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Showing posts with label FPS. Show all posts
Showing posts with label FPS. Show all posts

Tuesday, June 28, 2016

Doom IV/2016 (PC, PS4, Xbox One, 2016, id Software/Bethesda)


Doom is back.

Then again, it has always been here. From 1993 onward Doom has shaped and re-shaped the First Person Shooter genre with each release. Yeah, even the re-hashes of the "classic" era. The very first title gave us the gift of shareware distribution, a new way to play with others, and truly visceral & in-your-face gameplay. Doom 2 didn't introduce much but gave us a more honed experience with tougher (new) monsters, the infamous double-barreled shotgun, and far more effective level design. Final Doom made the series start to look stale and the ever-increasing difficulty didn't help matters. And Doom 64, love it or hate it, was the epitome of how atmospheric and creepy the franchise can be. 

Doom 3 took the series in another direction almost entirely. Or at least it was initially supposed to, much to my disappointment. If you're going to do something new then go with it, but if you're going to play it safe with old mechanics, don't do it worse than with previous installments. While it was graphically outstanding for its time (in spite of the decidedly saran-wrapped look of everything and the low polygon counts that were never addressed with the advent of improving gaming hardware) the game seemed to lack an identity of its own gameplay-wise. It didn't help that because of the loss of John Romero, the genius behind the superb level design of the classic games, Doom 3 had decidedly underwhelming (albeit more grounded in reality) aesthetics in mind. And most of the game was set in tight corridors. It could challenge you, sure, but the old games were far better in this regard. And more fun. Oh and don't get me started on the flashlight mechanic. Many people loved that but I found it to be an example of laziness on part of the team. I mean, the game is set in the 2100's after all...

Now, 12 years of waiting has given us a game that had many of us worried, but delivered far more than we had thought. Initially envisioned as a sequel to Doom 3, set on Earth (!) no less, that was scrapped due to being dubbed a "Call of Duty" clone, with too many set-pieces and lack of thrilling gameplay. Plus being on Earth should afford you much more breathing room, right? Well, a newer iteration of id Software seemed to remember what made this series fucking badass, and gave us this game. While the entire suite isn't perfect *cough* derivative multiplayer *cough*, the one aspect of the game that really matters is what makes this title better than the franchise has been in practically two decades. Yeah, better than Doom 3. 

Immediately you realize that this title was made for the sole purpose of giving you a total joyride, blowing demons apart as you would. Our marine, or whatever he is now (he's the Doom Slayer now, but still Doomguy nonetheless), outright smashes a possessed guy's head as it attacks him after he wakes up in shackles. You proceed to do the same to all of his immediate buddies. We get treated to a view of who is definitely the game's antagonist, and stumble upon a newly realized suit of marine armor. He puts it on, hears some decidedly robotic voice plead for his co-operation, and hearing about how the UAC fucked up again he smashes a screen. You better get used to him smashing important things throughout the game, because it seems like Doomguy has now had enough of everyone's bullshit. After all, if this is the same Doomguy as of yesteryear then how can you blame him for having to destroy Hell numerous times by now? Thanks to the UAC, of course.

Anyway, it immediately dawns on you that this is, no kidding, a fast-paced shooter. Not only do you move fast but your enemies, at least demonic ones, do as well. And if they're not lobbing fireballs at you while keeping a modest distance from you, they're closing in to get a swipe at you. Get used to that, too. It gets harder and harder from here. You are not going to be playing this like Call of Duty at all, so if you're used to sitting behind cover, then you're going to be out of your comfort zone entirely.

It's been said that this game follows a very similar formula to that of Painkiller, another FPS title that I enjoy playing that, too, has been compared to the likes of Doom. Painkiller gave us sequential progression, wherein you get sealed up in a room and have to clear out the bad guy quota to proceed. It's not as obvious in Doom 2016, but you will notice it if you play enough, or even care to realize it. Not that this detracts from the experience because the game is a fucking blast to play.

One aspect that I admired about this outing is that it encourages you to play with an open mind. From exploring the levels for all of its secrets & collectibles, to changing up your tactics as the forces of Hell bear down on you with the countless combinations of tactics they are capable of. It opens up replayability and promotes active participation. To stay still is tantamount to throwing in the white towel, but you still know that Hell will just fucking gut you like a pig anyway no matter how they get you. Just like you did to them the entire game. Pay Hell unto Hell, they say? Pay Hell unto Doom Marine, too. You're sick of the UAC and of Hell, and Hell is sick of you.

It has awesome pacing; the story is kind of nonsensical but funny & interesting in spite of that; you can acquire various upgrades for your weapons, suit, and runes that grant you additional functionalities like increased pickup range and others. Enemy designs are as good as ever, often paying homage to the classics and to Doom 3. And rather than lumber at you, many of them haul ass in your general direction to get as much of a furious, hate-filled punch or swipe in as possible. Weapons have "oomph!" again and when you think the game isn't cleverly mixing things up enough, their various upgrades present more possibilities in battle. 

