Sunday, May 11, 2014
New Review: It's difficult not to feel a little underwhelmed, especially when compared to its predecessor, but Rayman Legends remains a fun and pretty platformer
Like many others, I was blown away by how awesome Rayman Origins was.
In an age of such cynicism, where games either feel the need to play it safe or to present themselves as edgy and "cool", Rayman's first adventure in years was so undeniably wacky and whimsical, not to mention fun to play, that it caught me completely by surprise. It was good news when the game, initially seen as a financial disappointment, proved profitable enough for a follow-up, and after a controversial delay and multiplatform release, Rayman Legends has arrived.
And the game, frankly, doesn't live up to the hype. I don't want to give off the impression that it isn't fun to play, and that it doesn't feature its share of excellent platforming, gorgeous visuals, and charming atmosphere. But feeling at times like a Rayman Origins 1.5 and at times like a little less, Rayman Legends falls victim to some new gimmicks that don't quite pan out, and with a reduced "crazy" factor and less in the way of difficulty and gameplay variety, it never hits the heights of its predecessor.
Like with Origins, the game begins with a hand drawn cinematic setting up a loose scenario, before you're immediately set free to rescue the Teensies in several colorful worlds. Legends follows a slightly less linear structure than its predecessor, and though that game too frequently had you bouncing back and forth between worlds as new levels were unlocked, Legends does this much more frequently. The world map consists of a series of different rooms and paintings and, with the help of the screen on the Game Pad, it's always easy to know when something new is unlocked for you to get the chance to explore or check out.
Progression has been streamlined, with the focus being on collecting Teensies throughout the levels to unlock pretty much everything, versus the previous game's approach of combining this with freeing Electoons. It's essentially the same thing, so it's not a change that hurts the game, though the loss of the Electoons does remove a little personality from the proceedings. More of an issue is the lack of new powerups. Though Rayman was never exactly Mario, Origins did evolve as you played, with your characters learning new gameplay techniques or moves as you progressed from world to world. Legends doesn't have this, and as a result it lacks the feeling of character progression that other platformers of its type benefit from.
Also missing is much of the craziness. Rayman Legends features several levels from Origins, which are unlocked through lottery cards you get as rewards for scoring well, and as I played them I couldn't help but feel that they had something that Legends' don't. The graphics style is much more vibrant and colorful, the enemy designs more creative, and the platforming more inventive. Legends still looks beautiful and features a ramped up lighting engine, but the art style and level variety is much less distinct this time around. The difficulty has also seen a huge drop off, especially in the stages where you have to keep up with the moving scenery: these may have been too frustrating at times in Origins, but here many of them are easy to the point where it almost defeats the purpose, and that's too bad because Legends seems to feature far more of them.
Bu the biggest tragedy of all is that legends contains less of that fantastic Rayman platforming. Instead, multiple levels are taken up not just by these fast Invasion levels, but by Murfy, with the game switching to an AI-controlled character who you guide through the environments with the Gamepad's touch screen. It's not that these sections are terrible; in fact, some can be pretty satisfying in their own right. But inevitably, it's just not as fun to surrender the control of your character over to the computer, and I found myself disappointed each time a Murfy level reared its head. They were levels designed undoubtedly with co-op play in mind, but with this series' continuing lack of online multiplayer (though Legends does feature an online challenge mode) it's a game that many will likely be experiencing solo.
Rayman Legends though isn't without its charms. There's tons of additional content to explore even after you complete the main game, including adding playable characters and creatures to your collection, many levels to unlock, the Challenge Mode, which updates weekly, and of course more Teensies to collect. And there are several moments of pure platforming excellence here, some of my favorites being the few set to rock soundtracks where the levels actually move with the music. The music, speaking of which, is an improvement on Origins' sometimes admittedly irritating audio, and there are a few (if not enough) epic boss fights.
