Showing posts with label PC. Show all posts
Showing posts with label PC. Show all posts

Saturday, 26 April 2014

VIDEO: Here's a couple of Diablo III Witch Doctor videos

Hey guys,

Been getting pretty big into Diablo III now that Reaper of Souls is out, so here's a couple of quick videos I put together about legendary effects and the Witch Doctor:



Sorry I haven't been updating as much! Be sure to check out all my Escapist news posts!

Wednesday, 27 November 2013

REVIEW: Battlefield 4 (PC)


I would like to preface this review by stating that I will, at no point, talk about the game's singleplayer campaign, because honestly, who gives a damn? No-one is rushing out to buy Call of Duty or Battlefield for their compelling, human stories. People buy Battlefield for the multiplayer, and the multiplayer alone, so it only seems fair that I review the game based solely on its multiplayer merits.

So here we are, just two years out from the release of Battlefield 3, and less than a year since the last Battlefield 3 DLC. If you're thinking that the game could not have possibly changed much in such a short time you'd be right. The difference between the games is not like the huge jump between Battlfield 2 and Battlefield 3, and more like the incremental upgrade between Bad Company 1 and Bad Company 2. However, this doesn't necessarily mean the game is automatically not worth your money. There is still an enormous amount of new content, engine upgrades, and gameplay modifications here to satisfy the Battlefield fans, while still being welcoming to newcomers of the series. That said, it is also not without its own shortcomings.

Let's start with the game's much touted new feature, the one that practically screams "next-gen" at the top of its lungs. It's called "leveloution" - the ability to use explosives and interact-able objects to physically alter how a map plays. For example, in Flood Zone, you can destroy a levee, which floods the entire map with water, replacing land-based vehicles with boats. In another, Siege of Shanghai, you can bring down an entire skyscraper, making the capture point (previously at the top of the building) much more accessible.
"Leveloution" can be pretty hit-and-miss.
Leveloution is pretty hit-and-miss. In some maps it is fairly easy to pull off just by a single, determined player, and is a really cool testament to the game's physics engine. On other maps, such as Lachang Dam, it requires several people to fire roughly twelve gazillion rocket at an object for a rather unimpressive effect that only barely alters how the map plays. Fortunately, I would say that overall it is more hit than miss, with at least six of the ten maps making good use of the feature. My personal favorites were the aforementioned Flood Zone, and Parcel Storm - a map which as well as having a periodic storm that whips up the seas, making boats and aircraft a more precarious option, also features a massive battleship that dramatically beaches itself on one of the map's islands.

Maps like Parcel Storm and Siege of Shanghai really show off just how beautiful the Frostbite 3 engine is. I played the game on a pretty beefy gaming PC, and it looked absolutely gorgeous. Those of you who played BF3 on a mid-to-high-range gaming PC won't notice too huge of a change, but the difference between BF3 on the 360/PS3 and BF4 on the Xbox One/PS4 is night and day. The big focus this time around is particle effects and physics, which help showcase the game's dynamic maps.
The game has a good range of map diversity.
So (most of) the maps are good, and the game looks great, but how does it actually play? Very similar to BF3, if I'm being honest. Veterans will be able to jump right into the game without skipping a beat, as the core Battlefield infantry vs. vehicles rock-paper-scissors mechanics are still there. The recon class has had a little bit of a mix-up, with the "spec ops" loadout returning from Battlefield 2, allowing him to equip shorter-range rifles along with C4 and motion sensors, while the other classes have simply been given more toys to play with. The classes have more diversity in weapon choice, with everyone being able to equip carbines, shotguns, and the semi-automatic "designated marksman rifles".

Possibly the biggest change veterans will notice with loadouts is that you can now choose any two gadgets, instead of being "locked in" to a secondary gadget. The engineer, for example, can have both an RPG and a stinger equipped, or the support can pack C4 and claymores.
"Customization" is the key word for Battlefield 4
Also, instead of the personal/squad perks of BF3, each class has a "specialization" they can choose. Each specialization has four "levels" of perks, which unlock gradually as you perform squad actions, such as supplying ammo to squadmates or capturing an objective marked by your squad leader. Everyone has access to the basic offense, defense and stealth specs, but each class also has two of its own unique specs. For example, the assault class has the "combat medic" spec, which increases the effectiveness of his healing abilities. Furthermore, if you entire squad is wiped out, the levels earned for your specialization get reset back to level 1, meaning there is a bigger incentive to work together as a team, and try and survive if you are the last squad member standing, rather than just Rambo-ing everything.

"Customization" is the big word for Battlefield 4, and in addition to the class loadout changes and the plethora of new and confusing weapon attachments you can choose from (what the heck is a "potato grip"?), vehicle customization has received a much-needed overhaul. Gunners for land vehicles now have a separate loadout selection, just like their attack chopper counterparts. Jets have been split into two classes (attack jets and stealth jets) and boats have been completely redesigned to be more than mere transports, complete with their own loadout and unlocks.
The game looks fantastic and plays well.
In order to help deal with the massive influx of new items, DICE has introduced "battlepacks", which are earned at various milestones, and grant three to five random unlocks upon being opened. It's a pretty cool system, but I feel it's missing some kind of trading option, so I can trade with my friends to get the attachments I want for my favorite guns, rather than just hoping to get lucky.

