Showing posts with label stupid. Show all posts
Showing posts with label stupid. Show all posts

Tuesday, June 5, 2012

Deadliest Catch: Alaskan Storm Review

Deadliest Catch: Alaskan Storm
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Let me preface this review by saying that I am a huge fan of the Discovery Channel series....
After long-awaited anticipation, I can't even tell you how excited I was to pop this into my XBOX, however, I have been sorely disappointed and this game has not lived up to my expectations. Here are my thoughts:
- Unless you have a considerably large television, you will struggle to play this game. The text is impossibly small to read and even with a 40" HDTV, I sometimes have problems seeing what is going on. I originally tried playing this game on a much smaller screen and found that I had to be within inches of the surface to read both the menus or the tips that sometimes pop up.
- There is a very sharp learning curve... even after reading the manual and doing the tutorials (twice, I might add), I'm finding it difficult to negotiate the career mode. Luckily, there are many online gamer forums that I have been able to help me figure out the parts that I missed somehow... (thank you thank you!)
- Time... To be honest, the main reason that I've already lost interest in the game is the slow pace of play. When setting a string of pots there is no way to speed up time, so basically you putter along until the crew has prepared the next pot to be dropped... which takes almost a minute. If you're like me, and looking for a game that is going to capture your attention- this is not for you. I actually ended up doing dishes while setting a string of pots last night, hitting the drop the pot button in-between each plate because I could not bear to sit and just stare at the screen while the crew loaded the pot with bait... Luckily, there are parts where you can speed up time but not many as you cannot whenever there is a pot on deck (i.e. dropping or picking up pots).
- The software also does not seem to be that smart... there are sometimes where I try to set the boat on autopilot so I can speed up the game (or travel to a predetermined point) where it won't let me because the boat is "too close to land," forcing you to negotiate whatever chunk of land you're near, which may or may not be anywhere close to your final destination (again... forcing you to just sit there and kill time...).
I will say in the game's defense, the sea simulator is fantastic- the game mimics accurately the undulations of the ocean and during rough storms you can almost feel yourself rising and falling with each wave. As a huge fan of the series, it is also fun to see some of the series favorites as game characters.
Other than that... I'd say play this game if you're looking to kill a lot of time and have infinite amounts of patience.

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Battle 40-foot waves, storms, ice and a nearly 100-percent crewmember injury rate in the dangerous hunt for undersea riches on the Bering Sea with the new video game Deadliest Catch Alaskan Storm.The game was inspired by Sig, Edgar and Norman Hansen - three brothers who have made their living crab fishing on the Bering Sea aboard their family's fishing vessel, the Northwestern.

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Saturday, December 10, 2011

Guitar Hero Aerosmith Review

Guitar Hero Aerosmith
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Overall Guitar Hero Aerosmith was an entertaining buy. I would only recommend this game to the die hard Aerosmith fan. The game is interesting in the fact that it takes you down the biographical road of Aerosmith as you progress through the career mode. The game features fairly realistic characters of the band as well as video interviews in between each venue. The career is a wimpy 31 songs only 20-21 songs of which are even by Aerosmith. The game does offer 40 tracks overall. If you are looking for some easy achievements this is the game for you, it is nothing like the achievements of GHIII.
Overall i would say this is fan buy only.

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Guitar Hero Aerosmith Bundle X360. Contains a copy of the game a wireless Guitar Hero 3 guitar an Aerosmith guitar sticker sheet an Aerosmith Road Book with behind the scenes pictures and stories stories of their years on the road and an exclusive Aerosmith faceplate.

