Monthly Archives: October 2013 - Page 2

Grand Theft Auto V Review – Southland Sprawl

Grand Theft Auto V deserves accolades for its innovative triumvirate of antiheroes, its many and varied missions, and the sprawling depiction of Los Santos and the hillbilly outbacks. But to rip off what an erudite author once said about Oakland, there is no “there” there. I can’t imagine any scenario in which a literary icon like Gertrude Stein would be critiquing a video game, but that legendary putdown can also apply to the Greater Los Santos Area. There is something missing in GTAV that makes the game less engaging than the sociopathic sandboxes of GTA: Vice City and GTA: San Andreas, the two GTA games that will perpetually be my measuring sticks for the franchise.

What is missing most of all is a solid sense of place. Both Vice City and San Andreas reveled in nostalgia. Vice City reeked of the ’80s, from the pitch-perfect radio stations to the Crockett and Tubbs lookalikes that showed up in their Testarossas–er, Cheetahs–when you cranked your wanted level to three stars. San Andreas evoked the early 1990s in a similar way. San Andreas’ theme was not as developed as Vice City’s, but the game still depicted a recognizable time and place in its grim cartoon look at Los Angeles–with sidelong glances at LA County, San Francisco, and Las Vegas–during the explosion of rap and the racial tension that saw a good chunk of SoCal go up in flames after the Rodney King verdict.

Both San Andreas and Vice City seemed like real places. Rockstar’s biggest achievement in these games was in creating places that you wanted to visit. Vice City was most successful at this. I practically moved to Vice City; I knew the streets by name and could find my way around there better than in the real world. This devotion speaks to Vice City’s power to invade my waking thoughts. Long after the game’s release, I would go for long drives around town, listening to the radio and indulging my inner hooligan in a rampage or three. The same is true of San Andreas, although the allure of the ’80s theme usually won out before I got the San Andreas disc into the system. Rockstar hasn’t forgotten how to do this sort of thing. I liked visiting the faux West of Red Dead Redemption just as much as I did Vice City, and still load up the game to ride around the lonely prairie.

GTAV, much like its immediate predecessor, GTAIV, is too almost-modern for its own good. While the setting is ostensibly today, the plot goes back to the 2008-2009 depths of the Great Recession. The story feels dated, and not in the good way of Vice City and San Andreas, which were intentionally retro. Instead of thinking, “Cool! That Exploder: Evacuator Part II movie commercial perfectly sums up how dumb action movies really were in 1986!” you’re thinking, “Man, the developers started writing this stuff a long time ago.”

Look beyond the jokey stuff, and you discover an unrelentingly bleak, black-hearted look at humanity.

Not that the economy is really a whole lot better today, of course. But worries about the housing crisis, the implosion of Lehman Brothers, and the bursting of the housing bubble in the US–all things that clearly motivated a lot of the storyline in GTAV–are not exactly current. We’ve moved on to new economic meltdowns, like the stateside debt ceiling crisis. It’s critique of mainstream media is equally archaic; taking shots at reality television for being crass also isn’t cutting-edge comedy. Grand Theft Auto V was a clearly expensive game to make and obviously took a long time to develop, but a story that is only contemporary when work begins in earnest on a project of this magnitude ultimately looks dated. It suffers from the curse of trying to be too current.


The triumvirate of protagonists represents the before, after, and way after of humanity.

Los Santos, at least, is brilliantly realized, particularly as a technical achievement. The city and the surrounding meth-producing rural environs form the most realistic depiction of a metropolitan area to ever grace a game. The whole burg lives and breathes, offering colorful slices of life whether you’re creeping through backyards in the dead of night or just wandering down the sidewalk in the middle of the afternoon. I don’t think I ever encountered any window dressing; all of the people seemed to be present in their own moments, not just there to serve as my personal backdrop. But it’s so damn big. I long for the simpler layouts of Vice City and even the more sprawling San Andreas. You could get to know them in a reasonable amount of time, which added to that easy sense of familiarity that turned them into real places in short order.

This is the most personable GTA game, with a strong emphasis on the three lead characters that delves into their psyches (and even into your own psyche by the end of the storyline). That isn’t always a good thing, especially when it comes to Trevor, who’s probably the most reprehensible dirtbag protagonist in the history of gaming, if not everything. Still, I couldn’t look away. Trevor’s most malevolent lines were also some of the most hilarious in the game. He forms a vital part of the triumvirate of playable characters, which are a commentary on life in 2008-era America. Trevor represents bottoming out, while burned-out Michael is the guy who’s got it all and is still up to his neck in ennui (he’s sort of Tommy Vercetti, 25 years later), and up-and-coming Franklin is the man on the rise who’s eager to do anything to make the money needed to be regarded as a success in Los Santos. The three are a before, after, and way after.


