Showing posts with label Light. Show all posts
Showing posts with label Light. Show all posts

Monday, 21 January 2013

DmC: Devil May Cry Review.


Has Dante changed for the better?

I remember the day, the first time we saw what the new Dante looked like. Oh the outrage from fans who predicted how utterly disgraceful this reboot of Devil May Cry would be. Dante has short black hair, he's a foul mouthed thug, and yes, while all of this is true, it is not quite as simple as that. Believe me, I was one of those people who were quick to criticize the new style but for those with an open mind, you may find yourself completely surprised by this game.

Story.

I felt the dread when I first started to play this game when it came to the plot. Dante was exactly as I thought he would be. He felt like he was developed by children. He swore every chance he got, he was a sexual deviant, he was the furthest thing from the original Dante that I could imagine. You see, the original Devil May Cry games knew they were silly and over the top. It was tongue in cheek. It was cool because they were aware of how absurd it was. It's clear that DmC however is mocking the style of the original game and plays it completely serious and ironically coming across as totally childish.

Well that was my first impression. Thankfully DmC is not like I thought at first. It's a refreshing story with new and interesting characters. Perfect it is not, predictable characters and plot changes are everywhere but that being said they are well designed characters. Dante does not continue his infantile attitude throughout the game, or at least it's toned down greatly as the story goes on and the rewriting of the mythos of Devil May Cry is actually very good. I could not say it's better than some of the best that Devil May Cry has to offer in terms of plot but it's still one of the strongest.

Probably the most interesting element is that of limbo, a twisted version of the real world where demons inhabit and rule the real world from inside limbo. All of the fighting in the game gets done when Dante is dragged into limbo and is guided by the spectral presence of people within the real world. Another change in the reboot is that Dante and Vergil are no longer just demon's but half Angel, half Demon called Nephilim. An unholy union which is despised by the demons.

Gameplay.

Having played every Devil May Cry game so far, I was worried about how they would ruin the gameplay compared to the peak of DMC4. Dropping the framerate to 30fps from 60fps. Oh I could see the jerky motions and unreliable combos now. I did not have much faith for the new DmC and based on the information we were given, I think I was right to be worried about it.

You can still play with your enemies by pulling them into your aerial dance of death.
Thankfully the negative information betrayed the fact that DmC really feels like Devil May Cry at it's core. There have been some changes, some for the better, some for the worst. First thing's first. Combos are fluid, I feel like I am completely in control of Dante's moveset. Most of the moves from Rebellion you remember have returned. Stinger, High Time, hell, he even has Roulette from Nero in DMC4. Some of the buttons have been simplified, High Time is now just attached to it's own button and Stinger requires a double tap forward and the attack button but it's basically just how you remember the game.

There are basically two major elements to the combat which have changed. Firstly you have angelic and demonic weapons and an angelic and demonic grappling hook. Both features change the gameplay greatly. The grappling hooks help with both combat and platforming. The demonic grappling hook can be used to drag demon's and platforms towards you and the angelic can pull you to platforms and demon's. While in combat this allows you to chain absurdly high combos, much like Nero's demonic arm in DMC4. The demonic hook can also be used to remove the shields from some of the more pesky enemies in the game.

The second element is the angelic and demonic weapons. Each are connected to a trigger on the controller in which you enter either angelic or demonic mode, changing your melee weapon into one of their type. Angelic weapons are fast and deal in crowd control and large juggles. Demonic weapons are slow, heavy hitting weapons which serve as a great way to crush bigger enemies or break past shields. Both of these new forms of gameplay add a great deal of depth to the gameplay.

Limbo adds a great bit of platforming outside of the combat, pulling platforms and yourself, gliding through levels, it's one of the first action games that comes to mind with really fun platforming elements. However, not all is good in the gameplay. The problem with DmC is that it's frankly too easy to avoid death. Most enemies put up zero challenge and others mess with the pacing by playing the waiting game, ruining the flow of the normally fast gameplay. There are plenty of highter skill levels but so far, I’ve not hit any major wall of difficulty. I'm sure that once Son of Sparda and onwards have been unlocked, it'll be a nail biting challenge but being you have to finish the game before you can take that challenge, those planning a single playthrough might be disappointed by the frankly, pathetic AI.