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Saturday, November 26, 2011

Vampire Rain Review

Vampire Rain
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Tellurye is going to break it down for you. As owner of Fedora Technologies (www.fedoratech.com) we get access to lots of goodies. I've had the chance to try this bad boy out immediately. What stands our company out is, yes I give you my opinion, but I will also state facts - this helps the user decide on whether they want to buy it. Not just "its good" or "bad". So let me sum up.
STORY: You are John Llyod, part of a Special Forces team set on a rainy night in LA taking out vampires (also called NightWalkers), rescuing a kidnapped professor from their hold, and unraveling the events behind how this Plague came to the city. Just like other folks said, this is Splinter Cell like. Although you CANNOT engage the vampires for the first third of the game. (well, you can...we'll get to that in a minute) They can run FAST, and kill within seconds (and the standard weapons do no good) so don't bother shooting or trying to outrun them and get to a hiding spot to "lose" them. That won't happen here. Think of this as Metal Gear Solid where you had to sneak much of the same amount of the game before you actually acquired a weapon. Same thing here. You are forced to think of alternate routes, watch their patrol pattern, to get to your objective.
GAMEPLAY: Let me also clear up some of myths. Vamps DO show up on radar, but not at first. If moving slowly enough, they eventually show up on radar with their cone of vision as soon as they are on your screen, or if you go into Necro mode (like HeatVision, but vampires stand out differently than humans). and lock on to them. So, you have to engage Necro Vision, or hug a wall and rotate your camera around the corner for it to register. Needless to say you have to proceed carefully. You cannot run or walk fast throughout the level. Don't take for granted that it's a dead end alley and no vampires will be standing there smoking - they will be. This forces you to be 100% stealthy and look at EVERY corner before advancing. Sounds annoying but it really wasn't. Levels went by pretty easy for me. Plus, this was VERY intense and suspenseful. It did not take me forever, but it was realistic. If you were really trying to sneak into a building, you wouldn't walk quickly up to it, you would look at every angle to see the best way in, make sure there weren't patrolling guards, etc. You are given a warning - transparent white overlay of vampire eyes and an awesome sound let you know you are in danger of being seen. The game is somewhat forgiving in even if you are somewhat close to them, it still gives you time to run back to get out of their line of sight. Of course, you only have 5 seconds or so to do this. If not, then it is over for you. So its not like "Ooop, he saw me, I'm dead" unless you ran every where and don't have time to get out of their sight.
You can engage the enemy, but very unwise to do so, unless you have the sniper rifle or shotgun, which usually takes them down in one shot. The other weapons you have, take roughly 15 - 20 bullets (not location specific) to bring them down. This can be easy if they are on the same level as you, you are a good distance enough away from them to get all 15-20 rounds off, as they literally run right towards you - they don't do any defensive maneuvers. However, if you are on a rooftop and they are on the ground (or vice versa) they will jump to get to you and it can be hard to hit them while flying or running left to right / strafing if obstacles are in their way. Hence that's why its best to not engage them at all.
The guns that CAN kill the vampires are pretty cool. However, you lose them by the time you get to the next level. Pretty dumb. I suppose this is a way the developers didn't want you blowing the two-thirds of the game thru in 15 minutes. Games like this have been much criticized. However, they could have done something more realistic, such as make ammo scarce so that you would have to survive on guns AND stealth.
Game does a great job with added suspense by dropping vampires in front of you with their back turned to you on purpose. This scares the crap outta you, but they purposely don't "see you" unless you were running at the time, and they jump away. This gives you that "oh crap" feeling like "Man don't turn around". But they never do - I think the developers just put that in there for fun to remind you, that vamps can travel via the rooftops, not just the streets.
