’s PC front has always been secondary to their console market, and that they may be largely unfamiliar with PC architecture and design optimization… and while that may have worked back in the late 90s for the computer versions of FFVII and FFVIII, it should hold no water now that we are almost to 2011.

The decision to beta test Final Fantasy XIV is a good one; Square has legions (untold legions) of loyalists that embody the video game fan. Blindly devoted, consumed by Square-Enix fanaticism, these hordes will descend with a bubbly, shiny faux-Japanese wrath on any that dare criticize the Great Master.

But it has to be some sort of demented, masochistic relationship. No one would bow to such an unforgiving, uncaring master without a serious jones for self-flagellation.

But I wonder: what is being done with the beta?

Long story short, I was one of that demented legion in attempting to secure a beta key. Unlike most people that just want their shinies early, I honestly wanted to test out the game and see if I could improve it. I have always liked Square-Enix, as a company, and find that despite their flaws as a game company, they can usually cook up one hell of an immersive world. As I said, Square always starts strong, with the basis of a world dripping with promise… and manages to squander that capital with pointessl minigames, grinds, overused cliches, graphical glitches, bad translations… you name it, it can happen.

As was problematic with both of Square’s other online MMO properties, Final Fantasy XI and Fantasy Earth Zero, the game interface is just not designed correctly for an online game.

Menus are bad.

Say it with me, Square. It is the only way to heal.

Menus are bad. Submenus doubly so.

Point-and-click is a terrible interface for consoles. It is even worse for computers. It may have worked for LucasArts in the 80s, but this is 2010. Point and click is bad. If I cannot operate a menu with the keyboard, there are problems. If I must rely on the mouse, the slowest, laggiest piece of shit human input device hooked up to the computer, things are bad.

But I get ahead of myself. What follows is the Epic Chronicle of the Beta: The Limsa Lominsa Years.

Sitting Down With Final Fantasy XIV

Sunday, August 15th, 2010. Around 1:00 post meridian, Central Standard Time. Scene: the living room of Lane’s house. All is quiet; Mrs. Lane is taking a nap in the bedroom. Spazcat the Wonder Kitten is tucked away on some elevated perch, surveying which of her stuffed animals shall meet its grisly fate next. The TV is dark, the fridge humming softly. Only the soft glow of a laptop screen lights the shaded interior of the house. Soft blues, whites and greys bounce cheerily from the screen, casting shadows and creating stark relief with the grimly intense face of one Lusipurr.com reviewer, Lane Haygood. He stares determinedly at the screen.

“Reveal your secrets to me, File Planet.”

But the repository of gaming frustration known as “the FP” is silent; the IGN-based network lets no trickle of information slip from its grasp. Its moderators are silent as to when the beta key giveaway will commence. But Lane knows something. He knows that he must be vigilant, for in a mere few seconds, the Final Fantasy XIV beta keys will be gone into the hungry digital, cheeto-stained maws of a thousand ghastly ghouls.

The Races of Final Fantasy XIV

The races of Final Fantasy XIV

He sees the message: “beta keys up in a few sec…” but he cannot pause to read. No, it is off to the site. Click. The next page. Information auto-filled. Click the checkbox… and… beta key, bam, right there on the screen! He cries in joy. The cat leaps from her hiding spot and bolts into the other room. His wife, startled, emerges bleary-eyed and wielding a bat. But Lane does not notice; he has succeeded in his mission. Now, he can provide his dear and constant readers with the news, opinions and shinies they crave.

This fanciful retelling of my attempt to secure a beta key was actually not embellished. I also know that it took approximately 10 seconds for them to run out of keys. We are fortunate, dear and constant readers, that my Internet connecon chose that moment not to lag.

Sort of.

After activating my beta account, I abandoned the Mac-y goodness of my laptop for my stolid PC workhorse. I ran the FFXIV benchmark application, just for S&G, to see how this thing would hold up. Two years ago, this computer was a gaming beast. It has a 3.0Ghz Core 2 Duo, a 1GB nVidia 9600GT GPU, 4 gigs of DDR2 RAM, and a speedy XFX motherboard to haul all that data around in. I never benchmarked the thing with Crysis, but I have yet to meet a game that cannot be played at 1680×1050 with the settings cranked up to “melt CPU fans.”

I got fair-to-middling scores on my FFXIV benchmark, just over 2000. Not terrible, but it left me thinking, “Square expects normal networks to hold up to this kind of abuse?” I mean, an 11GB install file was not the worst of my troubles for my bandwidth. That is still a lot of client-server communications!

To grease the skids for this, some actual hacking of my router was required. Whereas most commercially-available networking hardware will keep a few common ports open for back-and-forth communication, and most commercially-available firewalls provide easy configuration for programs, FFXIV and its associated updater client require quite a few ports to be open. Opening them is a simple matter, and once I did, I saw my client download speed jump from a shockingly terrible 3kbps to over 600kbps. I shudder to think what would have happened had I not turned on uPNP and forwarded the right points.

Once everything was installed, a process that took about as long as one would expect, I began to play.

The game opened up in windowed mode.

I hate playing games in windowed mode.

Windowed mode was created by perverts like SiliconNoob so that they can look at paizuri hentai while playing the latest Tales game. Lusipurr himself uses it to write Pokemon slashfic while recording the podcast. Those recording glitches? Those were just the times when he was too involved in hot Psyduck-on-Psyduck action to bother paying attention to Skype.

But, OK, I think, I will just change that setting to full scre…

Well, what if there were no option to change? I suppose that playing a game in a measly 1280×720 for a beta test is OK. My framerates will go up.

