Short, Controlled Bursts

A busy gamer dad shares his thoughts on gaming, paintball, geek life, and other eclectic topics of the day.

Archive for the ‘PC’ Category

Aliens: Colonial Marines – new teaser trailer!

Posted by Lance on June 15, 2011

It’s been a while, but the recent A:CM traffic from E3 has got my Alien saliva flowing.

First thing’s first – check out the new trailer:

Just a little tease, but so sexy!!

Posted in Aliens, ColonialMarines, FPS, GearboxSoftware, JamesCameron, movies, PC, Playstation3, scifi, videogames, Xbox360 | Leave a Comment »

Aliens vs. Predator: the Marine Campaign Review

Posted by Lance on March 2, 2010

Aliens vs Predator screenshot

A stand-up fight, or just another bug hunt?

After finishing Aliens vs. Predator’s Marine story last night, I wanted to post some thoughts.  In a nutshell, die-hard fans of the franchise need not despair at the game’s mediocre critical reception – AvP is solid, playable, and fun.

Rebellion has done a fantastic job with pacing and tension-building, both feigned and (especially just as you finally let your guard down) mortally deserved.  Sound design is the true star of this game, and sets the stage in every way – whether via the faithfully-delivered touchstone AvP sound effects, or through the fantastic usage of surround sound and contextual soundtrack.  My heart literally kept pace with the pulse of my motion tracker, revving up predictably as the rising pitch of the gadget indicated an impending xenomorph rush.

That said, just as I won’t make excuses for the lukewarm A&P franchise sequels, likewise for this new AvP game.  In many ways, the game is a throwback – a reincarnation of Rebellion’s original 1999 shooter, dressed up with (relatively) modern textures and high fidelity sound.  Certainly, the game’s visuals have been the subject of some criticism, but I did not find them terribly lacking.  In the end, the locales that the subject matter demands – cramped industrial compexes, pre-fab colonial structures, sterile research facilities, steaming jungles, and ancient temples – are all here and rendered sufficiently well.  Sure, AvP is no Mass Effect 2, but a strong effort nonetheless and good enough for suspension of disbelief, and that’s what it’s all about, yes?

More pointedly, the game’s control offerings are a bit below the curve as well.  Don’t misunderstand – I had no problems navigating, aiming, selecting weapons, etc.  However, I did find myself groping for many of the conventions we’ve come to take for granted in modern shooters.  Sure, a cover mechanic is not yet ubiquitous, and the lack of said option could certainly be forgiven – if not for my character’s inability to even crouch down behind a crate while taking fire.  Perhaps his knees were damaged in the rough dropship landing during the opening sequence?  I also found myself missing an “iron sights” ability to focus my aim down the length of my weapon, but the zoom function on the scoped rifle did serve as a partial replacement.

Lastly, the difficulty of the game was of a varying consistency.  In places, I found myself almost stymied by a sudden, frenetic rush of xenomorphs in an otherwise nondescript map section, while several of the major setpiece chellenges were easily defeated and almost anticlimactic.  One warning here regarding the game difficulty – Rebellion has not provided us with the option to adjust the game difficulty on the fly.  If you find yourself overwhelmed, you’ll need to restart the entire campaign to bump the difficulty down a notch.

But let’s not point fingers at muddy textures and slightly-clunky game play per se – Dragon Age: Origins was no glamorous looker either, and its queued-up-action gameplay was positively frustrating at times.  Still, DA:O received its laurels largely due to fantastic writing and an engrossing setting.  In the same way, Rebellion’s fierce dedication to evoking the AvP franchise’s distilled essences has left me satisfied and temporarily sated.  More soon as I progress in the Predator and Alien story modes…

Wait, Lance – what do you mean, temporarily sated?  Why, faithful reader, I allude to nothing other than the forthcoming release of Aliens: Colonial Marines, currently in development by Gearbox Software.  Yes, that Gearbox – the talented cats who developed a little shooter-looter called Borderlands.  A:CM is a squad-based shooter with full 4-player story co-op, basted liberally in the juices of James Cameron’s classic film Aliens.  Randy Pitchford and crew, I am drinking the Kool-Aid you’re brewing up!

Posted in Aliens, AvP, ColonialMarines, DragonAge, FPS, gaming, GearboxSoftware, JamesCameron, MassEffect2, PC, Playstation3, Predator, RebellionDevelopments, reviews, scifi, videogames, Xbox360 | 2 Comments »

Aliens vs Predator: Resist the Lure of the Hive Mind!

Posted by Lance on February 23, 2010

I came to an epiphany this morning.  (Sure, it was a trivial and geeky epiphany, but don’t be judging on my epiphanies, man!) After reading the mixed critical reviews of Aliens vs Predator last week, I had decided not to purchase the game, or to at least hold off until the price dropped.

I realized that I was getting sucked in by the industry group think.  Sure, an average/mixed review consensus of the typical title might prompt me to hold off, but this is the freaking Alien(s) and Predator franchises, for cripe’s sake!  If there’s a bigger fan of those properties in the Lehigh Valley, I’d be highly surprised.

I had previously played Rebellion’s original 1999 AvP game on PC, as well as the 2001 follow-up by Monolith.  A quick check of Wikipedia shows that the original AvP received 80% scores from the major houses, and AvP2 roughly 60%, and I had a complete blast with both games!