Also new is the "commander mode", which allows one player on each team to be view the game from a birds-eye view, and issue orders, drop supplies, and call in support options such as gunships and cruise missiles. It's a nice little feature, and the fact that it runs on tablets makes it a great little tablet game, but in the end it's just too simple to be more than a temporary distraction. I worry that in the near future the commander population will drastically drop as the playerbase grows weary of it. This is bad, as if one team has a commander and the other team doesn't, it puts the no-commander team at a noticeable disadvantage.
Commander mode is too simple to be anything more than a distraction.
Battlefield 4 is fun to play. It's a good upgrade from Battlefield 3 that fixes a lot of problems players had with the game, and if it wasn't for what I am about to say, I would whole-heatedly recommend it for both veterans of the series, and newcomers looking for a new multiplayer FPS to play on Friday nights.

However. However. The game is absolutely riddled with bugs. Battlelog, which was already a mess in BF3, has not really improved at all for BF4, refusing to connect to games, download updates, or even open at all for seemingly no reason. I was (and still am) unable to get its"battlescreen" feature to work on my tablet. In game, the sound cuts out in certain areas. There are graphical glitches. Weapons sometimes do not behave the way they are supposed to, and then there are the random crashes. When I first started playing, I was lucky to go 15 minutes without a crash. I now crash, on average, every two rounds. It's very obvious that the game was rushed to meet the next-gen console launch, and even now, several weeks after launch, the issues are still very glaring.

Battlefield 4 is a fantastic game, but it's not ready yet. Check back in a month.

Verdict: Don't Buy (yet)

Saturday, 25 May 2013

NEWS: Saturday Update

Good afternoon everyone! This week saw the announcement of the Xbox One, which love it or hate it, is going to be a major contender in the upcoming console war. My opinion is that its just the logical evolution of the 360, a device that can "do it all," and it actually looks pretty good. I probably won't buy one as it seems pretty much exactly like a media center PC/SteamBox (which I have already...), but if I had a choose a console for the next gen, it would probably be the Xbox One.

As for Japan, this week has saw the arrival of the Austrian exchange kids. My school district does an exchange with a school in Austria once a year, so earlier in the week myself and some other teachers went out drinking/karaokeing with the Austrian teacher, and the other night we had a farewell party for everyone involved in the exchange. The biggest surprise was just how incredibly well the students spoke English. I'm lucky if my kids can throw together two sentences without constantly pausing, yet these kids were pretty much at native level.

How can the B.O.E see these kids, with their fantastic English ability, arrive every year, and still refuse to change their backwards-ass foreign language education? The results of a proper English curriculum are literally right in front of you. Oh well, looks like its back to another week of "repeat after me" and studying grammar.
Here are this week's news stories:

Bonus Content:
This week saw the release of the first episode of the much talked about, but never actually attempted Happy Steve, Angry Steve Podcast. This was basically just done as a proof-of-concept type thing, to prove that we could actually do it and just get it out there, so I'm afraid it is very rough around the edges. Any criticism you can give us is very much appreciated.

Okay guys, that's it from me for this week! Be sure to subscribe to my twitter for up-to-date news and blog updates, my youtube channel for gaming videos, and check back here every Saturday for a roundup of my Escapist news pieces!

Saturday, 23 March 2013

Wednesday, 13 March 2013

REVIEW: SimCity (PC)


It's time to talk about SimCity. I won’t bore you with the details of the launch day catastrophe. You know it sucked, I know it sucked, even EA knows it sucked. It’s very slowly getting better at an unacceptably slow rate. People compare it to Diablo III’s launch, but that’s not fair to Blizzard. I was actually able to play Diablo III on launch day, and its servers got better within a day. SimCity has been much worse.

But, let’s move on from that, because there are many, many more problems with this game once you can actually log on to the servers. Some people might say that I should wait, and review the game once EA actually get everything running smoothly. I say, no. The game is available for purchase now. People deserve to know right now if the game is worth a purchase or not. I've given EA almost a week to sort things out, and the problems that I have don’t look like they will have any solutions in the short term. The game must be reviewed in its current state, because it is being sold in its current state.

So I’d like to start off by saying what this game did right. At its core, the game is an enjoyable and incredibly addictive experience. EA have taken a lot of the elements of previous SimCities and improved upon us to give us one of the most detailed city sims yet. One of the most impressive things is that every citizen is simulated. If it says your city has 50,000 residents, there will be 50,000 little dudes running around, going to work, shopping at stores, visiting neighbors  It’s very impressive, especially when you zoom down to neighborhood level and can see a living, breathing city.