Level design was important to the single-player aspect of Doom 4, because had it been slouched at all, or reduced to the very tedious and restricted corridors of Doom 3, then this game wouldn't be as impressive as it actually is. You're not going in straight lines this time around, and you're not going to be restricted to just backpeddling away from an oncoming threat. Levels tend to be not only very open, but have many twists and turns and, most noticeably, height plays a huge role this time around. Since Doomguy now lifts himself up on ledges and can gain an upgrade in the game to make this process more efficient, you WILL be climbing ledges, crates, cliffsides, and whatever else there is in the environment. There are also secrets strewn about in all of the levels, multiple ones each, and often just outside of your general vision. The game encourages exploration in this way, and it's fantastic.

I can't really say the same about multiplayer. Doom has never, in my opinion, had truly breathtaking multiplayer. The classics definitely brought some big new technology to the table, thus opening up multiplayer options at the time, but they have not since stood the test of time. That distinction actually belongs to the franchise's sister series, Quake. Nonetheless, there's no excuse for what we got here, given all the "this isn't Call of Duty; this is Doom!" hype we were given leading up to its release. While that statement was mostly true, there's one glaring elephant in the room that makes the game resemble COD; load-outs. People did tell Id that they didn't like that functionality, but someone didn't listen and it made it to the final product. So instead of having to grab weapons in the level as you compete against others, you can now start with two weapons of your choice at the expense of getting others as you play. By resorting to this method they've actually created, inadvertently, massive weapon balancing issues. Because of this damn near everyone equipped only certain weapons, making it another missed opportunity. And that game narrator just sounds uninterested. Where's the deep, booming voice we heard in Quake 3 Arena? Unreal: Tournament?

SnapMap is another major feature of the game and while the potential for greatness was there, there were a number of issues at hand. The limitations are those issues. You can only play with up to 4 players in your creations, you can only use pre-made tilesets in your designs, and the maps tend to be rather small because of the limits. Some very creative, sometimes hilarious results have come from the community because of this mode, sure, but unless Id/Bethesda commissions some major overhauls to this mode, it won't have lasting power.

But like many who are enjoying Doom 4, I mostly judge a game by its single-player experience. And in that regard, Doom 4 succeeds admirably. Doom is relevant again, and I'm fucking happy about it. Let's just hope those guys who made the multiplayer suite don't come back in the event that we get a sequel. And can it be set on Earth, this time?

B+

The Good:

+ Fast-paced, brutal combat
+ Enemies are fun to fight again.
+ All of the weapons are useful, and they're all a blast to shoot with.
+ Much better level design than Doom 3. Why? Because it's not a corridor shooter, now!
+ Even zombies pose a threat, unlike in the aforementioned game.
+ Levels are made for you to explore, promoting growth in the process
+ Many upgrades, boosts (runes), and the like open up more gameplay options
+ The Hell levels are worth the time to experience.
+ That fist-bump sequence.
+ That opening sequence. Holy shit!
+ Doomguy doesn't give a shit anymore, and would probably give Duke Nukem a brutal Glory Kill if he ever ran into him. You've been warned, Duke.
+ Generally nice to look at
+ SnapMap is great, in theory.
+ So too, could have been the case for the Multiplayer suite...

The Bad:

 - Texture pop-in issues
-  SnapMap ends up being a disappointment.
- The Multiplayer was an even bigger disappointment.
- Classic levels (these are secrets found in each level) were translated quite strangely in this game. They do bring nostalgia factor, but they don't function the same and it's awkward to play in them.
- It eventually ends.
- It may remind you a bit too much of Brutal Doom, which is a starkly overrated mod for the classic games.
 

Tuesday, March 3, 2015

F.E.A.R. 3 (PS3, Xbox 360, PC, 2011, Day 1 Studios/Warner Bros. Interactive)


What do you F.E.A.R.?

Well, no really, what do you fear? Suffice to say, you won't come to feel much of any in this installment. While it was hyped for John Carpenter's involvement in directing the cinematic department, the game didn't really deliver anything astounding, story OR plotwise. This franchise has always been a horror-FPS one, and while it achieved some level of success in that vein, this is definitely the lowest point. Carpenter might as well have not even been involved at all because it made no difference.

One of the problems that has always set the franchise back, as far as horror goes, is the mute protagonist cliche present in every last one of them. And in the one game where the story is hyped the most, and pretty much falls flat in the end, it should have been a no-brainer: give the Point Man some god damn personality and maybe you'll get some tension, dramatic and all. I know they have explained why, although in a cryptic fashion that may have very well eluded you so far in the series, but it's an excuse to "make you feel like your own action hero." Only the Half-Life series does anything right with the mute protagonist trope, and even lampshades it. I know this may seem like a run-on point, but when your secondary playable character does have a personality as you play, it becomes so jarring as to hurt the game, significantly.

