• RAGE Review (Xbox 360)

    Posted by Chris Forbis on Oct-10-2011

    RAGE Review (Xbox 360)

    Game Review: RAGE (Xbox 360)
    Release: October 4, 2011
    Genre: Action FPS / RPG Hybrid
    Developer: id / Bethesda
    Available Platforms: Xbox 360, PS3, PC
    Players: 1-2 Local / 2-4 Online
    MSRP: $59.99 US
    ESRB Rating: M for Mature
    Website: www.rage.com

    RAGE is first person shooter pioneer, id software’s, latest entry into the gaming market place. This is their first game developed completely in-house since DOOM 3.  Let’s see how id did in meeting fan’s high expectations.

    “After an asteroid impacts Earth, humanity attempts to rebuild. Sheltered in cryogenic lifeboats, survivors emerge years after impact to a devastated planet where some of mankind survived in struggling settlements or murderous bandit clans, while horrific mutants roam the dead cities. And a mysterious tyrannical government is on the hunt… for you.”

    The game opens with a gorgeous cinematic of an asteroid approaching and striking the Earth. The next thing you know, your arc has opened, you awake from suspension, and you are the only survivor aboard your ark. You exit the arc and step into the post-apocalyptic steam-punkish Wasteland of RAGE.

    The first minute playing this game left two impressions with me. The first was the amazing visuals.  RAGE is absolutely stunning visually.  The eye-candy is endless and in every polished detail.  The second was the glassy smooth movement controls. Everything is responsive and natural, the kind of integration that makes the controller vanish and puts you right in the game. Even the vehicle handling is excellent. The only drawback here, all racing in RAGE is third person with no ability to change your view.

    Weapon selection is more along the lines of traditional FPS games, with just one of each type of weapon you will need.  Certain weapons can only be crafted from parts, such as sentry-bots and advanced wing-sticks (think smart boomerang made of three razor-sharp blades used to silently lop the heads off of enemies).  The inventory system is elegant and simple as it groups like items automatically and just shows you a total count or total value.

    Geographically, there is one small settlement and two larger cities in RAGE. The settlement serves as a primer to introduce you to weapons, vehicles and the way missions and economics work in the game. Very soon you move on to the first real city, Wellspring, which serves as the central game hub for the first disc. Here is where most of the NPCs reside to provide missions and supplies, a vehicle garage and a race track. Subway Town provides basically the same resources for disc two.

    In each city there are several gambling mini-games to be played in order to win (or lose) money:

    • RAGE Frenzy - This is a Pokémon style card game.
    • Five Finger Filet - This is a pattern / timing game.
    • Tombstone - This is a pure game of chance using dice.
    • Strum - This is a musical pattern game.

    In addition to the mini games:

    • Racing - Each the cities has a race track where you can compete in a variety of racing events.
    • Mutant Bash TV - You are put into an arena and must survive waves of enemies.

    Do not confuse the RAGE Wasteland with the Fallout Wasteland. RAGE is touted as an “open world” game, but it is not very open at all. The connections from the cities to the mission sites are called the Wasteland and it serves as roads and a small battleground for vehicular combat. Outside of the mission sites and the cities there just isn’t anything to explore. Even the mission levels are linear with no room to wander. Granted this is firstly a first person shooter, but the RPG elements of the game leave you wanting more as there are far fewer destinations and missions than in Fallout 3, New Vegas or Borderlands

    The multi-player player portion of the game is a completely separate experience from the main campaign, meaning there is no multi-player campaign. Instead, there are separate stories called Wasteland Legends. These are separate storylines from the campaign and are based on some of the tall tales told in the wasteland. This is the only part of the game that supports split-screen play.  Why no split-screen racing?

    Overall, there really is a ton of stuff to do in RAGE, and all of it controls as good as it looks, however, the RPG fan in me says there should have been more.  More story.  More locations.  More missions.  And this brings me back to where I started; expectations.  I expected the “open world” to be like Fallout and Borderlands, big and sprawling.  RAGE isn’t.

    The story feels like a pilot episode to a much bigger story.  RAGE is clearly meant to be a franchise starter leaving a lot of places for the story go.  The multi-player part of RAGE is fun, but completely separated from the campaign portion of the game.  Even the multi-player racing feels tacked on, like an after-thought.

    Taking into consideration these minor disappointments, RAGE is a fantastically made game that is a pleasure to play, nearly bug-less on consoles (there are video driver issues on PCs that AMD and Nvidia are working to resolve), and completely immersive.  My biggest problem with RAGE is wanting more.

