All posts by taziron
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GTA V review: Satire packaged with seemingly mindless fun

If you are receiving a dreaded dose of “gamelessness” (defined by me as a horrible withdrawal symptom where gamers ran out of games to kill their time and find themselves edgy, twiddling their thumbs, staring blankly or drooling uncontrollably), look no further…GTA V is guaranteed to remove the affliction off faster than you can say “Rockstar Rocks” 10 times and you will stay gameless-free for a loooooooong time.

Why? Simply because there’s a ton to do in GTA V.

Let’s talk about SIZE. Because, as advertisements like to put it to pander to the male ego, size does matter (for an open world game). GTA V is gargantuan. Rockstar told the press that the map size of GTA V is going to  be greater than that of Red Dead Redemption, GTA IV and GTA: San  Andreas combinedConverted into square miles, that is an astonishing 49 square miles of area in real life. To get a sense of how big 49 square miles is, it is the size of San Francisco, and double the size of New York’s Manhattan Island.

GTA V

(Fun fact: Singapore has a land area of approximately 275 sq miles)

Despite having a huge map like this, GTA V runs as smoothly as greased silk. There are no slowdowns in frame-rate, no loading times during the game and no disappearing textures. The world of GTA V is a beautiful sprawling metropolis full of activity. You walk down the streets as one of the 3 characters (Franklin, Trevor and Michael) and witness people jogging on the streets, people playing golf, people goofing and hanging around, biker gangs riding their Harveys on the freeway etc. The world is very much alive and unpredictable.

So what are the things you could do? Well, apart from going on a berserk killing spree and blowing things up for fun, GTA V actually packs a lot of stuff to do, and none of them feels like a last-minute rushed job slotted into the game.

Play golf? Check. Tennis? Check. Yoga? (I’m not kidding, killing one moment and yoga the next?) Check. Stripper performing lap dance? Check. Hang out with stripper after the lap dance? Check. Get her contacts? Check. Dabble in stock markets? Check. Having your own “social” webpage? Check. Secretly shoot a sex tape? Check. Steal the underpants of another celebrity? Check. Get eaten by sharks? Check. Online sex dating? Check. Have your own attack dog? Check. Take selfies after commiting a crime and pose it on Facebook? Check.

Zkltomi

(Nothing spells “Sicko” more clearly than a selfie after an arson attack)

It is so easy to get distracted when letting out the depraved psycho in some of us, but the main story is actually one of the strongest points in this game. You have a retired robber Michael undergoing mid-life crisis and seeking help from his therapist; mixed with Franklin, a street-smart but inexperienced criminal at the beginning of his career looking at Michael as his mentor; and wells, Trevor, a terrifying psychopath who happens to be the best friend of Michael, and is a character that Rockstar needed to keep things outrageous, funny and batty. All three characters are so disparate but yet they could display such amazing chemistry when acting together. The script was very well-driven and the voice-acting is superb throughout the game despite the huge volumes of dialogue (The previous GTA IV apparently has 80,000 lines of dialogue, which is much more than Mass Effect 3 at 40,000 lines and Fallout: New Vegas at 65,000 lines). Throughout the game, you can switch and play seamlessly between each character, and see the world through their viewpoint. This is a refreshing take from previous GTA games and really strengthens the effect on story-telling.

Another major plus is the mission design. Open world games typically suffer from a design flaw, and that is the repetitive missions and gameplay that drives gamers away with boredom. A lot of poorly-designed missions eventually boils down to fetching things from A to B, or killing X number of people/creatures for some stranger you spoke to for the first time. In GTA V though, you could feel that great care has been taken to ensure that the missions stay fresh and unique, from spying on people with a police helicopter’s on-board camera, to hacking traffic lights to guide a getaway car through downtown Los Santos, or using a smartphone app to track someone. As the storyline progresses, you receive the masterpieces in GTA V mission design: the heists. These are the missions that makes you feel like you are part of Ocean’s Eleven team. They are big, awesome and open-ended as it should be. And how the heist will unfold would depend very much on the approach you choose and the crew you pick. With these heist missions being introduced, I simply couldn’t get enough of it. I wish the developers would eventually allow modded content from players to design and post their heist because that would put the A in awesome.

Vehicle handling is also much improved. The tires actually have more traction now and driving is not longer a skidding-messy-explosive affair. I was never really good at driving in the earlier GTA series. But with the word “Auto” in GTA, I absolutely have to drive (Duh, otherwise GTA would just become GT). Driving in GTA V actually feel a lot more pleasant and fun with the improved vehicle handling (plus Franklin has a special ability to slow down time while driving; the other two have other special abilities). Planes and helicopters are also much easier to fly now; the controls are intuitive and easy to pick up, and flying is absolutely a blast with the parachute equipped.