The boss stages are almost too easy. There is a difficulty setting that you can adjust. That really only effects the bosses more so, since even on easy, you cannot engage the enemy in the first third. The bosses are weird in that they take their sweet time reloading their weapon, or standing there. The only challenge really are the regular vampires that you have to sneak by. But, there is a boss or two that are challenging. Almost as if the developers spent time on the nightwalkers, and blew off the boss stages.
The biggest problem with this game, is where there is a positive, there is almost a matching negative. Almost a 1:1 ratio. The game is pretty forgiving. Even though these Vamps are super human, they can't see you thru fog or walls. They explain the dense rain weakens their otherwise super human senses. And when you get killed, you spawn near the checkpoint or when the last cutscene played, but NOT near the vamp or his/her line of sight. So you don't respawn right in front of danger or in an impossible spot, nor do you have to spend another 10 - 15 minutes getting back to where you were. Although, you may decide you do need to backtrack if you think "hey, too many vampires, let's backtrack to that ladder and try taking the roof". The checkpoints did take a while to get to, but like I stated, the fact that you can "continue" makes it go by fast. Although, this does subtract from your score. But then again, so does selecting "restart", so there you have it. Some sequences are scripted no matter what - A nightwalker will "hear" you even though you haven't moved a muscle and will begin to search for you. Kind of sucks, but again, good cause then you only have about 30 seconds to find a hiding spot. This does add to the suspense, but again, its forced. This is extremely rare in the game, but does happen. This unnecessarily adds to a painful trial-and-error game.
Along those lines, not much replay value, except online. It is easy to memorize a level, if you wanted to do it again. You can then run everywhere since you know where all the baddies are. However, there are multiple paths to get to your objective in the single-player game, and I enjoyed finding quicker rooftop paths, or longer but more visually appealing choices. But, with no different unlockables due to a great score, there is little reason to do so.
Multiplayer is fun with Deathmatch, Death or Nightwalker, destroy or capture the flag. However, there is no co-op mode for the mission. Nothing really to shout about here.
GRAPHICS: The graphics here are nothing to brag about. The environments were very detailed and nice, but not as good lookin as Gears of War or Splinter Cell, but I thought definitely better than PS2 quality. They look believable and are detailed environments. Not just similar empty rooms. However, the rain (which persists throughout the entire game) IS PHENOMENAL! The way it glistens and stands on the rooftops, streets, cars, and even the characters are incredible - really pushed the 360 to its max in this area. The intro and cutscenes are awesomely done - very movie-like. The plot seems a little weird. And the voice acting - even worse. Questions are answered but may not tie all the action together (why did I have to travel rooftops and climb fences to go to that building again...if you have a VAN?. And why backtrack through an early level - shouldn't you have ordered me to do that BEFORE we took the house?)
SOUND: The music that accompanies the game, while I usually turn this off, does a good job to let you know when danger is approaching, or as you dive deeper into surreal, seedy environments. The "woosh" sound and music that is played, as your controller vibrates when an enemy spots you really sends chills up your spine. Even if you don't swear when you are scared, you will playing this game, and not just out of frustration either.
I would recommend, based on polls from folks and reading their posts, that you download the demo (not in US yet, but you can easily make a Japanese or UK account on XBL in minutes - that's what I did, and download from there), rent it, or borrow from a friend and see for yourself. I LOVE games like this, but even I wouldn't pay $60 for it. I'd wait till it drops to about $40. It has its ups and downs - you die fast, yet respawn in a great spot; regular vamps are tough, bosses are laughably easy; finally get a weapon, only to lose it on the next level.
I think you see where I'm going with this. This game showed great promise, but feels rushed out the door. If you like a little faster paced like Splinter Cell or MGS, then I'd stay away from this one for a while. However, if you like taking your time, really looking at the level and absorbing all the environments, and proceed methodically, then this may be up your alley. Either way, I would rent or demo it before shelling out the 60 Washington's.
Please rate and let me know what else I can comment on!

