Showing posts with label Gamespot. Show all posts
Showing posts with label Gamespot. Show all posts

Monday, September 30, 2013

Games on the AVE: GAMESPOT Reviews FIFA 14

Also on Xbox 360, XboxOne, and PS4





There's a change of pace about FIFA 14 that can be a little jarring at first. Those long-used run-and-gun attacks up the center of the pitch so beloved by FIFA players are met here with a steely wall of defence and a disheartening counterattack. This is a slower, more considered take on football that rewards careful buildup play and thoughtful strategy over brash tactics, and boy is it all the better for it. A slew of clever changes to the physics--some visible in the eerily realistic-looking animation and some working their magic behind the scenes--and clever control tweaks set this year's game apart from its predecessors. And in typical FIFA style, it's all wrapped up in some wonderfully compelling game modes and the glossiest of presentations.

There's no single new feature in FIFA 14 that screams "Buy me!" as perhaps the rag-doll collisions and 360-degree control did in FIFA 12, but it's how the game slickly combines several little tweaks to form a cohesive whole that makes matches sing. For instance, while you could previously manoeuvre the ball in all directions while a player was standing still, that ability now extends to when a player is running with the ball. It's an obvious tweak when you think about it, but it opens the game up to a multitude of runs that zigzag all over the pitch and to clever plays that outsmart defenders with more than a lucky through ball and a burst of speed.
This doesn't mean you can carve a mazelike path around the pitch without consequence, though. For every twist and turn you make, your players visibly shift their weight around and throw their arms out to keep balance. Overdo it, and the ball, which is no longer magically glued to a player's feet, drifts wide or too far out in front, giving defenders the perfect opportunity to swoop in and steal it. Naturally, some players are better at keeping control of the ball than others, depending on their stats. Figuring out who's the best man for the job and doling out the right strategy to the players is all part of the fun, and it's made easy thanks to a comprehensive and easy-to-use set of management tools that you can dive into before and during matches.
The best players are better equipped to perform showboating skill moves too, which are easier to pull off since you no longer have to hold down a modifier button. With just a few waggles of the right stick, you can indulge in all manner of body feints, stepovers, and sideways rolls, which--when combined with the looser dribbling and slick animation--look spectacular. The ability to actively shield the ball helps things along, giving you a little more time to plan an attack and giving your player those crucial seconds needed to line up a shot. It works well offensively too; some well-timed shielding lets you throw your player's weight around and turn on sixpence, and allows you to brute force defenders away from the ball.
What this all adds up to is a game that looks and feels more like a real game of football than ever before. AI performs more intelligently, boxing in players on the attack and performing runs in just the right places to create some real shooting chances, even if they're offside a little more often than you might like. And when you do get the chance to try to stick one in the back of the net, the ball dips, arcs, and moves with the kind of unpredictability you'd expect from a small round object being whipped through the air at pace. It's a wonderful thing to see in motion, and when you finally make your way to the box and score after a string of deft touches and considerate passing, it feels like you earned it. There's still an element of FIFA's heavy-handed automation at work here, but with FIFA 14 slowing down the pace and making you work harder for a goal, the automation is far less of an issue than in last year's game.
Off the pitch, things are largely the same, with modes like Head to Head Seasons, Ultimate Team, Online Friendlies, Virtual Pro, and Manager to play through, but they remain the most comprehensive and compelling you'll find in a football game. Real-world statistics ensure that every team is kept up to date before the start of every match, while the excellent EA Sports Football Club keeps track of any points earned and ties them to a real-world team for a ranking on a global league table. A slick new interface that mimics that of the Xbox 360 dashboard not only looks far better than its predecessor, but also keeps the action flowing smoothly in Career mode thanks to a simpler layout and navigation that lets you access all the core functions with just a few flicks of the analogue stick.
Career mode has received some much-needed tweaks, including the option to disable the first summer transfer window, finally giving you the chance to maintain a real-world squad up until the January transfer window. A Global Transfer Network has been introduced too, which masks a player's overall rating (OVR), so you've absolutely got to use scouts to find the best youth players. A tile on the Career mode page keeps you up to date on scouting progress, letting you choose to move forward with in-depth scouting, after which the OVR is finally revealed and you can decide who to purchase. This is far more engaging than simply hitting up the search box and looking for players with the highest OVRs, and it means you've got to put a great deal more thought into your purchases.
Fun skill minigames, swift loading times, and some excellent commentary (complete with rambling pre-match banter) put the finishing touches on what is a fantastic football experience. And, like previous FIFA games, FIFA 14 is beautifully presented. Animations are smooth, and famous players, kits, and stadiums are faithfully re-created with great attention to detail. You could argue that perhaps it all looks a little too perfect, and a little bit of grit here and there, along with some players who don't look like they've lost all feeling in their upper bodies, would go a long way towards making the game look even better, though it's still leaps and bounds ahead of the competition.
Despite the lack of a defining new feature to attach itself to, FIFA 14 is far more than the sum of its parts. It's a fundamentally different experience to last year's game, and an entertaining one at that, moving the series ever closer to the realism it so proudly strives for. The only competition FIFA has this year is itself. With a next-gen version just on the horizon, complete with a brand-new engine, you may be thinking about sitting this one out until then. But to do so would mean missing out on what is a fabulous football game, one that feels fresh yet familiar and that pushes even FIFA veterans into new, exciting, and engrossing ways of playing.

