It's the late 1990's. Two beasts of men enter a foreign (and hostile!) country to assassinate a "bad guy." That's the plot of the first level. Substitute a slightly different date, location, villian, and objective, and that's the depth of the plot. I personally am not a fan of carbon-copy level plots, but considering the game's purpose is an excuse to brutally murder hundreds (if not thousands) of people, the plot does it's job. To summarize the rest of the plot (spoilers!), the dynamic duo goes around the world, destorying terroist plots against the U.S., only to be betrayed by the company that paid them. They work against the company, and eventually destroy it, saving the world.
Now, it occurs to me that, if killing off giant section of armies is as simple as sending in two massively overpowered men in metallic masks, our armies abroad should consist of small teams of men. I mean, honestly, if real soldiers were as invincible as these two, we could take out the entire North Korean with five guys, a box of ammunition, and some energy bars, right? Considering that is obviously not possible (or if it is possible, the government is holding out on us), Army of Two loses points with me from the beginning. Mind you, I'm not a huge fan of one-shot-death games either. But it occurs to me that being able to run into a room with guns and eyes blazing should not result in a room full of dead terrorists, but rather a quite dead soldier. I may not be an expert, having not been in the military in any form, but I do believe that bullets hurt and cause death. Most people can't just shrug them off.
Inaccuracies aside, the game is quite fun, assuming you have your own subservient clone to play with. I recruited my younger brother to play along with me, and the difference it made in fun was greater than I expected. Instead of cursing repeatedly at the ineptitude of the AI on the television, I could lean over and deck my brother in the arm whenever he allowed some enemy to slip past our combined offensive. Furthermore, both he and I are FPS gamers to the core, and getting headshots is in our blood. Thus, instead of the game being difficult or frustrating, we found ourselves going crazy and doing fun stuff just for kicks. For instance, those who know anything about third-person shooters knows that a pre-requisite is a bash animation. Unlike Gears of War (which is overly bloody and violent) or Mass Effect (which is nothing more than a slight swing of the butt of the gun), Army of Two opts for a more realistic bash animation. Headbutts, body-slams, and other cranial brutality serve their purpose well, lending much enjoyment for the pointless violence.
The weaponry is impressive as well, containing everything from automatics to pistols to snipers to RPGs. I personally found myself using only two or three weapons available in the game, mostly due to the fact that I was comfterable with weapons that fired multiple rounds per pull of a trigger. For those who are curious, I used the first weapon fully upgraded, a P90 for my secondary (also fully upgraded), and a sniper rifle. There is one small thing that bothered me, however: the "pimped" option. Purchasing this arbitrary modification does little to the weapon itself, modifying the skin and aggro ability only. Though higher aggro rating is great if a player and his counterpart permanently choose a position of stealth or aggro, it's otherwise useless. In my experience, I and my brother switched roles so often that it seemed a waste of money. Furthermore, most of the "pimped" skins look completely hideous. There's a few that look like they are covered in a carbon-fiber coating, but even still, the glow and ugly shine that they exhibit far outweigh any positive notes. I personally never used it. Not once.
Despite the enjoyment of the game's combat to a point, there were certain things that pissed both of us off to no end. For instance, there are instances where one must boost the other up to the top of some object. The boosted man then turns around and pulls up his friend. However, if the person on top gets "fatally injured" for any reason, there is no way for the first guy to get up to heal him. Thus, you are forced to sit on the bottom, waiting for the inevitable death of your teammate and the upcoming respawn at the beginning of the level. This frustration lead us to the point of blows, mostly of controllers against bean-bag chairs. Fortunately, the complete lack of punishment (excluding loss of time and energy) for death softened the blow somewhat. I still hated every time it happened though.
Finally (for I'm sure most of you are still wondering why this review is so long), there are the achievements. Overall, I believe the achievements are well done. Mission completion, weapon kills, teamwork, and other such standard activities are listed, each for adequate achievement points. There are some that are quite frustrating, such as killing large numbers of suicidal terrorists (mobs with bombs strapped to their chests), but for the most part, they are all possible to be achieved with some practice. I was able to garner the achievements for several weapon types, including a rather amusing one: "Say Hello to My Lil' Friends." (For those who know the movie Scarface, that phrase is one of the most quoted lines in the movie. For those who don't know the movie, don't worry about it. You're not missing much.)
There are online achievements. I do not like online achievements. I never tried to get them. 'Nuff said.