Beneath the layers of mindless fun, GTA V is actually a powerful social commentary. Again, you have to be impressed with the developers at Rockstar to use GTA V as a platform to satirize almost everything. GTA V takes a dig at Facebook blatantly (which in the game is known as LifeInvader) and the CEO boasts proudly about the number of child workers it employs across the globe. Apple is referenced as iFruit, and in the stock market, iFruit is described as “Purveyor of white shiny internet-surfing devices. The world’s largest religion.“. The US economic crisis is not left unnoticed by the developers, which described BankofLiberty in the stock market as “Multinational banking corporation that made billions out of bankrupting the American people, went bankrupt themselves, then got the American people to bail them out. Classy.”

A lot of negative reviews out there would point to a particular gruesome torture scene by torture is used to extract information. Yes, I know what you are thinking; that’s the one and only famous one that stirred up the hornet’s nest. What many people fail to realise is how incredibly genius it is for Rockstar to slip their message about US government use of torture using black humour. The scene is definitely uncomfortable and many a times, the player is reminded that the torture victim is perfectly willing to talk before he’s tortured, but you are ordered to do it anyway and Trevor happily obliges. The entire torture scene was pointless and towards the end, as Trevor sets the victim free, he says,

“The media and the government would have us believe that torture is some necessary thing. We need it to get information, to assert ourselves. Did we get any information out of you?”

“I would have told you everything!” the man replies.

“Exactly!” says Trevor. “Torture’s for the torturer. Or the guy giving the order to the torturer. You torture for the good times! We should all admit that. It’s useless as a means of getting information.”

There you have it. GTA V caters perfectly to the adult thinking gamer who knows how to juggle mindless fun with satirical introspection. That is Rockstar’s way of telling you their point of view. Such scenes may not sit well with many stomachs, but they are still food for thought. Therefore, if the player could just pause and think about it, they will see how brilliant Rockstar is for trying to drive their point across. While the pow-wow nature of the action is exciting, the game also shows you the consequences for their actions in the end. The sad pathetic lives led by the “protagonists”, while seeming glitzy and exciting on the surface, resonate loudly with how very empty they are.

I give it a 9.8/10 (0.2 for too few heists…I want more!)

Tomb Raider Review: New Lara Croft gives Nathan Drake a run for his money

I have never been a die-hard Tomb Raider fan. I recall attempting to play Tomb Raider in secondary school only to wind up in frustration over where to go, how to get from point A to B, and not having enough action to kill baddies on screen. Needless to say, apart from Lara’s stunning “bazookas”, Tomb Raider was nothing but a fleeting aldolescent memory. It was the wrong game for me at a wrong time.

Fast forward years later, Crystal Dynamics revamped Tomb Raider and give everything a different polish to it. Gone is Lara’s unbelievable giant boobs and hot pants. The unlimited ammo for the twin pistols were gone. The difficult puzzles that could let one get stuck and the sporadic wolves as enemies that come along are gone. Everything you thought you knew about Tomb Raider has been tweaked by Crystal’s touch.

And that is a good thing. Tomb Raider has been around since the 1990s, and the series have shown really quality elements that gave its fair share of hardcore fans. However, despite all of the games being perfectly playable, Tomb Raider as a series feels tired out. Lara Croft as a character was losing its freshness too. With the new spin to it, Lara Croft morphs into a badass male fantasy to a more realistic character that one can actually emotionally connect to.

The game starts off with Lara and her crew starting on a voyage to learn more about the Yamatai tribe, a lost tribe from Japan where the queen apparently is said to have mysterious powers. Somehow, along the way, she and her crew got stranded in an island. Lara is a fresh, out-of-college girl with little combat experience. Her emotional and physical vulnerability from the start gives a very credible feel to the character. Lara actually cries when she first killed someone. The obvious trembling in her voice, the panic in her combat actions are all examples of top-notch acting and details that gives her a solid framework to begin with. As Lara gains experience, one can watch her grow from the initial clumsiness of her combat to the fluid killing moves she displays as a hardened warrior. Her voice slowly gains confidence as she navigate her way around the island to rescue her friends and to get them off the island.

Graphics-wise, Tomb Raider is stunning. The environment is crisp and detailed, and every leaf, stalk, grass and waterfall is nicely placed and designed. Lara gets grime, dirt and blood as she rolls and tumbles into places, and gets cleaner when she passes through waterfalls or slides along sloping rivers. Her previous battle wounds become visible scars. Her lovely ponytail flutters in the wind and falls nicely depending on gravity (and not like a stiff, waxed ponytail in earlier games).