The game starts off as one would expect, with the classic Final Fantasy theme being played, goofy all-white screen with stylized logo, and then it is off to character creation.

Square boasted “lots of options!” for character creation, and I expected something with sliders and tweaking, much like one could do in Dragon Age or Mass Effect to create a truly unique-looking character.

Nope. It is presets. And not even a large amount of presets. About what one would expect from WoW, which is to say, a six-year-old game.

Gross.

Anyway, the standard complement of races is there: the human stand-ins (though I was pleased to see that Square is not shying away from allowing players to create non-white characters), the elf/dark elf stand-ins, the ugly-cute mini-persons, catgirls, and large, burly bear men. At least there are no bagaa. Yet.

As near as I could tell, the race was purely cosmetic, so I fired up a trust human, outfitted him with some dorky looks, and went on to choosing a class.

The Armory system will be discussed further in, but a brief overview of the class creation is necessary. There are four broad categories. Whereas one might be tempted to say, “tank, melee, ranged, healer,” one would be wrong. They are “physical, magical, gatherer, crafter.”

That is right, gatherers and crafters represent separate “jobs,” if one will, rather than simply sub-skills tacked on under a character class.

For a PVE MMO, this seems weird. I would buy it in a social MMO like Second Life, but if the goal of the game is to fight monsters, then being a class that can somehow aid in the fighting of monsters is important. I assume that a Blacksmith could whack a rat with his hammer, or a Carpenter perhaps use some sort of saw. After all, Cid fought with Wrenches, so…

But I could not bring myself to make a gatherer (fisher, miner or herb-picker) or a crafter (one of a long list, but think of the basics: armorcrafting, leatherworking, blacksmithing, tailoring, alchemy, cooking). Spending my initial leveling experience sitting in the middle of the street making arrows seems stupid. It is stupid. No one wants to level that way. Except gold farmers.

So I checked in to meatshields and pew-pewers.

For magic users, there are a whopping two choices: thaumaturge (mage) and conjurer (some sort of hippie). Apparently, both serve roughly the same function of being equal parts black and white mage. OK.

To be honest, this seems a little anemic for one of the iconic Final Fantasy classes. I know that the job bank contains Black, White, Red, and Blue mages. I know that each has there spheres of specialization. This largely cosmetic differentiation between casters is… lackluster? Trite? An insult?

So being a magician was right out, which is for the best, because I hate playing casters. Off to the wild world of melee!

Final Fantasy XIV Combat

The combat system is plagued by interface lag and poorly-thought out mechanics.

As a “Disciple of War” one can be a Gladiator (tank), Marauder (plate-wearing DPS), Pugilist (hand-to-hand fighter), Archer (please do not make me explain that one), or Lancer (weirdo mid-range fighter that has a goofy outfit).

Because the Marauder looked like some sort of cast-off from the gay porn spoof of Pirates of the Carribean, and the idiotic puffy sleeves on the Lancer turned me off, I took a look at the remaining classes. The Pugilists quick speed and flashy animations drew my eye, but I could not abandon my roots, and chose to make a Gladiator. Awesome. I get a sword! All is right with the world. After picking a name, a birthdate (really?) and a patron god, I was ready to adventure! It should be noted that these last options are not explained. How they tie into the game mechanics is a question I would like answered.

Into the Game

The game starts off with a rather detailed cinematic. Players are treated to a view around the hold of a ship. A United Colors of Limsa Lominsa ad on the high seas. There are people of every race and nation just sitting there… except for the player character. The PC is hallucinating, probably from some bad grog. Hearing voices, the PC gets up. At this point, players can talk to such engaging NPCs as the “Voluptuous Vixen,” who is neither voluptuous nor vixenly. Once players realize that nothing of interest will ever happen, they can exit by walking up to the big doors. A prompt appears, “Are you sure? Once you leave, you can never come back!”

Oh, as if things were so interesting down here! I can run around a whole six feet of space! What joy!

Fuck off, game, I am cheesing this place.

Stepping outside triggers another cutscene. This time, the Player Character has visual hallucinations of fire falling from the sky. She or he is engulfed by a wave of fire… only to find out that when tripping balls, one can mistake a wave of sea water for fire. Apparently there is a bad storm, and our landlubber PC just cannot hack it.

Thankfully, a helpful catgirl is there to tell you to get your ass back belowdecks where stupid people belong. Of course, the PC does not listen. She or he watches in dumbfounded horror as the ship is beset by floating jellyfish.

Inquiring minds might ask, “why floating jellyfish?” If we are on the open sea, it stands to reason that floating would not be a trait evolved by jellyfish, since jellyfish floating above the ocean would be stupid. But we are in the open sea, and now there are floating jellyfish.

Never you mind, says Square-Enix. Just realize that now is the time to fight. Whether this was meant to be a tutorial, I could not tell. There were not any actual helpful tips. But I figured out soon enough I had to kill me some floating jellyfish, so off I went.

Targeting is a nightmare. In most MMOs, targeting can be accomplished in one of two ways: clicking on the enemy (good) or using the tab key (less good). Tab targeting is sometimes unreliable, but in a well-made MMO it will at least select only things the player can attack. Pressing tab in FFXIV will first select the player. Thoughts of suicide are, sadly, not entirely foreign to the situation of playing the game, so perhaps this was intentional.

Clicking is more difficult. Better MMOs will provide an enemy nameplate, a context-sensitive area of the screen where clicking will produce an instant target. This is necessary because TIME AND SPACE and their magical properties intervene between MY COMPUTER, to which my mouse is attached, and the SERVER which actually tells my computer what the fuck is going on. If I click a floating jellyfish at Point A, by the time my command is actually relayed to the server, the jellyfish has floated to Point B. Result: no targeting!

