Showing posts with label grace. Show all posts
Showing posts with label grace. Show all posts

Wednesday, May 30, 2012

Resistance: Burning Skies Review




Resistance: Burning Skies Review:

Resistance: Burning Skies isn't just the debut first-person shooter to grace Sony's PlayStation Vita platform. It's also gaming's very first portable twin-stick FPS, a feat made possible thanks to the Vita's powerful, PSP-topping guts. And yet as powerful as those guts may be, it's not enough to save Nihilistic Software's efforts here. Burning Skies may walk and talk like a Resistance game, but it sure doesn't play like one.

 







 

Burning Down the House

Burning Skies is set against the backdrop of the Chimeran invasion of the United States, with players stepping into the shoes of firefighter Tom Riley. Out on a routine call to a burning warehouse, Riley and his squad run into an alien threat that soon reveals itself as the vanguard for a full-scale invasion.

Although Riley is eventually (and inevitably) caught up in the larger story, his sole motivation throughout the game is personal. He's fighting to protect his wife and teenage daughter, whom he meets up with early on in the game before sending them on their way to a nearby refugee camp. Why he doesn't just join them in that moment when he has the chance is never really made clear, and it's an example that speak to the narrative's larger issues.

The story in Burning Skies lacks any of the emotional depth that made Insomniac's console outings so compelling. You can see the Vita game reaching in that direction, but the two big character moments that come up toward the end ultimately feel hollow and out of place. There's also some nodding going on in the direction of Nathan Hale's adventures, though more in the form of deep cut offhand reference that only the hardest of the hardcore fans will pick up on.

Resistance Burning Skies

Resistance Is Futile

The narrative woes are minor complaints in the context of Burning Skies' larger issues. Chief among those is the feeling that this is little more than a wannabe Resistance game. All of the necessary pieces are here: gun-toting Chimeran forces, imaginitively designed firearms, big boss-like beasties, locked first-person perspective, and more besides. These pieces add up into something familiar, but it feels more like a Frankenstein's monster take on the FPS series than the proper spin-off that it's meant to be.

Take combat scenarios. Which ones, you ask? Try all of them. The settings may change, but the execution is largely the same each time: you enter a new area, access to your previous location is locked out, a wave of Chimera spawn in, you kill them all. Or, more accurately, they kill you a few times while you learn the spawn patterns and then you kill them all. It's a dull process, especially once the difficulty ratchets up in the late game.


The canny AI from the console trilogy is nowhere to be seen in this portable spin-off. Your enemy is definitely aggressive; Chimera forces will know exactly when and where you poke your head out of cover to pop off a few shots every single time. They'll rush your position, and occasionally show a glimmer of intelligence by working around to a flanking position. They're just as likely, however, to confuse a wall for your firefighter hero, and get stuck in a running animation as they endlessly charge a position that you were never close to in the first place.

Combine that dimwitted AI with some uninspiring level design. You'll encounter one or two sections later in the game that almost feel like Resistance on the PlayStation 3 with fights that span multiple rooms or large, open spaces. Unfortunately, these sections are much better at highlighting the flawed AI. Besides that, you'll still spend most of the game taking on the Chimera is much tighter confines, featureless hallways and rooms, broken city streets, that all funnel you along a singular tight path.

The arsenal, at least, is familiar and well thought out. Favorites like the Bullseye and Auger are joined by a handful of new weapon like the Mule, a double-barreled shotgun that doubles as an explosive bolt-firing crossbow. The weapons themselves are fine; they all feel very unique and powerful in their own way.

Resistance Burning Skies

There's even some innovation in the form of Gray Tech, collectible power-ups that can be "spent" on each weapon's set of six upgrades. A New Game+ option opens up after you've beaten the game, allowing you to continue collecting Gray Tech. The upgrades are all weapon-specific and most of them offer some pretty effective boosts, but most players will gather more than enough Gray Tech in a single playthrough to get a sense for the good stuff.

This being a Vita game, touch controls are to be expected. Each weapon's alt-fire capability, a Resistance staple, is relegated in Burning Skies to touch screen controls. Some weapons require swipes across the screen, such as the Mule, while others require you to tap the enemy target's location on the screen.

It's a solid idea in theory, but the actual process of adjusting your grip on the Vita as you let go with one hand, tap the screen, and then grab the handheld again simply doesn't work very well. You're using these weapons in combat situations, after all, and the necessary pause in action that comes when you adjust your grip is enough to significantly diminish the tactical value of secondary weapon attacks.

