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Author Archives: banginnleavin

About banginnleavin

I am a 20-something male living on the east coast. I generally like to sit around and do nothing, but when Im not doing that I play video games. Oh, those are almost the same thing? Damn.

2500 views (Thanks)

Just wanted to drop a little thank you to any and all readers of this blog. I really appreciate the warm reception I have received here and on various forums. I’ve been slacking a bit on the posts lately, but summer is starting up, or is it spring? Anyway I will be posting more often and more interesting-ly. If anyone knows of or has a blog, zine, or any other publication that could use some articles written let me know… I’m always looking for ways to get my words out.

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Posted by on April 27, 2011 in Uncategorized

 

What Happened to Halo?

With the release of Halo: Reach last year the series is finally coming to a close. Well, I should say that the series as imagined by Bungie is coming to a close. Microsoft has opened a branch called 343 Industries to oversee the Halo name post-Bungie. But, the future is unclear for the Master Chief, the Arbiter, and the rest of those lovable grunts. It has been rumored that Gearbox is the next in line for a Halo release but as of this writing it is all speculation.

The point…

… I’m getting to it. Halo has changed so much over the past 4 games. From LAN parties to clan matches to forge and then to armor abilities this series has seen it all. The heart of the game is there, somewhere. This newest release, Reach, really marked for me the fall of Halo. Halo 3 was not what I expected it to be by a long shot, especially coming off of Halo 2 which was pretty much spot on in terms of fun and competitiveness.

Every title after Halo 2 has felt more sluggish, with a lesser learning curve, and a larger margin for error. This is a good business strategy, it will allow more new players to instantly pick up a Halo game and generally do well assuming they have thumbs and don’t get motion sick from watching a television. But as a fan of competitive gaming these decisions don’t make sense.

Just not fun.

I had not played Reach since December or so and decided to pop it in yesterday. I dusted off the case and put the disc in… I was actually pretty excited. But that was before the first game. Coming off of Call of Duty this game feels like child’s play.

I know that the game-play is supposed to be more team oriented but having a 1v1 fight is just awful in Reach. The way damage is handled combined with shields, combined with the weaponry available (or lack-thereof) and it takes too damn long to score a kill.

I gave it about an hour or so, just so I could be sure that I wasn’t being too quick to judge. But this game is a far cry from the fast paced shooter that was Halo 2… it isn’t even comparable to Halo 3 which was fun but definitely wasn’t up to par with Halo 2.

I don’t know how they did it but they have killed my favorite game franchise. I am now a COD man, sad to say. Bring on some Battlefield, bring on some Gears, even bring on the next COD because I probably won’t be looking for the next Halo.

 
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Posted by on April 20, 2011 in Console, FPS

 

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Reinventing the Wheel to Run Myself Over (and Other Fall Out Boy Song Title references)

Games go stale, it’s not a new thing or something that will ever stop. There are two directions that a game developer can take their waning franchise, revitalizing it with choice gameplay and setting changes, or completely obliterating it with over-the-top overhauls and unnecessary features.

Good Game Goes In, Bad Sequel Comes Out

There have been countless examples of utter failure on development companies and their publishers part. The lure of a sequel often trumps the bad juju associated with trying to out-do their last blockbuster hit, more or less with the same offering. It has happened to many beloved game franchises.

Take the Burnout series for example. Burnout 1, while not the best looking or even the best control wise, was a great game. The challenge of winning a race coupled with surviving an onslaught from 7+ AI all trying to push you into any obstacle they could find was a rush. There was a great boost mechanic which rewarded the player for doing dangerous maneuvers such as driving in the wrong lane, jumping ramps, and slamming into opponents(bonus points for actually making them wreck into a thousand tiny pieces!). The ‘story’ was progressed by means of a radio DJ calling all ‘burners’ to these races and when the player made their name known in an area they were permitted to enter races in other locales, kind of strange but it worked.

Then of course the developer, Criterion(published by Acclaim), decides to make a sequel… and guess what? It wasn’t that bad! It kept the same core mechanic and gnarly crashes while expanding in just the right areas. Namely the graphics, car selection, track selection, and AI learning is what was tweaked. Burnout 2: Point of Impact played like the original and was better in all the right places. Also, there were nearly double the races and challenges as the original… oh yeah.