A common criticism of this installment is the overall lack of horror, and that's certainly the case. It's hard to feel that when all of its horror tropes have been done before in the series, and better at that. It's hard to feel scared when you're such a power-house, plowing through all that stand before you. It's hard to feel scared when the atmospheric moments come so rarely, and for all but the final section of the game, there's no subtlety and mind-fuckery. And most of all, it's hard to feel ANY horror brilliance when the UI in this game blatantly tells you that you have unlocked something.

I don't know what Day 1 was thinking with the UI in this game. It's not the HUD or the menus that are problematic, but the score system that flat-out kills most of the horror aspects of the game because they're so in-your-face. If you kill enough enemies with a weapon the game will tell you that you've earned points; if you establish a "psychic link" with a random corpse in a level, it tells you that you've earned points; if you are in a section that would otherwise grant some degree of tension and you do just about anything, you are likely to earn points. All of this is shown in bright, vivid colours in an arcade-like presentation. At times this is what the game felt like, actually. That's not what the series is about and Day 1 really dropped the ball here. Subtlety is one of the key methods of achieving a horror vibe, and this entire feature eviscerates that.

It's not all thorns and ugly ducklings, though; the controls are some of the best in the series, which has so far never had them down-pat for some odd reason. Gunplay is also on par with the first game (since the second game not only simplified that aspect for no discernible reason, but toned down the "oomph" factor that the first game had) in many regards. The AI won't stand out in your playthrough, but they're loaded for bear and on higher difficulties will present a challenge. The Point-Man more-or-less finally seems like a real super soldier, since he was conceived as one in the first place. When you play as Paxton Fettel you are presented with body-hopping and psychic "slam" abilities, opening up for tactical options. The graphics in this title, while a little behind in the times, are the best in the series yet. And some of the multiplayer modes, while absolutely devoid of activity today, are unique and interesting, such as "Fucking Run!" and the game's own take on the survival craze seen in Call Of Duty & others as of late.

You'd be better off experiencing the game from the perspective of Paxton Fettel, at least to experience the unique, well somewhat unique at least, gameplay that he presents. But that's not to be had until you beat the game as the mute, dull, and at best sufficient Point Man. The problem with this requirement is that you'll come to realize that the storyline is pretty much dead on arrival. Like, somehow, you come across Jin midway through the game, who was a supporting character in the first game, only to lose all contact with her for no real reason. It all feels a bit disconnected from the previous game with only a few nods to it at all. For one, Sergeant Beckett (the player character from the second game) is shoe-horned in and, somehow, his sacrificial-lamb status in the plot leads our heroes to...their childhood memories? Alma's role is damn near minimal in the storyline, replaced mostly by the irritating (but at least challenging, finally) Creep, who is implied to be the spirit of Harlan Wade, the man who was responsible for everything in the series.

The two brothers are still at odds with each other, but have to work together to achieve their respective goals. Paxton wants to reunite with their mother and usher in a new age, or something, but the Point Man is driven solely to carry out the objective he was assigned all the way back in the first game. Rowdy Betters, the handler for First Encounter Assault Recon (which is a team of paranormal special ops, or something), is nowhere to be found and the token black guy from the first game is nowhere to be found, either (and no, "Extraction Point" is not considered canon). Inexplicably, or at least it's cryptic as to why, the Replica army is still standing strong AND now fully controlled by Armacham. Alma doesn't mess with the player anymore because she's in her birth pangs, and somehow before the opening level the Point Man got captured by Armacham for reasons unclear.

Anyway, the story is paranormal but mediocre, and doesn't hit any high notes. At least, not until you've finished the game and you're treated to a ridiculously awesome video of Paxton's first "synchronicity event", where people basically burst like watermelons (from the inside, mind you) while trying to sedate him during one of his breakdowns. Throughout the game you see snippets that lead up to that scene, but story-wise, the aforementioned scene is a treat for any who would find the mythos of the series at all interesting. One of the means of gaining new insight into the series' story came from "Intel" items, which after finding them in the game world, gave you some reading material describing the lore, basically. This game doesn't have that feature, which is a little off-putting for me, personally.

Enough about the story, let's get on with talking about the gameplay. Well, control-wise, it is the smoothest of the series so far. Your character moves much more fluidly than at any point in the franchise, with spot-on reaction times, and a sprint that actually resembles one. One of the off-putting features introduced in the second game was the sprint function, which was more akin to a jog, that only allowed for a two-second jaunt for evasion purposes. You also couldn't pivot or change direction while sprinting, so it was very awkward. That's not the case here. Also, cover mechanics work just fine, requiring appropriate swings of the mouse to situate your aim where you want it. You have a more capable melee attack as well, allowing you to chain swipes and stabs which can save you some precious ammo.

