Tuesday, May 26, 2009
DoTA: The Bastard Child of Warcraft III and Diablo II
I haven't been quite bored enough this summer to make a post, but I guess I can use more money from uh.. something completely unrelated to ad clicks... selling nuclear robot ninja pirates. Yeah, that sounds cool. Anyways, this is the review of DoTA I wrote in my utter boredom months ago but never bothered to post. My opinion of the "game" may have become more negative now then it was before (now that I have had the time to play some real games), but eh. I don't want to go through the effort of rewriting this.
Gameplay: 7.5/10
The guys who made DoTA weren’t the same guys who made WCIII so I find it hard to give them credit for good controls and interface. But overall, the map plays pretty well. It’s surprisingly deep for a custom scenario and had thought put into its balancing (at least SOME thought anyways). The three-lane system takes away some of the “war” feeling to it, but it works. There are a crapload of heroes (which is a good thing in my books) and an obscene number of item combos that obviously take some time to get used to. My only real complaint is the fact that you can’t play as Scourge on the Sentinel side and vice versa. I suppose that is the point of having two different teams, but I would have liked to use some of the other heroes on the other side when forced to side with particular team for balancing. Overall, DoTA makes good use of WCIII’s excessive character models and makes for a pretty entertaining, albeit slow, map. Oh right, the games TAKE TOO LONG. The standard 40 mins – 1 hour rounds really pushes the limits of my patience. Even if you are really good at the game, it would still take a good amount of time to become powerful enough to make it past the base defences. The addition of a builder unit or two to each side would be nice too; being able to build certain towers would really add to the strategy of the game.
Graphics: ?/10
Being a WCIII MAP, DoTA really can’t take any credit for graphics. Besides, WCIII didn’t really look great for its time.
Storyline: 3/10
Every character has some pointless backstory that gives no hint to why they’re all sitting in taverns stuck in the middle of a forest with an infinitely spawning hostile army a couple hundred metres away. The stupid and pointless backstories also really get in the way of reading the stats of the individual heroes, which seems rather necessary since you’re stuck with the one you chose for at least another 40 minutes (and choosing a hero you’re clueless about can result in major ass-rapage). The taverns don’t really make any sense either. If there are so many legendary heroes all sitting in one place, why does only one go out to defend the city when it is under attack?
Sound: 1/10
The Unreal Tournament announcer in the background is annoying and feels really out of place. And what is the deal with the retarded kill messages? “JoeFrizzle just pwned Zoolad’s head!” Who the hell talks like that?! All the other sounds in game are from WCIII and not DoTA so they won’t get credit for them.
Longevity: 6/10
Even if you’ve played Warcraft III before, this game has a slight learning curve. I suppose there is some replay value thanks to its massive (addicted) multiplayer community, though I don’t see myself playing this in the near future. I find the map gets pretty repetitive after a while, but I’m sure things are better if you don’t die at every other encounter and are playing with friends.
Overall (not an average): 7/10
I’ve been told that this game is a lot better when played with people you actually know, but seeing as this map is regarded as the god-king of all possible custom scenarios, it really shouldn’t require certain types of people in-game to be amazing. Sure, a bad team can really spoil any online game, but even when people are not being retarded, I didn’t feel particularly swept off my feet when playing the map. It doesn’t have the lasting character development process of an RPG or the frantic army battles/base management of an RTS. It just combines a couple elements of both (incompatible) genres into an addicting, but ultimately mediocre map.
Although I didn't ask, thanks for letting me use your picture Joan. :)
Friday, April 3, 2009
Starcraft 2 may have some balancing issues. (New Superunit)
Yes, I am aware that Blizzard is spending all of their time and money paying Koreans to playtest Starcraft 2.. this might be a bit tough to balance...
Psh. I still like the Protoss Mothership better.
(This is an April Fool's Joke)
Psh. I still like the Protoss Mothership better.
(This is an April Fool's Joke)
Monday, March 30, 2009
Bioshock 2..