Music.

The music of DmC is by far the worst aspect of the game to me. Even prior Devil May Cry games had superior music and you felt the rhythm in the music to help the pace of combat. In DmC it falls flat. You can tell that the choice of music was one that tried to invoke the style of the original DMC games but with more modern sounding tropes but ultimately it's not very fun to listen to. Not that it's all bad, some of the tracks ring a good level of emotion for the game. Just don't expect anything world changing here.

Visual.

The visuals of DmC is arguably another spotty area of the game. Graphically it's an okay game. There are some muddy textures during some points in the games due to Ninja Theory's reliance on the Unreal 3 engine but otherwise the graphics are completely suitable. The area's that you'll visit in the game are very interesting. Not to mention the fact that seeing them from limbo gives a nice extra take on where you are. The problem mostly is within the colouring or rather, lack of.

Prepare to see a lot of red and it's not blood.
You will see lot's of browns and reds during your demonic romp through limbo but it never really has much flair. Even the deep colours feel dull and uninspired. Nothing like as bad as what we see from the modern shooter and quite frankly the original DMC was not much better but even so. It's not very good. There are a couple of times during the game where artistically I wish they had used the style throughout the whole game. Ghostly wisping colour, escaping the characters.

Final Thoughts.


DmC is the poster boy for not judging a book by it's cover in the game world. Everything we were shown about the game made most loathe the idea of it. We were so sure that there was no way this game could possibly hold a candle to the original series. Not only does it hold a candle, it ranks up with some of the best in the series. Do I prefer it to the original series? No. I still think Dante is not as interesting or as fun as the original and the style is not one that I prefer but I would like to see a sequel. DmC is by no means a bad game. It's a great one.


8/10 DmC does almost everything right. Not all of it works as well as others but it all comes together well.

Friday, 21 September 2012

Faster Than light


Space Opera. The apex of everyday science fiction. I must say that I have a secret passion for the genre. Be it Gundam, Firefly or Farscape. I love the idea of human relations within deep space while living on a ship. Sadly this has never strictly transferred too well into video games...I can't fathom why as I see it was a goldmine of opportunity. There have been a couple of shining examples. Mass Effect captures the story, Infinite Space delves deep into space battles and ship building/management. Ultimately though, it's shaded in X4 space strategy games and space simulation games. Not that these are bad but I really want to manage all of the more literal things within the ship.

Faster Than Light, or FTL, is more or less just that. Taking many cues from the Roguelike genre it pits you in a bite-sized struggle to flee to the 8th sector. This is one of the first kickstarter projects to actually come to fruition. Visually it's a little rough around the edges but the gameplay is solid.
You'll start out with a crew of 3 humans which can be assigned jobs around the ship. Man the weapons to boost their effectiveness. Have a pilot for dodging and warp space travel. Once they die, that's it for them. You can however recruit more crew as you travel space and the various species have different effects. Some can repair faster, some supply energy to the part they work on, some have immunity to fire and some are good at hand to hand combat.

Combat is the main aspect in the game and it will quickly have you powering down parts of the ship to draw power to others. For example. If you plan to play defensive, then you can power down your engines and put all of your power into your shields.

Providing the enemy doesn't fire too many missiles, they will have to break through your shield before they can even touch the ship. If they do however, maybe a fire will break out. This can quickly spread and cause damage to major parts of your ship. You can choose to open the airlocks and suck out the air, while also putting the fire out. This of course will mean that your crew will quickly suffocate but you can section off parts of the ship so they can keep some of their precious air. The same can be done if the enemy boards your ship. Upgrade your doors to blast doors and watch them lose their lives to the blackness of space.

Being a roguelike, FTL is very challenging. Do not expect to make it through the game with anything like ease but even in death, it's fun to command a ship and try something a little different.
FTL is a reasonably cheap game and it's probably worth your while if you are dying for your next deep space fix. It won't play against the big titles out there but it's another example how indie can surprise someone into how much innovation there is out there still or how overlooked a genre can be.