Click Here to see more reviews about: Vampire Rain

As a member of a black ops unit, your mission in Vampire Rain is to secretly eliminate a growing population of deadly vampires known as Nightwalkers. Your hands will sweat and your heart will pound as you use stealth, strategic thinking, and specialized weapons to face your supernatural foes. Be careful out there—because if you make one mistake, you're history.

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Friday, October 28, 2011

NPPL Championship Paintball 2009 Review

NPPL Championship Paintball 2009
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NPPL Championship Paintball 2009 was a disappointment for me. I suppose it is obvious that Activision didn't want to spend a whole lot of time with this game but there is too much repitition.
Pros
-Gives you the on-field paintball feel
-Decent gun and upgrade availability
Cons
-Graphics aren't great.
-Super repetitive
-Controls are super dodgy and unresponsive at times.
-Poor multiplayer
-Poor career setup
Overall, this game wasn't worth the $30.00 I spent on it. It seems to be as sketchy as the early 360 games but it is about the only paintball game available. It would have been nice to play something other than the same old speed ball fields. Some random woods or house matches would have been a refreshing change-up.

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PAINTBALL 2009 NPPL CHAMPIONSHIP

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Monday, June 27, 2011

Game Party: In Motion Review

Game Party: In Motion
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Kinect is a very new system and finding interesting ways to use it remains a challenge. Mini game collections are in no short supply this early in the peripheral's life and at least the premise is sound. Execution is key. I think Dance Central and, to a lesser extent, Kinect Sports got it right, or perhaps right enough. Games like Sonic Free Riders demonstrated how a potentially good game can be ruined by difficult controls.
Then there's Game Party in Motion (GPiM). I'm not familiar with WB making decent games, but I nonetheless had hopes that GPiM could provide some good old fashioned entertainment. It has an impressive lineup of games including darts, horseshoes, and skee ball. The menu system/navigation went for simplicity and is fairly easy to work through once you get the hang of activating the confirm and cancel commands. To confirm, you hold your right hand around waist level without extending the arm. You can put your hand directly off to the side, a little in front of your or behind you. Cancel is the same with the left hand; if you had to extend your arm, it would conflict with the system pause, so this slightly odd position is to maintain consistency which is NOT itself a bad thing. More on that in a bit.
The tracking in the minigames ranges from passable to infuriatingly awful. In the bean bag toss, for instance, no amount of lateral throwing motion made the bags travel anywhere off of dead center and I could not for the life of me find any correlation between the speed of my throw and the distance traveled by the bag. It's just too easy to throw straight in the precision games and too hard to get the distance/power right. Games like the arcade style basketball shooting don't recognize certain throwing motions. Throwing from the waist was fine, but a standard freethrow form (hands over head) had the game prompt me to step back further even when there was no more room to do so (and using the Kinect tuner, my hands were indeed visible throughout the motion from well before that distance). Pacing is also a problem. By default, there is a countdown before your actions have influence on the game, presumably so you can get move around without accidentally throwing something. However, you can also do the gesture for Cancel to essentially pause the game, requiring a subsequent Confirm before you can start playing again. On top of that, the countdown is far too long and on certain longer games having to wait five seconds after each and every dart/throw/shot is absurd and makes every single game seem needlessly tedious.
One of the stranger behaviors of this game is use of primary hands. You have to dig through the options to find where to switch between left and right handed play, and this cannot be performed in game; if you miss it, you have to quit and try again. The game does not even try to infer which hand you are trying to play with. And this may have been deliberate. Why, you ask? GPiM does not support left handed players. Yes it lets you pick the option, but think about it for a second. What if you are trying to play one of the many games that uses an underhand throwing motion? Where is your left hand during it? That's right, it's roughly waist level from start to finish. That means a typical left-handed underhand throw is recognized by the game as Cancel, aborting the throw and requiring one to motion Confirm to give it another go.
As a lefty, this is inexcusable. Roughly half the game is impossible for me to play and the other half I still have to worry about the poor tracking and shoddy mechanics. This is easily the worst motion control I've seen on the Kinect so far (yes, worse than Sonic). This would make for a terrible iPhone game, let alone a $40 console title. Don't buy it. If you are thinking about it, close your hand in a car door instead. If you are thinking of getting it for someone else as a gift, skip it and just stab them with a sharp instrument. Repeatedly. The waiting room of the hospital will provide hours more entertainment than this pile of garbage. I suppose if you really hate someone, you can gift it to them, but stabbing is still cheaper.

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Game Party: In Motion is a family-friendly mini-game collection exclusively for Xbox 360 that utilizes the unique hands-free motion capture capabilities of the Microsoft Kinect Sensor.* The game contains 16 arcade influenced games including Darts, Hoop Shoot, Rootbeer Tapper, Table Hockey and more. Multiplayer functionality is at the core of the collection, with 2-4 player support available online and up to 16 player support available locally. Additional features include: the ability to use your Xbox LIVE avatar in-game and Facebook cross functionality.