Scripted missions are the best part of GTAV, especially the multipart heists.

The script is brilliant, from the start with Franklin and his idiotic buddy Lamar, through Michael’s spoiled-brat family life, through Trevor’s meth-lab murders, through the multiple-choice endings. GTAV gets back to the psychopathic comic strip best represented in the craziness of Tommy Vercetti in Vice City, but with more plot points and tighter characterizations to hold the story together. This game hates everyone and everything, expressing an unrelentingly bleak, black-hearted look at humanity, with even the few rays of sunlight bookended by atrocity. Trevor shows mercy on occasion, though the biggest act of charity he offers in the entire game comes right after introducing a guy to creative uses for a car battery and a monkey wrench.

The appeal of exploring the map on your own has been diminished.

If you have a dark sense of humor, there are more laugh-out-loud moments here than in all of the previous GTA games combined. Being able to switch between the members of this trio at will is a great mechanic that accentuates the humor. Flipping over to see what Trevor is doing almost always results in tuning in to pure insanity. My favorite such event was dropping in on him just as he was looming over a bikini-clad girl on Vespucci Beach, while wearing nothing but a filthy muscle shirt and tighty whities, saying something about her licking his white bits. Such moments are likely scripted, given how this Walter White moment led directly into a mission opening where Trevor dropped his undies in front of hapless Floyd, but it all seems organic when you’re playing.

Missions have also been laid out almost perfectly, with loads of options as to how you play them, especially when it comes to the big multipart heists that see you planning and executing jobs with the help of hired operatives. Events get overly surreal at times, with the trio working together to form something of a James Bond team adept at everything from flying planes to scuba diving. Still, it’s all incredibly captivating, and the game does everything at least reasonably well. Flying and landing planes, for instance, still aren’t fully enjoyable tasks, but they’ve come a long way since San Andreas.


Women have few roles to play in GTA V. Here’s the most common.

Unfortunately, the appeal of exploring the map on your own has been diminished. Attempts at free-form chaos inevitably had me switching back to the scripted stories and missions, which yielded far more entertainment. The only thing I enjoyed about exploring was stumbling upon random occurrences, such as robberies, an apparent bus hijacking, and police shootouts with other criminals. Yet even these great little touches paled in comparison with the scripted missions, and core components of the game design have been tweaked to raise the profile of scripted story at the cost of the open-world concept that has powered previous GTAs. You can still go gonzo in style, but it’s not nearly as easy to explode in a random manner when the mood strikes you.

One reason the zaniness feels so limited is that the police are extraordinarily good at what they do and extremely aggressive. They arrive on the scene of even one- and two-star wanted level incidents almost immediately, and a police chopper is quick to show up the moment you hit three stars. Police boats roar up quickly if you try to take to the waves, and cops shoot extremely well, to the point where they can tag you with bullets from a good block away. Basic patrol cars accelerate almost as well as the average Pegassi Infernus, and their drivers are expert at cutting you off and blocking you in. If you want to go on a satisfying tear, you need to armor up, make sure you have loads of the best hardware that Ammu-Nation carries, and have a zippy car nearby. Walking out of a hospital in a bad mood and going berserk with cathartic anger generally gets you wasted again in very short order.

It’s a lot more fun to escape the cops by slamming a car into a Pay ‘n’ Spray booth at a hundred miles an hour than it is to cower in an alley for five minutes while the police gradually give up their pursuit.

You can still go on rampages and evade the police, of course, but you have to do it more realistically by switching cars, hiding in bushes, ducking into somebody’s backyard, hanging out in a parking garage, and so forth. This is a more lifelike way of ditching the boys in blue, but it’s not very entertaining, especially if you like the intensity of one-man-stand firefights. The best way to eliminate a wanted level now is to hide. I had the most success by driving off-road where the cops couldn’t follow me very well. Then I just stuck the car in a gully and sat back until my wanted level vanished completely.

Long gone are the days when you could clock six stars (the game now tops out at five stars), get the army after you, and still escape justice simply by scraping into a Pay ‘n’ Spray a second ahead of the long arm of the law. Pay ‘n’ Spray shops have actually been pulled out of GTAV entirely in favor of Los Santos Customs, which is more of a car modification garage than a ready way to escape the cops, since it’s useless unless you’ve already lost your pursuers. Magic car paint in Vice City and San Andreas may have been pretty ridiculous, but it was also a great game mechanism that emphasized the catch-me-if-you-can excitement that made sandbox rampages so integral a part of the GTA experience. It’s a lot more fun to escape the cops by slamming a car into a Pay ‘n’ Spray booth at a hundred miles an hour than it is to cower in an alley for five minutes while the police gradually give up their pursuit.


