Something, Something Game News – Human Resources: The Shenanigans Continue

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Since my last article, I’ve had quite the assortment of attention from Reddit, to Kicktraq. I didn’t quite expect the pull I had with my prediction, and I’ve had a lot of response both positive and negative. Since the positive is in all the right places, and the negative is mostly from those who still seem to think Uber is capable of succeeding where they failed with Planetary Annihilation, I can’t say I’m not pleased about it.

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Let my undoubted correctness flow through you.

I’ve been busy both with my own Kickstarter and trying to get games reviewed, along with regular IRL work, so it may be a short week. I did, however get in some time to explore Starpoint Gemini 2, and I jumped into Star Citizen’s Arena Commander for the first time in a while to see how it has progressed. While they are both spacey, it’s a bit hard to compare them (especially considering their widely spaced level of completion), so I won’t. Starpoint Gemini 2 is a fun romp akin to an action RPG, while Star Citizen really feels like it’s coming along as a true space sim. More on those later.

I couldn’t let this week pass without jumping back into the drama of Human Resources. After I wrote my last piece, I’ve both received praise from existing publications, and have been accused of defaming Uber by angry Redditors. It’s kind of exciting. I welcome both praise and criticism, so I’m good either way.

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1-3 is definitely TL;DR.

The reason why I felt I had to re-address the situation is because I may have given the impression that I think crowd-sourcing is a bad strategy for developers with multiple project ideas, or that small developers shouldn’t attempt multiple projects simultaneously. I’m not suggesting either are the case, but both take careful consideration if you wish to please the consumers. It seems to me that Uber is incapable of understanding how much importance reputation is as an independent developer, and that’s why it’s a bad idea for them.

Let’s start with how Uber looks as the developer of Planetary Annihilation. (I will leave SMNC out of this one, because it likely had less impact than merits continued discussion)

We can begin where most people begin: (I dream that they do, anyway) Metacritic. Personally, I like Metacritic not because of the average scores (they do help, though), but because you can get a pretty good sample of what people did and didn’t like about any particular title. You can dig around between both users and “established” critics, and make your own opinions of what’s just spite and bile versus legitimate concerns.

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 If you didn't start here before donating to HR, you probably should have.

A 62 from the critics is low. Almost harsh, even. Plus, the even averages are telling that the critics and users are likely in agreement. It’s not just critics being underwhelmed, or users being spiteful. Although, it might just be both. If you start digging around, you get a sense of that familiar tone: unfinished, incomplete, not what we were expecting, not what they told us we were getting, etc. Even many of the positive reviews suggest it lacks content and needs a campaign that feels like it’s the reason to play the game. RTS games should be built on a strong AI foundation. The RTS audience is quite divided between multiplayer and single-player campaigning. If you show more interest in one or the other, you are guaranteed to split the crowd. The lack of engaging single-player content shows, and failing to launch with an offline/DRM-free client indicates no intention of making it a priority. While they did in-fact release an “offline mode,” there was no reason to leave it until post-launch as a feature to somehow “prove they’re listening to the community.” Are they telling me this wasn’t a major concern during the 2 years of development and eventual alpha/beta testing? They didn’t even follow through until after the HR Kickstarter page was up and running.

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"Most helpful" review. See? I'm not the only voice of reason.

Plus, none of the physical goods from the PA Kickstarter have shipped, yet. This means anyone who paid over $100 is still waiting for their reward for helping to fund this “released” yet incomplete game, while seeing Uber already grubbing for more money to make a game using the same engine. This stinks of two things: arrogance and/or desperation. Neither of which looks good from the eyes of a potential backer. PA hasn’t been given the time necessary to even be called a success. It didn’t sell a record breaking number of copies by any means, and it hasn’t even fully delivered on its Kickstarter rewards; so what puts Uber in the place or time to start a new project expecting even more from the community?

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This one kinda speaks for itself.

