Diablo III came out yesterday (5/15/2012) and although it spent much time down because of the massive amount of traffic they were experiencing, I was able to spend a good couple of hours playing. I wasn't really sure what I wanted to play until a couple hours before doing so. I originally settled on the wizard but when I got to the character creation screen I went for the witch doctor. I feel like whatever attracted me to play him is the same thing that made me want to play a warlock in WoW.
I logged in and watched the great character intro scene. Once the game started I did the first thing necessary: turn down my graphics settings so it played at a decent framerate. I was a bit dismayed that my computer had as much trouble as it did, but it's from 2007 and its graphics card is from 2008 and well, what do you expect?
The witch doctor started out okay. I had Shoot Poison Dart and Stab With Knife for my two actions. I didn't really enjoy that very much. But Shoot Poison Dart was quickly replaced by Throw Jar of Spiders and I really started to love the flavor of the class. In short order I also received Grabby Zombie Hands, Summon Zombie Dogs, and Shoot Flaming Bats and I was quite happy.
The voice acting in the game is a wonderful addition. It allows you to take in the lore and story without slowing down and stopping, which is very important so that you can keep that Diablo pace without miss out on the story. I really enjoy the random spurts of lore you occasionally get from the "Lore" button that will occasionally appear in the bottom right of the screen. The more thorough questing system is a wonderful addition to the game. It still feels like Diablo (as opposed to WoW) but makes it much easier to keep track of what's going on.
I also think that the skill system in Diablo III is great. For those who haven't played it you have skills bound to left mouse, right mouse, and 1-4. Each of those buttons has a particular set of skills that can be assigned to it, and there is no overlap in what skills can go in each position. Furthermore, skills have runes that are accessed as you level up which augment them. And skills cannot be switched out mid-combat.
Having your skills locked to certain buttons gets me really excited. It's simultaneously simplifies the gameplay and challenges you. By not having access to all of your skills at a time you're forced to strategize outside and inside of battle. You have to figure out what skills go well together and execute them well. It allows for a great diversity of gameplay because switching out your skills and runes you can create a vastly different character.
And yes, the game still feels like a Diablo game.
With regards to the launch day issues: I don't feel contempt for Blizzard, because I do understand that there is a limited degree to which you can prepare for these things, but it is still their responsibility to prepare for it and I do hold them accountable. I understand all the reasons that they have for requiring the online connectivity and agree that it's the best choice, because it's not JUST a single-player game. There is an economy, of currencies both virtual and real, that is attached to this so that security is of paramount importance.
Interestingly, I read an article a short while back about Zynga's server structure. They have their own servers that they use to host all of their games that they have custom built and everything, like anyone with a large number of servers should. However, they also utilize Amazon's cloud servers to deal with spikes in their server needs. This way they can quickly react to changing server loads without having the type of errors that Blizzard is having. Now, I don't work for Blizzard nor am I particularly versed in server things, so I don't know if there may be something that could keep them from doing such a thing, but it's definitely something that, if I were an executive and Blizzard and I had heard about, I would have the right people look into it.
In short: amazing game :) but launch day issues :(
Showing posts with label impressions. Show all posts
Showing posts with label impressions. Show all posts
Wednesday, May 16, 2012
Diablo III First Impressions
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Friday, March 9, 2012
Lumines and Super Stardust Delta Impressions
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Super Stardust Delta is the followup to one of my personal PSN favorites, Super Stardust HD. Super Stardust (of both varieties) is a twin-stick shooter like the immensely popular Geometry Wars but instead of being played in a bounded rectangular area it is instead played on a sphere, meaning that the player (and the enemies) cannot get trapped in a corner. Super Stardust HD featured three main weapons as well as a bomb and boost capability. Super Stardust Delta has brought that down to two main weapons and has added the Black Hole and the Missile Strike which are activated by touching either the touch screen or the rear touch panel.
One of my major problems with Super Stardust HD was the lackluster boss battles. When the bosses for the later levels were two of earlier bosses, you know you have a problem. SSD has really stepped up the boss battles to be interesting, fun, and different. Furthermore, reducing the number of weapons to two (Gold Melter and Ice Splitter; now called 'fire' and 'ice') was a great decision because Rock Crusher and Ice Splitter were basically the same thing. Ice Splitter just had a narrower spread and a longer range.
I haven't had a great opportunity yet to try out the new special weapons, Black Hole and Missile Strike, but I'm definitely finding an increased usefulness for boost, especially since it doesn't consume your special moves anymore.
The game also includes several minigames to play around with the features of the system. The first game I tried had waves of asteroids fall and in order to break them up, one must press on both the front and rear touch screen to squeeze them to pieces. This was a simple enough minigame and was fairly neat.