The combat and level design for Tomb Raider is what truly shines for this game in the series. Tomb Raider flows seamlessly between puzzle, exploration, hunting to open, full pow-wow action. Each of Lara’s weapons are useful in their way, and like in Legends of Zelda, certain upgrades or equipment are needed to explore previously-locked areas. Lara begins with a makeshift bow and arrow, and she gains the ability to upgrade it (and other weapons as well) using salvage as currency in the game. The bow always gives me a satisfying feel of giving headshots to enemies as the game rewards precision over the crude blasting. The cover system is absolutely intuitive, allowing Lara to automatically go into combat without having to press any additional buttons or to lean out of cover. The puzzles are very well-balanced and evenly spread. Zealous puzzle solvers could satisfy their cravings in optional tombs, where a puzzle usually stands in the way of a much greater reward. Lastly, the set pieces are spectacular. For example, Lara has to scamper through a burning fortress and that is easily one of the most heart-thumping moments in the game.

All these points out to how Crystal managed to take Uncharted and further refine the elements in it to make Tomb Raider a good solid game. When Uncharted was out, Naughty Dog was primed to take most of the thunder from the Tomb Raider series. But now, it seems like Tomb Raider has caught up, and gave much more to the formula that worked. Its storytelling, gameplay and graphics could give Uncharted much to chew about.

As I sat through the credits watching Lara giving up her previous casual civilian life to a life of adventure, I saw a note from Crystal Dynamics saying, basically, “Thank you for playing, we tried our hardest to make the best game we could possibly make.”

Well-done. Definitely well-done. This game deserves a 9.5/10 from me.

(P.S. I have completed all the optional tombs. Let me know if you guys run into any difficulties)

Dead Space 3 Review: Isaac’s transformation from fearful engineer to space cowboy

I remember playing Dead Space, the original franchise many months ago.

When I was playing it, my heart was filled with adrenaline, my eyes were scanning for Necromorphs and my trigger finger twitching to fire off a shot at every dreadful corner. I could feel the fear from Isaac Clarke: the protaganist who is the universe’s unluckiest system engineer with zero combat experience. In the original Dead Space, Isaac presents himself as a victim of circumstance. He is not Rambo going into the infested Ishimura guns ablazing, nor did he have powerful melee martial arts or moves to counter the Necromorphs’ attack. His leg movements are jerky, and his flailing arms and desperate stomps are punctated by his frantic screams. His weapons are mining tools with dreadfully limited ammo. His suit has dreadfully limited air supply. The stasis takes a long time to recharge and health packs have to be rationed. With all these limitations, Dead Space brings the genre of survival horror to its best. After all, character and gameplay limitations are what truly defines survival horror. To illustrate, a classic example from the genre: Resident Evil from 1996, evokes players with similar feelings of frustration and horror as they grapple with limited saves, pre-determined camera angles, limited ammo and carrying capacity.

(I can’t believe I got so scared of playing this then)

In the original Dead Space, players have to strategically dismember Necromorphs’ limbs, plan and conserve ammo and health packs while having the stressful urgency sometimes to get from place to place with the limited air supply. Needless to say, Dead Space was a challenging game. I recall the numerous times of cringing, writhing and flinching in discomfort while Isaac gets dismembered in more ways than he does to the Necromorphs (Watch this if you do not get what I mean: http://www.youtube.com/watch?v=aIdkR85kpKs). While not as gruelling as Demon’s Souls, Dead Space offers a refreshing respite from the dumb-down games nowadays that aims to appeal to casual gamers. Survival-horror fans rejoiced and hugged each other at the revival of the genre with their iconic Resident Evil going into the track of being an action shooter.

 (Notice the count at 75 seconds of precious air supply)

Fast forward many months later, and we see that Isaac transforming into a tired veteran and a reluctant hero in Dead Space 3. Like Isaac, Dead Space 3 is almost unrecognisable from its former self. Gone were many of the limitations that are so intricately tied to its survival horror roots: Isaac gains the fluid ability to roll, ammo and health packs are plentiful, the air supply is a amazing reservoir of 200+ seconds long from the start and the players get to easily craft overpowered weapons pretty early in the game. To take the horror down to its very bottom, you can even have a friend join you for co-op to pawn even the hardest enemies the game has to throw at you. The ambience was gone too. Isaac used to be a lone wolf navigating the echo-ey halls of Ishimura. You get the sense that he is alone and isolated, desperately trying to find ways to get to his girlfriend. Now, there’s constant communication with other NPCs that offer helpful but annoying banter to obstacles in your way (Oh…Fetch this, fetch that). Isaac became this bad-ass who can handle confidently and comfortably any shit the Marker universe can throw at him. You can almost imagine these lines from him in the franchise:

Dead Space: Isaac: OH NO! OH NOOOO, WTF IS THIS?? RUN! RUUUN!