As if to further illustrate my point, Uber posted this message to fans giving the distinct notion that they don’t really intend on “finishing” any games. While the sentiment is easily debatable in the way that all art is “never finished…” There is still a point at which any artist must concede his own ambitions if he intends to sell his art as a product. While I can see this attitude working for an MMO where stretching out a player’s time and interest is a priority, it doesn’t work for a game meant to stand on its own. Imagine if companies thought this way in the past. Imagine if Final Fantasy VII were sold sequentially as individual discs, but Squaresoft decided to release the first disc of FFVIII before the second and third discs of FFVII were released. Would you have had faith that they were still going to deliver? Just because we have the technology to add on to a piece of software over an extended period of time, doesn’t mean it’s always the best way to build a successful product.  At some point, you have to call it finished. However, what Uber is calling finished is drastically different than what the consumer was expecting.

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Sorry Uber, but this ain't WoW you're making here. Your "vision" sounds drug induced.

This shows a massive disconnect with the community itself, which most certainly hasn’t been invisible in all of this. I am definitely not the only one dissenting, and the numbers are merely indicative of my initial assessment. It doesn’t matter how many original devlopers from Command & Conquer or Total Annihilation you have if you can’t prove you can complete a product as advertised.

At the end of the day, I’m starting to lean away from the idea that Uber is working out of arrogance a la PGI. It really begins to sound more like desperation.

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Cliqist is my new hero for asking the question. The silence is deafening considering most other devs answer it.

It is my estimation that Uber likely over-expanded in the wake of the Kickstarter success, along with those willing to pay the high price to get into the alpha. It’s too easy to think you’ve secured your future with a quick income. I mean, look at Star Citizen. RSI has built themselves a massive studio and even put on a convention for a game that’s still very much in progress. But the main difference is the progress itself. I can’t help but be impressed with how active they are in communication and releasing images and video of new models. They’re even consistently giving us alpha backers content to explore in our hangars, so we actually have an opportunity to interact with models in progress. While it’s been a long haul, the updates are consistent and never lacking. Many of the things you pay for right now, you are able to use right away, or will be shipped to your house right away. This is why on Oct 11, Star Citizen made $1.32m. Nearly the entire fund for HR in a day. Even with all of the extra goodies promised, Uber’s biggest thing they’ve been able to say so far is “Look! We finally gave you ‘offline-mode!'”

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Who doesn't want a piece of that Star Citizen money?

Plus, it’s not like there aren’t those in the crowd who yell at the top of their lungs in blind desperation with the hope that this game becomes a reality. But when you read what these guys say, I can’t help but feel it’s rooted in fantasy. It’s as if it’s somehow everyone’s moral responsibility to fund this company for the good of the game, even though the last one was a disappointment. Some people simply don’t like being burned twice.

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I think this guy needs a hug.

Do you still think it’s the crowd’s fault that HR won’t get made? Is it still loud-mouths like me who “defame” Uber to make them look like bad guys? No, they did it to themselves by looking desperate and greedy. They probably have a lot of extra designers who need to get paid, and the biggest thing preventing that right now is the already waning interest in what should be a hot new release. Even the DLC is disappointing. Three Commanders and a soundtrack for $25? I guess that’s a deal when you consider that some commanders are as costly as $15 individually in the store. That’s a high price for something you should barely have to pay attention to if you’re playing the game well. Have your designers work on some real DLC with new factions and planet types. There’s your work for them. You’d think $25 on top of a $30 game would be a significant expansion. Instead, it comes off as a money grab. Just like asking for $1.4m to build a new game on your existing engine.

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And yet... people BEG for DLC from Nintendo. How about that?

That’s the crux of it all. It just comes across as a money grab. Either out of arrogance or desperation, it doesn’t matter at this point, because Human Resources won’t be funded at any rate. It’s sad, because I am a fan of the RTS genre. I would actually like to see this game made, but Uber has a lot of learning to do before that can happen.

Uber: finish PA. Deliver the goods. Give it a year. Try it again. You don’t suck but you’re missing the point and you are bleeding fans daily. Crowd-sourcing lots of money pays the bills, but it won’t keep the players happy. At the end of the day, they’re the ones who’ll pay the bills if you give them what they want. HR is a good idea, but not until PA gets a few coats of polish.

In the mean time, you guys have definitely helped me learn what not to do for my own Kickstarter, so I wouldn’t call it a total loss. Thank you, Uber Ent.

/gameon

brodown

Still relevant, and I'm clearly a South Park fan.