Utilities have been streamlined to travel through roads, road placement and planning is easier than ever with the new curved roads and road guide tool and city specializations give you choices as to what kind of city you want to make. The game looks absolutely beautiful. The art and animation in this game is amazing, especially when you crank up the graphics to full. It is incredibly fun for about the first half an hour while you are oogling the graphics and the detail. Then your city runs out of space.

Cities are tiny. There’s no two ways about it. 90% of my frustrations with the game stem from this. I don’t have enough room to make new buildings. I don’t have enough room to expand existing buildings. I don’t have enough room to zone more residential, more industrial, more landfill. I want to build a passenger port but there’s no room. I have to demolish existing buildings manually to see if it will fit, and sometimes it won’t, meaning I won’t have my port and I’ll have lost the building I demolished (there is no "undo" function). These problems are supposed to be solved by regional play: having your friends build commuter cities full of residents that travel to your industry cities, or specialize in utilities and send you firetrucks, power, and water. Except that it's completely broken.

Mass transit is a nightmare. For starters, transit between cities is handled completely on EA’s servers. If you lose connection with them, even for a second, guess what? You get no commuters for the entire month. That means no workers for your factory, and no tourists for your casinos. I've had more than one city get run into the ground because of this. But when you can miraculously maintain a stable connection to EA’s servers, commuting still only seems to work "sometimes."


In one region, my friend and I both built several industrial cities. He then tried to make a residential-only city, with the hopes of supplying our cities with workers. It didn't work. The residents of his new city flat out refused to commute, opting instead to sit in their homes whining about not having jobs. He eventually caved and built some industry in his city.

When they do actually commute, the traffic is so unbearable that it’s almost not worth the hassle. Despite having train stations, ports, buses, streetcars, high-density roads and a flipping airport, there is constantly a miles-long traffic jam leading in to my city. Following individual sims often tells hilarious tales of people taking several days to commute to and from work. In the city, cars will drive around in circles, busses will drive to random bus stops instead of travelling in a line, and streetcars will go back and forth between the two closest stops. Sims will also always take the shortest route – even if it means taking a dirt road over a super highway. This makes cities built on trade a nightmare – you can’t make any money if all your trucks are stuck in traffic. It of course also has a negative effect on emergency services.

Unlike real life, ambulances, fire trucks and police cars will politely wait in traffic and stop at stop lights while en-route to an emergency. If you have five fire trucks in a city, they will all go to the closest fire, and none of them will move to the next fire until the first one has been put out. Despite optimizing my grid over and over I never could have a positive effect on traffic in some of my cities. I understand that the game is meant to be about tweaking to efficiency, but as it stands, it’s just not fun.


Sharing of utilities between cities is also bafflingly broken. Cities will just ‘stop’ sending power or water for seemingly no reason. Emergency services sent to neighboring cities only earn a pittance, and just contribute to the massive region-wide traffic jams.

Region wide research, such as unlocking new buildings at a town hall or university, can take several hours to sync across a region, if at all. About the only thing that works properly with region play is gifting money – and even that can take quite a while to sync, even when it is being sent between two cities that you own!

Almost all of these problems (barring the tiny-city size) are a result of the always-on DRM of the game. Yes, I’m calling it DRM, because that’s what it is. It certainly is not a feature, as it negatively impacts my game rather than positively. SimCity is a game that should be offline, or at least have the choice of being offline. All of these fantastic online region features are great (in theory), but dammit, let me choose them. If I want to play SimCity on a long plane ride, or when my internet goes down, or just by myself because I want to meticulously craft my own region, then I should be able to. Don’t force me onto your servers. Being constantly connected offers nothing to SimCity, especially considering the huge drawbacks. It was instated as an anti-piracy method and anyone who tries to argue otherwise is just kidding themselves.


Rock, Paper, Shotgun put it perfectly: SimCity is is inherently broken, lets not let this go. The game is a perfect example of everything that is wrong with forcing always-online onto games. Don’t buy this game. If you have already bought it, make your voice heard for EA. We can’t let this go. Letting this go gives EA licence to keep pulling this shit. At the very least, if you absolutely must buy an EA title in the future - don't buy it at launch. Buy it two weeks afterwards. Those first two weeks are so crucially important to sales, that if enough people hold off, it will make their marketing team take notice.

As well as exposing pretty much every flaw with always-on DRM, this game also exposes a major flaw in the current way the majority of outlets review videogames. I’m talking about the review “score” as a concept – summing up the experience of a videogame with a single number. Videogames, unlike books or movies, are a constantly changing, subjective experience that simply cannot be quantified with a number. Case in point: Polygon’s review of SimCity.

Polygon originally gave the game a 9.5. This review was based on an incredibly closed review copy that was only able to be played at an EA site, and was in no-way reflective of the actual retail game. Most respectable news outlets opted to hold their SimCity reviews until they got a hold of the game, but Polygon, in an attempt to be “first,” published anyway. The score was then downgraded to an 8, and finally a 4, due to server issues. Where does this end? Should a score be altered every time there is a patch for the game? Should it be lowered every time the servers go down?