A nameplate solves this: clicking on the nameplate says, “fuck wherever the sprite is supposed to be, target that bitch whereever he is and fire the fucking missiles.” But, no. There are no nameplates in FFXIV. One must bash the tab key to target.

Once targeted, the player then enters “Active Mode.” In “Passive Mode,” players cannot attack, but they can talk, or walk around slow as fuck. Seriously, walk-speed in MMOs is annoying. But to activate “not limp along” mode, one must sacrifice the benefits of HP/MP regeneration and not walking around with a hard-on for violence. Once in Active Mode, though, an action bar appears! Well, that was a neat UI trick. I think I like it.

I have but one attack. No auto-attacks on top of which to layer my specials. All attacks must be chosen. OK, not a bad system.

I press “1″ signifying my desire to use “Heavy Blow.”

Bunkum.

I press 1 more insistently. I click the #1 spot on my Hotbar. My Stamina Gauge, which I assume (since I have not been told) is my special attack resource, is full. I can see the projected Stamina cost of my Heavy Blow attack. I have enough. Nothing.

I leap forward and slash the Jellyfish, doing respectable damage. “OK, something worked.” I frantically repeat my process. Wait. Wait. Jellyfish attacks, doing massive, painful damage. But thankfully, my catgirl friend heals me. Some big lout with an axe stands there and watches.

“A little help?” I ask. My cries fall on deaf ears.

Another slash! More health drained. I think I am getting the hang of this! When pressed, an attack is queued, and then when my next attack period is up, I will perform that attack. What is the attack period? How is initiative negotiated? Not a clue, but this is annoying. Turn-based combat is fun in single-player games; in an MMO it is stupid. I also should be able to queue up several attacks at once. For instance, later in the game I would learn a standard fire damage + slashing damage attack with my sword. It sure would be swell to use that as an opener, apply a damage-over-time effect from the fire, and follow up with my main attack. Pressing 2-1 should queue that right up.

But no.

Pressing 2 will sometimes queue up the fire slash, but only after it activates will I then be free to indiscriminately press 1 until my normal attack happens.

When pressed, the buttons seem to “elevate” off the hotbar for a bit, turn bright, and then fade back down, sometimes with a cooldown indicated. Again, I like this system. I ought to be able to see my queued actions, maybe make substitutions later in the queue if I need to. It could be an engaging system of combat, where I keep a constant barrage of a rotation ready to go. Very strategic and less frenetic than most MMOs. A nice change of pace.

Except that I do not think that is what is happening.

I think it was meant to be a hotbar just like every other MMO in existence. Except… the interface and server lag is so horrible it only looks like a turn-based fight. It really is real-time, it is just that “real-time” is a slave to the horrors of bad networking and buggy, unoptimized code running rampant. I made a post on the official fansite asking, “Am I just stupid?”

The consensus was, “no, that is how it works for now.”

I might buy that system in an alpha, but we are a month away from release, and the basic combat mechanics still are not handled right? Ooh. This looks bad.

Anyway, after dispatching the jellies, we are treated to (guess! guess!) another cut-scene, this time with Leviathan (seriously, call it a sea serpent all you want, I know fucking Leviathan when I see him) leaping over the ship. Catgirl thinks this is cool. I think she’d be hot if it were not for those damn ears.

Quick cut. It is daytime, the sailors look haggard, but there is land in sight! Rejoice!

Limsa Lominsa And The Curse of the Deadly Menus

We land, and disembark into the land of Pirate Talk Cliches. Seriously. Landlubbers ahoy. Scallywags. Salty dogs. Slick legging.

OK, I made the last one up, but it has to have crossed someone else’s mind.

Whatever, I’ll forgive it. I will even forgive the lack of voice acting in the NPC dialogues, but not even a cursory, “can I help you?” or “For the Horde!” when I click off is disturbing.

It is also difficult to follow NPC text. The chat window sits a bit obtrusively in the bottom left corner. It can be resized, but not moved… and the NPC chat window, which opens at the bottom of the screen, is partially covered by the actual chat window. All NPC text is also repeated in the chat window, making it a little hard to read.

Also, one cannot use the mouse to advance NPC chat. At all. Have to press Enter, which is just as buggy and lag-filled as hotbar-based combat.

Anyway, once inside, the owner of the inn will give players their first quest: go to Camp Bearded Clam Rock and do a levequest.

As to “how the fuck do I get to Camp Beared Rock,” they say, “look at the map!”

OK, I think, maps are cool. I press “M,” the universal key for a map. A map appears! Great success!

About ten seconds later, things appear on the map. I see some guilds, chocobo stables, whatnot… fairly self-explanatory. But no “Camp Bearded rock.” I try to pan and scan, no good. Until I figure out that the IJKL keys control map scanning. Whatever, I can live with that, I suppose.

Then I find out that this map is only part of LL; the “Upper Decks,” specifically. Apparently the gate to Camp Bearded Rock is on the Lower Decks. How do I get there?

Menus! Delicious, non-anti-aliased text-filled menus! Click on “see other maps” produces a list of places I cannot go, but luckily, under the first sub-menu I clicked I found “Limsa Lominsa Lower Decks.” Excellent! Now how do I get there?

I wandered around the whole city for an hour looking for a staircase. What did I have to do instead? Walk ten feet from where I started to a lift. But then… how do I use the lift?

No buttons. Cannot walk into it. Clicking on it produces nothing. But I see others using it, so there must be a way.

That is when I notice that a small bubble has appeared at the top of my screen. I click it, and… MORE MENUS!