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All in all, it's with mixed emotions that I look back at Rayman's latest adventure. Certainly this is a good game, and without a doubt one of the year's best 2D platformers. Had it not followed Origins it may have scored half a point higher, but it had major shoes to fill and sadly, to me it didn't prove up to the task. While Rayman Origins was a game I couldn't stop playing and couldn't wait to get back to, Legends' frequent use of Murfy stages and Invasion levels leaves less room for the incredibly inventive and fluid platforming that its predecessor did so well.
Not a bad game by any stretch, in fact it's actually quite a good one. It's just not one that manages to live up to its pedigree.
Presentation; Simple storyline, plenty to unlock, and a good interface. Game runs without any slowdown at all and in full HD.
Graphics; A medieval theme replaces Origins' "anything goes" approach, and while it makes for a less distinctive-looking game, there's no doubt that Legends looks gorgeous.
Gameplay; Incredibly fun Rayman platforming is marred a bit by frequent Murfy stages and too many Invasion levels. Definitely not up to Origins' standards, but a fun game nonetheless.
Sound; quality effects, and more subdued and less irritating music than its predecessor.
Replay Value; the noticeably easier difficulty makes Legends an undeniably shorter experience than Origins was, though with more levels in total and plenty to unlock afterwards, I don't think people will feel that they didn't get their money's worth.
Overall; 7.5/10
(Note; my reviews go on a .5 scale) (This review was based off the Wii U version.)
Tuesday, February 25, 2014
New Review: GTA5 fails to take the series anywhere exciting, while featuring possibly its worst story and least likable cast of characters
If you were to look at my review history, it more or less would go without saying that I’m a huge fan of Rockstar Games. From the moment I played GTA: Vice City back in the day, I had a respect for the studio that has lasted all throughout these years and into the present day. Better than anyone, Rockstar knows how to meld compelling storytelling so seamlessly with open world gaming, and their games, for all their violence and controversy, manage to stand out as high quality products and true works of art.
It’s with a heavy heart then that I report that I didn’t enjoy Grand Theft Auto V, the latest installment in their iconic series, and the first from them since Manhunt 2 that I simply didn’t get into. I seem to be one of the few, and it always surprises and confuses me when my opinion stands in such a stark contrast from that of the rest of a fanbase, especially a fanbase that I identify myself with. But by game’s end, not only did Grand Theft Auto V (hereon known as GTA5) thoroughly succeed in making me dislike every one of its characters, but it committed, as far as I’m concerned, the ultimate crime in gaming; it was forgettable.
What I will give Rockstar credit for is something that they’ve almost always managed to do well; the game has an incredible sense of place. LA has been faithfully recreated here with a world that captures its essence so well; the visuals always look amazing, from the downtown skyline and mountains that can always be seen off in the distance, to the network of freeways that alternatively make so much and yet so little sense, this game has an incredible sense of place. It’s hard not to admire the work the developer has done in squeezing seemingly every last little bit of horsepower out of the Xbox 360 and PS3 to deliver such a pretty game. There are certainly some lengthy load times, some facial expressions are less convincing than others, and there’s more pop up than I remember there being in GTA4, but there’s no disputing the fact that this game looks nearly perfect.
I just wish it all had a bit more personality. LA in real life is a very cool city once you get to know it, but it’s a strange choice for the setting to an open world game. The sprawling series of small “cities” linked by networks of freeways that make up Los Angeles is certainly a “love it or hate it” thing in reality, and Los Santos is tough to really get to know. The city itself consists of mostly small and unimpressive buildings, lacking the grandiose feel of Liberty City or the bright lights and party vibe of Vice City. Very little of GTA5 really takes advantage of its urban surroundings, with a surprising amount of the game sending you away from the city and into the deserts, skies, freeways, and forests surrounding it. It’s simply not a very interesting setting, and for all the great visuals and the epic Southern California vibe, Los Santos just feels a bit lifeless.