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Wednesday, June 8, 2011

Greg Hastings' Paintball 2 Review

Greg Hastings' Paintball 2
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***Before I begin, full disclosure: I'm featured as a character in this game, as my team (the Philly Paintball Group) was one of many selected to be in this game. I'll try to review this game as honestly as possible, however. I'm roughly 2/3 of the way through the game, so if the last 1/3 radically changes my opinion I'll edit the review.***
Paintball is sort of like a real-life video game, but up to this point it has not translated well to the current generation of consoles. Enter Greg Hastings' Paintball 2, the sequel to a cult hit on the original Xbox. While not one of the production quality of, say, Mass Effect 2 or Halo: Reach, the game is fundamentally sound and does a pretty good job of translating the paintball experience to a video game (as much as possible, at any rate - there really is not substitute for reality in this case).
The game features three career tracks, which can be completed concurrently and in any order: Speedball (paintball played on small fields with man-made bunkers), Woodsball (played on large fields, usually with special ojectives) and Recreational Paintball or "Recball," which is sort of a grab bag of paintball styles.
The player starts out as a protege of Greg Hastings, the game's namesake and arguably the best paintball player in the world, who proceeds to send them around the country to various tournaments. At the beginning of the game, the player forms a team from a limited selection of rookie players and low-end equipment, but each event unlocks more players and equipment and gives cash to purchase them. Unlike other games I've seen, the equipment is varied, and it makes a big difference here which qualities you pick (for example, would you sacrifice accuracy for better range, or for more shots per tank, or for a higher firing rate?).
One really nice touch about the game is that it uses reality - every single player in the game is a real-life part of a real-life team. The fields are digital reproductions of real fields, ranging from the mountains of northeastern Pennsylvania to the beaches of Hawaii. You sometimes even go overseas.
As a shooter, your "missions" will always be some variant of defeating the opposing team, but GHP2 keeps it pretty fresh with about a half-dozen game types (the standard elimination and capture the flag options are included, of course) and a wide selection of maps. The speedball fields play fairly similar (for obvious reasons), but the others are varied enough to warrant different tactics.
The game does have a few issues. First and foremost, people used to playing first- or third-person shooters may find the controls awkward, as I did. Some functions usually mapped to the triggers or bumpers are instead mapped to the ABXY buttons, and vice versa, and the joystick-click functions tend to be finicky.
The game tends to be really easy at the beginning of all three tracks and then hit you - usually around the 4th or 5th event - with a severe jump in difficulty. It wouldn't normally be so frustrating, but your teammates' AI is directly linked to "skills" you purchase. These skills (or players that come pre-loaded with them) are prohibitively expensive (or, in the case of players, expensive AND scarce) in the early stages of the game. This makes passing these middle stages a sort of hit-or-miss, trial-and-error affair, at least until you can buy three or four skilled players. Also, the command system is pretty simplistic ("go to," "suppress," "defend"), but learning to use it effectively will somewhat mitigate the iffy AI.
The last Greg Hastings game had a breakout manager to plan the initial seconds of the game; I would have liked to see an evolution of that here rather than the given and limited fixed-option planner (balanced, heavy left/center/right, defensive).
The graphics aren't top-of-the-line; they resemble the higher-end original Xbox titles, but are on the middle-low range for the 360. On the plus side, this cuts load times to next to nil, and I have yet to have a hiccup of any kind in gameplay.
Achievement-wise, the game sports the standard 1000G, with a good chunk of points for beating each of the tracks and a smattering of 20-50 point awards for a few random feats. People who like earning achievements would be well-served to check out the list before playing, as some require very specific criteria.
All in all, the game is built on a great concept, but the execution is squarely average. It's fun to play, but you're always aware of the game's limits. Anyone who is a fan of paintball or is looking for a shooter not rated "M" should give this a look.

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Authentic Paintball Action From the #1 Name in the Sport! Paintball gaming doesn't get more realistic than this. Create an unstoppable team of real players, load up on revolutionary new gear and guns, and brave the unpredictable elements in 62 massive fields based on real locations around the world. This is true paintball combat intensified.

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