This time, it opens up the main game menu (with such esoteric titles as “attributes and gear” and “actions and talents”), with a special context-sensitive button that says, “Use lift.”

I press it, and… MORE MENUS! I get to choose between “Cancel” and “1. Chocobo Stables.”

Gee, game, I wonder where I want to go.

A brief jaunt out of the city later, and I am at CBR. Once there, I know I have to click the big shiny crystal, which opens up another bubble-context-menu, with several new choices. Apparently I can initiate a levequest (what I am supposed to do), read an entirely unhelpful tutorial, or do some other shit. I did not really pay attention. I initiated my levequest, and…

“Kill 3 rats.”

Fuck. Off.

But I did not quit, oh no. I soldiered on, for the sake of my readers.

I found my rats (my minimap pointed me right at ‘em), and proceeded to beat my head against the keyboard until three rats were indeed dead. At which point, the fabric of space and time itself rent asunder, and I was able to teleport back to the Bearded Rock. I received 100 gil for my troubles, and then teleported back to the guy that gave me the quest. “Coolio,” he says. “Now go give some fish to the cooks.”

Off to the cooks I start to run, before I realize, “I do not know where the fuck I am going.” And the map is unhelpful. It has names like, “The Hyaline,” which is a shop that sells… clothes? I think? I am not sure. I have managed to find the weapon store and the potion store, but there is precious little explanation of what and where they are.

I did find the cooks’ guild, though, and after another cutscene, I was reintroduced to my catgirl friend. Apparently, she thinks it is a big deal that we saw Leviathan. No one believes that we did. She acts all mysterious and leaves, and I am sent off of the Musketeers’s Guild.

And that… seemed boring, so I went back to the inn, and picked up a few more levequests. I did not want to chase catgirls. I wanted to gain some experience, learn some new skills, maybe buy some better gear… but no, all I got were more “kill 5 giga-sheep and hump a dodo” quests. Fuck that.

No lie... giga-sheep.

A Kiwi's worst nightmare.

I finished the quests, some of which made me run around the whole fucking zone to round up giga-sheep, and got my money… but I could not find anywhere to spend it. Also, it is 2010. It is very annoying to not be able to jump or jump down the sides of a hill. I should never be prevented from moving up a hill by the lack of the ability to jump. It unnecessarily adds to the amount of time I need to move around.

As I leveled, I occasionally gained new skills. In most sensible games, putting them on the hotbar uses a complicated “click + drag” method. This was apparently too easy for Square, who decided that instead we must choose and equip a limited number of skills at all times, and create a laggy, menu and submenu laden interface for doing so. The system is non-intuitive and, quite frankly, too slow to be pleasant.

Most of the menus in the game fall in this fashion: no explanation given, not bound to sensible keys, and entirely driven by context-sensitive mouse placement that will often change the screen without the need for input from a player. I suppose that on a console, using a controller, the system might be passable, but on a keyboard and mouse, it is a nightmare.

Graphically, the game is “adequate.” I would not say that its graphics are any better or worse than current pay-for-play MMOs. Certainly it is not as cartoony as WoW or as dorkily “gritty” as WAR, but the graphics are serviceable DX10 textures. Animations are fluid, if there is a bit of judder and artifacting. Framerates on my computer hovered in the mid-30s, which is more or less acceptable. But it did not wow me with flash. The graphics compare to Age of Conan, which suffered from the problem of being too intensive for a network game. Sorry; those are the breaks when it comes to MMOs.

I dicked around with the video settings, but I saw neither an appreciable difference in frame rates nor a reduction in server and interface lag.

I even tried out several severs, including the high-population “Shadowlands” (nearly unplayable due to lag) to the decidedly more friendly “Exdeath.” Still, even on low-load servers, the lag, specifically in the menus and in combat, is terrible, far, far worse than it should be in a game about to be released.

Arms and Armory

The job-switching system of Final Fantasy has been a mainstay of the series since the early days. “Job” is largely defined not by making a selection but by what the player has equipped. Of course, different jobs must still be leveled independently (though a basic “physical level” remains the same across all jobs). Thus, the idiot that starts a Fisherman may go and buy a sword, and ipso-facto, Gladiator! This presents… interesting… choices for leveling, but I still wonder why gathering and production skills are referred to as “jobs in their own right, and not simply subclasses of skills that can be learned, a la Runes of Magic.

Leve Me Alone!

The “guildleve” and “levequest” system, touted as innovative, is… really just an updated version of the Turbine/Dungeons and Dragons Online system. Get quest, go to quest start, queue up the appropriate difficulty (from solo to legion!) and get started. Imagine if with every quest in WoW the questgiver asked: do you want to solo this for green rewards, or go get a full raid for a chance at some rares or epics? Sounds like a neat system, and it is… but so far, the leves that I have been given have all been kill/collect quests. I do not feel like a single one of them has advanced the story line.

And what about factions? I see lots of stuff in there for building my reputation with this faction or my patron god, but no explanation for what that is, why it is beneficial, or what I can do with it. The ever-present carrot of MMO gameplay, phat lewts, are also in short supply. I could not even purchase a new weapon at the weapon shop! What fun is it to go and kill ten rats if I am not getting a sweet new shield at the end of the quest?

At least level advancement comes quick and often, but it seems like there is a minimum of player choice involved. New skills are simply acquired and equipped. There is no need to visit a trainer or select a skill upgrade. There is hardly any notification at all. Also, the experience bar and other related information is often hidden in… did somebody say menus? I heard menus! Menus! Lots and lots of menus!

UI and Controls

As longtime readers know, I am an absolute fanatic when it comes to a snazzy user interface. The best things about Lua-based games are the ability to create interface mods to replace the invariably shitty default UI with a usable one.