Now I admit, I did play through quickly on easy, which caused me to miss several achievements I could have gotten easily, but considering I had five days to play the heck out of this game (which is not as much time as it seems), I believe I did rather well. The game felt good while playing it, despite a few hiccups (including a serious glitch that only happened once as a fluke) and a few moments of pure rage and frustration. This game is best played with a human counterpart, especially with someone sitting in the same room. The co-op experience is not to be missed--that is, if you plan on picking it up at all.
Considering there are much finer gaming experiences available, this game is not top on my list. However, for a weekend of messing around and pointless chaos and mayhem, this game fits the bill easily. If Army of Two seems like your cup of tea, go check it out. You won't regret it. I merely suggest picking up a copy you do not have to hang onto; it's good, but not good enough to get a collector's edition.
Overall Gamerscore for Army of Two - 655/100
+ Solid co-op gameplay
+ Constant firefight gameplay fun
+ Achievements are worth getting
- Plot and characters not as memorable as could be
- Certain customizations not worth the effort
Showing posts with label Review. Show all posts
Showing posts with label Review. Show all posts
Tuesday, October 14, 2008
Monday, August 11, 2008
Choosing the Impossible
I must admit a slight bias towards this game prior to my analysis. I played Bioshock on the PC long before playing it on the 360, the time difference being about three months. Though in all reality the differences between the versions are minimal at the worst, I felt that it would be best to admit it before launching into this reminiscence. Thus, what shall follow will be a mix of my memories from both systems, pulling both the best and the worst.
This game is phenomenal. That's the quick and dirty way to describe the over thirty hours of enjoyment this game gave me on the first of many playthroughs. It's an rockin' n' rollin' romp through Rapture that leaves a rather large grin on my face. But it's about time to get into the pipes and cranks that makes this game good, both in game and in the achievement list.
Any gamer worth his salt knows that in order to make a solid next-gen game, there's a couple things needed to draw in the crowds. First is graphics, the shiny-sparkly bits that make the game leap out from the screen and throttle you with strange mutated hands. For those who don't know what it looks like (which can be remedied by browsing the extensive site or buying the game), Rapture is a strange fusion of freakishly grotesque and functionally gorgeous. Intricate stone and woodwork intertwined by pipes and steel supports give the underwater utopia the impression of being a vivacious metropolis with a flair for the flashy. Of course, everything in this decaying city is based on early to mid 1950's decor mixed with a strong dash of steampunk to give it a unique flavor. In short, Rapture is, in a way, a gigantic fluke. Each piece on its own is marginally good, mediocre at best, yet somehow as a whole, the city truly comes ALIVE.
Speaking of being alive, ZOMG THE PLOT IS AMAZING. Allow me to summarize it, at least, without revealing any spoilers. Andrew Ryan creates Rapture and populates it with smart and rich people. Smart people make breakthroughs in science. The whole place goes down the tubes. Insert faceless / nameless protagonist who's sole purpose first to help this Atlas guy save his family while somehow surviving himself. To that end, Bioshock does its best to make you think that around every corner is something out to kill you. It's not a horror or survival game, perse, but it's still a fine example of suspense and atmosphere. Dark corners and dimmed light sources give the impression of doom and gloom whilst the music (in the few areas it shows) and other such surviving remnants of the gigantic party on New Years Day 1959 still give off an aura of happiness, wealth and prosperity.
And then there's the combat. The shooter controls are not quite as solid and steady as a game devoted ONLY to being a first person shooter, yet somehow this point can be dimissed immediately by the other form of direct combat: the plasmids. For the Rapture-illiterate, plasmids are the powers that allow the player to do awesome stuff like shoot lightning out of his fingers, create flames with a snap, or lift objects and chuck them hard using only the mind. These simplistically enrapturing abilities are the perfect counterbalance to keep Bioshock from falling into the pit of a standard shoot-em-up game. I know that each time I set off a plasmid, I could not help but let out a little chuckle of pure joy. How often can you "light up your foes to a thousand degrees?"
Ah, the citizens--the final twisted inhabitants of a warped city. I'm not going to lie; the people were the ones who creeped me out the most. If it weren't for them, I'd move to Rapture in an instant. I feel no remose in mentioning the first moment a splicer (for that is what the citizens post-mutation are called) appears on the screen. The scene, though difficult to make out completely on the first run through due to darkness and shadows which enhance the atmosphere, is violent and creepy, portraying perfectly the desires of those wandering the wet streets. An unexpected but beneficial side-effect of the sequence is that I felt no remorse about killing every splicer I came across; rather, I found myself laughing sadistically as I shocked people in the water or lit them on fire or clubbed them over the head with my trusty wrench. In Rapture, you kill or be killed, simple as that. Yet, even as I found myself plowing through the hordes of splicers intent on dissecting my various physical features, I found myself pitying them. Strewn throught the game are Rapture's version of cassete recordings, each telling independently mere fragments of the complete story of the city prior to the player's arrival. As more and more are played, the picture comes into full focus similarly to a puzzle nearing completion. Only then, with the scene complete, did I fully realize the minute details placed into the grand city. Only then did I see the big picture........and I loved what I saw.