After these two successes EA games bought the franchise rights from Acclaim but kept Criterion as the developers. Burnout 3: Takedown was in my opinion the best Burnout release. It bumped up the difficulty of the hard modes by adding more traffic and, coupled with the harder tracks and the way better AI, made beating your personal best that much harder. The car selection was great and varied. Game progression made sense even though they ditched the classic radio DJ theme although there was still some form of interaction with a radio personality.The game was getting kind of old but you could never really get over the bad ass crashes and full on action of the races, the series was far from being dead on arrival, or so one would think.

Sugar We’re Going Down

Now, I’ve told you all this because these were examples of how to do it right. It just so happens that the Burnout series had a great run with outstanding titles. That is, until Burnout: Revenge. This game was basically a rehash of Burnout 3, but worse. In the previous 3 titles touching any of the non-racing vehicles resulted in a fiery death, yes just barely grazing them with 1 pixel of your car or pushing the side view mirror of an opponent into traffic was enough to start a crash. On the same hand if you contacted any car after it had been crashed and was not yet despawned off the track it was an instant death as well. Burnout: Takedown changed both of these features. The 4th installment of Burnout allowed the player to ‘Traffic Check’ same-way traffic. Essentially if you were driving in the same direction of a non-racer car you could blast their rear and use them as a weapon against other racers with NO PENALTY WHATSOEVER. There was no slow-down, no damage done to your car, and if you pinballed a wrecked NPC car into an opponent it counted as a special takedown.

This one change in gameplay made almost everything about the game feel cheap. No longer did you have to actually dodge cars, all you had to do was stay in your lane and rear end every mo’ fo’ unlucky enough to be driving through the Autobahn that day. Not only did it not slow you down but Traffic Checking gave you boost! WTF. Of course this made the race mode extremely easy, but it made the crash mode ridiculously easy. In the previous titles one would have to play a level over many times to get the perfect angle and cause the most destruction, often it came down to millisecond timing and amazing reflexes. In Revenge, however, all you had to do was drive around until you were in same-way traffic and start a chain reaction. And the timer just so happened to always give you enough time to get to that same-way traffic lane. If the timer was 90 seconds you better believe it was going to take you 85 seconds to get to your crash zone.

The Burnout series wasn’t just a scene, it was an arms race. An arms race that fell completely short with its 4th title and Burnout Paradise, the open world driver was so far gone from the first game it was unrecognizable. This was one of the few times a demo made me NOT want to buy the full game. In the end things fizzled out, and I predict that the next installment will be crashing, but it certainly won’t be a wave.

Screen of Burnout 1 for Graphics comparison.

Burnout 3: Takedown screen, my favorite of the 5 console games.

 

 

 

 

 

 

 

 

Calm Before the Storm

I really wanted to get into other games and how they have ruined their franchises, or at least sullied their reputations… but I know I can be and already am very long winded here. I just feel pretty strongly about keeping to your guns when you know what works, and also knowing when to quit or just release some DLC instead of a new potentially bad game. Gears did it, Halo did it, Ghost Recon is also a culprit. Street Fighter, Zelda, Mario, Sonic, hell even PONG has run themselves over with their own game before.

We are on the cusp of a new ‘gaming season’ where more and more information will be released about ‘blockbuster’ games conveniently coming out near December. How are companies going to wow us, and ultimately let us down this year? A new Gears and CoD are likely releasing, along with (maybe) Duke Nukem Forever. Lets just hope we get a polished and well thought out product instead of a hastily released amalgam of old boring features and new bullcrap.

 
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Posted by on April 11, 2011 in Console

 

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New Map for Call of Duty? Leaked poster image seems to confirm.

Below you will find the image that was leaked earlier this week containing the rumored titles of the Map Pack 2 for Call of Duty Black Ops. There is much speculation to be done, and don’t be fooled by the date format… it is day/month/year as most of the world does(not here in the USA though).

The big question is ‘is this real’. I for one believe it to be genuine. In a lot of images there is a small portion on the bottom detailing Xbox live and copyright info (there is a ‘First on Xbox LIVE’ brand just like the first DLC), it is just cut off on this one. The only thing that points it to being shopped is the picture for Hotel is actually already used on another Black Ops poster but this could just be a slip up on the image designers part or intentional.