The second minigame had me using the front touch screen to move around a blue disc. The object was to avoid being hit with red enemies while killing the blue enemies. The large problem with this is that having my finger over the screen obscured my vision, which is all too critical for a game Super Stardust, especially when you are red/green colorblind. There are more minigames of varying quality, but the real fun is with the main game.
The music tracks are remixed versions of the Super Stardust HD tracks and that's a good thing. They've retained their high quality and addictiveness in the transition to the Vita. The game allows you to play each level individually or back-to-back in the main mode, it also has three difficulties and allows you to play the game in a "Pure" style, as in without the Missile Strike or the Black Hole abilities. All in all, Super Stardust Delta is a much better game than Super Stardust HD and any Vita owner who enjoyed the original or who just enjoys shooting things should definitely give this newer installment a try.
Note: I highly recommend going into the menu and remapping the controls so that the back touch screen doesn't do anything. You will thank me when you don't get hand cramps from trying to avoid touching the back screen. Normally this isn't a problem but since the action in the game lasts so long and is constant, it becomes quite the issue.
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Ah, Lumines. Lumines was the game that caused me to want an original PSP, and was the only game that I bought for it at launch. That little game and I have spent so much good time together. From the moment I started it and "Shinin'" by Mondo Grosso started playing I knew that I was in love. Fighting, making my way to the end so that I could hear "Lights" was a journey, and a difficult one at that. I've also enjoyed Lumines II and Lumines Supernova.
Lumines: Electronic Symphony is another entry in the Lumines stable of games . There are a few things that it does differently. To begin, the special chain block doesn't require the formation of a square to activate, it just needs an adjacent square of the same color. This makes it easier to use, but it will often be used at times when you're rather save it. There is also a new shuffle block that when it lands will randomize the color of each block that is connected to it. I haven't been in a 'late-game' situation yet where I've had too many block on the screen. However, I imagine that if I get into one, this block will greatly help me bring that down.
Another interesting addition to the game is the introduciton of avatar abilities. In the past, Lumines has allowed you to select an avatar to represent yourself. However, the avatar has been purely cosmetic. However, in this installment, each avatar has a special ability that can be used when it is charged up. The abilities charges depending upon your performance. The standard avatar ability makes the next piece have a chain in one of its blocks. I haven't actually played around with other avatars yet, but I definitely look forward to seeing what the other ones can do. Avatar abilities are activated by using the touch screen to tap the picture of your avatar and they differ between single- and multi-player modes, for balance.
The other important component to Lumines is the music. In past games, I've found that the best skins are the ones were based on licensed songs. Lumines: Electronic Symphony seems to have realized this and has included a wide assortment of licensed music to base skins on. As such, the music in L:ES is very good. It tends to be more in the foreground than in previous games, but I consider that a good thing. Past music in the games sometimes just felt like a collection of sound effects that were triggered by your actions. Now every song has a good driving theme supported by great effects.
Lumines: Electronic Symphony is a great game that I wholeheartedly recommend if you own a PlayStation Vita.
If only this song were in it:
Wednesday, November 30, 2011
Skyward Sword Impressions
I’m one temple in on The Legend of Zelda: Skyward Sword. It’s a really great game so far, and I definitely look forward to completing it. This year is the 25th anniversary of the Legend of Zelda series, a fact which the game makes known within it. The motion controls are pretty great; choosing which way to swing my sword hasn’t been as tedious as I originally thought it was going to be. We’ll see if my opinion on that stays throughout the rest of the game.
New Systems
I’m finding myself really into the game's new questing system. Sidequests are more official now since villagers will have speech bubbles above their heads when they have something important to say to you. When you are asked to go on a sidequest, it is explicit and the you will have to select whether or not you want to take it.
The game also features an item upgrade system. There are various items that can be collected throughout the course of the game. So far I’ve found bugs and jewels of various sorts. They can be given to a particular NPC and he can use them to upgrade your items to have new powers. This varies from increasing the number of slots in your pellet pouch to making your slingshot fire a spray of pellets instead of a single pellet. Those are the ones that I’ve seen so far and I’m eagerly looking forward to seeing what other potential upgrades there are. These new features really give Skyward Sword some feeling of being a somewhat western-style RPG. This is an interesting decision that Nintendo has gone with the game and I approve of it wholeheartedly.
No Boats or Trains
A fairly prominent feature of the game is bird flying. It’s a much smoother feeling transportation feature than Wind Waker or Phantom Hourglass’s boat riding or Spirit Track’s train conducting. It features the three boosts mechanic that players will remember from Ocarina of Time and Twilight Princess’s horse riding. If you swing the remote up and down, your bird will flap its wings and ascend without losing speed, allowing you to dive and move quickly without sacrificing speed on the ascent. The problem with this is that the rhythm and strength of flap needed for the game to register the motion is very finicky. The flailing that I have to perform to get it to work often sends me wildly off course, rendering the whole point of the exercise moot.