This portrayal of my perceptions would not be complete without a brief mention of the achievements in the game. For those with short memories, allow me to reiterate that my first experience with Bioshock was on a PC, thus no achievements. Only after going back and attaining a copy for my white box of doom have I been able to experience them. It should then be no surprise to all reading this that all but three achievements I unlocked I did so on the first and only playthrough on the 360 I have done so far. The three yet locked are "Historian" (which was impossible to complete due to one of the audio tapes not spawning, a minor glitch which I will remedy with a quick speedrun on easy), "Seriously Good at This," and "Brass Balls" (both of these will be attained on a single run through on Hard). Obviously, the game has the standard level completion achievements as well as the game completion achievements. What's a game without them? Mixed in with those are achievements for weapon upgrades, plasmid and tonic collection and upgrades, research completion, and minor activities (examples being shocking people in the water or hacking). These are all well and good and give the player something to strive for. Where the achievments shine, however, is with the pictures associated with the said achievements. Whereas most have bland images or screenshots based on a level, the achievements in Bioshock are small icons in that 50's art style based on the achievement itself, a nice touch.
If one were to dissect Bioshock and attempt to experience it in fragments, each piece would seem mediocre, passable at best. The shooting isn't amazing; the plasmids are unique in execution though the concept is not new; the plot has been done before (though Bioshock takes it to a new and completely unique peak); and the achievement list is not something strikingly memorable. However, Rapture, the city itself, is the shining gem that wraps around everything, pulling it together. Were this game set anywhere else or anywhen else, it would be a disaster, too incoherent to entertain. But, deep underneath the surface of the water, Rapture serves as anchoring point which allows the rest of the game to drive home with the player. I know it did for me.
As I said to a friend of mine when I finished, "After a point, I stopped caring about the plot. I stopped caring about Andrew Ryan and Atlas and Fontaine and the main character. I just wanted to see Rapture. Rapture was the biggest character in the game, and I fell in love with it."
Overall Gamerscore for Bioshock: 975/1000
+ Rapture. 'nuff said.
+ Solid combat with unique elements
+ Looks gorgeous
+ Plays smoothly and is always fun
+ Well worth every penny spent
This game is phenomenal. That's the quick and dirty way to describe the over thirty hours of enjoyment this game gave me on the first of many playthroughs. It's an rockin' n' rollin' romp through Rapture that leaves a rather large grin on my face. But it's about time to get into the pipes and cranks that makes this game good, both in game and in the achievement list.
Any gamer worth his salt knows that in order to make a solid next-gen game, there's a couple things needed to draw in the crowds. First is graphics, the shiny-sparkly bits that make the game leap out from the screen and throttle you with strange mutated hands. For those who don't know what it looks like (which can be remedied by browsing the extensive site or buying the game), Rapture is a strange fusion of freakishly grotesque and functionally gorgeous. Intricate stone and woodwork intertwined by pipes and steel supports give the underwater utopia the impression of being a vivacious metropolis with a flair for the flashy. Of course, everything in this decaying city is based on early to mid 1950's decor mixed with a strong dash of steampunk to give it a unique flavor. In short, Rapture is, in a way, a gigantic fluke. Each piece on its own is marginally good, mediocre at best, yet somehow as a whole, the city truly comes ALIVE.
Speaking of being alive, ZOMG THE PLOT IS AMAZING. Allow me to summarize it, at least, without revealing any spoilers. Andrew Ryan creates Rapture and populates it with smart and rich people. Smart people make breakthroughs in science. The whole place goes down the tubes. Insert faceless / nameless protagonist who's sole purpose first to help this Atlas guy save his family while somehow surviving himself. To that end, Bioshock does its best to make you think that around every corner is something out to kill you. It's not a horror or survival game, perse, but it's still a fine example of suspense and atmosphere. Dark corners and dimmed light sources give the impression of doom and gloom whilst the music (in the few areas it shows) and other such surviving remnants of the gigantic party on New Years Day 1959 still give off an aura of happiness, wealth and prosperity.