Dead Space 2: Isaac: Oh F***! THESE AGAIN! F***! F***! F***!

Dead Space 3: Oh them…I dealt with them before. Shoot their limbs and stay off the vents. (He actually instructs the rest of the crew in the early part of the game)

It used to be hard to survive in Dead Space, now it is hard to die in Dead Space 3. The Normal mode is the old Easy, and the Hard mode the old Normal.  But the gripe is not just on the damping down of difficulty (which could easily be adjusted at any point of the game). The original Dead Space is a merciless pee-in-your-pants survival horror; now it is a Left for Dead rush of enemies aiming to swarm you in claustrophobic areas. The previous strategy of being smart on spending your ammo and relying on your handy Plasma cutter couldn’t be used this time; its better now instead to hold your position and spray ammo using various killing machines at the swarm of enemies the game predictably throws at you.

(Timer? What timer? There’s plenty of air to go around at 300+ seconds)

Fans of the series would be quick to notice two major introductions that has the potential to derail the entire “Dead Space experience”. The first being the introduction of human enemies into a survival horror genre, the second involving the usage of microtransactions to bolster resources for weapon crafting. Human enemies are not what one would expect in a survival horror game, even if it fits the story narrative. Third person-shooters like Uncharted thrives in using human enemies for their Indiana Jones feel, while Dead Space 3 leaves the player puzzled over the seeming loss of the melee Necromorph charge/jump experience from the onset. The human AI in Dead Space 3 are pretty silly too, they do not flank positions nor take cover. It feels like something thrown in simply to pander to a greater crowd.

The usage of microtransactions becomes available once the bench is activated. Microtransactions give players the potential to get overpowered very quickly at the risk of breaking the game. While the difficulty is controlled in previous editions by delivering the schematics of various guns at pre-determined points in the story, with the option of microtransactions, it would be tempting for some players to quickly make themselves overpowered by pumping in real cash (or Rations) to develop a powerful weapon early on.

What does this spell for fans looking for the very same feelings of dread in the original Dead Space? To sum it up: Disappointing. The set pieces are very much underused and I could easily come up with a few scenarios where the tension could have been made better. For example, the pile of corpses that Isaac falls into at the start of the game could all be reanimated when the Marker became active, prompting Isaac to quickly move himself to the next area or risk definite death. Later in the game, when the thrusters from the old shuttle were triggered after the launch sequence were accidentally activated, a robotic countdown could be present to get players to move quickly before the entire place explodes or gets incinerated. It’s set pieces like those that would make the heart pound against the chest, but it quickly becomes tragic when you see all of those potential moments being squandered.

How about players looking for quite a bit of fun? Thankfully, Dead Space 3 is still a very fun game to play. The weapon crafting system gives the player a Diablo-loot collecting resource hoarding feel to it. Hardcore players looking to create their own killing machines have the chance to do so at the choice of selecting previous chapters and grind/get through their Scavenger Bots at a 10 min collection time/ exchange using Rations or real cash. After creating them, players could go to a Weapon test area to test out their newest Boomstick. Players could also rely on blueprints to build pre-set weapons in the game. It’s a pretty immersive and addictive experience that should be commended simply because there are so many combinations that Isaac could play with, and this is an area where Isaac remind us of his roots as an engineer. Though the Necromorphs fail to be horrifying this time, the experience they give in attempting to overwhelm you in numbers and you flashing out your own piece of bad-assery weapon is a pretty satisfying feeling. You know that they will rush you in all angles, and you feel comforted that the piece of metal you created in your hands can chew them into pieces.

(First I craft…..)

(Then I blast! Eat this!!)

To summarise:

Good points

  • Immersive crafting system lets player get creative to make Isaac the number one Necromorph nightmare
  • Co-op play allows friends to join you to have great moments of mock horror
  • Stunning visuals and pretty good sound effects
  • Fluid gameplay and controls

Bad points:

  • Microtransactions could break the game
  • Disappointing lack of tension, horror and difficulty that betrays the series
  • Checkpoints for saving are not well-distributed. Players have to devote a long period of time from one savepoint to another.
  • Inclusion of human enemies and dreadful human AI.

I would give it a 7/10. It is decent, but doesn’t realised its potential.