Gripes
I have never crossed a tightrope without Link tipping over and needing to climb back up on the rope. It took me forever to realize that to correct Link’s tilt you’re not supposed to tilt the remote, you’re supposed to point it in the opposite direction like a flashlight. Tilting the remote does nothing. Nintendo chose to eschew 4 years of Wii game design convention for some reason.
Speaking of eschewing game design conventions. When you’re playing a Zelda game, and there is a big eyeball on the wall, what you do you? You shoot it, right? The game gives you the slingshot not long before you go into the first dungeon. The first real puzzle of the dungeon has an eyeball on a wall above a door. However, when you pull out the slingshot, it shuts tight and is impervious to your pellets. Fi, the spirit of the sword or something and your Navi replacement for the game, notes that the eye follows the tip of your sword. I decided that I needed to make it dizzy. I swung my sword left and right and nothing happened. I swung my sword up and down and nothing happened. After trying to shoot the slingshot and get out my sword so maybe it’d open its eye in time to be hit I looked up the solution online. I was supposed to swing my sword in a circle to make it dizzy and open the door. So congratulations go to Nintendo for going against 20 years of Zelda game design tradition and making the first puzzle of the first dungeon an unintuitive use of motion controls.
One of my biggest problems with playing the game doesn’t appear to be the games fault. It’s the Wii Motion Plus. While the technology is more sensitive that the standard Wii Remote controls, it seems to be prone to accumulating error. Over time its origin (how it’s oriented so that it thinks you’re pointing straight forward) seems to drift, making actions difficult to perform. In many cases you can press down on the D-Pad and it will recenter itself to its current orientation but there are times when you can’t do this and are forced to pause the game where you can recenter it. It can really break your immersion to have to do this, and it can really harm your gameplay if it happens at a critical moment. I’m just glad that since I bought the special edition at Wal-Mart’s Black Friday sale I didn’t have to pay extra for a Wii Motion Plus controller.
Right-Hand Bias
The games is only slight right-hand biased. I've had two issues with it so far: one is minor and the other is cosmetic. All weapon wielding enemies I've encountered hold it in their right hand. Since they hold the weapon mostly upright, this means that you cannot usually initiate your attack with a left-to-right swing, which is the most natural swing for a left-handed person. The game slightly favors right-handed people in this way. The other way that it favors right-handed people is that if you want to hold your sword in a cool way, such as pointed behind you, you can't do this and it will look really weird. Overall, I had worse fears and am not bothered by this.
I know that I complained quite a fair amount of the past 900 or so words, but I really do like the game. It’s still a very solid game and lives up to all my expectations about the quality of Zelda games. The graphics are, of course, not that great. The models all look very good, but the environments do leave quite a bit to be desired. As with Twilight Princess, the more stylized scenes do look absolutely gorgeous. If you like Zelda games, then I’ll bet that you’ll like this game. I love it so far.
Tuesday, November 15, 2011
Gaming Miscellany: Uncharted 3 and Sonic Generations
Uncharted 3 When his enemies see the half-tuck, they know to be afraid.
Another wonderful entry in the Uncharted series. I just finished chapter 10 (I think). I watched the opening scene for when they get to Syria. I'm also playing it on hard difficulty, because I just tend to play games on hard these days. There's a part of me that wants that challenge. I think it started with Devil May Cry 3. That reminds me, I need to buy Dark Souls.
Uncharted was a game that I had really high hopes for. It was a very good game, that's no doubt, but it wasn't as good as I would have liked. It, Mirror's Edge, and other games tend to fall into a similar patter. The pattern is that a new game promises interesting platforming, runs out of interesting platforming, and the game devolves into combat as the game progresses and loses its platforming.
I was Uncertain about Uncharted 2 because of my problems with the first one. However, the reviews and chatter started to roll in so I played it via Gamefly. It was a truly amazing game. The platforming didn't die out towards the end. The set pieces were beautiful. The story was amazing and the gameplay shined. I loved every minute of it.
Uncharted 3 isn't as many leaps and bounds better than Uncharted 2. I'm not even sure if it's better than Uncharted 2. So I'm not as impressed because my expectations were raised so high. That said, it's still an amazing game. The grenade throwback mechanic is really well done and adds some good depth to the gunplay. The platforming is solid but has mostly been climbing so far. The climbing in Uncharted is so easy it almost may as well be automated.
I really look forward to beating this game.
Sonic Generations "Let's fly away together, Sonic." said Sonic. "I can't, Sonic. They don't have that mechanic in my levels." Sonic replied. -my personal fanfic collection
I wouldn't have bought this game if it weren't for the demo station set up at GameStop. The music for Green Hill Zone just captured me and wouldn't let me go. So, that was sneaky clever shit they pulled. Damn nostalgia. I'd played the demo previously and been unimpressed, but that changed when I got the full game. I don't really know why.