Metacritic has a long-standing policy to never change the initial score offered by an outlet. Why the hell should we even bother with scores, if the ambiguous entity in charge of collating them won’t even bother to keep track of them? Review scores add nothing to a game review. Their sole purpose is for publishers to show to their marketing team and say "lookit! We got a 7 from IGN!" This review, along with all reviews you will read here on Stevesgameblog will never have a number. I trust you enough to read my review, my thoughts and opinions, and decide for yourself if the game I am reviewing is for you. All I will offer is a very general buy or don’t buy rating, based on my experience with the game. This one is most definitely a “don’t buy.”

Verdict: Don’t buy

Thursday, 7 March 2013

REVIEW: SimCity (PC)

I award you no points, and may God have mercy on your soul.

Verdict: Don't Buy

(A proper review will come when I can actually play the game)

Wednesday, 6 March 2013

GUIDE: Natural Selection 2 - Alien Commander Guide

To say that Natural Selection 2 has a steep learning curve is a gross understatement. In this world of hand-holding video games that will nudge you in the right direction if you even think about venturing off path, Natural Selection 2 throws you into the deep end of a diving pool with a cement block tied to your shoes.

Today I’d like to jump right in to one of the most overwhelming features of the game: commanding, and more specifically, a feature that is new even to Natural Selection veterans: Alien commanding. A role previously occupied by gorges, Unknown Worlds have decided to even the playing field this time around and allow Alien players to experience the RTS/FPS experience of a live commander that was previously exclusive to marines.

As a new player, the Aliens themselves, with the melee focused hit-and-run tactics, are daunting enough, let alone the concept of commanding the damn things. This guide is by no means an exhaustive list of legitimate strategies, but rather, a guide designed for players eager to try out the system. Simply put, it’ll probably stop your team from raging at you. Probably.
Playing as the Aliens can be pretty daunting for new players
Just like in my Marine commander guide, your first lesson is to buy a microphone. I'm not saying you can't be an effective commander without one, but having one is a huge advantage.

The Alien commander role is both very similar and distinctly different from the Marine commander role. Let's start by looking at the most major distinction  The Alien commander can kind of do his own thing. While the Marine commander relies on his marines to build and repair structures and powernodes, the Alien commander can drop cysts and structures at his own leisure. The role is actually a lot less stressful than the Marine commander, because you don't have a team full of dudes yelling at you to "DROP THE RT IN COMPUTER LABS!" and so I actually recommended that novice commanders try out the Alien commander before the Marine commander.

EARLY GAME:


So now that you've jumped into the hive, you'll find yourself with around 50 starting resources. Your first order of business is to build cysts leading to the nearest two resource towers. A couple of notes on efficiency here: press 'A' in the main build menu to drop cysts without having to manually click them. Also, cysts take a small amount of time to 'spread', so once you've built up to the first tower, instead of sitting around waiting for the cyst to spread so you can drop an RT, built a couple more cysts in the other direction. If your team is asserting dominance of an area, it may be worthwhile to expand to a third resource node, but otherwise, two is fine for now.
Hotkey-building your cysts with the 'A' key saves you a lot of time
Next, you'll want to research an upgrade at your main hive. I have seen the benefits of shade first. I have seen the benefits of crag first. But, I'm going to recommend a shift hive for your first hive for the same reason I recommend  fast phase gates for Marines: It's the most versatile. Celerity and adrenaline are incredibly useful for the Skulk, Gorge and Lerk, the main three early-game life forms. Shifts themselves are also extremely versatile - allowing you to quickly and easily supply an area with re-enforcements, as well as help your Gorges to build new hives by giving them almost endless energy. Once the research is complete, build a spur and get celerity. It should help your Skulks assert some early game dominance.
Shift is the most versatile hive, in my opinion.
Now that your first hive upgrade is complete, it's time to look for your second hive. By now, your teammates should have scouted where the main marine base is. What you will want to do is find the hive location that is closest to your main hive, but furthest away from the Marine base. Build cysts up to the hive, drop a shift, and then drop the hive. Urge a member of your team to go Gorge and heal the hive - it will make it build a lot quicker. A lot of people will tell you "don't bother cysting up to the hive, it's just wasted res as the hive generates infestation when completed." I don't like this argument for several reasons. 1.) You can't get the res node in the area until the hive is finished being completed. 2.) You can't but a shift down to help a Gorge build the hive and also re-enforce it if it's attacked.

MID GAME:


If you've played your cards right, by this point you should have four or five resource towers, two hives, and the celerity upgrade. This is when your build order deviates depending on your team's performance. Do you have a resource tower that is continually being taken down? Consider putting a whip or shift there to help defend it. Are your Gorges begging you for adrenaline? Build a spur and upgrade it to an adrenaline spur. Otherwise, upgrade your second hive to a crag hive. I feel that at mid game, when the shotguns start to come out, the crag is infinitely more useful than a shade. Even if you go shade first, I would probably recommended crag as your second hive.