Tuesday, September 17, 2013

Games on the AVE: Gamespot Reviews NHL 14

Also on PS3




It's too bad that EA Sports doesn't have any competition for the hockey gaming market anymore. While the previous two editions of its long-standing hockey franchise were impressively playable--if not exactly groundbreaking refinements of the superb game that was NHL 11--too little of note has been added this time around. EA Sports is really pushing things this year with a game that incorporates nothing significantly new aside from arcade-style hitting, more fighting, and a lame re-creation of NHL 94.
It has now been two decades since NHL 94 changed hockey gaming forever, so EA is marking this with what's ostensibly a souped-up version of the usual release. But just like in Madden 25, there isn't much here worth blowing out the candles over. Game modes are similar to those offered last year. You still play one-off matches, get into careers running a player or a whole franchise, take on GM duties, mess around with Hockey Ultimate Team card-collecting, relive big games from last season in the expanded NHL Moments Live, and take the whole shebang online for multiplayer games, tournaments, and leagues.
Controls are identical to what was offered last year, save for the addition of a one-button deke move and some finicky dangles that are tough to pull off on a regular basis. And like last year, some moves are still overpowered, most notably poke-checking. You can control the nuances of nearly every stride and shot, or drop down to basic button-pushing as was offered in 1994. The game continues to include most of the international hockey world, from Major Junior in Canada and the elite European leagues to the NHL and its minor-pro AHL affiliate clubs. Team rosters are a little messed up, though, apparently dating back to June, and even the first downloadable update includes some noticeable mistakes and omissions, like the absence of the new division names that were announced in July.
Graphics and sound have been ported over almost intact from last year's game. Visuals remain very good, with impressive animations and TV-accurate depictions of players. The broadcast duo of Gary Thorne and Bill Clement spouts the same lines as before, the sound effects are ultrafamiliar, and the soundtrack includes the standard alt-rock lineup of new and old tunes where the most prominent track is Wolfmother's "Joker and the Thief" from its 2005 debut disc.
Additions are present, though they don't amount to much. The big new feature change is that the Be a Pro franchise mode, where you play an up-and-coming phenom or an existing star, has been converted to a slightly more elaborate role-playing experience called Live the Life. It never rises above being more than a half-baked version of what 2K Sports has been doing with its NBA 2K series, where you gain endorsements, design shoes, and even mess around with the media to make a name for yourself. Live the Life functions similarly, but there's no meat on this bone. Interactions are handled through bland text screens. You choose from several possible answers when teams quiz you before the draft, for instance, or simply say yea or nay when sponsors come calling with deals like putting your toothless mug on billboards in exchange for cash.
The results of how you mouth off to your team or the press directly translate to scores given to four audiences--fans, teammates, management, and family--that govern how things work off the ice. Be too much of a prima donna, and your team and management hate you, and might just trade you out of town. It's all too boring and rigid to feel authentic. Scores go up and down immediately after you finish answering questions, making the whole thing seem like you're painting a good guy like John Tavares or a nut like Steve Downie by the numbers, rather than creating a real hockey player.
The other headline new feature is NHL 94 mode. This is a retro option where you play arcade hockey just like you did in the Clinton era. It's a great idea, although it doesn't include many actual retro touches. The mode acts more like a dumbed-down NHL 14 sped up and locked to an old-school top-down camera. You get the distinctive blue-tinted ice, stars under players, 16-bit sound effects, and the zippy action that made NHL 94 so great back in the day. But the game uses the new graphics engine, mostly modern sound effects, and the current rosters.
Other modern touches that could have been more meaningful, like online multiplayer and league play, aren't supported in this mode. Ultimately, it's as if EA Sports couldn't decide between going full retro with the complete 1994 game or doing a modernized take on a classic, so it compromised and did neither. The result is barely a passing nod to this legendary hockey game, with the most standout detail being the bleepy-bloopy music you might remember well from long-ago marathons on the Sega Genesis.
Gameplay changes are also very slight in NHL 14. This is the second year of EA Sports' newest physics engine, but the action on the ice isn't noticeably smoother this time out. Granted, the skating physics are still very good. Momentum continues to be extremely well handled, especially when it comes to sharp turns and stops. Opposing defensemen get really aggressive in front of the net, and it's routine to see the net knocked off its moorings when forwards drive hard into the crease.