For the first three level, which pulled from Sonic the Hedgehog, Sonic 2, and Sonic 3 for inspiration, I enjoyed the classic sonic versions. However, as the levels have progressed, I've been enjoying the new Sonic versions of the levels more and more, to where my enjoyment of new Sonic has overcome my enjoyment of the classic Sonic versions.
I'm six levels deep now, so we'll see how the rest of the game pans out. All things considered, this game has me reconsidering checking out Sonic 4 again. This game has probably been a great success for Sega and I think they deserve it.
I have about a billion other games that I have bought recently and need to play. Expect more in the future as I slowly make my way through playing all of them.
Another wonderful entry in the Uncharted series. I just finished chapter 10 (I think). I watched the opening scene for when they get to Syria. I'm also playing it on hard difficulty, because I just tend to play games on hard these days. There's a part of me that wants that challenge. I think it started with Devil May Cry 3. That reminds me, I need to buy Dark Souls.
Uncharted was a game that I had really high hopes for. It was a very good game, that's no doubt, but it wasn't as good as I would have liked. It, Mirror's Edge, and other games tend to fall into a similar patter. The pattern is that a new game promises interesting platforming, runs out of interesting platforming, and the game devolves into combat as the game progresses and loses its platforming.
I was Uncertain about Uncharted 2 because of my problems with the first one. However, the reviews and chatter started to roll in so I played it via Gamefly. It was a truly amazing game. The platforming didn't die out towards the end. The set pieces were beautiful. The story was amazing and the gameplay shined. I loved every minute of it.
Uncharted 3 isn't as many leaps and bounds better than Uncharted 2. I'm not even sure if it's better than Uncharted 2. So I'm not as impressed because my expectations were raised so high. That said, it's still an amazing game. The grenade throwback mechanic is really well done and adds some good depth to the gunplay. The platforming is solid but has mostly been climbing so far. The climbing in Uncharted is so easy it almost may as well be automated.
I really look forward to beating this game.
Sonic Generations "Let's fly away together, Sonic." said Sonic. "I can't, Sonic. They don't have that mechanic in my levels." Sonic replied. -my personal fanfic collection
I wouldn't have bought this game if it weren't for the demo station set up at GameStop. The music for Green Hill Zone just captured me and wouldn't let me go. So, that was sneaky clever shit they pulled. Damn nostalgia. I'd played the demo previously and been unimpressed, but that changed when I got the full game. I don't really know why.
For the first three level, which pulled from Sonic the Hedgehog, Sonic 2, and Sonic 3 for inspiration, I enjoyed the classic sonic versions. However, as the levels have progressed, I've been enjoying the new Sonic versions of the levels more and more, to where my enjoyment of new Sonic has overcome my enjoyment of the classic Sonic versions.
I'm six levels deep now, so we'll see how the rest of the game pans out. All things considered, this game has me reconsidering checking out Sonic 4 again. This game has probably been a great success for Sega and I think they deserve it.
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Saturday, September 24, 2011
Donkey Kong Country Returns Impressions
I've had very good experiences with Donkey Kong games in the past, having just avoided Donkey Kong 64. Most recently, I played all the way through everything in Donkey Kong Country 2 and before that I've played through all of Donkey Kong Jungle Beat. Both of those games are very different from Returns.
Unlike in DKC2, you can't use your partner as a weapon or a platforming tool. When you get Diddy from a Barrel, your life is extended and his jetpacks help you stay aloft longer, but you don't jump higher. If DK takes too much damage, Diddy goes away. In single player mode, you never get to play as Diddy.
The movement is slower, the mid-air readjusting is slower. It doesn't feel like it's in the same series as DKC or DKC2. It feels like it's a different game that's just aping the style of Donkey Kong Country. But, I've started the third area recently and it's definitely growing on me. I've give my full impressions of it when I finish it and have played the co-op. I'm enjoying it, I just with it had more of that Donkey Kong feel.
Unlike in DKC2, you can't use your partner as a weapon or a platforming tool. When you get Diddy from a Barrel, your life is extended and his jetpacks help you stay aloft longer, but you don't jump higher. If DK takes too much damage, Diddy goes away. In single player mode, you never get to play as Diddy.
The movement is slower, the mid-air readjusting is slower. It doesn't feel like it's in the same series as DKC or DKC2. It feels like it's a different game that's just aping the style of Donkey Kong Country. But, I've started the third area recently and it's definitely growing on me. I've give my full impressions of it when I finish it and have played the co-op. I'm enjoying it, I just with it had more of that Donkey Kong feel.
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