Now that you have two hives, you can start researching ability upgrades for your team. You can research them by clicking on a hive (in this case, click on your first hive, as your second hive is already busy upgrading to a crag hive) and selecting lifeform evolutions  Leap is a pretty safe bet for your first upgrade, although if you have some pretty gung-ho Gorges, you might consider bile bomb (either way, you should get bile bomb shortly after leap).
Leap is a pretty solid choice for your first ability upgrade
Once your crag hive is upgraded, drop a shell and upgrade it to carapace. Skulks with celerity and carapace are nothing to scoff at, and when you start getting lerks and fades it will be even better. Drop crags in strategic locations, such as behind your hives and resource towers to help defend them. At this stage, you can start making "forward positions" - drop a shift, a crag, and a whip in an area close to a Marine base to help your team siege it.

At this point, you'll want to look for a third hive. On the smaller maps which only have four possible locations, this can be quite difficult, as it means you'd have to have a pretty big map dominance. On larger maps, encourage your team to try and secure a third hive location. If you can't get it, it's not too big a deal, but it does help if you can. By the late mid-game stage, fades will start to come out. If they are good and they specifically request it, get blink. Also consider getting regeneration by building another shell and upgrading it to a regeneration shell. Similarly, if your lerks are kicking ass, get them spores.
Drifters are a cheap way to help support your troops - they can reveal units in an area and spawn an enzyme cloud.

LATE GAME:


Once you have secured your third hive location, or failing that, once the Onoses start coming out, you've hit the late game stage. If you got the third hive, upgrade it to a shade hive and get silence and cloak for your team. You should also research stomp for your Onoses if you can spare the res. Umbra, xenocide and vortex are very, very situational abilities, and you should only really research them if you are swimming in res. If you couldn't secure it, work on getting some of the remaining abilities that you didn't get before. Defend your bases by dropping crags, shifts, whips and shades. If the enemy is using grenade launchers, try to have a whip in pretty much every location you have a base - whips can fling grenades back at their owners.
Whips can be upgraded with the bombard ability, increasing their rather short default range.
When you have three hives, you can drop Onos eggs. Click on a egg and select "Onos egg." A teammate can then evolve to an Onos for free. At the late game stage, Gorges are incredibly vital to winning the game, as they heal your Onoses and bile bomb structures. However, many players don't like, or want to, play Gorge in the late game (everyone wants to be the hero Onos). Fortunately, you can force them into it! Build eggs at a shift, and upgrade the eggs to Gorge eggs. When the next players spawn, they will spawn as a Gorge instead of a Skulk!

FINISHING THE FIGHT:


Aliens have considerably less siege options than Marines. Just like how the Alien commander is a lot more "hands off" than the Marine commander, he also has to rely on his team a lot more to finish off the enemy team. The best you can do is build forward positions close to the enemy's base, and encourage your team to rush in all together. You can send in drifters and use their enzyme cloud to help, but that's about it. Whips can move but are pretty inefficient at taking down a base. You pretty much have to upgrade them with the bile bomb ability, make some cysts within range of the base (and hope the Marines don't kill them instantly), and then move the whips up and have them bombard the base.
Players and structures can only be affected by 3 healing sources, so any more than 3 crags in an area is just a waste.
Try to hold as many tech locations as possible. Marines need at least two command chairs to build jetpacks and exosuits, so if you can corner them in to a single chair, you can drastically cut their offensive power.

Keep this up and you should eventually be able to starve them out. Thanks for reading guys, and try to remember, Natural Selection 2 is a very fluid game. Every match you play is different, and strategies that worked in some matches may completely fail in others. This guide is meant only as a basis - feel free to try out new ideas and strategies as you become a more confident commander.

Liked this guide? Check out my other Natural Selection 2 guides:
Subscribe to my Twitter and my YouTube channel to keep up to date on Steve's Game Blog news!

Wednesday, 27 February 2013

REVIEW: Aliens: Colonial Marines (PC)

Aliens: Colonial Marines is a bad game. Don't buy it. I feel the need to preface my review with this statement, lest anyone accidentally interpret something in my review as 'praise' and rush off to buy the game. I wanted this game to be good. I really did. I'm a huge Aliens fan and I have enjoyed Gearbox games in the past. Even 20th Century Fox seemed to be behind this one, saying that the movie is an official part of the Aliens canon, and signing on the voices of Bishop and Hicks from the original movie. Previous Aliens related games, such as 2000's Aliens vs. Predator and 2002's Aliens vs. Predator 2 had proved that the Aliens franchise was the perfect canvas for a first person shooter. I think the fact that this game had so much going for it made the fall hurt even more.

I should have seen the warning signs. They were all right there in front of me. First, the game has been in development for an ungodly amount of time, originally being slated for the PS2 in 2001, then being scrapped and completely remade several times over before being put on indefinite hold. Just when it looked like it would never see the light of day, Gearbox picked it up, dusted it off and released it. Does this story sound familiar? It's pretty much exactly what happened with Duke Nukem Forever, and we all know how that turned out.
I've seen PS2 games that look better than this...
Second, Aliens vs. Predator 2010. You'll notice that I specifically mentioned the 2000 and 2002 versions of Aliens vs. Predator. That's because 2010 saw a new version of the game, from the same publishers behind Aliens: Colonial Marines. It was pretty awful. That's the polite way to put it.