There is a good bit of info on the map Hotel already. It’s loading screen has been mined out of the data on the disc that was shipped and there is also a top-down map of the gameplay area.

The Load Screen for Hotel

Hotel top down map.

From the pic and the map we can see that the left side of the map is where the stairs in the picture go to. There will likely be a rappel feature somewhere in the map, possible in the lower right hand corner which is probably the lobby area in the picture on the poster.

Zoo should be an interesting addition to the multiplayer. One can assume that there will be some sort of animal based obstacle or interaction if they continue with the trend from the last DLC of putting in ways to interact with the map such as ziplines.

Convoy is the one I am most excited for. From the teaser picture we can assume that it is set near Crystal City, Texas… a great deal closer to home than most Call of Duty arenas. I am guessing this will be a smaller map set around an underpass on a large highway. Hopefully there will be overturned cars and tanker trucks and the like for cover.

Stockpile is the only one in a snow type environment this go around. It is likely it is the map that people thought was Discovery from Map Pack 1. I have done an article that featured this screen before but it was in speculation of it being Discovery or not, now I am leaning more towards the not side.

I have no idea how the new zombie map ‘Survival’ is going to pan out. It will probably have some sort of crazy easter egg just like the 90 second death machine from Ascension. Here’s hoping!

 
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Posted by on April 7, 2011 in Console, FPS

 

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New Vegas DLC on the horizon? -or- How Dead Money killed Fallout

Yes it has been a while since my last post, and I apologize. I have been busy running around finding a job and playing Fallout: New Vegas. I have to say that New Vegas is pretty addicting. It is my first step into the Fallout universe but I wish that I had started with Fallout 1’s isometric(think Diablo II) view.

New Vegas is produced by Obsidian Entertainment and published by Bethesda Softworks. If it is anything like Fallout 3 there will be numerous DLCs to be had. Yet as of now there is only one offering and it is kind of a let down. But more on Dead Money later.

Due to some trademark filings made by Zenimax speculation has arisen that the next set of DLC for New Vegas will be titled Honest Hearts and be released on or around April 19th. Quite a bit of time has passed since Dead Money was released, which is a good thing… there would have been ample time to make it into a fitting DLC for the main game. Two more names have been brought up as being potential DLC in the coming months, “Lonesome Road” and “Old World Blues”.

The Honest Hearts DLC will more than likely deal with The Burned Man, Caeser’s former right hand man who was burned alive and left to die in the wastes after the first Battle of Hoover Dam. Graffiti in the wastes points to this – ‘The Burned Man Walks’. There is no word yet on when or where it will take place or if it will possibly continue the free roam after the main quest(not likely). There is however a snowglobe for Zion National Park in the game and some believe this is a location in Honest Hearts.

Now, on to Dead Money. Sheesh.

This DLC was a real pain in my ass. It was *very* linear and while the writing and story and characters were all great, the gameplay mechanics and the reasoning behind them fell way short.

First off there is a poisonous gas cloud that shrouds the Sierra Madre casino, and yes the entire DLC takes place on the casino grounds so there isn’t all that much to explore. This gas cloud is maybe the best part of the DLC as it is explained in pretty good detail. There are numerous accounts of how it came to be and how the workers building the casino had a very hard time because of it. If you are exposed your health drops fairly quickly and it makes some areas pretty challenging.

Then there is the collar. *shudders* Oh god the collar! This really got my goat, for some reason(to ensure cooperation) the antagonist of the DLC straps collars around your necks that will explode whenever he needs to kill you, read: when you tell him you aren’t going to help him. This is all well and good, except for some odd reason simple radio signals make the collars go into a countdown to doom. So you have to go through all of the areas searching for a radio that is making your collar beep and turn it off. For an even odder reason the collar also goes off when there is a speaker playing any sort of sound near it as well. This makes absolutely no sense what so ever and detracts from the experience very much.

Some of the speakers are able to be destroyed(they are blue) while some are ‘armored’ and have to be taken off line before you can blow them up(they are … red). Some of the speakers can’t be deactivated so it just puts a time sensitive barrier on certain portions of the map. Very disappointing game mechanic. Oh, did I mention that if your companion dies it sets off your collar? No? Well it does, so good luck on hardcore mode.