Game Review – Rising Storm/Red Orchestra 2

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Game review – Rising Storm/Red Orchestra 2
Platform – PC (exclusive)
Developer – Tripwire Interactive
Publisher – Tripwire Interactive

Release date – 30 May, 2013

Rating – 9/10

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That's why you STOP LAGGING BEHIND AND GET TO THE OBJECTIVE, NOOB.

While this is an older release strapped onto a title from 3 years ago with an already aging engine, I felt the need to write a review as it doesn’t get nearly enough praise or attention. Yeah, it’s PC exclusive, so it’ll never get the exposure of a cross-platform, broad demographic “AAA” title – but that’s already a selling point. It’s not trying for flash and flare. There aren’t massive piles of motion-captured slow-motion animations or giant robots. This is a game about substance over cosmetic, and it delivers. My 232 hours in-game stands as a tribute.

In a genre dominated by prestigious franchises blandly following their own trends, there exists a game which has dug in its roots and produced a first-person-shooter focusing on bullet drop off and perimeter fire. Weapons that jam, overheat and require maintenance. Rewarding accuracy and patience over kill ratios. It’s a game where leadership can easily turn the tides of a match in more ways than a kill streak. In short: it’s an online FPS that focuses on realism and makes no apology for it.

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Can't see them? Don't worry, you will learn. (You'll also die a lot)

While there is a more forgiving casual mode for this game, the most populated are the “realism” servers, and for good reason. Once you play on one of these hardcore maps, Call of Duty and Battlefield will seem like on-rails arcade shooters. There are no decals over players’ heads, friend or foe, there’s no ammo counter, no on-screen aiming reticle, and you can easily die bleeding out from a single pistol shot if you don’t bandage up quick. This is not your average shooter. If anything, it could be considered a WWII battle simulator.

Not sure how much ammo is left in the clip? You have to eject it and look. MG keeps overheating and under-performing? Swap the barrel. Getting too many team kills? Start shooting at faces instead of backs of heads. Spawning comes in reinforcement waves rather than individual timers, so learn to move as a unit. And for fuck sakes keep your head down. Cover is your friend. Don’t sprint across open fields like an idiot. Check your map and listen to your commander when he’s calling air strikes so you don’t get caught in your own bombing runs.

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 If a bullet doesn't get you, the mortars, artillery, mines and grenades will.

Yet, beyond the gritty realism lies a game with a lot of heart and a ton of fun if you can handle the intensity. I’ll admit, the attention to detail was almost off-putting at first, and I can see some players being frustrated enough to pass. If you stick with it, though, it’s the most satisfying experience you can have in a game like this.

It’s truly spectacular in execution. Seeing a successful artillery strike wipe away a whole regiment (or being the one caught in the blast) is impressive in itself and actually requires teamwork, as only a Squad Leader can “spot” a target, while the lone Commander reserves the ability to call in the strike. It’s not to suggest there aren’t some cool things you can do as a grunt, either.

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EVERYTHING BURNSSSSSSSS

The weapons are a fairly standard fare selection of WW2 hardware, but Tripwire’s attention to detail shines right through the crowd with how they actually function. I can’t name another title where you occasionally have to swap a machine gun’s barrel, or physically check your ammo count, or with such realistic bullet trajectories. The flamethrower is nigh awe inspiring. It’s beautiful. The flames actually bounce and reflect off walls, and fill up rooms. Victims just melt away in a pool of screams.

The maps are equally as detailed as the weapons. They are large and sprawling; covered with wreckage, weapons, ruins, foliage, coated with a layer of mayhem and gloomy atmosphere. You never quite know where its limits are until you hit them. I’ve never played another game that felt so much like I was actually on a battlefield. It’s dangerous, difficult, and unforgiving. I love it.

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Yes. That is both recent and free content.

Rising Storm, having been released  as what could only seriously be called an “add-on” to Red Orchestra has actually caused them both to evolve. Red Orchestra started taking tank warfare more seriously, (yes, this game has tanks, and holy shit are they challenging to use) and Rising Storm continues to pile on new maps and weapons. Nevertheless, Tripwire has never made me pay for any extra content since I originally bought into the beta. Every content update has been free. Not only is Tripwire dedicated to keeping this title alive, they aren’t nickle and diming us for it.