So what the hell was I thinking?  This is a major release involving my favorite movie ever (James Cameron’s Aliens – duh!), and I was going to give it a pass??  I suppose this example serves to illustrate the prodigious mojo that game reviews (let alone the mighty and impersonal Metacritic score) exert over the modern, highly-wired fanbase.

Having recognized that chilling fact, tonight I throw off the chains of the IGN/Gamespot hive mind.  I can already vividly hear the increasingly frenetic ping of the motion tracker, the chatter of my M41A pulse rifle, and the elephantine screams of my inhuman, horrific foe.  So beware, xenomorph queen, and cower in your steamy, dark lair – I come for you tonight!

Posted in Aliens, AvP, FPS, GameSpot, gaming, IGN, JamesCameron, Metacritic, movies, PC, Predator, RebellionDevelopments, reviews, scifi, videogames, Xbox360 | 5 Comments »

Runic Games' Torchlight – a Review

Posted by Lance on November 6, 2009

Torchlight - Vanquisher ScreenshotI finally carved out some more quality time for Torchlight this week.  My one-line take:  this game is nearly everything that any Diablo fan could have wanted.

Still, let us first tackle the oliphaunt in the room – we would have liked multiplayer functionality.  That said, it must be noted that Torchlight was developed from scratch in only 11 months, which in itself seems amazing.

Moreover, Runic Games has a plan.  The single-player Torchlight release constitutes Step One – namely, introducing the Torchlight license to the gaming world, and thereby paving the way for their free-to-play Torchlight MMO (slated for release in 18 to 24 months).

Enough about Runic’s future, though – we’ve got a game to discuss, and what a game it is.  Hold on to your mouse, kids – Torchlight is gorgeous, charming, and most importantly, buckets of fun.

Runic has crafted an extremely-approachable dungeon crawler.  Whether you are an old hat or new to the action RPG genre, this game will likely draw you in.  The premise is familiar:  meet new and interesting monsters, and slay them (grabbing their treasure in the process, of course).  Upgrades to your gear are frequent, and the decision between your own trusty helmet and one recently looted from a slain skeleton is half the fun.  About the time you’re in danger of becoming bored with your current configuration, your character levels up or finds some new equipment, offering new options in combat.

Torchlight - Alchemist FishingEach character class is thoroughly playable;  well-varied talent trees give ranged classes viable melee options, and vice-versa.  All classes are given the choice of a pet dog or cat to fight alongside you, help to carry loot, and even run back to town on their own to hock said booty, saving you a Town Portal scroll and freeing you up for uninterrupted delving!  Moreover, a fun little fishing minigame offers up a variety of weird fishies that, when fed to your pet, transform them into number of powerful monster alter-egos.

From a visual standpoint, Torchlight may be the newest touchstone for action RPG art.  Sure, the basic theme is a tried-and-true fantasy setting, but Runic has woven some cool steampunk elements into their particular tapestry, and it very much works.  The engaging player characters and numerous, varied foes are also crafted in an edgy, cartoonish style with heavy-lined art and vibrant shading, setting the actors apart from the sublime, slightly painted-looking backdrop of the dungeon settings.

Further setting it apart from its predecessors, Torchlight’s environments possess a distinct sense of verticality.  As your character navigates the mines, crypts, and dungeons below torchlight, the view from balconies and suspended walkways reveals glimpses of levels below, complete with their resident brand of creepies crawling about in the gloom, unaware of your impending intrusion.

Torchlight’s sound design is likewise masterful.   From the crisp jingle of your dog’s collar during an idle moment, to the protests of startled dungeon dwellers, the audio is perfectly timed and crafted.  Weapons possess a visceral impact, and the combination of a perfectly-timed audio cue with a subtle screen shake lends a sense of real power to your attacks.  The Vanquisher’s Ricochet shot crashes palpably around corners, scattering hapless Ratlins, and the close melee attack from the Alchemist’s wand connects with a very satisfying bang.

Torchlight - Inventory ScreenshotLikewise, Matt Uelmen’s soundtrack will likely give you nostalgic shivers.  His signature here is unmistakable – atmospheric tracks heavily-laden with echoing guitar work – but the mood is light and upbeat enough to set it apart thematically from his Diablo tracks.  Here’s to hoping Runic deigns to release an official soundtrack!  [clink]

In closing, go play the game!  This is $20 US very gladly spent – the lure of exploring just one more dungeon section in search of ever-improving loot is a siren song.  It may lose you a few hours of sleep, but you will be glad for the experience.  I’m actually looking forward to my business trip next week, as evenings in the hotel will be spent playing Torchlight (with a microbrew or three close at hand, gods willing).  The game is truly a perfect choice for gaming on a less-than-stellar business laptop.

One last comment:  while I had no problem installing and validating the game on my iMac (running Windows 7 RC via BootCamp), I did have some trouble on my Dell Latitude work laptop.  At home, I was unable to connect to the key authenticator either by wifi or wired ethernet, but I reached the authentication server on my first time on my connection at work.  Runic is aware of this problem, and I’m sure they are hard at work to eliminate the issue.

For those interested in Torchlight’s art development, check out this well-written article over at Gamasutra – a very interesting read.

Posted in gaming, PC, reviews, RPG, Runic Games, Torchlight, videogames, Windows | Leave a Comment »

 
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