This isn't to say that Nihilistic's work to integrate Vita-specific functionality into an FPS framework is a total disaster. There are a few ideas that work out well, though we've admittedly seen variations on these in two other shooting-oriented Vita games already: Uncharted: Golden Abyss and Unit 13. Both of those games, just like this one, rely on the left and right fringes of the touch screen for control options that would fit on a SIXAXIS but not the Vita's sligthly stripped-down interface.

Resistance Burning Skies

Melee attacks with Tom's fireman's axe and grenade tosses are both relegated to touch screen buttons that are always visible on the right side of the screen. It's an easy stretch to move your thumb from the face buttons or right analog controls to one of the touch options. Helpfully, the melee attack "button" also doubles as an action button, so you can tap that to open doors and interact with mission-specific objects. You can also double-tap the rear touchpad to sprint, but it's much more effective to press down on the D-pad instead, since the Vita's design makes it possible to hit the D-pad button while still pressing forward on the left thumbstick.

Resistance Burning Skies

Resisting World War

Nihilistic also included a multiplayer component in Burning Skies. Rather than try to deliver an online play experience that is in any way uniquely portable or Vita-focused, players can instead link up with a Wi-Fi connection and drop into competitive online matches for up to eight players in Deathmatch, Team Deathmatch, and Survival (comparable to Halo's Infection).

Multiplayer in Burning Skies isn't bad, per se, it's just entirely unnecessary. It's built with a console audience in mind, just like the rest of the game, but it's also built like a console game. There's a system of level-based unlocks for your various weapons and their upgrades. How many players are really going to invest enough time to climb through 30 multiplayer ranks in Burning Skies' Wi-Fi-only online mode?

The unlocks are also woefully unbalanced; once you've got the Mauler, a ridiculously powerful Chimeran chain gun, or the multi-rocket-launching S.W.A.R.M., there's really no need to ever go back to default weapons like the Bullseye or Carbine.

Burning Skies

So while the multiplayer mode in Burning Skies certainly works, there's really no reason for it to be here in the first place. The Wi-Fi requirement is certainly a technical limitation, but Nihilistic gets some blame as well for failing to come up with a multiplayer mode that actually belongs on the Vita platform.

Nihilistic had an opportunity to set the bar for FPS gaming on the Vita. Instead, we've got this halfway decent first-person shooter whose main strength is the fact that it's portable. Burning Skies is a passable time-waster in that sense, giving you plenty of corridors to run through and alien dudes to shoot. That's also the heart of the problem though. It's technically flawed in some key ways, but the biggest sin that Resistance: Burning Skies commits is its top-to-bottom lack of ambition




Source : http://www.g4tv.com/games/psv/65702/resistance-burning-skies/review/

Friday, May 18, 2012

What We Want From Mario on Wii U




Nintendo and Mario go way back. In fact, everyone’s favorite plumber has a long history of defining whatever console he and his “special” mushrooms grace. It all started way back with Super Mario Bros. for NES, but held true for Nintendo’s subsequent console endeavors as well. Super Mario World for SNES. Super Mario 64 for Nintendo 64. Super Mario Sunshine for GameCube. Super Mario Galaxy for Wii. Nintendo’s console history is littered with Mario being super, so it’s no surprise Wii U is set to continue this trend.


Problem is, we couldn’t care less.


This might sound crazy considering how incredible and ground-breaking Mario’s other console adventures have proven, but Nintendo sort of dashed our dreams of an HD Mushroom Kingdom with the confirmation that Mario’s first Wii U venture, set to be shown off at this year’s E3, would be based on the New Super Mario Bros. Mii demo from last year’s show. To be fair, what we played at E3 2011 was simply an early tech demo, one that showed off a handful of New Super Mario-esque levels and let up to four people play as either Mario or Mii characters. But the thought of a full game based on this experience just doesn’t sound good enough. It’s just too easy, too safe, and not at all what we’ve come to expect from Mario’s console debuts.


It’s completely possible Super Mario Bros. Mii (or whatever the game’s final name turns out to be) will exceed our expectations. The actual game might have plenty of new features and hidden secrets to help it stand out. But regardless, as much as we adore side-scrolling Mario platformers, it’s just not what we want for Mario’s Wii U debut. What we want? Well, since you asked…






Wii U Magic



The Wii U’s launch is a huge step for Nintendo. Not only is it the company's first foray into the realm of HD graphics, it also marks the launch of a completely new controller, and thereby a new way of playing and thinking about games. Again, if anyone is in a position to show off what this new system and its tablet controller are capable of, it’s Mario.


While graphics aren’t everything, and are definitely far less important than good gameplay, it makes little sense to squander the world’s first peek at a high definition Mushroom Kingdom. The problem with New Super Mario Bros. Mii is that it doesn’t really matter whether it’s in HD or not - that franchise has looked as good as it ever needed to since the original’s DS debut six years ago. What we want is a dazzling world full of all the magical Mario staples we’ve come to know and love. Show us that graphics don’t need to be realistic to be gorgeous. Show us how the Big N does HD, and leave us salivating over the prospect of seeing other Nintendo franchises in such detail (Zelda, anyone?).




Graphics aren't everything, but it's cool when they're shiny.



The ideal Mario game on Wii U should also make good use of the tablet controller. Just like Mario Galaxy showed us that motion controls could be successfully implemented in a sprawling platformer (who knew?), Mario on Wii U needs to do the same for tablet gaming. In short, Nintendo needs to show the world why it needs this system immediately. We need to understand all the new gameplay applications this new hardware and its controller have to offer.






Huge Scope



Better hardware has more advantages than just shiny graphics - it also allows game developers to create a much grander scope in their games than was previously possible. Just like how Super Mario 64 felt huge and all-encompassing when it first came out (heck, it still feels like that in many ways), Mario for Wii U needs to have a scope like no other Mario game before it.


What does this mean, exactly? It means a large assortment of varied worlds to explore, full of stars to collect and secrets to unearth. We don’t want to see the same snow, desert and water levels that have become the norm - we want them included, but alone they’re not enough. Mario 64 had levels on slides, a level where you were either shrunken down or blown up, and even one inside a clock. We don’t think it’s asking too much to expect the same imaginative and inspired world designs in Mario’s Wii U debut. Sure, this is possible to achieve in a side-scroller (look at Super Mario Bros. 3, for crying out loud), but it would be mind-bendingly incredible if it was successfully executed in a full, three dimensional, HD platformer.




Please, Nintendo. PLEASE let us return to the castle!



And while we’re at it, bring back the damn castle. Add a few extra wings and as many painting as you can manage. It’s been too long since we’ve jumped through a painting and into a world beyond our wildest dreams.






No Miis, Please



We like Miis. We love them, even. In fact, we’ve spent more time than we care to admit making Miis that resemble Bruce Wayne or the various Beatles. (Editor’s Note: Okay, so maybe that last one just applies to me. -Audrey) But seriously, enough is enough. We’re fine with Miis showing up in sports games. We’re fine with them living in our 3DS’s. We’re even fine with Miis being used as avatars in Mario games. But they do belong in the Mushroom Kingdom. It makes absolutely no sense to shove them in and call it a day.




Just say no to Miis in Mario.



In truth, this one is more of a personal preference than anything else. It’s definitely not anything that could make or break a Mario Wii U game, but Miis feel so tacked on and out of place in the Mushroom Kingdom we thought it was worth mentioning. Also, something about seeing a Mii jumping on a Goomba is just... wrong.






Mario’s Future




For all the flack the Mario franchise gets for iterating, most Mario games actually bring a lot of "new" to the table. Take New Super Mario Bros. Wii, for example. A lot of people dismiss the game as a clone of its predecessor, but that's a mistake. It brought some truly innovative updates to the concept of multiplayer platforming and absolutely set the standard for all future examples (we’re looking at you Rayman Origins and Kirby’s Return to Dreamland). Likewise, just compare Super Mario Bros. to Super Mario World, or Mario 64 to Mario Sunshine or Mario Galaxy. They’re all quite distinct, even if many of them share common mechanics and themes (and even if Peach is always the reason behind all the madness).


We expect to see Mario's legacy of innovation continued in his future games, and especially in his console debuts. It’s why the franchise is so memorable, and part of why it’s so very, very successful. Don’t cheapen the plumber's name with an HD debut not befitting his revolutionary history. Mario deserves better. Wii U deserves better. And gamers deserve better.






What do want from Mario's Wii U debut? And are you perturbed by the idea of Miis in the Mushroom Kingdom, or is it just us? Let us know in the comments below!









Source : http://www.ign.com/articles/2012/05/19/what-we-want-from-mario-on-wii-u