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Good guy, Tripwire.

I cannot stress the importance of this game to the industry. Tripwire should serve as a model for any developer who actually intends to cater to their audience. They listen, and they deliver. They don’t dilute the formula to broaden their demographic. In fact, one of their more recent updates actually adds improvements to “Classic Mode” which is somehow even more hardcore than “Realism Mode.” This is a game that prides itself on being difficult and doesn’t apologize for it, even if it means alienating the casual crowd. Is that really a bad thing? Perhaps if you just want to make a ton of money.

Sure, it could be rebuilt into a new engine for prettier graphics, bringing it into the “next-gen.” You could hire hollywood actors to have their faces eerily planted into the game for no apparent reason, and you could make dramatic movie-esque trailers full of explosions and filters to show during the Super Bowl.

If instead, you’d rather have a great game that won’t compromise its greatest strengths for the sake of extra sales –  you get an honest developer like Tripwire, and a product that deserves far more praise than it gets.

/gameon

walkintomortars

P.S. Punny Boromir is correct.

Game Review – Middle-Earth: Shadow of Mordor

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Game review – Middle-Earth: Shadow of Mordor
Platform – PC, PS4, XBONE, PS3, 360
Developer – Monolith Productions, Inc.
Publisher – WB Games

Release date – 30 Sept, 2014

Rating – 9/10

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Actually, it's less "walking into Mordor" and more "killing into Mordor."

As a long time fan of Tolkien and his works, I (and I assume many others) have been craving a game which doesn’t sum up to yet another adaptation of the movies. When Shadow of Mordor was first announced, I was cautiously optimistic. We finally have a release featuring a new character who actually gets to stomp around in Mordor – something even Boromir was hesitant to undertake. However, this title shares more than a few similarities with Star Wars: Force Unleashed in its attempt to bridge the two main trilogies with a character who has as many abilities as one could allow in that universe and remain faithful. While I considered Force Unleashed (the first one, specifically) to be somewhat underrated, it was widely received as a disappointment. With predecessors like Jedi Academy and Knights of the Old Republic, it could have taken a few more notes.

Thankfully, WB had the review embargo lifted a few days prior to release, and gave copies to the big sites (IGN, PC Gamer, etc). It was hard to ignore the impressive gameplay videos and raving reviews. Could this be the open world LotR franchise title I’ve been hoping for?

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You will never play another game with so many exploding heads.

Abso-fucking-lutely. For the first two hours, I couldn’t even handle how immediately you are dropped into being the sole perpetrator of the mass genocide of Uruk-hai. With a seemingly endless assortment of decapitations, impalements and other brutal blade attacks, this game might as well have been called, “1000 Ways to Kill Orcs.”

While the combat system borrows heavily from the Arkham series (same publisher, after all) and takes cues from Assassin’s Creed as well, it’s quite refined and satisfying in its execution. There are an impressive variety of abilities and each ability has multiple animations, so you never feel like you’re only relying on a strict regiment of block/attack. As both a human and a “wraith,” you have an array of devastation to unleash upon your foe; whether you wish to rely on the skills of a cunning warrior, or the powers which come with your link to the netherworld. There’s also a nice balance between stealth and active combat which doesn’t appear to favour one over the other. As a whole, the fighting system feels round and well thought out.

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 I love doing this one.

Even with all of the head chopping and brutal shanking, the thing that ties the whole room together is the Nemesis System. In most games like this, your life is bound to a series of checkpoints and saves. You and the game progress along with these checkpoints and when you die, you restart from the last one, as does the rest of the game. However, because it is established very early on that you are stuck in a deathless limbo, your demise only means you will return again soon after. So, rather than your death forcing you and the game to turn back time, it is now a mechanic for the progression of orcs in a similar way that their death lead to your own progress. Yes. NPCs level up by killing you.

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And now for something completely different...