The level design is reminiscent of old-school FPS like Doom or Heretic. Where you had to go to X room for Y key to Z door before you could progress. The antagonist needs you to do some very specific tasks and while there may be multiple quests they are really just sub quests for the main quest. Yes you heard that right, there is really only one thing to do in the DLC. Spoilers follow.

Spoilers. You first must get 3 people who have either been brought to the Sierra Madre or been there since the war. Once you have located one you ‘convince’ him/her to go back to the start area. Once you do that you need to take them to a different area so they can do a task that ‘only they can do’. Having gotten all the people to their spots you trigger the event and are let into the casino, where you are promptly rendered unconscious.

Spoilers. For some reason each person is dragged to different areas of the casino by holograms or something and you must interact with them again(go find them and talk to them) to further the story/get a key/stop the casino from being exploded by a gas leak. Once you do all this you get access to an elevator that takes you to the vault. After a bumblefuck with the speakers you enter the vault where the antagonist finally comes downstairs and you either A)Kill him or B) lock him in the vault. Regardless of your choice you are able to take as many gold bars as you can carry (I only got 4 they each weighed 35 lbs) and thats about it. Each gold bar is worth roughly 5-10k depending on your barter.

Spoilers are over.

The title was a bit harsh, the DLC had it’s moments. Mostly these moments came in the form of reading what had happened before the war on terminals or in journals. The plot and the ways the plot was advanced were absurd. I mean, holograms that can interact with you but you can’t do anything to them? AND they drag you around the hotel after knocking you out? Cmon. I didn’t even go into how there were only 4 different kind of enemies in the entire DLC, and there were only 4 NPCs that you could interact with, and that there is hardly even any good loot in the entire ‘level’.

Meh, I am confident that the reason there is such a huge gap in the release of these DLCs is Obsidian learned from its mistakes and is actually trying to make a good DLC offering for their game. At least that is what I am hoping.

 

 

 
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Posted by on April 6, 2011 in Console, FPS

 

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Blops Commentary Voodoo 69-5 Villa Domination

I will be posting more and more commentaries and montages from members of BlackOpsForum.com, a really great community for Blops. Voodoo here is a smooth shooting(with a voice to match) PC player. He goes on such a pwn spree in this video that it almost makes you feel sorry for the blokes on the other team. I don’t want to give away any of the good parts, I will just let the vid speak for iteself.

 

 
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Posted by on March 18, 2011 in Uncategorized

 

Call of Duty Black Ops Rush Tactics part 1

What a lazy sunday. No school, definitely no church, guess it’s time for a new post right? Might as well set off the new week with part 1 of a short series about rush tactics in Blops. I’ll be going over some basic strategy for each map with a few routes off of each spawn.

For this mini-series the blue and red lines will represent routes for blue team and red team. Yellow lines will represent line of sight to potential enemies for red, while green will do the same for blue. Confusing right? Also, you should always have a rush class, it doesn’t have to be your main class but you should pretty much always start the match off with a Marathon/Lightweight/SMG(or sniper/shotgun) and switch after you die.

Array

Array is a strange map to rush, there are a few different routes that are viable, with 1 from each spawn requiring either a sniper rifle or very careful aim with an AR/LMG.

I dont recommend rushing the bottom lane as blue spawn, its much more useful for red.

Spawning on blue side one has options, and lots of them. My most used rush is the long rush up top, you won’t likely get first blood but you have a good chance of catching 2-4 people unaware. Just hoof it out around the big open area and do your best to cut corners and jump obstacles to make your way to the backside of the truck ASAP. If you have a longer ranged weapon go ahead and take pot shots at the people running through the array, the 2 sets of windows you will be able to see offer great views of the back of the enemies head.

The other rush is to cut through the open container and head into the basement of the array itself, then use the tunnel to get the side view of the truck. This one is best with a silencer, so you can get the 1-2 people at the truck then quickly turn and go through the main floor of the array and get anyone looking out windows.