FFXIV does not use Lua.

Still, the UI elements are at least all movable, except for chat windows.

The game handles like a big rig with out-of-alignment tires on a slippery mountain rode while a rabid weasel attacks the genitals of the driver. The WASD layout is clunky, the lack of jumping makes movement awkward, the hotkeys are arcane, and the action bar responsiveness is just somewhere above Shawn after a three-day Pokemon binge. I cannot think of a worse playing experience on the computer. This is even worse than Fantasy Earth Zero, because at least in FE0, one can jump.

WHAT DO NOW?

By now, dear reader, you have either decided that I am a heretic and deserve the cleansing fire of the pyre, or are heartbroken that once again Square has summoned Gor the Ravenous from the Nether Pits to devour you again, and again, and again with their callous indifference. If you are the former, your Square Defense Force captain has called, and apparently some Namco hoodlums were seen as burning a moogle in effigy somewhere and you all have to go and rescue it.

If you are in the latter, let me say this: unless it really, really matters to you that you be a very early adopter of the game, skip it… for now. The problems with the game, though structural, are fixable as well. Lag could be reduced (drastically, with some code optimzation). Graphical assets could be scaled down. Combat can be fixed, and unintuitive game elements can be explained. If I know Square, the winning story is there, it merely lurks under layer and layer of unnecessary obfuscation.

At this point, I like the world and its promise enough to say, “Wait for the PS3 version.” Likely, the controls will be better suited for the PS3, the game’s response time better, and the overall experience better. And if not, by then, hopefully Square will have patched the game significantly.

The most heartening thing I could hear between now and September 24th is, “we are pushing back the release.” The game is not ready yet; it is very much a beta, and while I will be doing my part to document these flaws on the beta fora, I am not sure if Square really has it out to make this a true beta test, and is instead using it as more of a hype-generating machine. Which is sad, because Square is beyond having to play these sorts of games with us. We want to be loyal to you, Square, but you cannot keep abusing your fans this way.


Review: Fantasy Earth Zero

2010.08.13

Square-Enix hates computer users.

I get it, they are primarily a console company. Wunderbar. But every computer game they make is a nightmare to play.

See, dear readers, I often subject myself to potentially painful experiences for other’s sake. In this case, I subjected myself to Square’s free-to-play PVP MMO, Fantasy Earth Zero.

Fantasy Earth Zero boasts cool graphics, interesting gameplay, and all the accoutrements of the Asian free-to-play model: a cash shop that is 100% required to play and enjoy the game.

Fantasy Earth Zero delivers on exactly one of these promises: the cash shop.

I am by no means short of cash, but upon reading that a 15 minute wait would be imposed for using PayPal or Google Checkout instead of typing in a number from the back of a card purchased in the supermarket checkout line, I thought to myself, “Lane, Chris Hansen is going to be mad at you for playing this game.”

Screenshot

Ganked from MMOSite apparently.

I understand that the F2P model is attractive to younger players because it costs less money (at least until the cash shop is involved). I understand that kids can probably beg a $10-$15 card off their parents in the checkout line, which will give them a considerable amount of in-game microtransaction points.

But I am nearing twenty seven in a month, and it is unseemly that I play a game dominated by younger people. The lack of mature play is further dampened by the PVP focus of the game. PVP attracts thirteen year old boys of all ages.

The graphics are substandard, even by my relatively low MMO standards. I do not mean that the graphics are necessarily bad, but they make me look fondly on Final Fantasy XI‘s graphics. Square is never known for producing games that are high in the eye-candy department, so I was willing to forgive this…

Until I started trying to play the game with the keyboard.

For such a badly-designed game, I actually have a fond spot for the UI. It is neat and useable, except in terms of the special attacks necessary to play the game. There is a single attack button (the left mouse button, which one will click with a Diablo-like fury) and a set of possible attacks that are bound to the mousewheel. Selecting attacks means scrolling through them, or in the alternative, pressing a number key to activate that attack.

Whereas in another MMO, like WoW or WAR, simply pressing the button is enough to trigger the attack. I found this two-step system to be unnecessarily clunky, and actually found myself hindered by my competence at playing MMOs. I would be on to my next button press by the time my mouse click went through, resulting in many missed attacks.

Combat also suffers from terrible lag, despite my relatively low latency and excellent framerate. A main feature of combat involves using strafes and jumps to dodge incoming attacks. But because of interface lag, there is no way to overwrite the current command. Therefore, if a player clicks “attack” but suddenly needs to dodge, the entire attack animation must cancel before evasive maneuvers can be taken.

Other MMOs do not suffer from this conceit; it is possible to jump around one’s opponent like a demented monkey in WAR, for example, and use all instant cast attacks while on the move. Not so in Fantasy Earth Zero, despite having a heavy PVP focus. Again, this penalizes people that have developed skills playing other PVP MMOs. Good for the kids with the 7-11 bought microtransaction cards, bad for grumpy lawyers.

So the gameplay is balls, the polygons are blocky, and the style screams early 2002 anime… what good can we say about Fantasy Earth Zero?

Not much, I am afraid. However, should you wish to have a relatively low barrier to play, the cash shop offers really cool weapons and armor available at levels players will have achieved by finishing the tutorial. Some say “naked greed,” I say, “would be cool if I did not have to wait 15 fucking minutes to get my microtransaction points!”

Screenshot Two

The UI is very functional, but it cannot save this game.

One of my favorite things about Dungeons and Dragons Online (and presumably, Turbine’s upcoming F2P version of Lord of the Rings Online and German wunderspiele Runes of Magic is that buying points is quick, easy and painless, even for those of us not purchasing 7-11 cards. The points arrive instantly, but their use is limited more toward buying things like potions that boost experience gained, which really aids in leveling.