Games on the AVE: Gamespot Reviews Diablo 3

Also on PS3 and Windows PC





After causing calluses on clicking fingers far and wide on PC, Diablo III has come to consoles and swapped the mice and keyboards for gamepads. The result is an experience that feels somewhat different; clicking the screen to guide your heroes around isn't the same as having direct control of their movements with a thumbstick, though whether you think one control method or the other is better is purely a matter of personal preference; both are equal to the task. The console versions of Diablo III also don't look as sharp as the PC original, but the impact of the atmospheric art design is undiminished. Most importantly, Diablo III on consoles still makes slaughtering thousands of monsters good fun, especially if you're doing so with a few friends. You begin your quest just after what appears to be a flaming star falls from the heavens and crashes into the cathedral in Tristram, the doomed town where the events of Diablo took place. This cosmic occurrence has the unfortunate side effect of reanimating the dead, and the people of New Tristram find themselves besieged by corpses long ago put to rest. Diablo III's story is unremarkable, but it weaves in plenty of references to and appearances by characters from earlier games and enriches the established lore of the series. Fans of Diablo and Diablo II will immediately feel drawn into this world.
You certainly don't need any familiarity with the series to jump right into Diablo III, however. If you've played earlier games, you'll likely get even more out of Diablo III--the music that plays in the New Tristram area may send nostalgic shivers down your spine--but the gameplay is welcoming and easy to grasp for vets and newcomers alike. You choose one of five character classes, and though they become quite distinct at later levels, they all start with nothing but basic offensive skills.
That may sound dull, but in fact the rate at which you acquire new skills is part of what makes Diablo III so hard to pull yourself away from. You very quickly open up slots for new types of abilities; if you're playing as a demon hunter, for instance, you begin with a basic archery attack, but you can soon supplement this with resource-draining skills like a rapid fire ability, enemy-slowing caltrops, acrobatic somersaults that can get you away from enemies, and other techniques.
These skills are divided into distinct categories--primary, secondary, defensive, and so on--and by default, you can have only one skill from each category equipped at a time. This is a sensible restriction if you're a novice player, because it helps ensure that your character is well rounded, with a complementary assortment of abilities. However, if you prefer a greater level of character customization, you can turn on what's called elective mode. With this on, you can opt to equip whichever skills you want in your available slots, rather than being limited to choosing one from each category. But if you do this, be mindful of your character's resource pool. If you select two monk skills that cost spirit (the monk's resource) and no skills that generate spirit, you're going to have some trouble slaughtering the legions of hell spawn you encounter.
Choosing one skill always means not choosing another, since the number of buttons you can assign skills to is always equal to the number of active skill categories you've unlocked. (Once you've unlocked all six skill categories for your class, for instance, you have just six buttons to which you can link skills.) But you can change your selected skills at any time, giving you free rein to tinker with your abilities until you find a combination you're happy with.
You never sink points into skills to make them more effective, so you never have to worry that you're not making the best choices. Rather, as you level up, you unlock both new skills and new runes you can apply to existing skills. From level 13 on, for instance, witch doctors can apply the numbing dart rune to their poison dart attack, which adds a slowing effect to this offensive ability. You can eventually unlock a total of six runes for each active ability, though you can have only one rune at a time activated on any ability. This system prevents you from squandering your character's growth by sinking points into skills that leave you ill-equipped for challenges to come, and lets you customize your abilities on the fly to better tackle the challenges you're currently facing.
It's not all about unlocking skills, however. It's about employing those skills to slaughter the monsters you encounter as you travel the world, and collecting the loot the fiends drop. This is where Diablo III's habit-forming pleasures lie. The randomly generated environments encourage exploration; you never know what treasure (or what powerful foe) you might find down each cathedral hallway or desert trail. Enticing art design draws you into these realms. In and around New Tristram, a foreboding mist hangs in the air, and ancient ruins crumble as you visit places long undisturbed. In the lands around the elegant city of Caldeum, you traverse stark landscapes of cracked earth and bone.
You explore ornate, musty manors and spider-infested caves. You make your way through rat-infested sewers and emerge into a dusky, teeming oasis. And though the inspiration it draws from The Lord of the Rings is a bit obvious, a setting in the game's fourth act effectively makes you feel like part of a desperate, large-scale war between humanity and the forces of hell. Just when you've had your fill of one region, it's time to move on to another, and each location is so different from the one that preceded it that you feel as if your quest to rid the land of evil is taking you across a vast and varied realm.