World-weary Michael is a memorable character who seems like a Behind the Music look at Tommy Vercetti, 25 years later.

This is a considerably different style of game than either San Andreas or Vice City, with more structure and less of that eyes-wide-open world where the most fun was surveying the landscape and seeing what kind of trouble you could get into. This is a new GTA, one that is a great game on its own terms, but also one that fails to capture the magic of the freestyle adventures that set the tone for the series. I can’t see myself coming back to GTAV very often now that I’ve wrapped the main storyline, save to check out the expansions that Rockstar is undoubtedly prepping for 2014, or to get into the multiplayer, if and when it lives up to its potential. Here, because the game’s structure is so tight, done is done. That’s typical of how I play games. But it isn’t typical of how I play GTA games.

Destiny beta codes available this week

Codes to access the Destiny beta will be sent out “randomly” over Facebook and Twitter this week, developer Bungie has said.

The beta for the open-world shooter is not due to go live until early 2014, and beta access will also be made available to those who preorder the game at selected retailers.

Speaking to GameSpot at the start of the month, Bungie community manager Eric Osborne said the team was treating the Destiny beta like it was a fully-fledged game launch.

“We supported some pretty big, enduring gaming communities over the past decade,” said Osborne at the time, “but we haven’t sat around giving each other high fives these past few years. We went out and recruited some of the most talented and experienced people we could find. We brought in hundreds of fans to play embarrassingly early builds of Destiny in our labs, collecting millions of data points. We’ve built technology specifically suited to deliver Destiny’s core pillars, enabling living worlds that feel like places you visit, filled with great action and adventure that gets your heart pumping, and offering up persistence of character that lets players become legends.”

“The Destiny beta, in many ways, is being treated like a full product launch. We can’t just carve out three competitive multiplayer maps this time around. We’d only be gathering data on one facet of the overall experience–one that is arguably the least resource intensive and most well understood by our team. Destiny demands more.”

Bungie hasn’t revealed specifics as to the beta’s content, but Osborne has detailed the team’s goals: “our ambition is to build big, rich destinations that players can visit over and over again, to fill them up with great story and moments that they can share with their friends, and to deliver face melting action that leads to treasure, challenge, and discovery. We want to pour all of that secret sauce into the Destiny beta. It’s a massive undertaking, but one that we believe will pay huge dividends for us, and for our players.”

Destiny is scheduled to launch for PlayStation 4, PlayStation 3, Xbox One, and Xbox 360 in 2014.

Destiny beta codes available this week

Codes to access the Destiny beta will be sent out “randomly” over Facebook and Twitter this week, developer Bungie has said.

The beta for the open-world shooter is not due to go live until early 2014, and beta access will also be made available to those who preorder the game at selected retailers.

Speaking to GameSpot at the start of the month, Bungie community manager Eric Osborne said the team was treating the Destiny beta like it was a fully-fledged game launch.

“We supported some pretty big, enduring gaming communities over the past decade,” said Osborne at the time, “but we haven’t sat around giving each other high fives these past few years. We went out and recruited some of the most talented and experienced people we could find. We brought in hundreds of fans to play embarrassingly early builds of Destiny in our labs, collecting millions of data points. We’ve built technology specifically suited to deliver Destiny’s core pillars, enabling living worlds that feel like places you visit, filled with great action and adventure that gets your heart pumping, and offering up persistence of character that lets players become legends.”

“The Destiny beta, in many ways, is being treated like a full product launch. We can’t just carve out three competitive multiplayer maps this time around. We’d only be gathering data on one facet of the overall experience–one that is arguably the least resource intensive and most well understood by our team. Destiny demands more.”

Bungie hasn’t revealed specifics as to the beta’s content, but Osborne has detailed the team’s goals: “our ambition is to build big, rich destinations that players can visit over and over again, to fill them up with great story and moments that they can share with their friends, and to deliver face melting action that leads to treasure, challenge, and discovery. We want to pour all of that secret sauce into the Destiny beta. It’s a massive undertaking, but one that we believe will pay huge dividends for us, and for our players.”

Destiny is scheduled to launch for PlayStation 4, PlayStation 3, Xbox One, and Xbox 360 in 2014.

New Releases: Batman Arkham Origins, Deus Ex Directors Cut and Path of Exile!

This week in New Releases: Batman Arkham Origins, Deus Ex: Human Revolution – Director’s Cut, LEGO Marvel Super Heroes, Teenage Mutant Ninja Turtles, and Path of Exile!

New Releases: Batman Arkham Origins, Deus Ex Directors Cut and Path of Exile!