All in all, Fantasy Earth Zero presents an entirely skippable experience in the MMO world… and yet again, we lack a truly excellent free-to-play PVP experience. I hope sometime in the near future to obtain a Vindictus beta key and test that game for my readers… or perhaps I will venture further into the for-pay worlds of Darkfall or Mortal Online. As it stands, a player’s best bet for excellent PVP action is in Warhammer Online and World of Warcraft. WoW presents an easier barrier to entry and is demonstrably easier to solo-play in, whereas Warhammer tends to be overcrowded for PVP at the start (where an endless free trial is possible) and at the endgame.

The saddest part about Fantasy Earth Zero, however, is how worried it makes me for Final Fantasy XIV. The Square Defense Force has mobilized to defend the game against every criticism offered of it, and so far, it looks like some of the lessons Square ought to have learned from what they did wrong with Final Fantasy XI have not been so taken to heart. Still, I will likely be trying it out, and would be glad to offer a neutral and detached evaluation if only Square would give me a goddamn beta key. Cough.


Review: Crackdown 2

2010.08.04

Microsoft and Ruffian Games brings players back to Pacific City in the recent release of Crackdown 2.

Players can customize their Agent with tons of different armor options.

Crackdown 2 places players in the shoes of an “Agent” sent by a mysterious organization only known as “The Agency” on a mission to clean up crime on the streets of Pacific City.  Players must not only battle gangs attempting to take over the city from the Agency, but also mobs of mutated humans who come out at night to attack anyone unlucky enough to stay out after dark.  The game plays like a typical third-person shooter, but with some added RPG elements.  Players can upgrade their Agent through ability orbs, which are released by defeating enemies using the Agent’s various skills. Such as, beating up an enemy will net Body Orbs which upgrade the Agent’s strength and health bar, shooting enemies releases Firearm Orbs that upgrade the Agent’s ability to shoot faster and more accurately.  There are also explosive, driving, and agility orbs to upgrade the Agent.

Graphically the game is only a bit of an improvement on the last game.  The cel-shaded art looks pretty and fits well with the “superhero cop” style of the world, but there is only so much one can do with that style of art.  However, it does give a comic book feel to the game, which is a nice departure from the “normal” graphics in most shooter games.

The only negative part of the game is that it does not feel different enough from the first game.  The controls are the same, the way players upgrade their character is the same, and even some of the gang locations are the same as gang locations in the first game.  While the story is new, the narrative is not the draw to either of the Crackdown games.  This may make it hard for players of the previous title to justify purchasing the sequel.

Players can also team up with up to four of their friends to clean up Pacific City.

Overall, Crackdown 2 is a great third-person action/RPG hybrid.  Running around Pacific City and mowing down gang members and mutated humans is a lot of fun, and it is incredibly satisfying when the player’s Agent levels up one of their skills.  The graphics fit well in the comic book style of the game, but they are nothing to write home about.  While players of the previous title may not want to drop the money on the new title, this is still a great game for anyone looking for a new third-person shooter/RPG.


Review: Dragon Quest IX – Sentinels of the Starry Skies

2010.07.23

Dear readers, count this day as one of great fortune.

Ginia got me all riled up to write about gameplay mechanic changes coming in World of Warcraft: Cataclysm, but before I started a multivolume epic, I paused… “Did I not,” I asked myself, “promise my dear readers a review of Dragon Quest IX in my post-surgery drug-induced haze?”

I did, dear readers, I did. And let it never be said that I abandon my promises.

Last Friday, as everyone was reading and enjoying my column, I was under the knife. Four teeth, the so-called “wisdom teeth” (though I call them the teeth of endless pain), were removed from my head. To console myself, I purchased Dragon Quest IX – Sentinels of the Starry Skies, which kept me company during my convalescence, bedridden as I was.

Dragon Quest IX

It is very difficult to find a non-Japanese screenshot of the game.

I am a fair ways in to the game, so I think I have a firm grasp on the basic mechanics, enough to write a review. Fair warning, some perceptions may be skewed by my aforementioned hydrocodone haze.

The game bears the hallmarks of Akira Toriyama, creator of such dreadful pap as the Dragonball series and Blue Dragon. Fundamentally, I find something wrong with this art style; it is not that I dislike animation. It is just that I dislike Toriyama’s animation. The eyes, I think, are all wrong. And that stupid hair.

The style aside, however, the actual graphic elements are quite nice. Animations are fluid, armor models are unique and interesting, and enemies are quite detailed… if stupidly-named. Fighting one more Meowgician or Cruelcumber will collapse what is left of my sanity.

The music is bright, cheery, and almost entirely at odds with the story of the game, which is somewhat dark. The basic overview is that the player character is a Guardian, a sort of enforcer of goodness in the celestial hierarchy… at least until something mysterious and bad happens and the player is stripped of his or her divine powers (seriously; the name of the starting town is “Angel Falls.” Can we say foreshadowing?).

The downside to the story is that it is very much aware of its target audience, younger children playing on the DS. Exposition is obvious and heavy-handed. Subtlety is a thing of fantasy, and look not for maturity within these digital bits.

The best feature of the game is the ability to custom-create your own party. The class variation is nice, and the stat system on the gear is easy enough to comprehend. The options for character customization allows for each character to develop his or her own look and “personality.”

The game’s difficulty, however, suffers from a flaw of being entirely too easy. The amount of grinding necessary to buy the latest town’s gear will level characters to the point where trash encounters are laughable, and boss encounters are easily overcome with a minimum of strategy. The best thing I can say about the battle system is that there are no random battles; players must “run in” to a monster to start a second battle screen.