Games on the AVE: Gamespot reviews Grand Theft Auto 5

Also available on Xbox 360 and Windows PC





Where do you begin talking about Grand Theft Auto V? Do you start with the vast, varied, beautiful open world? Do you start with the innovative structure that gives you three independent protagonists you can switch between on the fly? Maybe you talk about the assortment of side activities you can engage in, or the tremendous number of ways in which you can go about making your own fun. Or perhaps you dive right into the game’s story problems, or its serious issues with women. GTA V is a complicated and fascinating game, one that fumbles here and there and has an unnecessary strain of misogynistic nastiness running through it. But it also does amazing things no other open-world game has attempted before, using multiple perspectives to put you in the thick of cinematic heist sequences and other exhilarating, multi-layered missions like no open-world game before. Those perspectives come courtesy of Michael, Franklin, and Trevor. Michael’s a former criminal who’s dissatisfied with his current life of privilege and relaxation. His marriage is on the rocks and he struggles to connect with his shallow daughter Tracey, who dreams of making it big in reality TV, and with his lazy, entitled son Jimmy, who spends most of his time spouting hate-filled trash talk while playing video games online. Franklin’s a talented young driver and repo man who doesn’t seem to have too many opportunities to move up in the world, until he has a chance meeting with Michael. Michael finds Franklin easier to connect with than his own children, and he promptly takes him under his wing and ushers him into a life of big-time crime.
And then there’s Trevor, a former friend and business associate of Michael’s who is now a methamphetamine entrepreneur living in a desert town north of Los Santos. Trevor’s a truly horrible, terrifying, psychotic human being--and a terrific character. He possesses a chilling combination of intelligence and insanity, and he’s so monstrously violent and frightening at times that he almost makes the other two protagonists seem well-adjusted by comparison. Exceptional voice acting and animation help make Trevor a character you will never, ever forget, even though you might want to.
When circumstances reunite the long-estranged Trevor and Michael, the tensions between them complicate the entire group dynamic; Michael, Trevor and Franklin may work together, but they don’t always get along. Their dialogue is sharp and snappy and it’s usually a joy to watch them interacting with each other, but unfortunately, the characters sometimes behave in ways that don’t feel consistent. For instance, Franklin takes the moral high ground in an argument with a paparazzo, then casts his reservations aside to help him take degrading photos of a female celebrity. And when Trevor shows up in Michael’s life after an extended absence, the speed with which the two start working together again is at odds with their deep-seated reservations about each other.
Perhaps most troubling is a mission in which you’re instructed to torture a man. Trevor states that torture doesn’t work, and the person ordering the torture is an arrogant and corrupt government official, suggesting that the scene is meant to be a critical commentary on the United States’ use of waterboarding and other “enhanced interrogation” methods. But the fact that Trevor (and you, if you want to progress through the story) tortures the man regardless, and that he does end up spilling more information as a result, sends a very different message. These moments of hypocrisy and inconsistency diminish the otherwise strong characters; it feels like they are leaping into situations not because it's what they would actually want to do, but because the mission design demands that they must.
Thankfully, the missions are frequently incredible, which makes it a bit easier to overlook the occasional contradictions in character behavior, if not the mixed political messages. The high points of the game are the heists, big jobs planned by Michael and the gang. These jobs usually give you a few different options for how you want to approach a situation, and your choice completely changes how the heist plays out. On one job, for instance, one option has you posing as a janitor to infiltrate a building and plant bombs, then triggering the bombs and entering the building with your crew disguised as firefighters. The other, more direct option involves parachuting onto the building and busting in, armed to the teeth.
These are elaborate, multi-stage sequences that involve prep work. You might need to acquire equipment ahead of time, find a good place to hide a getaway car, and make other arrangements before you’re ready to pull off the job. You also need to select supporting members for your crew, as some jobs may require a hacker, an additional getaway driver, or another gunman. More skilled crew members typically take a bigger cut, but if you hire cheap, inexperienced people, they may end up failing at their tasks and compromising the operation. Of course, not every step of this process is thrilling, but these early steps make you feel more invested in the job when it does go down, and they evoke the feeling of films like Heat in which the slow buildup to the crimes makes the payoff in the action-packed scenes more intense.
These missions and many others have you switching between characters. You might rappel down a building as Michael, provide sniper cover for him as Franklin, and fly a getaway helicopter as Trevor, all on one mission. In another exciting mission, you take out a plane’s engines from a great distance as Michael, then pursue the doomed, burning aircraft over land as Trevor. It’s exhilarating, swapping between these roles and these perspectives, and it’s part of what makes GTA V the current pinnacle of open-world mission design. Even putting the three-protagonist structure aside, the mission design is frequently surprising and sometimes stupendous. You don scuba gear to infiltrate a heavily guarded laboratory via the ocean, recklessly fly a small aircraft into the bay of a large cargo plane, and get thrust into all sorts of other memorable situations.

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