The map starts off with a set of 20 captains and 5 warchiefs. As you kill them off, they will be replaced by others at random, or by grunts that happen to get the lucky last strike. So not only can a mere grunt be promoted up the chain of command by killing you, he will remember killing you and taunt you for it. Some may actively hunt you as well. Sometimes, captains you believe slain will come back with a vengeance, show up at the worst possible moment, and become a giant pain in the ass you consistently have trouble killing because you can’t keep your emotions in check when he pops up on the screen.

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Fuck this guy so much.

What this translates into is a game world that feels alive. It seems to progress in spite of you. The Uruks continue to roam around the map, fight among themselves, hunt dangerous creatures, tame slaves and generally go on about their business. Because you’re thrown into this right away, there’s never a lull in the action. There’s little urgency to push the plot forward just to have fun; invading feasts and ruining duels is rewarding on its own merit.

Each captain comes along with his own unique skill set, too. So even if you end up seeing a few repeats, they rarely have the same weaknesses and strengths. Variety is not amiss.

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According to the voice over, it's pronounced "douche."

In true Lord of the Rings fashion, instead of amassing an armory full of gear, the weapons you have are named and unique to your character. You’ll even complete specific missions which craft the lore behind them so to become (in)famous orc-slaying relics. Each weapon can be slotted with up to 5 runes which allow you tweak for your play-style. There is a wide assortment of runes with random stats as well as “epic” unique runes with set stats. Only captains and warchiefs will drop runes, so they are your main incentive for taking down the big bosses.

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Is your dagger legendary, or are you just happy to see me?

Middle-Earth: Shadow of Mordor delivers in a way I honestly was not expecting. On its shell, it looks like it might be a bland ripoff of another formula’s success, but it has so much more than that going on under the hood. While the combat isn’t revolutionary, it’s well-refined, and the Nemesis System more than makes up for it in the revolutionary department. The story isn’t particularly original, but it’s well-voiced and cast. The artwork is fantastic, and the lore is respected. It’s not a perfect game but it gets high marks for execution and having the guts to do something new.

However, at the end of all the criticism and nitpicking the game truly excels in one area: fun. It’s so much fun, all the little things don’t matter and you remember why you like gaming in the first place. Yeah, it’s that kinda good.

/gameon

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Mordor: Where killing orcs is a means of transportation.

Something, Something Game News – A recap: Dead space games and and even deader orcs

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I’ve been a little lax this week on getting the blog up, but I’ve been pretty busy working on a game for which its Kickstarter will be launching soon. The past 10 days have also seen several game releases that I’ve been trying my best to review. I’ll likely have a review up tomorrow, and I’ll work on a few more posts over the next few days so I can be back to my regular blogging schedule next week.

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Don't forget to help fund my "start-up company" so I can retire early. Sitting on my ass, here I come!

Nevertheless, I couldn’t let this week go by without a few honorable (and dishonorable) mentions:

Along with recording some voice-overs and composing a few background tracks, I’ve also been playing the shit out of WB’s new release: Shadow of Mordor. I have a full review in the works, but at this point I can tell you that it’s the most fun you can have decapitating the villainous Uruks of Middle-Earth since… well there aren’t really any other games that let you do it with such fervent variety. This title could have been called “1000 Ways to Kill Orcs.”

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It's ok, he wasn't using that head anyway.

However, the big highlight (for me) came with Transverse already giving up on their shifty crowd-funding campaign. As I had noted in a previous rant, Transverse came on the heels of other big, crowd-sourced space titles, did so without a drop of originality, and handled it with the grace of a wild boar figure skating while being fucked in the ass by a mute donkey. How’s that for imagery?

After a little more than two weeks, Piranha Games had only managed to fund about $12,000 of their intended $500,000 initial goal. Meanwhile, Star Citizen was just recognized by Guinness as the most crowd-funded thing ever. Time to go back to the drawing board, PGI.

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Of course, PGI emptied their forums in a predictably fascist move. No hilarious meltdowns to read. :(

Otherwise, I hope you guys are all having a good week and I’ll be posting regularly again by Monday!

/gameon

gofundyourself

Because South Park.

Game Review – Gauntlet™

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Game review – Gauntlet™
Platform – PC (exclusive, for now)
Developer – Arrowhead Game Studios
Publisher – WB Games

Release date – 23 Sept, 2014

Rating – 8/10

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Because fuck making things easier on you.