Third, that so-bad-it's-almost-funny-but-not-quite trailer. You know the one. The writing was so cheesy and over the top that the lead writer for the game actually disowned it.

These should have been huge red flags. But, I was naive and optimistic, and went into this game with high expectations. I could almost applaud the ferocious speed at which Aliens: Colonial Marines shattered those expectations.

One of the first lines of spoken dialogue is 'We're not in Kansas anymore,' and it actually goes downhill from there, with cheesy, nonsensical, drivel being uttered by every character at every opportunity. While the lead writer can disown one crappy trailer, he can't disown the entire game. The Aliens movie had so many countless phrases that will forever stick in the minds of fans: 'Game over man!' 'They're coming out of the walls!' 'Get away from her you BITCH!' In Aliens: Colonial Marines? 'Marines don't leave marines behind!' 'Raider 6-5 will wait for you but goddammit son don't make us wait for you!'
MARINES DON'T LEAVE MARINES BEHIND!
On two separate occasions, you are joined by a character who has been 'facehugged,' yet everyone seems oblivious to the consequences of this, and the game shockingly expects the player to be as well. It's kind of excusable when the first guy's chest bursts, but when it happens again and the marines are just as surprised, it's pretty lame. 'How could this happen!' O'Neal, my muscle-bound meatstick of a sidekick laments a comrade's death-by-bursting-chest. 'Well O'Neal,' I want to tell him, 'A facehugger implanted an embryo which burst out of our comrade's chest. Just like what happened earlier in the game.'

The worst part is all the work they put into the character that everyone playing at home knows is going to shoot baby alien worms out of their chest at some point in the near future. Here's a free tip about writing characters: If we know the character is going to die, we won't give a shit about them. The writing is both laughable and terrible, so let's move past that and look at what else is terrible in this game.

The first ten minutes of this game are actually not so terrible. It slowly builds up the tension before revealing the first Alien you have to kill, and follows it up with a section of fast-paced run-and-gun segments that are reminiscent of the Marines desperate attempt to flee the bugs in the Aliens movies. Unfortunately, there are some bugs you can't flee from. Bugs in the game. I'm talking about glitches. There are a lot of them. Aliens clip through walls, allies get stuck on terrain and bosses fail to spawn correctly, just to name a few.

I'd also like to briefly expand on is how terrible the AI for your allies are in this game. They frequently stand right in front of you, fire blindly at walls and deliberately misinform you. 'Area secure,' O'Neal will say, lowering his weapon as three Aliens claw at my face.

O'Neal! Behind you! Ahh, forget it.
After ten minutes, the illusion fades, and you realise how incredibly wonky the weapons and the attacking aliens are. At one point, I shot two Aliens at the same range with the same shotgun. One of them dropped dead instantly. The other took three more shots to kill. The Aliens' wounded and dying animations are so similar that it's hard to tell how much damage you are actually doing. Rather than sneaking up to you, leaping at your face, or running like a wolf on steroids as they did in the movies, the Aliens of Colonial Marines seem to do this kind of slow, non-threatening slither-walk towards you, performing an occasional hilariously animated, hugely telegraphed leap, only to escape, never to attack. They feel like big lumbering apes, rather than the swarming insects that they are associated with.

You have a motion tracker, but it quickly becomes useless as you realise that it only scans aliens that have actually 'spawned', and by the time they have spawned you can physically see them. With your eyes. It gets worse when you realise that a majority of the time, you can just run away. Get to the next checkpoint and all the Aliens chasing you instantly vanish.
I'm not normally a graphics snob but my God. This looks straight out of Doom 3.
But hey, at least at this point we are marines fighting Aliens. About an hour in to the game, it makes the absolutely absurd decision to introduce human enemies. I should have seen it coming from all the chest high-walls scattered around the complex. 'Why would I need all of this cover' I scoffed, 'Aliens can only attack in melee range!' In all of a single cut scene the game degenerates from a story about the most hardened space marines in the galaxy fighting tooth and nail against a race of aliens specifically evolved to be the perfect warriors, to 'call of duty but with pulse rifles'. 

You'll fight waves of human opponents in the same way every god damn cover-based FPS works. Enter a room. Enemies enter from the opposite side. Take cover behind chest-high walls. Wait for enemies to pop their heads out of their own cover before shooting them in the face. Go to the next room. Repeat. It's boring, it's lame, and it makes zero sense. 'Hey, there are about a thousand giant acid-spitting face-raping aliens running around on our ship killing all of our buddies. Let's shoot at the marines that came to help us because GOVERNMENT COVER-UP ' How much is Weyland-Yutani paying these mercenaries to make them continue their mission despite the fact that their spaceship is literally falling to pieces around them?
Weren't there supposed to be Aliens in this game?
The game design is so bad it's actually a little entertaining. Let me give you an example. In one level, you are presented with the trademark Aliens flamethrower. It's a 'limited use' weapon, meaning that it only has one clip of ammo, and if you switch to another weapon, you drop it. The next several dozen rooms are filled with ranged human opponents. The game gives you a limited-use short-range weapon to fight long-ranged opponents. I'm assuming that at one point, the rooms had Aliens in them, so the flamethrower made sense. When they cut the Aliens and replaced them with dudes, no-one stopped to ask "should we get rid of this now useless flamethrower?"