This week in New Releases: Batman Arkham Origins, Deus Ex: Human Revolution – Director’s Cut, LEGO Marvel Super Heroes, Teenage Mutant Ninja Turtles, and Path of Exile!

Castelvania: Lords of Shadow Collection dated for November

Bundle includes original Lords of Shadow alongside DLC, Mirror of Fate HD, and a demo for Lords of Shadow 2.

 

Konami has announced that the Castlevania: Lords of Shadow Collection will launch in November.


The bundle includes MercurySteam’s original Castlevania: Lords of Shadow alongside its Reverie and Resurrection DLC, 3DS remake Castlevania: Lords of Shadow – Mirror of Fate HD, and a Castlevania: Lords of Shadow 2 demo.

Everything but the original Castlevania: Lords of Shadow will be provided as a download code, Konami adds.

Konami has confirmed a November 8 release date in the UK, with a RRP of £29.99. The collection will be available on PlayStation 3 and Xbox 360. No date for North America was specified.

Alongside the announcement, series producer Dave Cox has teased a PC version of Mirror of Fate HD, tweeting a picture of the game running on a laptop computer alongside the message “No comment :)”.

MercurySteam’s next game in the series, Castlevania: Lords of Shadow 2, will be released in February 2014.

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Castelvania: Lords of Shadow Collection dated for November” was posted by Martin Gaston on Wed, 09 Oct 2013 06:58:43 -0700

Square Enix launching crowdfunding program

New “Collective” initiative from Tomb Raider and Deus Ex publisher revealed through partnership with Indiegogo; creators can potentially use “older Eidos IP” for their projects.

 

Tomb Raider and Deus Ex publisher Square Enix has announced an all-new crowdfunding platform called Collective, made possible through a partnership with crowdfunding site Indiegogo.


The program is described as a “curated platform” that will allow creators to post ideas and have gamers decide whether those concepts should become a reality or not.

Developers will pitch their ideas to a “dedicated, core gaming community,” which includes a due diligence “evaluation phase” from Square Enix.

If the idea is approved after 28 days of processing through the feedback platform, the project will be eligible for crowdfunding through Indiegogo.

In addition, Square Enix said it will use its “experience of bringing games to market” to help creators understand how much money they will need to raise to make their idea a reality. All projects will be checked by Square Enix to ensure that the scope of the pitch is in line with the developer’s “ability and ambition” to deliver.

Submitting pitches to Collective is free, though creators will need to agree to “some terms and conditions.”

Square Enix also said that creators “could” have the chance to work with “older Eidos IP” from the company’s back catalog for new projects. More information about submission parameters and IP selection will be provided at GDC Next in November.

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Square Enix launching crowdfunding program” was posted by Eddie Makuch on Wed, 09 Oct 2013 06:51:58 -0700

Intel expecting GTAV on PC

Director of marketing says “I don’t think it’ll be console-exclusive very long,” believes initial console exclusivity for Halo hurt the brand overall.

 

According to a representative for PC chip maker Intel, it is not a question of if Grand Theft Auto V will be released on PC, but when. Director of marketing for Intel’s Premium Notebooks Chris R. Silva told PC Gamer that the open-world game won’t remain a console-exclusive for much longer.


“At least with Grand Theft Auto, I don’t think it’ll be console-exclusive very long. But that’s what happens when you have a brand new launch with two companies that have lots of money trying to make sure they have content.”

The reason Rockstar Games has not announced GTAV for PC, according to Silva, is because “Somebody paid a lot of money to make sure that title was exclusive.”

The PC iteration of Grand Theft Auto IV launched about eight months after the console versions shipped in April 2008. Nearly 600,000 people have signed an online petition calling on Rockstar Games to release GTAV on PC.

GTAV launched last month and has generated more than $1 billion to date. Its multiplayer mode–Grand Theft Auto Online–was released on October 1.

Also in the interview, Silva said Microsoft’s decision to launch the Halo series as a console-exclusive, with ports of the original and Halo 2 coming later, “hurt” the brand overall. No Halo game has been released on PC since Halo 2.

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Intel expecting GTAV on PC” was posted by Eddie Makuch on Wed, 09 Oct 2013 06:30:51 -0700

Thief – Gameplay Trailer

Take a look at some fresh gameplay from Thief.

 

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Thief – Gameplay Trailer” was posted by Marco Martinez on Wed, 09 Oct 2013 06:00:00 -0700

Pulling Back the Curtain on Thief

Kevin VanOrd takes to the shadows in a demo of Thief. Just how convincing is the city where Garrett makes his home?

 

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Pulling Back the Curtain on Thief” was posted by Kevin VanOrd on Wed, 09 Oct 2013 06:00:00 -0700