If you’ve played Modern Warfare at all, as millions can attest, you should be instantly familiar with everything the sequel has to offer. The visuals are still excellent and the frame-rate is still firmly attached to 60. There are new maps, modes, weapons, a brand new perks system, and best of all a new co-operative Spec Ops mode, as well as a new campaign to look forward to. Basically, if you enjoy shooters in the least, you should get some enjoyment out of this game.
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Showing posts with label Call of Duty Modern Warfare 2. Show all posts
Showing posts with label Call of Duty Modern Warfare 2. Show all posts
Thursday, May 27, 2010
Call of Duty: Modern Warfare 2 Review
If you’ve played Modern Warfare at all, as millions can attest, you should be instantly familiar with everything the sequel has to offer. The visuals are still excellent and the frame-rate is still firmly attached to 60. There are new maps, modes, weapons, a brand new perks system, and best of all a new co-operative Spec Ops mode, as well as a new campaign to look forward to. Basically, if you enjoy shooters in the least, you should get some enjoyment out of this game.
Friday, May 21, 2010
Halo: Reach post-beta impressions and insight
If you had the opportunity to test out the beta, you may have been taken aback at how different yet conveniently familiar Reach felt. The game is still very much Halo, but with a new class system, weapon changes, and aiming mechanics that completely augment the experience. For some, these alterations could be infuriating, but the rest should find it welcome and you can thank contemporary games like Battlefield and Call of Duty for that.
Weapon-wise, Reach has changed a great deal of the iconic Halo weaponry and threw out dual-wielding all together. The famed Battle Rifle is now defunct and is replaced with the Designated Marksman Rifle (DMR). The pistol, which can never seem to find the right role, is better than ever and the Needler isn’t complete trash. It’s all hard to believe, but the much larger role is the new aiming system. Instead of having three-shot massacre rifles and pin-point accuracy at any range, the new aiming system rewards those who have patience. Pull the trigger like you’re trying to start a fire and you’ll make your reticle as big as the moon and your aiming coach very unhappy. But if you time it by waiting a second in between each shot, you’ll keep your reticle in perfect shape and hit your target with ease.
There’s a great deal more I haven’t touched on like the new interface, credits, and the Spartan/Elite idiosyncrasies, but it’s fairly obvious everything is done particularly well. The greatest feat of Reach though, is its ability to be so different while remaining very much the same. Bringing back mechanics that work, like health and the power of the pistol, are very much welcome but so are the obvious influences from present games. It all comes together in a way that makes Halo feel like it was always meant to be played this way. Now the wait for September truly sets in.
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Saturday, May 15, 2010
The danger of priced downloadable content
Since the start of this console generation, we’ve been assaulted by downloadable content. The incessant nagging of this digital devilry can be troubling but it’s not all completely trivial. On one hand it’s a nice boost for the games we truly enjoy, but it could be giving companies the wrong idea.
Let me start off by saying that DLC is a fantastic idea. Now that practically everything is online, having the ability to expand on a game is marvelous and easier than ever. Expansions, extra content, new maps, it can all be distributed without any real obstacles and it can make for a richer, more entertaining experience. With all the good though, come the spam and the most contrived forms of DLC you can imagine.
It all starts with pictures, themes, and clothing for your avatars. Sony offers premium themes and micro-transactions through their home service, but I feel this is much, much worse on Microsoft’s Xbox 360. Games typically offer picture packs with five or so photos you can use for your profile picture. You also have to pay for extra clothing and accessories for your avatar. And to top it all off, you have to pick up Microsoft Points to do any of this. Sure it’s your choice to pick up any of this stuff, but would you willingly pay $10 for an assortment of profile pictures and a lightsaber for the avatar you only see for a couple seconds?
I feel that customization is a requirement to making your account unique in many different ways. Adding a premium price on every little thing walls off the crowd who might’ve explored this feature further. There are still various amounts of free materials you can download, but anything worthwhile is priced. For me, if it’s even a dollar I’m not going to bother with it. For one, I have to pick up extra Microsoft Points that are just going to sit on my account since there’s no way to buy the exact amount. That’s not a huge deal, but more importantly I’m turning on my system so I can play some games, not look at my avatar.
This is all trivial though compared to how certain games are abusing the ability of DLC. As I stated earlier, it’s amazing how developers can augment their games whenever they want now. However, there have been quite a few games that have been built around the utilization of DLC. Tomb Raider Underworld pretty much had no ending unless you picked up the DLC. Ubisoft’s new take on Prince of Persia had a cliffhanger ending that was only answered if you picked up the Epilogue Pack. Even the renowned Fallout 3 dabbled in this theme. In its defense, the extra content was actually good, but a lot of it was glitchy and if you bought them all it’d cost you an extra $50, or almost the price of a full game.
To go against DLC would be stupidity. A lot of it is quality material and especially for competitive multiplayer games and titles like Rock Band, it’s almost necessary. But no matter what way you look at it, it’s tough to justify a price-tag for something you can’t test out. You don’t know if the maps are the next best thing or are equivalent to a pile of rotting carcasses. Demoing certain content can make or break something but with talks about bringing prices to demos, that too could be an issue.
All I’m saying is that tagging a price to everything isn’t the way to get your extra content sold. Why not award players with pictures or avatar awards for doing certain things or unlocking trophies/achievements? And if you’re going to release 20 different episodes of extra content give the players who bought the rest a little discount or gift. Just a little more focus on quality can make the distinction between excellent and forgettable DLC.
Enjoyed the article? Follow me on Twitter!
It all starts with pictures, themes, and clothing for your avatars. Sony offers premium themes and micro-transactions through their home service, but I feel this is much, much worse on Microsoft’s Xbox 360. Games typically offer picture packs with five or so photos you can use for your profile picture. You also have to pay for extra clothing and accessories for your avatar. And to top it all off, you have to pick up Microsoft Points to do any of this. Sure it’s your choice to pick up any of this stuff, but would you willingly pay $10 for an assortment of profile pictures and a lightsaber for the avatar you only see for a couple seconds?
This is all trivial though compared to how certain games are abusing the ability of DLC. As I stated earlier, it’s amazing how developers can augment their games whenever they want now. However, there have been quite a few games that have been built around the utilization of DLC. Tomb Raider Underworld pretty much had no ending unless you picked up the DLC. Ubisoft’s new take on Prince of Persia had a cliffhanger ending that was only answered if you picked up the Epilogue Pack. Even the renowned Fallout 3 dabbled in this theme. In its defense, the extra content was actually good, but a lot of it was glitchy and if you bought them all it’d cost you an extra $50, or almost the price of a full game.
All I’m saying is that tagging a price to everything isn’t the way to get your extra content sold. Why not award players with pictures or avatar awards for doing certain things or unlocking trophies/achievements? And if you’re going to release 20 different episodes of extra content give the players who bought the rest a little discount or gift. Just a little more focus on quality can make the distinction between excellent and forgettable DLC.
Enjoyed the article? Follow me on Twitter!
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