Gauntlet is one of those legacy franchises that never fades away. Before there was Diablo, there was Gauntlet in all of its 8-bit glory. The premise is simple: Pick from a Wizard, Warrior, Elf or Valkyrie and stomp around in dungeons to find gold and kill monsters. There have been many incarnations of Gauntlet over the years, but the original arcade machine still stands out the most to me. I will say, however, the N64 release of Gauntlet: Legends was fantastic.

Nearly 30 years later, we have what can effectively be called a “reboot” of the franchise. No fancy title, no new characters. Pick your class and lets go dungeon diving.

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Get ready for a frantic romp with a classic level of difficulty. I.E. Expect to die a lot.

Gauntlet is definitely a back-to-basics title. The graphics aren’t amazing, but get the point across. There’s no complicated story, although there is a surprising amount of voice work and banter among the few characters in the game, which does a lot to enhance the atmosphere. There isn’t a vast plethora of items to collect, and instead they have rather steep prerequisites and prices to unlock. Personally, this adds a more rewarding level of satisfaction when finally gearing out your character with the best items, rather than constantly finding duplicates in massive piles of loot. Not that I’m opposed to massive loot piles, it’s just a nice change of pace from what has become a standard in modern dungeon crawlers and ARPGs.

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Want this tome? All you have to do is beat the game on the hardest mode.

Each character has an array of abilities with a unique style of play suited for its class. There may only be 4 classes to choose from, but none play at all alike. The Elf is a ranger with mostly ranged abilities and is well designed for speed and accuracy. The Valkyrie is probably the best balanced between melee and ranged attacks, with a rather Captain America style shield throw. The Wizard is the most interesting, as he has a spell combination system not unlike Magicka (makes sense, Arrowhead originally developed Magicka). You press two elements (Ice then Fire, for example) and it arms a particular spell to use, ranging from lightning bolts, and fireballs, to shields and freeze beams. As expected, he’s pretty handy for crowd control. The Warrior is unfortunately, the weakest character because he has only rather basic melee attacks, and this is a game where you do not want to be caught in the middle of a crowd. I honestly hope they decide to tweak him later on, as he is both somewhat boring and difficult to use compared to the others which seem far more thought out.

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A PC exclusive designed to play best with a controller? Blasphemy!* *Sarcasm

A strange and immediately noticed feature is this title’s dedication to being played with a controller. As the developer currently has no plans™ to port to console, it does seem odd that such a game would lean heavily into controller support. However, with its co-op features implemented so well, it starts to make a lot of sense. It is indeed a rare game on PC which allows for simultaneous local and online co-op play. This would really only make sense by plugging a controller (or 4) into the same machine. Since most of the PC gamers I know have at least a Logitech F310 (the 510 and 710 are pretty great, as well) or something similar, it’s actually quite a welcome feature for quick and easy multiplayer Gauntlet.

The only snag is that you cannot drop into an already created game. All joining must be in the lobby. It’s something that could receive some attention in the future, but it’s certainly not a deal breaker at this point. Especially not with how fun co-op play is, which even throws in a few extra competitive elements, and compares your scores to others via leaderboards.

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Some clever chaps even have names with "penis" in them.

Gauntlet is a return to classic dungeon crawling with just enough modern flare to bring it into the 21st century. It has that arcade machine appeal which is often lost on the PC audience. In an age where multiplayer gaming has become rather impersonal, it’s great to see co-op games which encourage you to play with friends rather than sit in sterile lobbies.

With a little bit of character balance tweaking (seriously, fix the warrior), and what would be an extremely welcome ability to drop-in to co-op play, this game nearly has the potential to bring back Gauntlet as a franchise. It’s tons of fun for a $20 game.

/gameon

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P.S. Did you know that tips are shown during the loading screen?

Game Review – DG2: Defense Grid 2

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Game review – DG2: Defense Grid 2
Platform – PC, Mac, Steam OS/Linux, XBONE, PS4
Developer – Hidden Entertainment

Release date – 23 Sept, 2014

Rating – 8.5/10

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You will forever crave raspberries.