Perhaps it is my lack of nostalgia for the series that has colored my opinion; I have always been a Final Fantasy and not a Dragon Quest fan. Perhaps it is Nintendo’s constant pandering to children that turns me off, but I cannot help but think my money would have been better spent on Persona Three Portable for the PSP instead.

That said, do not let my pessimism dissuade from Dragon Quest IX. As far as a typical JRPG goes, it has high production values and constitutes an excellent diversion for fans of the series, and fits well within the series’ established style. Fans of RPGs in general may find that their tastes run a little less cartoon-y.


Review: Monkey Island 2: LeChuck’s Revenge Special Edition

2010.07.14

LucasArts remakes another installment of its classic series with the recent release of Monkey Island 2: LeChuck’s Revenge: Special Edition.

The Special Edition update had the graphics go from this...

LeChuck’s Revenge allows players to enter the shoes of Guybrush Threepwood, a bumbling pirate wannabe, on his journey to find the legendary treasure of “Big Whoop.”  The game controls using a point-and-click interface, where the player highlights an object with the cursor and then chooses from a variety of options to interact with the object.  Right clicking an object will automatically use the default interaction, usually “Look at” with inanimate objects and “Talk To” with people.  The most engaging aspect to the game is the amount of humor involved not only with the puzzles, but with the everyday objects the player will encounter.  A good example of this is a pet rat named “Muenster Monster” who is used to poison a soup and get a chef fired so Threepwood can take the job and run off with the week’s advanced salary.  LucasArts has also updated the graphics for this edition of the game, changing them from pixels to 3D characters and locations.  However, the game still has the cartoon-like themes and visuals of the original.  Players can even switch to the original version of the game, complete with voice acting, and back with no loading time between with the simple press of a button.

One of the most interesting additions to the game is a commentary track for certain scenes with developers Tim Schafer, Ron Gilbert, and Dave Grossman.  These commentaries offer insights to the development of certain parts or scenes of the game which will be of interest to veteran fans, and even some new ones, of the series.  One of the more interesting facts is that Schafer was originally against the idea of insult sword fighting, which has since become a staple of the series and one of the fan favorite parts.  If listened to during the enhanced version of the game, players are even treated with cartoon silhouettes of the three much like Mystery Science Theater 3000.

The controls of the special edition are streamlined from the original version.  In the original, players had to click an action or an item, then click the item to use the action on or click the action to be used, and repeat as necessary which could sometimes get a bit annoying and repetitive.  This time around players can simply highlight an item or person, hold down the left mouse button, and and dial will appear with all the actions relevant to the situation.

...to this. Is that Oliver Motok?!

As this is still considered to be one of the iconic classic games, there is no need to say that it is an excellent game that is made even better with the updates to the special edition.  The commentary track will be a delight to fans of the series and even to some newcomers.  The addition of voice acting, improved controls, and updated graphics make it a worthy purchase for adventure game fans.


Review: Toy Story 3

2010.07.07

Play through the events of the newest movie in the Toy Story franchise with the recent release of Toy Story 3 by Avalanche Software and Disney Interactive.

Players can ride Woody's horse Bullseye around town.

Toy Story 3 allows players to experience the plot of the movie from the eyes of three of the more popular Toy Story characters: Sheriff Woody, Buzz Lightyear, and Jessie.  The game plays much like any other third-person action game, allowing players to explore levels to find hidden extras.  Each playable character has a special ability that allows them to access areas the other two are unable to reach.  Woody can use his pull string to cross long gaps, Buzz is the strongest and can hurl other characters to places normally inaccessible with normal jumps, and Jessie’s nimbleness allows her to balance on small objects.  Often times, the player will team up all three characters to complete levels.

In addition to the movie-centric storyline, the game also has an extensive side-story, known as “Toy Box Mode,” where the player controls Woody, Buzz, Jessie, and even Zurg (but only on the PS3) in an old west town inhabited by the various toys and characters from the Pixar franchises.  Players can explore the expansive world while completing various quests which award the player with gold.  The gold is then used to buy new buildings and characters to expand the town, which in turn opens new quests for the player to complete.

One of the most interesting aspects of the game is how much variation is involved in the gameplay.  Most movie based games are repetitive and boring, but this one seems to break the mold a bit.  Not only does Toy Story 3 include the previous two gameplay options, but there are also various mission-integrated minigames.  More surprisingly, these minigames are actually fun to play, whereas those in other movie licensed games just seem tedious and boring.  There is even a level where the player controls a Buzz Lightyear videogame, which is very surreal.  The variation of missions makes the player want to keep playing the game.  This reviewer found it difficult to put his controller down at some points.

I really only posted this because it looks like Buzz is pooping out the car.

Too often have developers released a mediocre, or even downright terrible, game and thrown a movie’s logo on it in order to generate more profit.  Toy Story 3 is not one of those games.  While most missions are typical action platforming ones, the addition of minigames that are actually fun and the Buzz Lightyear videogame make the player come back for more and more.  The Toy Box Mode is incredibly fun and addicting, and involves all the Pixar movies in some shape or form.  This writer found himself playing hours of the Toy Box Mode just to see what characters are unlocked next.  For any fan of the Toy Story franchise, or any fan of just a fun game, this is a great choice.


Review: Transformers — The War For Cybertron

2010.07.02

I am not going to lie. I fucking love giant robots.

Who cannot? They are big… fuck-off… robots.