And then there's the combat. The shooter controls are not quite as solid and steady as a game devoted ONLY to being a first person shooter, yet somehow this point can be dimissed immediately by the other form of direct combat: the plasmids. For the Rapture-illiterate, plasmids are the powers that allow the player to do awesome stuff like shoot lightning out of his fingers, create flames with a snap, or lift objects and chuck them hard using only the mind. These simplistically enrapturing abilities are the perfect counterbalance to keep Bioshock from falling into the pit of a standard shoot-em-up game. I know that each time I set off a plasmid, I could not help but let out a little chuckle of pure joy. How often can you "light up your foes to a thousand degrees?"
Ah, the citizens--the final twisted inhabitants of a warped city. I'm not going to lie; the people were the ones who creeped me out the most. If it weren't for them, I'd move to Rapture in an instant. I feel no remose in mentioning the first moment a splicer (for that is what the citizens post-mutation are called) appears on the screen. The scene, though difficult to make out completely on the first run through due to darkness and shadows which enhance the atmosphere, is violent and creepy, portraying perfectly the desires of those wandering the wet streets. An unexpected but beneficial side-effect of the sequence is that I felt no remorse about killing every splicer I came across; rather, I found myself laughing sadistically as I shocked people in the water or lit them on fire or clubbed them over the head with my trusty wrench. In Rapture, you kill or be killed, simple as that. Yet, even as I found myself plowing through the hordes of splicers intent on dissecting my various physical features, I found myself pitying them. Strewn throught the game are Rapture's version of cassete recordings, each telling independently mere fragments of the complete story of the city prior to the player's arrival. As more and more are played, the picture comes into full focus similarly to a puzzle nearing completion. Only then, with the scene complete, did I fully realize the minute details placed into the grand city. Only then did I see the big picture........and I loved what I saw.
This portrayal of my perceptions would not be complete without a brief mention of the achievements in the game. For those with short memories, allow me to reiterate that my first experience with Bioshock was on a PC, thus no achievements. Only after going back and attaining a copy for my white box of doom have I been able to experience them. It should then be no surprise to all reading this that all but three achievements I unlocked I did so on the first and only playthrough on the 360 I have done so far. The three yet locked are "Historian" (which was impossible to complete due to one of the audio tapes not spawning, a minor glitch which I will remedy with a quick speedrun on easy), "Seriously Good at This," and "Brass Balls" (both of these will be attained on a single run through on Hard). Obviously, the game has the standard level completion achievements as well as the game completion achievements. What's a game without them? Mixed in with those are achievements for weapon upgrades, plasmid and tonic collection and upgrades, research completion, and minor activities (examples being shocking people in the water or hacking). These are all well and good and give the player something to strive for. Where the achievments shine, however, is with the pictures associated with the said achievements. Whereas most have bland images or screenshots based on a level, the achievements in Bioshock are small icons in that 50's art style based on the achievement itself, a nice touch.
If one were to dissect Bioshock and attempt to experience it in fragments, each piece would seem mediocre, passable at best. The shooting isn't amazing; the plasmids are unique in execution though the concept is not new; the plot has been done before (though Bioshock takes it to a new and completely unique peak); and the achievement list is not something strikingly memorable. However, Rapture, the city itself, is the shining gem that wraps around everything, pulling it together. Were this game set anywhere else or anywhen else, it would be a disaster, too incoherent to entertain. But, deep underneath the surface of the water, Rapture serves as anchoring point which allows the rest of the game to drive home with the player. I know it did for me.
As I said to a friend of mine when I finished, "After a point, I stopped caring about the plot. I stopped caring about Andrew Ryan and Atlas and Fontaine and the main character. I just wanted to see Rapture. Rapture was the biggest character in the game, and I fell in love with it."
Overall Gamerscore for Bioshock: 975/1000
+ Rapture. 'nuff said.
+ Solid combat with unique elements
+ Looks gorgeous
+ Plays smoothly and is always fun
+ Well worth every penny spent
Monday, August 4, 2008
All Ringed Out
Halo 3.
I wish I could just post that and end it right here and now. I really do. But I'd be neglecting my personal goal of cross-analyzing the library of games I have so far played as Halo 3 was one of the first trio of games delved into. Therefore, in the interest of accuracy, my thoughts.