I have been a huge sucker for tower defense since the days when they were free flash games on Newgrounds. Since the advent of the mobile marketplace, there have been a huge flood of clones and clones of clones with micro-transaction stores, overused themes and reused assets. However, there have been a few gems among the sea of mediocrity, and this game’s PC exclusive predecessor, Defense Grid: The Awakening was indeed a rare diamond. It never felt like a quickly assembled time-killer. It was a full-featured title with dozens of maps, modes, upgrades and even a clever plot-line.

When Defense Grid 2 showed up for pre-order, I wasted no time jumping into Early Access. Unfortunately, it was little more than a demo with a couple of maps and no upgrades, so it was hard to make a critical judgement of how the finished game would look and for that matter, impossible to compare it to it’s predecessor. So, how does it stack up now that it’s been released?

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Lasers now 140% prettier.

Right away, there is a massive visual improvement. For such a widely cross-platform title, it certainly doesn’t feel like it’s catering to any particular hardware than what you’re playing it on. It looks great, plays great, and fits right into the modern generation.

The maps are impressively designed with lush details, intrinsically capable of producing atmosphere and mood. The environment feels like it’s part of the  multi-directional pathways, instead of a complimentary after-thought. The main campaign is long and engaging with a clever story and several characters. The characters all have unique voice talent with what seems like hours of recording. Each map has nearly a dozen modes which can be played alone, with a friend or competitively both online and locally.

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Each map is painstakingly layered. Someone spent some time and effort on this stuff.

They actually improved on the original formula. It still feels a lot like the original, but it’s not the same game twice. While the towers are mostly the same, there are new ways to use them with the simple addition of what is called the Boost Tower. When placed under any standard weapon tower, it can have various effects including boosting the damage, revealing stealth enemies and improving your score. On top of that, each tower has multiple upgrades which you can choose from before battle allowing you to tweak for every scenario.

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You will also unlock a variety of commanders, each with his or her own special ability.

The path designs are truly Defense Grid in their unique combination of both set paths, and open grids allowing for a flexibility of gameplay unseen in most tower defense titles. Yet again, DG2 includes a new dynamic to the maps by providing sections which you can spend credits to add or move around.  Some may expand the path, while others simply give you a few extra squares to place towers. This might be my favourite new feature, and I can’t name another TD game with dynamically changing maps. Kudos for that one.

I should also be named an international felon if I failed to mention the “DG Architect” map editor feature. You can construct a map from the ground up and includes most, if not all of the in-game assets. All the trees, concrete and lava you can imagine.

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Yes, it's as complicated as it looks.

DG2 is a fantastic reminder that even when a genre becomes saturated with garbage, there is still room for a shining example to burst from the sewage pipe. Hidden Entertainment has done just that with a sequel superior to its parent in nearly all ways. Between the varying selection of upgrades, modes and map alterations, you never have to play the same map the same way twice.

If you love tower defense, Defense Grid 2 will keep you busy for a long, long time.

/gameon

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P.S. The loading screens are works of literature.

Something, Something Game News – Update: What I’ve been doing

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Well, I missed yesterday’s post, and today’s post is getting pushed later and later. So, I’ve decided tonight I will just give you a little summary. A lot went on in my little gaming world in two days, not to mention a certain amount of actual work and “real life” commitments (lame, I know). What this means: I have a lot to write about over the next few days! W00tpwnl33tsauce.

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Because South Park premieres tonight. :D

First off, I’ve been playing a whole lot of Gauntlet™, and Defense Grid 2, since I had both pre-ordered and both released on the same day. I’m actually quite impressed with both of them, so you’ll be hearing glowing reviews over the next day or two.

Second, Steam received a face-lift. It’s a breath of fresh air, albeit a little too blue. The new “curator” options are quite awesome, however, and added personalization for the types games you want to see, and the ability to hide the ones you don’t is more than welcome.

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Bluuuuuuuuuueeeee

Finally, there was plenty of tragic comedy as Blizzard shuts the doors on Titan, (a project taking 7 years and costing upwards of $50 million), and Transverse released another poorly received and obviously scripted YouTube video. One might ask why I’d even give it traffic, but it’s fun to watch as more people pass it off as the travesty it is.

So, I’ll leave you with those tidbits as I go back to preparing my full rants. Stay tuned!

/game