The game runs fairly smoothly on my computer, but that's probably due to the fact that it looks like an Xbox 360 launch title, at best. Character and weapon animations suck, you can count the polygons on the character models, and everything has that trademark Unreal engine 'shine' that I thought we had left behind with Bioshock 2.
Oh, here's one. Looks like he's having a bad day. No, that's just the terrible lighting effects.
Ok. Praise. Here we go. I can do this. Despite my statement at the start of this review, I can actually offer praise to a couple things in this game. First: no regenerating health. It actually adds a lot to the tension. Remember that one of the core themes of the Aliens franchise is 'holding out for rescue' and you'll see how having regenerating health could nullify that.

The XP and weapon upgrade system is also pretty cool. You can collect a whole bunch of weapons from the movies, which include 'legendary weapons' such as Ripley's ultimate-badass rifle-duct-taped-to-a-flamethrower. You can then purchase upgrades for your favourite weapons by spending XP points that you earn from completing a level or performing a challenge. It's neat. But not worth buying the game for. Not even close.
The weapon upgrade system is the cherry atop the shit-sundae that is Aliens: Colonial Marines.
The game has a few multiplayer modes. The first is co-op, where up to four people can be disappointed at the same time. The rest are competitive modes, including team death match and survivor. I only have one word to say to the multiplayer. After being punched in the gut with the unbearable singleplayer campaign, I just flat out refused to play the competitive multiplayer. It might be the greatest thing ever. It might justify the price of the game. I don't care. I'm done with you, Aliens: Colonial Marines. Leave me alone. Go play your own multiplayer.

Verdict: Friends don't let friends buy Aliens: Colonial Marines

Wednesday, 30 January 2013

GUIDE: Natural Selection 2 - Marine Commander Guide



Being the commander in NS2 is a huge responsibility. While a large amount of the playerbase are incredibly helpful and supportive to new commanders, there are always going to be those guys that get frustrated and yell at you for doing a bad job, as a bad commander can negate even the most skilled players. When a new commander experiences this, it shatters his confidence in the role, and he ends up shying away from it even more than before. What I aim to give you today is a solid base to be a successful commander. I'm not guaranteeing that it will stop people from yelling at you, but hopefully, if you follow this guide, players will see that you at least understand how the role works.

Your first lesson is before you even get into the comm. chair. Don't command if you don't have a microphone or are unwilling to talk on it. No exceptions. While you can give your troops orders through the menu, voice commands are about a million times more effective, and can portray subtleties and urgencies that automated menu commands simply cannot.

HINT: Talk to your marines! Be clear in your commands. Ask them their opinion, and ask them what they want. Try to let them know well in advance what you plan to do. Encourage them when they do well and try not to get upset if they make a mistake. You're the coach of this team!

EARLY GAME:


Ok, so now that you're in the chair, you'll find yourself with around 50 starting resources. Rookie commanders are quick to just… build a whole bunch of stuff and waste that res. Don't do that. Start with an armoury  and send two groups of marines to the two closest resource nodes. How many players are on your team? If you are on a big server (24 players) you should consider an extra infantry portal. If not, you can possibly waive it for the time being. By now your armoury should be built and your marines should be awaiting orders at two resource nodes. Build the two resource towers and then an observatory at your main base.

HINT: You can construct power nodes in an area for free! Click on the unbuilt power node and select ‘socket power node'. This is useful if you are waiting for the resources to build something, and your marines are simply standing by.
Research phase tech at the observatory. Phase gates are probably the single most important structure in the marine arsenal. When used correctly, they can grant you near infinite map control. There are a lot of marine build order strategies that apply well in certain situations, but early phase tech is by far the most versatile. Next, you'll want to build an arms lab at your base.

From this point on is when things start to get situational. Are your marines maintaining a strong presence on your so-far captured resource nodes? Try for a forth one. Are your marines dying a lot? Build a second infantry portal. The next thing you want to do is try and secure a second tech point, if you don't already have one (you should not build a second command chair at this stage.) As soon as phase gate research is complete, put a gate in your main base and one at your second tech point. Put an armoury there as well. If you have a resource tower that's kind of far out, consider putting a gate there. Now that you've gotten yourself a foothold in the map, it's time to look at upgrades.