Of course, like everything cool, weird, or frightening beyond the ken of mortals, giant robots come from Japan. When I was but a wee tyke, my favorite thing to do was to come home from school, sit down with my dad, and watch giant robot cartoons. To this day, a giant die-cast Voltron (yes, I know the proper name is Golion, and I am a fan of the Japanese original, but the toy is Voltron, dammit) sits guard above my computer.

Things have not been kind to giant robots of late. The nefarious demonologist and occultist Michael Bay has attacked their good name with the help of his succubus assistant, Megan Fox. Still, the developers at High Moon Studios (with a hat tip to publishers Activision/Blizzard) have managed to do the Transformers® justice with The War for Cybertron.

For fans of the only established continuity, the Generation One continuity, the story of The War for Cybertron is familiar, acting as a prequel to the series. Megatron, demented and power-mad leader of the Decepticon faction, is seeking for a way to overcome opposition and bend the robot planet Cybertron to his will, all to restore it to its former glory (gee, where have I heard this line before? Must all megalomaniacal dictators be cast in the mold of Hitler? Why cannot we have a Pol Pot or Josef Stalin instead?).

To do this, Megatron needs to secure the series’ great MacGuffin, “Dark Energon.” Dark Energon is a convenient stand-in for any number of “too powerful to hold” powers, like nuclear power, but it works as a story device. Megatron wants it, it is dangerous and unstable, but maybe he is just dangerous and unstable enough to wield it.

To stand against Megatron’s calumny are the noble Autobots, part of a faction that wants Cybertron to be a happy fun place full of Japanese weirdness, not unlike Jen. They are lead by the powerful and saintly Zeta Prime (!) and guard Cybertron against the likes of… the player.

In an astonishing reversal of how one thinks these types of games should play out, players will first be treated to the Decepticon campaign, taking control of luminaries like Megatron, Brawl, Soundwave, or the nigh-insufferable Starscream. Only after completing a heart-stopping five missions will players get to pick up the Autobot storyline.

But enough boring stuff, what about the Transformers? Which toys do we get to play with?

All of the standards are here — Megatron, Optimus, Bumblebee, Jetfire, etc. The DS games are said to include more, but really, the DS cannot do justice to the story. In a nostalgic nod, many of the original voice actors are back to provide the soundtrack to the console/PC games. One notable (and disheartening) omission for me was Hot Rod, whom I will forever remember as Rhodimus Prime from the saddest fucking movie ever inflicted on children. My Rhodimus Prime toy was the prize of my collection, and knowing that, dear readers, I am sure tells you a lot about me.

In most instances, players can freely shift between vehicle and robot mode, which provides interesting options for gameplay. Although Megatron turns into a non-canonical (hah hah puns are fun!) tank, the vehicles all feel unique and fun. Particularly for flying missions, taking control of Starscream, Thundercracker or Skywarp for the first Deception flying mission is really awesome. Shifting in and out of jet form, zipping around the planet Cybertron, and laying the smack down on some Autobot bitches is just fantastic.

Autobots

"Autobots, ROLL OUT!"

The difficulty is nicely tailored, with even Easy difficulty making the game challenging in some spots. Boss battles are long and epic, and many will require several attempts before the fight mechanics are managed.

The game has a “designed for consoles” feel (I play it on a PC, downloaded via Steam), by which I mean the keyboard controls feel awkward and tacked on, and there is currently no way to rebind keys in the game. That is not terribly difficult for me, as I have a Logitech G13 gamepad and I merely changed my setup to a way that I found intuitive (many of the controls mirror my WoW controls).

The over-the-shoulder third person camera view is sometimes difficult to maneuver, particularly with a high-DPI gaming mouse and the default camera sensitivity. It takes continual update of my sensitivity via my on-mouse buttons between vehicle or flying missions, where a wild camera is a liability, to gauntlet-style battles where I need a freely rotating camera.

Powerups are spaced in a feast-or-famine fashion. Ammo can and frequently does run out (curiously, some vehicle forms have infinite ammo, while others do not). Every Transformer has a melee attack that its fairly powerful (doing a double-jump with Megatron or Optimus followed by a mace or axe smash to the forehead is rather satisfying) but most enemies will pick the players off too easily without the comfort of fighting from a distance.

The interesting array of in-game weapons provides a veritable arsenal of choices for maximum destructive efficiency, but the game provides precious little in the way of explaining how to use them, leaving one to experiment, wasting valuable ammunition in the process.

Graphic-wise, have a good video card and plenty of RAM. This game is not for the faint of systems. That said, with my souped-up beast of a computer (Windows 7, Intel Core2Duo Wolfram, nVidia 9800 1GB video card in SLI with a 512mb 9600, 8GB RAM, on top of an X-fx motherboard) even in high texture mode there is no noticeable slowdown or juddery frame-rates.

I have not yet completed the game, but storywise, it seems fairly solid for a game based on a 1980s extended toy commercial. The scared Transformers continuity is respected, which is the most important part. The gameplay is fast, fun, and occasionally, frustrating in the challenges it presents. The checkpoint-based save system does limit its playability somewhat (it can be frustrating to die midway between checkpoints), and aside from minor camera woes and a somewhat unintuitive control system, the game feels fresh and fun. And at less than $40 USD on Steam, it is a steal compared to console prices.

Megatron

"Dark Energon must be mine!"

On the online multiplayer side, the game promises DI/DO-cooperative play, which I have not yet tried, and the standard batch of action game online modes, which, again, I have not tried due to my noobness.

If nothing else, this game is a must-have for die-hard Transformers fans. People with no touch, no power, and no love for the original series will find it a solid and acceptable third-person shooter, but certainly not ground-breaking or standout above many of the other games in that genre.