Allow me to start with the Campaign. Having played through Co-op on Legendary and halfway through solo on Heroic (I don't have the time nor drive to solo Legendary), the first thing I really noticed was the massive difference having a teammate makes on the gameplay. When I played by myself, more often than not I found myself clenching my jaw in frustration and concentration. Somehow, the game was a chore, something I was struggling through for the sole purpose of garnering achievements. However, as soon as my bro popped his controller on and joined me, the game suddenly became fun. We sat next to each other, screenwatching both screens to make sure we were cooperating well, yelling back and forth for the little things we were or weren't doing. The sensation of working with someone made it quite enjoyable whereas playing it alone made it a chore.
The plot and achievements based on it are both well done. There's achievements per level, per skull found, and per meta-campaign mission completion. It gives several layers of depth to the otherwise bland achievement list for the campaign. That, and it made it easy to tell my first time through when I had reached the end of a level rather than just a checkpoint. I won't spoil the plot, but the ending was well done in comparasion to the last two iterations of the series, sealing off the Halo trilogy quite well (if they do indeed leave it finished).
Overall, the campaign is good, but in a way, it is merely a shiny cover for the real draw for most people (excluding myself): multiplayer. Thing is I'm all for pwning people in a match of twitching trigger fingers. I have nothing against it. I do however prefer the people I'm pwning to be people I know. For one thing, it eases the ego blow for myself (or them if I get lucky in a match) when I know legitimetly why that person beat me. That, and I know where the said person lives so that if they do try to verbally bash me, I know where to go to bash their face. It's a simple system that works well. Unfortunately in an online setting, it's quite impossible to effectively utilize this method.
Which brings me to my biggest grief with Halo 3: the community. Of course, I can't blame Bungie for it; annoying idiots are inherent to any group of anonymous people. It does detract from my enjoyment of the game, however. In the few rounds where I had logical, reasonable people on my team, I enjoyed myself immensly. For the majority of the rest, doing anything was a chore. Now, before everyone and their uncle jumps on me and complains about how I'm being unreasonable, allow me to clarify. Not everyone playing Halo 3 is an immature imbicile, just most of them. In all reality, I should be somewhat unbiased when it comes to reviewing, but I find it difficult to seperate the community from the game itself since the multiplayer is what is placed on a pedestal.
As for the multiplayer achievements, I can see their use and their purpose, but they still frustrate me immensly. First off, I think it's somewhat lame to have achievements that you have to pay Microsoft through the nose to get, and even when you do pay, you still need to be the gaming equivilent of Batman to finally get them. Top on that offending list is "Two For One" which is nothing more than being able to line up a near impossible shot (assuming it's being done legitimetly instead of asking people to nicely stand in a line) on a specific playlist. It's frustratingly difficult. Grats to those who have it, but I don't think I'm going to kill myself to get it.
In the end, what Halo 3 comes up being is nothing more than something one either loves and plays straight for five years or is ambivilent towards and plays because they have little else to do. As of this post, I have achieved 910/1000 points and doubt I'll get much more beyond the few meta-campaign missions I have yet to get. It's a good game, one I enjoy playing casually, but I don't think I'll kill myself in an attempt to perfect the game.
Overall Gamerscore for Halo 3: 820/1000
+ Good Campaign with great Co-op
+ A legitimate challenge if needed, casual enough otherwise
+ Achievements are varied for the most part
- Online Achievements. 'Nuff said.
- Annoying / Imbicilic Community
I wish I could just post that and end it right here and now. I really do. But I'd be neglecting my personal goal of cross-analyzing the library of games I have so far played as Halo 3 was one of the first trio of games delved into. Therefore, in the interest of accuracy, my thoughts.
Allow me to start with the Campaign. Having played through Co-op on Legendary and halfway through solo on Heroic (I don't have the time nor drive to solo Legendary), the first thing I really noticed was the massive difference having a teammate makes on the gameplay. When I played by myself, more often than not I found myself clenching my jaw in frustration and concentration. Somehow, the game was a chore, something I was struggling through for the sole purpose of garnering achievements. However, as soon as my bro popped his controller on and joined me, the game suddenly became fun. We sat next to each other, screenwatching both screens to make sure we were cooperating well, yelling back and forth for the little things we were or weren't doing. The sensation of working with someone made it quite enjoyable whereas playing it alone made it a chore.
The plot and achievements based on it are both well done. There's achievements per level, per skull found, and per meta-campaign mission completion. It gives several layers of depth to the otherwise bland achievement list for the campaign. That, and it made it easy to tell my first time through when I had reached the end of a level rather than just a checkpoint. I won't spoil the plot, but the ending was well done in comparasion to the last two iterations of the series, sealing off the Halo trilogy quite well (if they do indeed leave it finished).