The guns, while somewhat lacklustre in design (they're quite generic, until you get to the experimental weapons later on), serve their purposes. The pistol has just the right recoil, deals the right amount of damage, is properly accurate, and coupled with ADS, is an effective side-arm throughout the entire game. The shotgun is king again; it sounds good, packs a huge punch as it did in the first game, and ammunition is not as scarce as in the second title. The devastator returns just as badass as ever, and there's a lightning gun which, while definitely not an original idea, works in this game's favour for delivering swift death to the evil that stands in your way. You can't lay traps anymore, so there's fewer tactical options at your disposal. Oh and, you spill a LOT of blood in the goings ahead.

Some new enemies come to challenge you. There are a bunch of raving nutjobs that occupy the inner city, called "cultists", which have been warped not only emotionally, but physically by Alma's widespread influences. There are also a few instances where you fight ATC bosses who have a phasing ability as well as high amounts of armor, who also summon basic grunts to keep you distracted. Snipers, which were a thorn in your side in F.E.A.R. 2, are nowhere to be found, which is both a blessing and a hint as to how much easier this game really is (not entirely for the better). Alma's powers have always generated monstrous apparitions, and this time we come up against "Scavengers", born out of the memories of Alma's time locked up in the vault. And you sometimes encounter ghastly "spectres", which possess similar abilities to Paxton Fettel.

Through the arcade-like features noticeable in the rewards system, you gain a slew of perks accessible both in single and online gameplay. They typically consist of increasing how long you can use Slow-Mo, how long Paxton can possess enemies, the amount of ammunition you can carry for weaponry, your total health, and regeneration time. However, this system, as described earlier, will likely ruin the immersion and you might come to dislike it a lot, even if it amounts to improving your character's abilities. The developers couldn't have chosen a more intrusive, horror-killing experience system if they tried, so this is definitely a negative aspect of the game in spite of its positive ramifications.

It's also far too easy for my liking, even on hard difficulties. Yes, enemies will kill you quickly in the hardest level, but you don't have to manage any of your resources, aside from how many rounds you use in your quest (as per usual, anyway). All other games in the series had medkits, and you increased your total health & slow-mo time with often hidden boosts for each; that's not the case here because your character, while it makes a little bit of sense in context (you play as a supersoldier & a ghost, respectively), has regenerating health. It doesn't make you unstoppable but it still makes the firefights more tedious than challenging, since you don't have to worry about your ability, or lack thereof, to restore lost health. The only challenge may come from the Creep itself, and because of said monster, he becomes pretty much the only final boss the series has featured so far.

To summarize, F3AR doesn't do everything right, and it really doesn't bring anything all that new to the formula. The horror aspect is at an all-time low, it's far easier than any game before it, and it resembles Call Of Duty a bit more than it should. What few positives it has in its favour is that the controls are better than ever, guns are actually fun to use again (anything that isn't an assault rifle or sub-machinegun anyway), and there's some distinct multiplayer fun to be had even if no one really plays it anymore. John Carpenter may have had a directorial hand in the game's story, but it didn't make a difference as per its quality.

The Rundown:


Positives

+ Smooth, fluid controls and character movement.
+ Playing as Paxton Fettel opens up new ways to play through the game story.
+ Weapons (mostly) feel good to shoot again.
+ The sprint function actually resembles a sprint rather than a lethargic, two-second jog.
+ Can actually challenge you at times.
+ Some standout multiplayer modes.
+ Graphically decent, but nothing earth-shattering.
+ The perk system sees steady growth of your character over time.

Negatives

- No one plays multiplayer anymore.
- That GOD AWFUL reward system UI
- Much too short a campaign for a F.E.A.R. title
- No intel items, which previously provided reading material in older games.
- Regenerating health, although you can make excuses for it (you're playing as a supersoldier and a specter, basically)
- Alma takes a backseat in the story, with none of the menace she exhibited. This goes against one of the hyped promises of the game's story.
- Not scary at all, unless you're the most timid motherfucker around
- Sgt. Beckett, the playable character from the second title, unceremoniously dies to serve as a plot forwarding device.
- There are a number of plot holes present. One being the fact that you begin the game in some nondescript, dilapidated prison in fuckknowswhere? How the fuck did the Point Man end up there? Why is he there, beyond the fact that he is, just before you start playing, under custody of ATC goons? Just where the fuck is this place in relation to Fairport, the same location where all the shit was hitting the fan to begin with?
- The perk system is delivered by the shitty, intrusive UI mentioned previously. And eventually you get every perk in the game and realize that you couldn't be arsed to play anymore.

C-