Similarly, the storyline in GTA5 never quite manages to get off the ground. Starring three of the series’ least likable characters, and without as much a plot as a series of heists loosely connected by some cringe-worthy cutscenes, the game never fully recovers from what turns out to be an incredibly slow start. It does get a little better, and there are moments of interest and excitement, but the decision to fragment the narrative by alternating between three different playable characters proves to be a big mistake; not just because of what it does to the pacing, but because of the characters themselves. GTA5 is one of the very few titles from Rockstar where I’d go as far as to criticize the writing for being bad, but that’s the only way I can think of to describe it. Franklin’s dialogue’s just repetitive and awful, and the game never manages to give him anything resembling a personality. Trevor meanwhile screams every single one of his lines, as if the writers were under the impression that even the weakest of jokes can be automatically made funny if they’re shouted at us through the mouth of a deranged lunatic. Michael has some funny scenes with his irritating family, but he too proves to be a one joke character whose antics are run into the ground long before the game reaches its conclusion.
GTA5 doesn’t feature much else in the way of a supporting cast: Lester, who helps the characters in setting up all of their heists, feels like the “annoying first character you’d do missions for” in every other GTA game, but who in this one sticks around for the entire time. He has his moments, but the memorable supporting characters (and main characters) that this series has often been known for are simply nowhere to be found this time around. At one point Franklin has to make a major decision, and never in my gaming history has a decision of such incredible magnitude meant so little to me.
As far as the gameplay’s concerned, GTA5’s three-character system shakes things up but never really manages to re-invent the wheel. For much of the game, you’re able to switch between any of the three main characters, each with their own sidequests and even main missions to take on. GTA5’s at its best when it uses this character switching dynamic in the missions themselves, creating some fun and intense heists that stand as some of the series’ best. Even though you’re often told when to switch to other characters, it widens the scope of the missions dramatically, and allows for some awe-inspiring moments.
There are other things that GTA5 does right; it finally introduces checkpoints into this series, so missions are allowed to run longer without the fear of dying and having to start them over again. Many of the character customization options and leveling up that were removed from GTA4 have made a return here, albeit in a much simpler form. And though almost all of the missions still devolve into cover shooting, there’s a variety here that just wasn’t present in the previous installment, and this one also thankfully knows not to overstay its welcome.
What bums me out so much about GTA5’s gameplay though is what hasn’t changed. The “realistic” driving controls from GTA4 make a return, and driving becomes so unpredictable that it drains much of the fun out of a game whose main appeal should be its driving. It’s almost impossible to know how your car will react to the environment; sometimes hitting an object does nothing, other times it causes your vehicle to spin out like you wouldn’t believe. You can run down streetlamps (for the most part) and pedestrians without missing a beat, but then be stopped dead in your tracks by a volleyball net: I wish I was making this up. In a game where engaging in high speed police chases through the city of Los Santos should be its defining feature, it’s instead a drag whenever you have to drive anywhere.
The one change they did make was to turn the act of escaping police pursuit into a frustrating exercise of keeping your eyes firmly on the radar (and off the game itself), which isn’t much fun either, and the new hand to hand combat system’s even worse than the last game; something I didn’t think was possible. Flying an airplane’s an amazing experience visually, but then Rockstar completely underestimates how challenging it is to actually land the thing, forcing you to do long stretches of flying missions over and over again until you get it right.
Some of these problems would have been more forgivable if Sleeping Dogs hadn’t come along a couple years back and shown us how to do open world games so well. Granted, it wasn’t perfect, but its rich combat system, along with the excellent driving controls and its city brimming with personality, set a bar for the genre that this game just fails to meet. For all its technical wizardry, GTA5 is, for the most part, just not that much fun to play.
Even the sidequests prove to be uninvolving; the optional missions that crop up as you drive through the city rarely reach beyond bringing someone from Point A to Point B, while the sidequests range from cool assassinations to ones as lame as those where you tow cars. Yeah, really. The cell phone which is supposed to serve as your gateway into this world is squeezed into the bottom corner of the screen, and even on my HDTV I had to nearly squint to read the text and emails that my characters were sent.