Don't waste your time with the shotgun and advanced armoury  At this stage in the game, the LMG is perfectly fine against the skulks and lerks that the aliens are able to produce. If your resource towers and power nodes are getting hit hard, get welders. Welders are cheap (only cost 5 res) and are a great way to keep these hit and runs at bay. Mines are also a fantastic early-game purchase, but I feel like the arms lab upgrades are more important, and will have a more global effect, as a lot of your troops will be hesitant to spend the 15 res that mines cost (even though it's totally worth it).

HINT: If you have a player that is particularly confident with his shotgun, it may be viable to get shotguns before your first arms lab upgrade.
Again, look at your marines. Are they exercising fierce control of the map? Research weapons 1 to help them extend that dominance. Are they dying a lot? Research armour 1 to give them a bit more survivability.

MID-GAME:


By now, you've laid enough groundwork for your troops. They should have a front to push, footholds to defend, and upgrades in the pipe to keep their res occupied. Here you start to move to more of a fluid support role. If your troops are pushing a hive, consider putting an armoury and a phase gate in a close location to help them siege. Look for undefended resource nodes and try to capture them, or at least deny them to your opponent. Drop health and ammo when needed.

HINT: Pressing spacebar immediately takes you to an alert such as a request for ammo. Press ‘A' and ‘S' while in the support menu to quickly drop ammo and medkits respectively.
Keep your arms lab upgrades rolling. Start with the level 1 upgrade you didn't get earlier, and then just alternate between the two. Ask your team what they prefer, and again try to assess how they are performing in battle and what would help them the most. If you can spare the res, getting shotguns at this stage isn't a bad idea.

Soon, you'll want to get a command chair and an observatory set up at your second tech location. While holding three tech locations can be good strategically, as you can use the observatory to distress beacon marines there, and can deny your enemy of getting their third hive upgrades, marines actually only need to control two tech points in order to access the entirety of their upgrades. When that second comm. chair is going up, you can upgrade your armoury to an advanced armoury, and then start saving for a prototype lab. 

HINT: Is one of your bases being heavily seiged, with all of your marines out and about? Click on the observatory and click 'distress beacon'. It only costs 10 res and it teleports all marines to the command centre closest to the observatory.

LATE GAME:


Once your prototype lab is built, you have officially hit the ‘late' stage of the game, which can be the longest stage if both teams play well. It's time to play with the toys from the lab. Research jetpacks before exosuits. Again, JETPACKS BEFORE EXOS. This is a point that I cannot stress enough. Jetpacks are more useful than exosuits 90% of the time. Jetpacks are also the natural counter to Onos, NOT exosuits! Exosuits are a very late-game siege weapon. Jetpacks are also pretty much required to support your exosuits anyway, and they are so cheap (only 10 res) that marines can pretty much buy one every time they die.

You are now at the point where you are pretty much free to do whatever you want. With all upgrades and jetpacks researched your guys are pretty much self sufficient. You might as well grab grenade launchers and flamethrowers - good weapons for sieging bases - and work on your exosuit research. My personal preference is grenade launchers before flamethrowers, but if the enemy has a lot of whips, it might be worthwhile to reverse that. If you haven't already, a robotics lab is a sound investment. Setting up turrets and mines at your more remote resource towers should help them hold out that little bit longer. Researching ARCs at your robotics factory will also help set you up for those end-game sieges.

FINISHING THE FIGHT:


If you haven't won by the time the Exosuits come out, here are some tips for getting those final sieges down. Don't ever buy the single mini-gun exo, and urge your teammates to do the same. It's just not worth it when the dual min-gun model is only 25 res more and a hell of a lot better. Make sure exos never go alone. For every one exo, you should have at least two support marines with jetpacks and welders. ARCs are great. Make sure they are well defended, and always try to get at least 3 together before sending them out. MACs are a good idea as they can support both your exosuits and your arcs.

HINT: Scan frequently! By this stage of the game, the enemy should have three hives, which means that his bases will be cloaked by shades. Click the support menu to scan an area, temporarily revealing stealthed structures. This technique is particularly important when seiging with ARC cannons, as they can fire through walls as long as the structures are revealed.
Try to hold as many tech locations as possible. On a map with five tech locations, holding three of them means the enemy only has two hives and therefore less upgrades. Be wary of beaconing when you are sieging with exosuits. Ensure that the threat is legitimate - aliens may attempt to 'bait' a beacon to a certain base, as beacons will NOT teleport exosuits, and they can then easily pick off the unsupported exos.  Drop weapons! You'll probably have an abundance of res at this stage, and your marines may be dying frequently. Dropping jetpacks and shotguns is always a safe bet, and dropping mines is an easy way to defend forward bases.

Keep this up and you should eventually be able to starve them out. Thanks for reading guys, and try to remember, Natural Selection 2 is a very fluid game. Every match you play is different, and strategies that worked in some matches may completely fail in others. This guide is meant only as a basis - feel free to try out new ideas and strategies as you become a more confident commander.

HINT: Don't be afraid to hop out of the command chair, to help build/repair structures or fend off an alien attack on your base.
Click here to watch me play through a full game using a similar build order. Check out my twitch.tv stream to see me commanding in action!

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