Bioshock was critically acclaimed for being immersive, atmospheric, and downright creepy. The game has all kinds of political and philosophical references and does a really good job of making you feel vulnerable (at first) and out of place in a brutal environment. Basically, your plane crashes in the middle of the ocean and you discover a bathysphere that leads you to an underwater city full of mutated psychotic people armed with knives and guns. Your job is to survive and escape while slowly uncovering why the apparent "utopia" went to hell. I think the game owes a lot of its "excellence" to Ken Levine, a well-known and well-praised game designer.
So, Bioshock 2 was announced a few months back and GameInformer recently released some information on it. I have a bad feeling about this.. Things that are watering my enthusiasm:
1) Ken Levine will not be involved. It seems he let a different developer handle this sequel so he could go off and spend the millions he made off the first game..
2) You will play as a rogue prototype "Big Daddy", one of the super spliced up freaks inside giant armoured diving suits with big arm-mounted drills. Yes, a DRILL.
Whats the problem with this? Sure, the Big Daddies were awesome enemies in the first game. Everyone loved them.. they were scary as hell when following the little girls with glowing eyes and absolutely destroyed you if you pissed them off... But now, how are you supposed to feel "vulnerable" and "displaced" when you play AS one of these things? For one thing, you obviously belong in the underwater city, so there's no sense of alienation... then you have a massive drill mounted on your arm and the ability to use giant rivet guns/grenade launchers/machine guns... (Plus, you can still shoot lightning and bees out of your hands..)
I can't imagine how you can ever feel afraid when you can do this:
Thursday, March 19, 2009
Street Fighter Movies are AWESOME
Why do they still continue to make Street Fighter movies when none in the past have ever been even mildly good? No other fighting game genre gets this kind of attention, and there are plenty of other video games out there that would do leaps and bounds better in a film adaptation.
Man, Vega and Dhalsim look so cool. They could not have chosen better casting for them.
Man, Vega and Dhalsim look so cool. They could not have chosen better casting for them.
Monday, March 16, 2009
Halo, What's So Great About It?
Just a Note. I don't have a lot of time to blog right around now but Ravi inspired me to do this one in particular (thanks Ravi.. your constant mentioning of this particular Xbox title has done some good. :))
Anyways, this isn't actually by me. I stole this from some random dude on my forum who was banned for something. Not "short", but pretty well written and explains exactly what Halo "is" (for those of you who don't know) and why it dominates all other FPSes (take that PS3 Fanboys. Hahahaha).
Just a warning, its quite long and I'm too lazy to add the pictures at the moment. If I feel up to it, I might stick them in later (bit by bit).
Thank you Redhound5, I don't really know who you are. You have written a pretty good article here. Sorry for stealing it without permission.. if you somehow catch word of this and want this removed, just let me know. :)
Halo. Everyone knows what Halo is, gamers and non-gamers alike. Second only to Mario, Halo could be considered the most well known video game series in the United States. Its popularity is undeniable, and can be seen in sales alone with each game braking records left and right: Halo CE (Combat Evolved) and Halo 2 have sold millions of copies (about 5 and 8 million, respectively), and the third and final installment of the trilogy has already broken the 5 million mark in two weeks. However, the real question is: "What makes the Halo series so great?” Obviously, high sales don’t make a videogame great, but they are certainly an indication that people love it. Why has the series done so well in its 6 year lifespan, and how has it become a series with one of the biggest installed bases in the world?
Not too surprisingly, there a great deal of gamers out there who are not only "non-Halo" fans, but they are repulsed by the mention of Halo. "It's just an average shooter," or, "Halo sux" is the most common thing I see. Of course, any one of you who are Halo fans has one simple defense of the series: "It's awesome!" Which it is, but I'm going to lay out the reasons right here for everyone, and if you have the patients to read through it, I think you will find it rewarding, and maybe even learn a thing or two.