Overall, the campaign is good, but in a way, it is merely a shiny cover for the real draw for most people (excluding myself): multiplayer. Thing is I'm all for pwning people in a match of twitching trigger fingers. I have nothing against it. I do however prefer the people I'm pwning to be people I know. For one thing, it eases the ego blow for myself (or them if I get lucky in a match) when I know legitimetly why that person beat me. That, and I know where the said person lives so that if they do try to verbally bash me, I know where to go to bash their face. It's a simple system that works well. Unfortunately in an online setting, it's quite impossible to effectively utilize this method.
Which brings me to my biggest grief with Halo 3: the community. Of course, I can't blame Bungie for it; annoying idiots are inherent to any group of anonymous people. It does detract from my enjoyment of the game, however. In the few rounds where I had logical, reasonable people on my team, I enjoyed myself immensly. For the majority of the rest, doing anything was a chore. Now, before everyone and their uncle jumps on me and complains about how I'm being unreasonable, allow me to clarify. Not everyone playing Halo 3 is an immature imbicile, just most of them. In all reality, I should be somewhat unbiased when it comes to reviewing, but I find it difficult to seperate the community from the game itself since the multiplayer is what is placed on a pedestal.
As for the multiplayer achievements, I can see their use and their purpose, but they still frustrate me immensly. First off, I think it's somewhat lame to have achievements that you have to pay Microsoft through the nose to get, and even when you do pay, you still need to be the gaming equivilent of Batman to finally get them. Top on that offending list is "Two For One" which is nothing more than being able to line up a near impossible shot (assuming it's being done legitimetly instead of asking people to nicely stand in a line) on a specific playlist. It's frustratingly difficult. Grats to those who have it, but I don't think I'm going to kill myself to get it.
In the end, what Halo 3 comes up being is nothing more than something one either loves and plays straight for five years or is ambivilent towards and plays because they have little else to do. As of this post, I have achieved 910/1000 points and doubt I'll get much more beyond the few meta-campaign missions I have yet to get. It's a good game, one I enjoy playing casually, but I don't think I'll kill myself in an attempt to perfect the game.
Overall Gamerscore for Halo 3: 820/1000
+ Good Campaign with great Co-op
+ A legitimate challenge if needed, casual enough otherwise
+ Achievements are varied for the most part
- Online Achievements. 'Nuff said.
- Annoying / Imbicilic Community
Breakdown of Crackdown
I wish I could honestly say that I've completed Crackdown's achievement list. I wish I could honestly say that the achievements I did get in Crackdown were worth the effort. I wish I could say that Crackdown was even a little bit worth the effort, but if I did, I'd be lying.
I borrowed the aforementioned game from a friend who recommended it as something to sink my teeth into while I waited for some money to accumulate into a "Get Nomad a copy of Halo 3" fund. Bored of Assassin's Creed and desperate to play something other than Hexic HD, I happily threw it into the disk drive and powered it up. My first impression was something along the lines of curious shock. You see, I had just recently moved up from my GameCube to the 360, and though the purple cube of joy had given me many games which I appreciated greatly, I knew that this sleek white box of shinyness was capable of much more. Thus, when I saw a game which I felt could and should be on my GameCube, I was a bit put off.
Before I get into a full-on bashing of the game and it's achievement list, allow me to point out my happy points. First off, the two things this game is known for are well done. Jumping from skyline to skyline is very satisfying, as is the ability to jump three stories in the air and rain rockets down upon the vehicles of my enemies. Second off, for what it was designed to be (a filler game for those waiting for the "glory" of Halo 3), it fits the bill quite nicely. But that's it.
And down comes the hammer.
This game is mediocre at best. The combat is repetitive, the camera doesn't follow when you want it to and does when you don't, and the world feels kinda like someone dumped a bunch of boxes onto a carpet and mapped roads between the boxes to make a city. Missions to defeat "gang lords" are nothing more than "find a bigger gun than him, kill everything in sight, go home happy" kinds of scenarios. If the achievements and game ended there, I would have called this game good and ended it at that. But no, that's not it. There's a leveling system, jumps to make, races to complete, odd stunts to pull, and a long list of little mini-achievements required to make one regular achievement. While I can file the Orbs away under the same header as the Flags from Assassin's Creed, there are some achievements that get no excuses, the biggest one being "Body Armor." I'm all for DLC, but making achievements and parts of the game completeable only by paying an extra $20 seems a bit much for me. Needless to say, I won't be doing that.