On red spawn you will be strongly urged to go to the truck. I mean, thats where all the action happens right? First and foremost you MUST blow up the truck with a grenade before any of your boys get there… otherwise the enemy will get an easy quad with a semtex. Either A) Hop on the barrel, then onto the truck top and spam AR downrange, or B) nestle up on the truck hood and snipe behind the snow vehicle. But make sure to put a claymore at the opening of the stairs to prevent a blue player getting behind you.

On the other hand you can skirt the outside of the array and boost on to the blue spawn area. This is my favorite rush on this map as sometimes all 6 (bad) enemies will go there to snipe and you can pick them off one by one from the back. Also you will be there fast, way faster than any of them are ready for… and the ones that would be ready for it are already rushed to your base to pick off your stragglers, so easy money.

Cracked

Remember, always toss a nade over the middle.

Wow, talk about lines. It’s ok, just take the routes 1 by 1 and follow it carefully and you should be able to decipher what I was going for.

On red you will have 2 quick rushes and 1 roundabout one. I always go for the roundabout because it is likely to net the most kills, and a great place to put a Tactical Insertion if thats your bag. So hit a right after spawning and sprint across the courtyard, take note of the windows on the blue side buildings as they may have people posted up in them. After you get into the safety of the building you are pretty much home free, just sneakily walk up behind the people staring at the middle and get easy kills. Place the tac in the first building you enter, and move it slightly every spawn.

The middle rush is fast, you should throw your nade a couple of seconds after the match starts kind of diagonally right, then immediately go left and under the middle building. After you check the corners for people going to the middle rush to the stack of boxes under the red building and climb up and through the window there.

The left rush is the second fastest rush. It gets you in prime position to enter the red building from the doorway. It is always claymored, don’t question it, just throw a concussive grenade and run in. Before that you may encounter some would-be rushers from the other team, they are probably just coming out of their building area and won’t really suspect you so just spray them down and move on with your business.

Blue side isn’t much different. The left most side(right handed rush) is the long rush, which will take you behind most of the other team. This is safer and more rewarding than the other 2 rushes so it is the one I use the most. You pretty much just need to make sure you are able to kill anyone in your way before you actually get to their spawn. Once you are there be sure to kill all the people in the vantage points first before going for spawners and campers, this will allow your team safer passage over the middle.

The middle rush for blue is a bit different, instead of going through to the other side you make shop in the middle building. After you kill one or two from the safety of the first room sprint across to the other rooms and pick them off from their new spawn. Claymore the double stairs as this is where they will be coming from.

The right rush (left side to blue spawn) leads you to the building that has an indention on it with pillars. This is a great spot to catch people off guard as most people never look/go there. You will be met with opposition on the ground level and from one or more of the vantage points. Incidentally the pillared indention is a great tac insertion point. After clearing the street run up into the 2 story building and wait a while before coming out and nabbing some kills from behind.

Summit

A quick sprint will get you lots of kills on this map.

Summit is a really easy rush map, the thing is a lot of people who are ‘rushing’ are doing it wrong for this map. They either don’t have the appropriate class or they take too long on obstacles and are slow maneuvering over the terrain.

The right side of the map will be a hot spot for both sides. Nearly every game 2-3 people per team will run this way. If you are quick on the draw it doesn’t matter which side you are on you will likely kill everyone opposing you.

Blue only really has one other option in my opinion. And that is to go around the enemy team and to catch the people respawning after they die in the first 15-20 seconds as well as people who are setting up on corners waiting for your team to come through the map. This is best done by entering the main building then hugging the left side and coming out at the end of the long straight away into the red spawn.

Red side on the other hand has 2 other routes for rushing. The first is the middle rush which will put you in the top computer room with a view of at least 1 enemy. They will be either crossing the main room so you can shoot them through the window there or they will be rounding the corner just in front of you where the boxes are… it is best to keep your eyes this way until you know no one is coming.

The other route is a sneakster type deal. It circumvents the whole team so you come up behind them. This is handy if you suspect they will hole up in the computer room looking out of the windows into the main area. Their backs will be towards you just waiting for a stab. Start out going through the building with a pillar in the middle and jump out of it onto the metal bridge, continue on that side of the map until you come up to their spawn, then wreak havoc.

 

Stay tuned this coming week as I release more of the map strategies I have been using, I will update the posts with video and pictures as well.

 
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Posted by on March 13, 2011 in Console, FPS

 

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