    • Visually Stunning
    • Glassy Smooth Controls
    • Even The Driving Is Excellent
    • Detached Multi-player Experience
    • Story Falls Short

    Final Score: 9 out of 10

    Road RAGE Multiplayer Racing
    rage_gc09_screenshot_4
    rage-22_837_517_90
    RAGE Xbox 360 box art
    RAGE Wingstick Training
    RAGE Wellsprings Area
    RAGE Vehicle
    RAGE The Wasteland
    RAGE Settlement
    RAGE Resistance in Subway Town
    RAGE Racing
    RAGE Passage Between Cities
    RAGE Mission Area
    RAGE Jani Supplies
    rage inventory system
    RAGE Ginny
    RAGE Frezy Mini-game
    RAGE DOOM Room
    RAGE Defibrillator
    RAGE Dead City Giant Mutant
    RAGE Dead City Boss Battle
    Rage CrossBow
    RAGE Box Art
    RAGE Authority
    rage anarchy edition
    Doom 3 Box Art
    Bethesda id logo

    Continue to complete article on Platform Nation

    Dead Island Review (Xbox 360)

    Posted by Chris Forbis on Sep-18-2011

    Dead Island Review (Xbox 360)

    Game Review: Dead Island (Xbox 360)
    Release: September  6, 2011
    Genre: Zombie Action RPG
    Developer:  Techland / Deep Silver
    Available Platforms:  Xbox 360, PS3, PC
    Players: 1 – 4 Online Co-op
    MSRP: $59.99 US (Consoles) / $49.99 US (PC)
    ESRB Rating: M for Mature
    Website:  www.DeadIsland.com

    Dead Island takes place on the Island of Banoi, in and around the luxurious Royal Palms Resort.  A mysterious and contagious zombie outbreak sends the entire island into chaos.  Among the guests at the resort, only four are immune to the virus, and they are called upon by all of the other survivors to risk their lives to go find everything from gasoline to Champagne.  The main quest is to escape the island before an approaching monsoon hits.

    Playing as one of the immune, you explore the huge open-world island, finding weapons, looting luggage, drinking energy drinks (health packs)… and killing zombies.  Each of the four playable characters has a special skill (guns, blunt weapons, blades and throwing weapons) and just enough back-story to explain why they have their specific skill.

     

    The huge island is divided into areas (resort, city, jungle, etc.) and access to each consecutive area is earned  by completing quests.  Weapons are literally everywhere and degrade with use, so scavenging for money to pay for repairs and supplies to modify your weapons are an important part of the game.  Fortunately there is no karma system in the game, so feel free to loot everyone’s luggage, steal medical supplies and help yourself to whatever you want in the church.

    Dead Island is a culmination of some of the best features of many great games.  Imagine a Franken-game created with parts taken from the following:

    • Sound design from Dead Space
    • Four playable co-op characters from Left 4 Dead
    • A huge open world map unlocked a section at a time from Borderlands
    • Lots of NPCs with scavenging quests from Fallout 3
    • Assorted zombie types from Left 4 Dead
    • Skill trees from Borderlands
    • Weapon mods from Dead Rising
    • Vehicles from Far Cry 2
    The four player co-op is brilliantly designed and executed.  You can easily drop in or out of other player’s public games or have them join yours on the fly.  This is like the four player Left 4 Dead co-op with the drop in and drop out ease of the Lego video games.  The only drawback is no local co-op; it’s online only.

     

    Continue to complete review on Platform Nation

    DLC Breaks Unwritten Rules

    Posted by Chris Forbis on May-28-2010

    Why is it that some DLC makes you wonder just what the developers were thinking?  Should I really need to buy more armor or weapons to enjoy a game ?  While some DLC hits their target dead on, others leave me wondering WTF.

    I’ll start with some obvious examples of what I consider top-drawer spot-on DLC.

    • Guitar Hero / Rock Band Music Tracks
    • First Person Shooter Map Packs
    • Racing Game Car Packs and Track Packs

    These are perfect examples because they follow the rules.  Not my rules, and there are no universal rules for DLC, but they follow the rules of the game they are made for.  Music tracks expand Guitar Hero and RockBand without changing the rules of the game.  Map Packs for Halo are just new environments to play the same game with the same rules.  Car and Track Packs… you see where this is going.  DLC should stick to the rules of the original game while expanding the experience in some way.

    Here are a few that I feel just didn’t hit the mark.

    Find my complete article on DLC that breaks the rules at Platform Nation.  Covered is DLC for the following games: