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Forced Online Trophies

What is up with all these games forcing you to go online to get trophies? Not everyone likes the online thing. I mean I go for the occasional friend Army of Two 2 coop but that is it. This is making it impossible for me to get the Platinum trophies.

Anyway, I just dislike it when they do that.What do you guys think?

The Godfather Don's Edition

So I was at GameStop store the other day just looking around to see if anything interesting was around the PS3 area and I came acrossThe Godfather Don's Edition for the PS3. I was shocked to find it because it is such an old game.

Well I loved The Godfather 2 and my question to you guys is do I get The Godfather Don's Edition?

Let me know what you think.

Red Faction: Guerrilla Review

First off I just want to say that this is one of the best games I currently own for the PS3. What make this game so great is total environmental destruction, 1080p graphics and open go almost anywhere world.

The game was created by Volition inc., published by THQ and released in June 2009. Apparently it sold 1 million units but I only heard of it 2010. It is a third person Sandbox or open world game which uses the Havok Physics Engine and Geo-Mod 2.0 game engine.

The official story goes something like this and I'll try to keep it short because the story is bad. You are Mason, a demolition expert for a mining colony on Mars. Yes you heard it right, Mars...I Know what you are thinking but the thing is, it works...and works very well. Apparently they terraformed the planet and now you can bread air. So anyway Mason's brother gets killed because of EDF (Earth Defence Force) which have gone coco-puffs and are mistreating the miners. Get ready for it because it is going hurt.

Mason is furious of his brother's death he joins a faction called Red Faction. But as you progress through the game his brother's death never comes up. Sure you are reminded by the workers not to forget the brother but there are no emotions and this is the bad thing about this game. NPC to player emotions is not present. Volition does not understand this and so the player cannot connect to the NPCs.

There are better ways for a story to begin. Having someone killed, be it a family member or a cat is the most cliché way to get a plot started. Also if the story is not executed correctly it will fail and this is what happened here. The battle is no longer between the EDF and Mason. The battle becomes more about EDF and the Red Faction and not about getting revenge and sticking it to the MAN if you know what I mean. So this is my solution.

I think that the story could have been more effective if the brother would have been infected be a deadly virus or something along those lines. This type of platform works because the player connects better with visual objects rather the analogue. There could also be periodic awakenings where Mason and his brother have a heart to hear. This is also a good platform to learn about their past and how they came to be in this mess. Again playing with emotions is the key here.

The NPC or the lack there of. Sure there are plenty of them around but they all look the same. Same height, same clothing, same sized heads. You know what I mean? Fact of life is that no one person is the same. Also the NPC feel as if they are just spawned at random and have no connection to the place at all. I tested this by killing off an entire section of NPC and when I came back at a later time they returned as if nothing happen. I think that the creators aimed abit too high with incorporating NPC in this game.

The game play is very well thought through and works very well. Not only do you get to destroy everything with your trusty hammer but you get to fire a number of weapons. The weapons that I could find are automatic assault rifle, enforcer, grinder, shotgun, arc welder, nano rifle, pacekeeper, standard pistol, rocket launcher, sniper rifle and demolition charges so you can bring down huge infrastructure. Bringing down EDF properties will give the player a higher salvage count and depending on the size of the property one could cause million of dollars worth of damage.

Another cool thing about the game is the integration of the Havok engine. For those who are not familiar with Havok, it is a real world physics engine.

The physics in this game is to die for. To give you an idea of how cool this engine is we'll take the pickup truck scenario. Let's say you and two of your buddies go on a EDF base assault and only two people can fit in the front. The third person will have to ride on the flat bed in the back of the pickup truck. If you make your jumps to high the person in the back will be thrown right off and killed. Another good example is the demolition of EDF properties. Standard light armored buildings behave very different then the thick walled barracks of the EDF. Also if you take out the structure supporting beams then the building will collapse and fall to the ground.

The only annoying thing about the game is driving the vehicles. At the very beginning of the game driving the vehicles is fun. The terrain is very well thought thorough and very well planned. When running away from EDF you can lose them by taking sharp corners and doing some aggressive driving. But as I progress through the game driving different vehicles becomes an annoyance. A good example is the last town. Everything is cramped in so close that the roads become alleyways and when driving at high speeds you can't help but hit the walls. The Vehicle design and animation is some of the best I have seen. They are all drivable with their own physics and you can also blow them up. The EDF armored vehicles are to die for. I give props to the designers.

Another issue I found is the hammer. The hammer was meant, at least in my vision, as a symbol of the game. I came to respect it as a symbol and got attached to it. But as I progressed and discovered new weapons the hammer and even his demolition charges become forgotten. This is where I think the game failed big time. The hammer and his demolition charges are his trademark and they should have been focused on more.

I think they missed the boat on this one. The Hammer and Demolition charges are the trademarks of a miner. Just like Wolverine has adamantium claws. Without his claws here is nothing but a man. Same idea works here. They should have made the hammer more the ICON of the game.

Also it is also not a good idea to take an engine that was used in other game and modify it it to fit another.

Overall this game exceeded my expectation and if you look beyond the weak story and other small flaws this game is great. I am definitely going to play it again.

The Godfather 2 Review

My first impressions were great. I for one love this game. Sure the game is unfinished and that is evident right from the start. There are things happening upfront where the user can see it. Operations such as loading the game or looking for downloaded content should be performed behind the scenes. GTA IV got this down perfectly.

The game in general, once you look past the little bugs and random strange stuff and not to mention the unbalanced police, is a fantastic game. It is too bad that it wasn't given the opportunity to get things finished...it would have been great.

The game is very well designed both visually and playability. Visually the game looks great. The NPC's are very well modeled and textured but there isn't a wide variety of NPC characters roaming the city. Almost all the NPC's look exactly the same. They are also not very well animated but again the animations are too few to render real life. Their emotions are also static and stale. To give the NPC's some credit, when shoot at they do run in all directions. At times they can even see through walls and scream out loud "GUN". lol

The city is also very well modeled and textured. It represents the 40s very well but again the city lacks a sense of life. At times it feels like a giant maze. The city does have night and day but that is it. It's does not have any other environmental systems. Los Angeles in particular looks amazing. The sun filled state is wonderfully populated by amazing buildings but less than impressive NPCs.

They claim that The Godfather 2 is an open world. In a way that is true to a certain degree. It is true that one can go anywhere they wish but most doors are locked which I find pointless in an open world. My rule is that in an open world all should be accessible but of course with consequences. Places should be interesting enough so to attract player interest with prize at the end.

The game does have limited customization system in place. You can change facial aspects, clothing, buy weapon licenses and modify the soldiers look but you are limited to just clothing. It is not much but it's better than nothing.

Out of all the games in my collection, this is the only game that I got all the throphies and the ultimate Platinum Trophy. I enjoyed searching the game world for weapons and other hidden items and that is what games are all about. Make it fun and easy unlike Dead Space which has failed in this task. They may have a higher quality game but their trophies system is annoying.

If they would of given the developers enough time this would have been a great game. It has all the right systems and a good story which is rare in games these days.

This game is now my favorite next to Dead Space. There is something about Godfather 2 game that I find entertaining. The characters, the world and the story somehow appeals to me.

Dead Space Review

Developer: Visceral Games | Publisher: Electronic Arts | Released: 2008 | World: ShipCloseQuarterCombat I have to say that this game is by far one of the most solid and well planned games I have ever played. Good job Visceral Games. To quote Mr. Schneider's "You can see the difference quality makes." Right from the start of the game the quality you can see the quality of the game, very impressive. At the very beginning as soon as you started the game you get chased by two monsters. Thanx for nothing Visceral... I had nightmares for a few days thanx to that scene. At the start of Chapter 03 right at the beginning of the chapter an arm of some sort came out of one the glass walls and scared the bejesus out of me. I turn tale and ran the other way. I ran like a little girl…Very well played... So far I gotten as far as Chapter 06 and I have not died once. Not killing the player in senseless ways is a bonus in my book. If I had to choose my favorite Chapter it would be Chapter 03. As soon as I got off the Trans System I knew that this would be my favorite Chapter. The whole level is so well planned that it was scary fun. I even got to meet the huge monster that chased me around the turbo lift for a while. And even then the brains at Visceral planned it so well. Sure I ran and hid near the save point but so did the monster. It hid behind the turbo lift waiting for me to come out. The anticipation was killing me, that and playing in total darkness. Another favorite of mine is when I got to meet the resurrecting mother@#$er that you could not kill. HonlyCrap that was cool and even when you got out it felt as if it was chasing me. Props props and more props. You can see that the people at Visceral spent allot time in the level to make sure that all elements play out the way the were meant to. The Bridge section disappointed me a little bit. I thought it would be much larger in size and abit more impressive. I thought this because it is such a small Bridge for such a large vessel. I also think that more things should have happened on the Bridge or at least have full access to ship specs, crew logs and so on. People like me want to see this stuff, experience the life on the ship. The weapons in the game are also very well designed. My favorite is the Plasma Cutter. I made it a priority early on in the game to upgrade this weapon to the max. I think that by the end of Chapter 02 I had the Plasma Cutter all maxed out. The Main Menu could have been a little better. I did not like the background nor the way the credits rolled out. What would have been more effective is having the main character standing in a corner of a hallway animated so when there is a sound he will look in that direction and get ready to fire. The story is very well developed but I still did not understand how these people lived and worked. I understood how they finally turned into monsters. I saw no traces of living quarters, beds or any other creature comforts. There were allot of storage rooms, bathrooms and other rooms but almost no military style quarters. Maybe no one slept on the ship. My only complaint was the turret scenes. The game formula worked fine up until that point. I don't understand why they had to stick a mini game in such a polished title...I hope they don't include mini-games in Dead Space 2. That right, it ruined it for me because you are going from a slow paced gameplay to something intense which requires a whole new skill set. To keep with the flow of the game they should have made the player protect a row of cannons and carry ammo to those cannons at the same time the player would have to deal with incoming enemies. Overall it was a fantastic game. They could have done it without the sick blood spilled horror but then again it would have been called just Space...not Dead Space.

Dead Space 2 - PS3 DEMO

Hi everyone,

This is my first look at the Dead Space 2 Demo for the PS3. Today I had the opportunity to play the DS2 DEMO on Playstation 3. My first impressions were, great visuals at an outstanding 1080p. For once a developer listened to what the players have been asking for. Visually the game looks great. Everything in the world of DS2 is well thought out and put together. Things are in their place because they belong there, not because they were put there as a cosmetic purposes. The intro was abit disappointing but that was to be expected from a sequel. I have never seen a good intro the second time around, well except for God of War and Soul Reaver series. Sound is also very well developed.

The music and sounds definitely help where there are moments of fright and it is of higher quality then the previous DS. The gameplay I found, this is my opinion, abit unbalanced. Having played Dead Space 1 about 5.5 times things did not surprise me when monsters popped out of the walls. This "monster popping" worked well for the first Dead Space but it does not work too well here...simply because it is to be expected. Once scene that did scare the bejeezus outta me was the elevator scene when the monster dropped down and right in front of me. Here I was thinking that elevators were safe and I pulled up the inventory map and this thing drops down right in front of me. There was no time to take out a weapon so I bashed its head in. Once it was over I said "that was uncalled for".

One thing that developers do not understand is that you have to give the player moments of pause. That moment of pause was the elevator ride. This gave the player a moment to organize and look over the maps and inventory items. This was the quiet before the storm so to speak. Another thing that I found that missed its mark were, the monsters. They felt as if they were just placed there like an unimportant NPC and their behaviour seem to be the same as well. But then again this is just a demo. Overall it was a good demo and I look forward to play the full game. One last point I want to make is that developers have to understand NPC to Human interaction. This is what is missing from games. Check out my Dead Space review here.

http://www.tgfx.webs.com

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