So at the end of this post, all I have to say is that I'm disappointed. The game could have been better...not by much but by some. Yet it's not. As of this posting, I've got 505/1000 (1250 if you count the DLC, which I don't) gamerpoints for this game. Will I ever go back and find the 25 Agility Orbs I'm missing or the 138 Hidden Orbs? Possibly. Is it worth it as much as Assassin's Creed's flags? Not so much. Basically, this game feels like something that would fit perfectly on the PS2 or the GameCube, something with no achievement listing and no high expectations. As it is, it's a small fish trying to swim in a pond filled with big sharks.
Overall Gamerscore for Crackdown: 230/1000
+ Some fun and funny achievements...
- ...that get bogged down by many bad or difficult ones.
- Attempting to unlock achievements takes away from the game rather than helping it
- Game not quite as fun as it could be
I borrowed the aforementioned game from a friend who recommended it as something to sink my teeth into while I waited for some money to accumulate into a "Get Nomad a copy of Halo 3" fund. Bored of Assassin's Creed and desperate to play something other than Hexic HD, I happily threw it into the disk drive and powered it up. My first impression was something along the lines of curious shock. You see, I had just recently moved up from my GameCube to the 360, and though the purple cube of joy had given me many games which I appreciated greatly, I knew that this sleek white box of shinyness was capable of much more. Thus, when I saw a game which I felt could and should be on my GameCube, I was a bit put off.
Before I get into a full-on bashing of the game and it's achievement list, allow me to point out my happy points. First off, the two things this game is known for are well done. Jumping from skyline to skyline is very satisfying, as is the ability to jump three stories in the air and rain rockets down upon the vehicles of my enemies. Second off, for what it was designed to be (a filler game for those waiting for the "glory" of Halo 3), it fits the bill quite nicely. But that's it.
And down comes the hammer.
This game is mediocre at best. The combat is repetitive, the camera doesn't follow when you want it to and does when you don't, and the world feels kinda like someone dumped a bunch of boxes onto a carpet and mapped roads between the boxes to make a city. Missions to defeat "gang lords" are nothing more than "find a bigger gun than him, kill everything in sight, go home happy" kinds of scenarios. If the achievements and game ended there, I would have called this game good and ended it at that. But no, that's not it. There's a leveling system, jumps to make, races to complete, odd stunts to pull, and a long list of little mini-achievements required to make one regular achievement. While I can file the Orbs away under the same header as the Flags from Assassin's Creed, there are some achievements that get no excuses, the biggest one being "Body Armor." I'm all for DLC, but making achievements and parts of the game completeable only by paying an extra $20 seems a bit much for me. Needless to say, I won't be doing that.
So at the end of this post, all I have to say is that I'm disappointed. The game could have been better...not by much but by some. Yet it's not. As of this posting, I've got 505/1000 (1250 if you count the DLC, which I don't) gamerpoints for this game. Will I ever go back and find the 25 Agility Orbs I'm missing or the 138 Hidden Orbs? Possibly. Is it worth it as much as Assassin's Creed's flags? Not so much. Basically, this game feels like something that would fit perfectly on the PS2 or the GameCube, something with no achievement listing and no high expectations. As it is, it's a small fish trying to swim in a pond filled with big sharks.
Overall Gamerscore for Crackdown: 230/1000
+ Some fun and funny achievements...
- ...that get bogged down by many bad or difficult ones.
- Attempting to unlock achievements takes away from the game rather than helping it
- Game not quite as fun as it could be
One Flag Too Few
I enjoyed Assassin's Creed when I finished it a while back. I really did. The plot twists were unique and well contrived; the combat was fresh and oh-so-fun; and the achievements seemed frequent and fun to get. I'm not going to lie, when I saw the "Enemy of the Poor" achievement pop up on my screen, I literally laughed out loud. The game seemed to be this one continual ride...until it hit me that I wanted to get the last achievement at the same time as I finished the game. The result of this resolution was to keep me between the seventh and eighth assassination missions searching for flags for about two weeks.
But let's not get ahead of ourselves. Assassin's Creed's achievement listing falls into four basic categories, as referenced above: plot, combat, exploration, and extras. The plot-based achievements are impossible to miss as they unlock through a standard play-through of the game. Basically, as long as you continue to complete the game, these will continue unlock happily. The combat ones are pretty linear as well. Killing people in varied fashions will inevitably unlock them all, especially if you're horrible at staying hidden from the guards as I was on occasion. As expected, the hardest achievements come in the form of the exploration and extras.