The soundtrack’s serviceable, with some cool tracks featuring Kendrick Lamar and other fun and atmospheric tunes, but like much of the rest of the game I forgot a lot of it the moment it ended. The voice actors do what they can with their cartoonish characters, but they fail to really elevate the proceedings.
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Verdict: GTA5 represents a rare stumble from the usually reliable Rockstar Games. I’m a big fan of their work, and I couldn’t have been more excited to jump into their latest epic open world adventure. GTA5, unfortunately, fails to do anything meaningful to shake up the formula. The three character gimmick only serves to divide the narrative, while not doing much to advance the gameplay. The characters meanwhile are all so one-note, over the top, and unlikable that it’s impossible to care about any of them. Weak driving controls continue to hold this game back in what should be a key category, and Los Santos proves to be this series’ least interesting world to explore since, well…since the world featured in GTA: San Andreas.
GTA5 isn’t totally without its fun, and some of its missions, not to mention the incredible graphics and its sense of place, help keep the game from being a total bust. But they don’t keep it from being one of the biggest disappointments of the year.
Presentation: Some long load times, weird saving glitches, and ridiculously small font leave a mark, but not enough to hide what’s an incredibly well-made game, as always from Rockstar. Shame about the bad plot and unlikable characters.
Graphics: Gorgeous is the word here. An insane bit of attention to detail coupled with amazing draw distance and a great sense of place push the current gen to its limits.
Gameplay: Essentially more of the same from the last installment, but with character switching and some very cool heists mixed in. Aside from some weak driving controls and hand to hand combat, there’s nothing too wrong here, but the gameplay fails to elevate GTA5 above its surrounding mediocrity.
Sound: A cool but forgettable soundtrack mixed with some solid voice actors. Sound effects are your typical Grand Theft Auto fare.
Replay Value: Not as long of a game as GTA4, thankfully, but still one that will keep you busy for quite some time. Multiple endings to see (none of them great) plus a whole city’s worth of sidequests and content to explore, if that’s your thing. Multiplayer too, though admittedly I haven’t done anything with it.
Overall: 6.5/10
Note; this is a review of the Xbox 360 version. My reviews go on a .5 scale.
Monday, February 10, 2014
New Review: Mario 3D World demonstrates a major leap over 3D Land and proves to be a lot of fun
A few years back, Mario Galaxy came along and single-handedly reinvigorated the 3D Mario formula. Nintendo's Tokyo studio not only developed a gorgeous world bursting with imagination, but they streamlined Mario's 3D gameplay for a modern audience while still retaining that same sense of adventure.
And over the years, this streamlining has continued. Mario Galaxy 2 did away almost entirely with the explorable hub world, while Super Mario 3D Land essentially reduced 3D Mario to a linear sidescroller with 3D control.
It was with 3D Land that I found myself becoming increasingly disappointed in the direction Mario was taking. The sweeping, vibrant environments of Super Mario 64 and Galaxy were replaced instead by tiny and linear levels with secrets "hidden" in plain sight, and with what I found to be no sense of imagination in either the level designs, the boss battles, or the graphics.
So it was with incredible disappointment that I learned that Nintendo's first HD Mario title in 3D would be a successor to 3D Land rather than a game that delivered a full-scale, 3D Mario adventure worthy of being on a home console. The good news is that regardless of my worries and doubts, Super Mario 3D World delivers. In what's easily the best Mario game since Galaxy 2, Nintendo's Tokyo studio has recaptured much of the magic that was missing from 3D Land, and though it's still held back by its limited scope, it's a game I'm glad I gave a chance.
Gameplay-wise, this is Mario, no question about it. The core style of play hasn't changed much in all these years, so I won't spend too much time describing it. You and up to three players follow the path to the flagpole at the end of each stage, bopping enemies on their heads, collecting 1ups and powerups, and searching for star pieces. The collectables and pieces of star are hidden well enough, despite the linearity of each stage, to give off at least a small feeling of exploration, and collecting them proves essential to continuing your progress to later stages. The boss battles, thankfully, have been completely rethought from those featured in 3D Land, containing enough variety to keep you surprised while still careful not to become something too outside the realm of what Mario fans will expect.