The place it all started: Bungie Studios
First of all, I think it is important to jump back a few years before Halo CE was released and look at where Bungie Studios really hit it off: The Marathon series.
While not Bungie’s first game, I think Marathon can be considered its first groundbreaking achievement. The game was truly innovative and actually delivered brand new ideas to the FPS genre: a complete physics engine, dual-wielding, and a sophisticated and deep plot, just to name a few. If you have never played any of the Marathon games, there is one available on XBLA, and I highly recommend fans of Halo to download it (if you don’t get motion sickness that is).
So why is this relevant to Halo? The Marathon series was obviously the start of the rise of Bungie Studios, and the same innovation and motive to push the boundaries of the games the developed would continue throughout. Without the Marathon series, and the guys at Bungie Studios, the Halo series would not be half of what it is today.
Halo: CE
Bungie’s first jump to the console world was with Halo: Combat Evolved, the launch title for Microsoft’s brand new Xbox gaming system. Halo: CE was critically acclaimed, receiving well above the 90% mark from all major reviewers. The game received a total of 48 awards, including 5 “Game of the Year” awards. Halo obviously did something right to be so highly criticized, so what was it? Well, I’m glad you asked.
The first of the Halo series brought some things into the mix that you have probably never thought about- some of them new and innovative, and some of them just refinery (and possibly perfection) of the old. Let’s take a look at some of the things that made Halo CE one of the best console first-person shooters of all time, one by one:
Controller Scheme
Halo: CE simply had the most effective controller layout ever designed for a console FPS (first-person shooter) upon its release. So much so, that the controls hardly differ in almost all proceeding shooters, even today. It could be said that the control scheme alone is what saved console FPS genre. The layout made it an easy game to pick up, but, at the same time, gave the player maximum control over their movement.
Vehicles
The use of vehicles wasn't really something "new" in FPS, but Halo revolutionized the mechanics and balance of the way vehicles are used. Controlling vehicles was so easy, and it worked perfectly not only in single player, but multiplayer as well. There is no denying that other game developers took notice of this new way to incorporate vehicles; just look at UT2K4 and tell me they didn't base their vehicle scheme in a similar way of Halo's. Got that, Unreal fans? I think you have someone to thank.
Health System
The regenerating health system was pretty new at the time, too (I may be wrong, but I’m fairly sure Halo was the first one to incorporate this, and if not, they were the first ones to incorporate it well). It allowed the player to avoid spending 50% of their time trying to find health-packs, which helped them focus more on strategy and game play. Halo's health system set the base for many games we play today: every time I play Gears of War, I can’t help but to think of Halo’s regenerating health…
AI and overall gameplay
At the time, Halo CE feature a physics and AI system that was unmatched by any other console game. Interaction with the environment, allies, and enemies was phenomenal. Possibly the biggest reason Halo received the "Game of the Year" and "Console Game of the Year" awards for 2002 from the Academy of Interactive Arts & Science, and topped video game bestseller charts for almost two years was due simply to its amazing gameplay mechanics.
Multiplayer
Simply put, Halo was probably the best multilayer FPS on a console since Goldeneye 64. The multiplayer utilized an awesome selection of balanced weapons and maps, and was just all around fun to play with your friends. Halo’s co-op feature is also a worthy item to note- No other game really offered a co-op system that worked as well as Halo’s at the time, and I think that it is safe to say that Halo made co-op into a standard feature in future FPS games. Along with Halo’s control layout, I think it’s safe to say that the multiplayer pulled console FPS back from the brink.