Before I delve too deeply, I want to address the flags. Most, if not all, of the people I have talked to have complained about the flags. Phrases commonly heard include "They don't do anything, so why are they there?" and "What's the point of having them besides artificially lengthening the game and making more achievements?" While these points are all well and good, allow me to remind my readers that achievements are COMPLETELY VOLUNTARY. That's right. If you want to, you can complete the game, get the simple plot-based achievements and never worry about it again. That's your right. What the flags and other achievements of the like are for is for people like me who finish the game and want more of the same game...something more to brag about. Thus, flags are born.
That being said, collecting the flags made me want to twist my own thumbs off. Sure, they weren't supposed to be easy, but it got quite frustrating when I found 99/100 on my checklist (yes, I did use a map) only to realize that my list had 100/100 checked off...and I was still missing one but I had no clue which...which then lead to a scurry about the city checking for each and every flag until I found the one I was missing. Now, what I would have preferred would have been something like what they did in Acre. In that city, the flags were broken down by the district they were located in, making it easy to know which flags I was missing or not. While this would be nigh impossible for the Richard flags strewn about the frustratingly massive kingdom, it would have made the cities just that much more bearable.
On a side note, killing the Templars was far too satisfying.
There's a few extra achievements that fall under the extras, "Absolute Symbiosis" for one. This particular achievement made me think of the Legend of Zelda games...and how many times I searched for that last fragment of heart...at least this time I got something more than a bit of life out of it.
In the interest of brevity (for this post is already far too long), I shall wrap this up with a final few thoughts. I enjoyed Assassin's Creed, hands down. The achievement list, though painfully tedious at many moments, was one that was completely capable of being achieved by an average Joe such as myself. As this game was the first (and as of this posting the only) 1000/1000 gamerscore I have achieved, it has found completion and will mostly likely never be played as intensely ever again.
Overall Gamerscore for Assassin's Creed: 855/1000
+ Solid Achievements
+ Achievements weren't contrived post-production
+ Had some humor and thought put into them
- Had several long moments of tediousness
- Could have used something other than flags......
But let's not get ahead of ourselves. Assassin's Creed's achievement listing falls into four basic categories, as referenced above: plot, combat, exploration, and extras. The plot-based achievements are impossible to miss as they unlock through a standard play-through of the game. Basically, as long as you continue to complete the game, these will continue unlock happily. The combat ones are pretty linear as well. Killing people in varied fashions will inevitably unlock them all, especially if you're horrible at staying hidden from the guards as I was on occasion. As expected, the hardest achievements come in the form of the exploration and extras.
Before I delve too deeply, I want to address the flags. Most, if not all, of the people I have talked to have complained about the flags. Phrases commonly heard include "They don't do anything, so why are they there?" and "What's the point of having them besides artificially lengthening the game and making more achievements?" While these points are all well and good, allow me to remind my readers that achievements are COMPLETELY VOLUNTARY. That's right. If you want to, you can complete the game, get the simple plot-based achievements and never worry about it again. That's your right. What the flags and other achievements of the like are for is for people like me who finish the game and want more of the same game...something more to brag about. Thus, flags are born.
That being said, collecting the flags made me want to twist my own thumbs off. Sure, they weren't supposed to be easy, but it got quite frustrating when I found 99/100 on my checklist (yes, I did use a map) only to realize that my list had 100/100 checked off...and I was still missing one but I had no clue which...which then lead to a scurry about the city checking for each and every flag until I found the one I was missing. Now, what I would have preferred would have been something like what they did in Acre. In that city, the flags were broken down by the district they were located in, making it easy to know which flags I was missing or not. While this would be nigh impossible for the Richard flags strewn about the frustratingly massive kingdom, it would have made the cities just that much more bearable.
On a side note, killing the Templars was far too satisfying.
There's a few extra achievements that fall under the extras, "Absolute Symbiosis" for one. This particular achievement made me think of the Legend of Zelda games...and how many times I searched for that last fragment of heart...at least this time I got something more than a bit of life out of it.
In the interest of brevity (for this post is already far too long), I shall wrap this up with a final few thoughts. I enjoyed Assassin's Creed, hands down. The achievement list, though painfully tedious at many moments, was one that was completely capable of being achieved by an average Joe such as myself. As this game was the first (and as of this posting the only) 1000/1000 gamerscore I have achieved, it has found completion and will mostly likely never be played as intensely ever again.
Overall Gamerscore for Assassin's Creed: 855/1000
+ Solid Achievements
+ Achievements weren't contrived post-production
+ Had some humor and thought put into them
- Had several long moments of tediousness
- Could have used something other than flags......
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