3D World benefits majorly from a change in setting. Peach does not get kidnapped this time around, instead serving as a playable character. The events of this game are refreshingly not set in Mushroom Kingdom, allowing the team to create a series of (mostly) new levels and level types that keep things fresh. Unlike Mario's previous Wii U adventure, the visuals here actually do look like they were built for this hardware rather than coming across as a Wii game upscaled to HD, and the result is a very pretty game. The fairy tale-like level of whimsy present in the Galaxy series also makes a return, as does a great soundtrack that really sets the mood and pulls you into the world. The hub between worlds doesn't entirely make the jump back into 3D, but it's a very "3D" take on the 2D hubs seen in Mario's most recent titles, managing to feel very "alive" and hopefully an indicator that the bland "left-to-right" hub worlds have finally become a thing of the past for this series.
The level designs continue in the (mostly side-scrolling) tradition of 3D Land, though they feel much more explorable and overall more thoughtfully designed. There's some great use made of the 3D, most notably in the Toad stages, that reminded me of why I miss 3D platformers so much. The collectables ensure that levels are very replayable, and a bonus world with many new, challenging levels is unlocked upon the game's completion. All in all, Mario 3D World's level of content is a definite accomplishment given the limited nature of its core game design, and without a doubt it's a game that earns its $60 price tag.
In fact it's such a fun world to explore that I wished I could more fully explore it. As much fun as I was having, and as much as I was enjoying the brisk pace offered by these well-designed levels, I couldn't help but wish that I could really sink my teeth into them. Past 3D Mario games threw you into huge, Zelda-sized worlds, giving you the opportunity to explore them and complete them at your own pace. As with 3D Land, 3D World has far more in common with the 2D-style Mario games than the open world 3D ones, and I couldn't help but wish for a 3D Mario game on the Wii U that really took advantage of the system's large disc space to deliver another epic scale adventure. Unfortunately, that style of Mario game no longer seems to be one that Nintendo's interested in pursuing, but at the very least I wish more aspects of it were included here. It doesn't make sense to me, on a system capable of so much more and in a series that has in the past delivered so much more, that we're confined to short, linear levels and a "2D-meets-3D" style hub world.
The only other thing to slightly bum me out is that 3D World's level themes and platforming set pieces, and even the music, begin to repeat themselves multiple times as you reach the game's final levels. It almost feels like the studio ran out of time and had to simply begin re-using assets in order to finish the game for the holiday season, which is unfortunate. Lack of online play is also a missed opportunity, though 3D World at least makes better use of Miiverse than its forced and awkward implementation in New Super Mario Bros U. Lack of real camera control in certain areas is a bit of a pain as well, though thankfully for the most part the camera works well for what you need it to do.
Verdict:
Those flaws aside, what we have here is a great Mario adventure, one that manages to make the best of its limited "3D Land" style of gameplay to deliver a game loaded with whimsy, personality, a fresh feel, and some great 3D platforming. The time limits and short levels make true exploration difficult, and a big part of me yearned for another Super Mario 64-type of adventure. Some late game repetition and a bland 1st world dampen the fun a little as well. But in spite of this, Nintendo here has delivered something that's at times truly magical, and something that should be a definite pick up for Wii U owners.
Presentation: A new "story" that finally allows Peach to be playable is a much-needed step in the right direction for this series, as is a move away from mushroom kingdom. Clean presentation, alive world map.
Graphics: Looks gorgeous and inventive in HD. Very little to complain about.
Gameplay: It's linear, but there's enough in the way of things to find and hidden nooks and crannies to search out that help make up for it. Powerups, both new and old, are fun to use. Boss battles are exciting, and some great use is made of the 3D gameplay.
Audio: Great soundtrack, the usual voices and effects.
Replay Value: Plenty to do, both during the game and post-game.
Overall: 8.5/10
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