Halo 2
On November 9th, 2004, Halo 2 was officially released. It was a huge hit, making more than $125 million on release day and setting a record in the entertainment industry (movies included). It was one of the most anticipated sequels in gaming history, and with good reason. Once again, one by one:
Story
Bungie already had a track record of creating deep and developing stories in their previous installments, but Halo 2 pushed that to the limit. It gave us a more in-depth look at the Halo universe, and even gave us a look at the enemies’ world through the eyes of an Elite. Halo 2 left a huge cliff hanger (to the upset of many fans), yet left a promise for a third installment. The story of Halo is one of its most unique aspects. To the naked eye, the story may seem somewhat typical of a FPS, but it really goes much more beyond the surface of what we see in the cut-scenes, and always keeps you guessing. Usually, to get a story as deep as Halo’s, you have to look into a genre outside of FPS. There is no question that Halo’s story tops everything in its class, and is one reason for its huge fan base. It’s easy to pick up, and fun to explore.
Music
Although Halo CE utilized the same type of music as 2, writer Marty O’Donnell installed a fantastic theatrical score, which was good enough to create an official soundtrack of the game. This kind of music in a FPS is rarely seen, and it contributes to a truly “epic” feel of the story.
Dual-wielding
Sure, dual-wielding was nothing new (even though Bungie probably started it with Marathon), but Halo 2, once again, set the standard. Although Bungie agrees they may have put too much focus on dual-wielding (especially in multiplayer), the actual mechanics are close to flawless.
Hijacking
Halo 2 was the first FPS to introduce this feature in campaign as well as multiplayer. This feature has almost become a standard for newer shooters that implement vehicles into gameplay.
Multiplayer
The biggest breakthrough for Halo 2 (and the reason why it is still played by over 100,000 people a day) was obviously the online multilayer. Halo, once again, saved the FPS genre in the console world. With millions on PC’s playing Unreal Tournament and Counter Strike, two games that had amazing online gameplay, online console FPS were left in the dark and couldn’t stand up to the competition. Halo 2 did.
Halo 2's matchmaking system was simply ingenious. A gamer could get online and the system would automatically find players of the same skill level and match them up. Determining skill was much more in-depth than “win you go up, lose you go down,” which provided very fair and close matches. You could also create custom games and play whatever you want with your friends. I might even dare to say that Halo 2 is the reason why XBL is the leader in console online play.
Bungie.net: Halo 2 Era
Not only did this game bring a correct sense of online gaming to the console world, but it was the start of an effort by Bungie Studios to give tons of feedback to the gaming community as well. For the first time, console gamers could view detailed statistics, letter-boards, forum discussion, and rankings among themselves and fellow gamers through a website completely dedicated to them- Bungie.net
For gaming in general, a statistics tracking web site was nothing new. But Bungie.net brought the console gaming community closer together than ever. You could view detailed statistics such as "Player Stats" which would give you a broad overview of every single match you've ever played. But not only could you view all the games you've played on XBL, but you could also view individual game statistics, which give you every piece of information you could ever ask for.
Bungie.net, while not directly part of the game, is definitely worthy of being mentioned due to its catering to the hardcore, and certainly gave many people a better gaming experience
Halo 3
Halo 3- the third, and final, installment of a truly fantastic game series. On September 25, 2007, Bungie released its third record-breaking game in the series. Halo 3 holds the record for the highest grossing opening day in entertainment history, making $170 million in the first 24 hours (yes, that includes movies. Take that Spiderman 3!). Halo 3 is generally accepted as the best of game in the series, and as you are about to see, for good reason.
Saved Films
Aside from racing games, the only other game that has ever offered a feature such as this was HLTV (Half-Life TV [a separate program that ran for Half-Life, CS, etc.]), and I am certain that no other console game developer has even considered adding such an extensive feature that basically has nothing to do with game play. The new feature called “Theater” allows you to view your previous game from any prospective (also with fast forward, rewind, slow-mo, etc.), save the "film" if you wish, share it over XBL with your friends or post it for all to see, and take screenshots and upload them to Bungie.net (allowing you to do whatever you want with them). To understand this feature, you must understand that “Theater” doesn’t record video, however it records gaming data and replays it- allowing all the features to take up minimal space (simply ingenious). The feature is also not only limited to multiplayer; it can be used in campaign, co-op, offline multiplayer, matchmaking, custom games, and Forge.
The possibilities with this feature are endless. Right now, I’m using it mostly as a learning tool: “How the hell did that guy kill me? He’s really good. I’ll watch him play and see what he does.” The saved films also eliminates the tall-tells you’ll hear about on the forums. So you say you no-scoped a guy on the other side of the map while doing a barrel roll off a man-cannon in a warthog? Now you have no excuse not to prove it.
Forge
Map editors are nothing new, even to the console world. However, I don’t believe Halo 3’s map editor is really not comparable to others. It is more like an advance customization feature, and I guess you could even consider it as a gametype. Forge actually allows editing of a game in progress, and really adds to the list of customization allowed to you. Will Forge become a standard for all FPS? No, probably not, but it has most definitely added to the replay value of Halo 3.
Meta-Game
Halo has always been known for its extremely fun co-op, and Halo 3 is no exception. Now, with up to 4 player, online co-op, you really couldn’t ask for more. But, if you know Bungie, you know they have some secrets up their sleeves. The Meta-Game feature has changed the way we should look at co-op, a way that works not so cooperatively (if you want). Players can now choose to work with or against each other in Halo 3’s campaign mode by a point system based on kills, skills, and difficulty settings.
Multiplayer
Halo 3’s multiplayer is nothing short of spectacular, and this comes more so from the refinery of old features rather than the introduction of new ones. Aside from Forge, customization is practically unlimited. You can change anything from gravity, to game scoring, to individual traits. Just about every feature offered in Halo 3 is customizable.
Gameplay wise, Halo 3’s multiplayer could not be any more balanced. It is pretty much as if they took the gameplay from Halo 2 and perfected it… flawlessly. I have never experienced such balance in a multiplayer game. Everything from the weapons to the vehicles has been fined tuned to the true essence of balanced. The new introduction of equipment has (surprisingly) added to that balance instead of hindering it, making what would be a situation with an obvious conclusion into one that could go either way. This balance leads to a multiple of things that the 2 previous installments couldn’t quite live up to, and that is 1- less reliance on power-weapons and more reliance on critical thinking, and 2- more teamwork and communication is absolutely necessary. Bungie hit the nail on the head in terms of balance, it couldn’t be better.
Halo’s matchmaking system has been perfected as well. With tons of research data obtained through the multiplayer-beta testing, Bungie was able to create one of the best matchmaking systems to date. Players can now set priorities on their matchmaking search to find games the quickest, with the best connection, or with the closest skill levels.
Custom games follows suit- perfected. As mentioned above, players can pretty much customize anything and everything with the exception of map geometry. Players can now join custom games of other players that are not in their friends list.
Overall, there is so much that Halo 3’s multiplayer has to offer, that it will certainly last players years and years to come. Once again, I believe that Halo’s multiplayer has lead it to its great success. There really isn’t much more you could ask for.
Bungie.net: Halo 3 era
Just when you thought Halo 2 had a detailed stat tracking system, Bungie went ahead and re-did the whole site. There are so many details to discuss that I cannot mention them all hear, so be sure to check out this blog for all the Bnet info you could possibly ever want to know. In addition to multiplayer stats, campaign stats have also been added. There is no where to hide from this giant stat tracker, if you suck, people will know it with the click of a button. Not even NBA stars can hide…
File Sharing
Aside from all of the stat-tracking elements of Bungie.net, a new feature has been put into place: file sharing. For the first time, console gamers can now share, upload, and download videos, photos, forged maps, and game-types all between their console and their PC. Bnet’s file sharing system works pretty much like you’d expect it to, and you would think that it’s crazy no one has ever thought of this before. “Bungie Recommends” will show you the coolest of the cool, or you can search through millions of files to find what you’re looking for. If future games take anything from Halo 3, it will be this. File Sharing is truly an awesome feature.
The Halo Community
While not a direct part of the Halo series, the community surrounding it is definitely part of the Halo experience. This is truly something that sets Halo apart from many other games, and its something that actually pushes the gaming world in the right direction.
Bungie.net
Since I’ve already talked about Bnet plenty above, I’ll just mention it here and not go into detail. Bungie.net is the official website of the Halo trilogy and offers countless features, all of which are dedicated to the fans.
Halo.Bungie.org (HBO)
HBO is your one-stop fan-site for everything Halo. Not affiliated with Bungie or MS (although they tend to keep in touch), HBO is a great site that has everything from cut-scene databases, to interviews, to its huge forum.
Halopedia
If there is anything you want to know about Halo, it can be found here. The site is an extensive collection of articles covering anything and everything Halo. If Bnet and HBO fail to answer your questions, you will most likely find them answered here.
Books/Films/Spin-offs
Halo’s success has amounted to many official publications, including graphic novels, short films, and of course, more Halo games! The two new halo projects that are currently in production are Halo Wars and the untitled Peter Jackson project, codenamed Chronicles. All of these publications will continue to drive Halo, and video gaming in general, in the mainstream direction.
Fan Creations
Not only are there countless official publications like graphic novels, books, and comics set in the universe inspired by Halo, but Bungie urges its fans to come up with their own stories in the Halo world. Some of the most popular creations include Machinima- movies created using the in-game engine. Some of these user created movies are simple, and some very complex. Some of the most notable series include the comical Red vs Blue, and the newer, more seriousTrinity. If you watch a video from each of these series, you'll realize the time and dedication that have been put into them.
I believe the community side of Halo is definitely worth noting, and you can count on Bungie always putting its fans as its number one priority. The community is why we see constantly changing features like Bungie.net and new ones like Saved Films and Forge. The community will continue to be an important factor in the evolution of Halo, and the evolution of the gaming world.
The Halo Series in General
In conclusion, the Halo series has simply pushed the boundary of the console FPS, and I believe its greatest achievement lies in the multilayer. The Halo series has literally saved the console FPS from extinction, and excellent multiplayer quality is a must now, partly in thanks to Halo.
Of course, there will always be those who look down on the Halo series no matter what anyone says, but I hope now that I’ve explained why people love it. To many, Halo is much more than a game, it is an experience- and that experience differs from person to person. Of course there are faults; I could even name some of them right off the bat. But what game doesn’t have faults? Does a small list of problems or negativities cancel out all the great things Halo has to offer? I don’t believe that is the case. And, while Halo may not be for some, there is no denying that most of the world sees it as one of the greatest video game series of all times.
This is why Halo constantly breaks records, this is why Halo is so widely known, and this is why Halo is played online more than any other console game, ever. So, we’re back to the question “What’s so great about Halo?” Well, I think sometimes the simplest answers are the best: It’s awesome.
Saturday, March 14, 2009
Blog, Plog, Shlog.
OK, so I realize I don't blog very often. My long-standing blog policy has been: "blog when you have time and feel like it". It has worked well in the past...so it will not change. Live with it.
Anyways, believe it or not, I had intended to have another VG review weeks ago on quite a few games actually, mostly things I played over the break (including the Halo Wars demo and the Operation Anchorage DLC for Fallout 3). Unfortunately, I failed to save the Word document, closed it unknowingly, and no longer feel like typing it up again. So, I guess I'll review something else next time (and remember to post).
Now.. what is an incredibly popular game that I have access to.. Something people absolutely love that is free to play... DoTA? Yeah, that sounds about right. (Thanks for the tip Billy.)
Let's see what all the fuss is about.
Just a qualifying statement though, I will try to post more often from now on.
Anyways, believe it or not, I had intended to have another VG review weeks ago on quite a few games actually, mostly things I played over the break (including the Halo Wars demo and the Operation Anchorage DLC for Fallout 3). Unfortunately, I failed to save the Word document, closed it unknowingly, and no longer feel like typing it up again. So, I guess I'll review something else next time (and remember to post).
Now.. what is an incredibly popular game that I have access to.. Something people absolutely love that is free to play... DoTA? Yeah, that sounds about right. (Thanks for the tip Billy.)
Let's see what all the fuss is about.
Just a qualifying statement though, I will try to post more often from now on.
Thursday, February 12, 2009
A brief VG review,
Alright, it seems I've put this off for a while, so this is that brief review on Gunbound that I wrote some time ago but never got around to posting:
Okay, so a few people have convinced me to give "Gunbound", my old gaming nemesis, a try. So, I went to "ijji" and downloaded myself a client of the game's latest version: "Gunbound Revolution". What exactly makes it a "revolution" is still beyond me; the game still looks fundamentally like what it was years ago and issues with gameplay have not improved a bit. Now let's get into the actual game...
Gunbound falls into the slightly crowded category of "Free MMOs" that seem to have taken power in the past few years due to World of Warcraft's domination over the pay-to-play MMO market. As such, it is loaded with the typical issues you would find in around 99.9% of them:
1) Horrible balancing
2) Bad translations (assuming the game is from a foreign country.. or that the writing team is not composed of Forestry Majors)
3) Ugly visuals
4) Bad music
5) Unintuitive/Confusing Menu System
Okay, so points 3 and 4 can be forgiven since the game IS free and the designers probably could not afford the best programmers or musicians.. but really, FLASH games can get away with having more streamlined menus. Not only is the placement of everything mind-blowing in the actual game, but at times, the sheer ugliness of the menus would block actual text. I remember at one point in the tutorial, I was quizzed on the type of weapon that was most effective against "Bio" tanks. This would have been a reasonable question had the "bio" part not been blocked by the retarded window frame. What the lady actually said was something along the lines up "What type of damage is most effective against". Right.. Moving on.
Good unit balance: the core of any good game. First of all, the tanks in Gunbound are not balanced. Some are obviously horribly useless and serve no purpose other than as novelty choices and bragging rights (for the game, not for the player). The fact that the game even offers "hidden" super tanks (according to someone I talked to) proves that the design team never had the intention of making the game Furthermore, implementation of "real money items" is unacceptable.
My last point, as I don't quite feel like getting too technical: The community sucks. HARD. This is probably the one thing that has given me a bad opinion of the game years and years ago back when it was still new. If you play on Xbox Live, you will no doubt be aware of the annoying little brats that scream high-pitched profanity into their mics all day long in order to make themselves sound older (I like to call them "squeakers". Well, as far as I can tell, virtually every player on this game is one of "those". There are no helpful people on this game. Every single round is an endless wave of noob-unfriendly trolling and I'll be damned if I try being nice to them again.
So, for some scores (based on my "free online game" standards):
Gameplay: 8/10
It's a neat concept and quite addictive. The balancing issue really brings the game down but at least skill has more weight than experience in the combat.
Graphics: 6/10
Okay, so the game is old. That's the one excuse that I can think of for the utterly crap presentation on this thing. Menus are ugly, display is unintuitive, characters look boring, and the fancy power items look tacky and just plain "bad". Aside from the obvious design flaws, the one gameplay-hindering flaw is the actual battle screen. The fact that you can stack on top of other players is a bad design decision. Seriously. Why can't you just land on top of people or bump up next to them? Allowing players to overlap make the already ugly sprites indistinguishable from each other. The team indication sucks too; colouring your name red or blue in really narrow text barely does the job.
Storyline: 0/10
I can't find any obvious story in this game, but this is probably a good thing. Gunbound seems to be the kind of game that doesn't need a storyline to do what it does best. Any attempt at explaining why everyone spends all their time shooting robots at each other in strangely inaccurate tanks will be a bad one.
Sound: 4/10
Oh dear. A bad soundtrack that loops itself at the most obvious and inappropriate times? Boo. I can do better on my iPhone apps. The sound effects are fair but I've heard better explosions from a free game.
Longevity: 8/10
I can understand getting addicted to this game. It doesn't really have any replay value, but people will definitely want to keep playing this if they don't have any better games in hand or if all their friends are playing it.
Overall (not an average): 7/10
Okay, so a few people have convinced me to give "Gunbound", my old gaming nemesis, a try. So, I went to "ijji" and downloaded myself a client of the game's latest version: "Gunbound Revolution". What exactly makes it a "revolution" is still beyond me; the game still looks fundamentally like what it was years ago and issues with gameplay have not improved a bit. Now let's get into the actual game...
Gunbound falls into the slightly crowded category of "Free MMOs" that seem to have taken power in the past few years due to World of Warcraft's domination over the pay-to-play MMO market. As such, it is loaded with the typical issues you would find in around 99.9% of them:
1) Horrible balancing
2) Bad translations (assuming the game is from a foreign country.. or that the writing team is not composed of Forestry Majors)
3) Ugly visuals
4) Bad music
5) Unintuitive/Confusing Menu System
Okay, so points 3 and 4 can be forgiven since the game IS free and the designers probably could not afford the best programmers or musicians.. but really, FLASH games can get away with having more streamlined menus. Not only is the placement of everything mind-blowing in the actual game, but at times, the sheer ugliness of the menus would block actual text. I remember at one point in the tutorial, I was quizzed on the type of weapon that was most effective against "Bio" tanks. This would have been a reasonable question had the "bio" part not been blocked by the retarded window frame. What the lady actually said was something along the lines up "What type of damage is most effective against". Right.. Moving on.
Good unit balance: the core of any good game. First of all, the tanks in Gunbound are not balanced. Some are obviously horribly useless and serve no purpose other than as novelty choices and bragging rights (for the game, not for the player). The fact that the game even offers "hidden" super tanks (according to someone I talked to) proves that the design team never had the intention of making the game Furthermore, implementation of "real money items" is unacceptable.
My last point, as I don't quite feel like getting too technical: The community sucks. HARD. This is probably the one thing that has given me a bad opinion of the game years and years ago back when it was still new. If you play on Xbox Live, you will no doubt be aware of the annoying little brats that scream high-pitched profanity into their mics all day long in order to make themselves sound older (I like to call them "squeakers". Well, as far as I can tell, virtually every player on this game is one of "those". There are no helpful people on this game. Every single round is an endless wave of noob-unfriendly trolling and I'll be damned if I try being nice to them again.
So, for some scores (based on my "free online game" standards):
Gameplay: 8/10
It's a neat concept and quite addictive. The balancing issue really brings the game down but at least skill has more weight than experience in the combat.
Graphics: 6/10
Okay, so the game is old. That's the one excuse that I can think of for the utterly crap presentation on this thing. Menus are ugly, display is unintuitive, characters look boring, and the fancy power items look tacky and just plain "bad". Aside from the obvious design flaws, the one gameplay-hindering flaw is the actual battle screen. The fact that you can stack on top of other players is a bad design decision. Seriously. Why can't you just land on top of people or bump up next to them? Allowing players to overlap make the already ugly sprites indistinguishable from each other. The team indication sucks too; colouring your name red or blue in really narrow text barely does the job.
Storyline: 0/10
I can't find any obvious story in this game, but this is probably a good thing. Gunbound seems to be the kind of game that doesn't need a storyline to do what it does best. Any attempt at explaining why everyone spends all their time shooting robots at each other in strangely inaccurate tanks will be a bad one.
Sound: 4/10
Oh dear. A bad soundtrack that loops itself at the most obvious and inappropriate times? Boo. I can do better on my iPhone apps. The sound effects are fair but I've heard better explosions from a free game.
Longevity: 8/10
I can understand getting addicted to this game. It doesn't really have any replay value, but people will definitely want to keep playing this if they don't have any better games in hand or if all their friends are playing it.
Overall (not an average): 7/10
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