Showing posts with label gameplay. Show all posts
Showing posts with label gameplay. Show all posts

Friday, August 19, 2011

Red Faction Armageddon Review!

Red Faction: Armageddon is the fourth installment in the Red Faction series. The game follows Darius Mason (Alec Mason's grandson). Most of the game occurs underground which is a massive change from Red Faction: Guerrilla. Unfortunately this means that unlike Red Faction 3 the gameplay is linear and there isn't as much that can be destroyed.

The storyline is so-so. Darius starts out trying to defend a terraformer but does so to no avail (no matter how hard you try it is destroyed forcing Darius and the rest of civilization underground). Darius ends up on a mission to destroy an artifact that is covering a large opening in the ground. He learns shortly after destroying the artifact that he has been tricked by the cult leader Adam Hale. Chances are that you can guess exactly where this is going: Mars + strange artifact that you have to blow up = aliens. The aliens come at Darius in hordes after you fall through the hole and pretty much do so throughout the rest of the game (think Alien in physique, not Predator). Throughout there are various buildings that have been infested that Darius has to destroy because otherwise they'll continuously spawn more aliens. Darius makes his way through the caves helping out mining towns until he reaches Hale and his followers. Darius kills Hale and then realizes “Hey, we should probably get rid of this whole alien infestation thing...” And so Darius finds that the queen must be killed, etc, etc, spoilers. Simply put it reminded me much of Gears of War minus the outdoors.

The guns are quite entertaining. When destroying the artifact you use a magnet gun (fire one pole and then the other). I personally preferred the magnet gun over all others (mostly because you can attach it to living objects as well as buildings and because it has unlimited ammo). Most of the guns are traditional (nano rifle from the 3rd, rail gun, sledge hammer, pistols, shotgun, rocket launcher, assault rifle, arc welder, remote charge launcher). New to the 4th are the Singularity cannon (which you'll get to fire only a few times throughout the game due to lack of ammo), the plasma beam (great for taking down buildings), the plasma cannon (think miniature BFG), the XNG-5000 (fires nanite charges), plasma thrower (basically a flame thrower), laser pistols, pulse grenade launcher, and banshees (marauder pistols). My second favorite is the gun you receive after playing the game through (you may find yourself on the floor laughing after receiving and using it). Additionally they added the ability to rebuild the stuff you destroyed (so you don't fail the storyline by destroying everything). All around I would say the gun selection is excellent, I just wish there had been an open world in which I could break things aimlessly (as I did in the third as a stress reliever).

The Mech.
The mechs: they changed them. Rather than looking like they were conceived in the 80s they are fully actuating and basically function as a giant human would. Personally I enjoyed the old design, the new ones don't allow you to flip things (also: vehicles are slim to none, no GTA style roadkill-spree). They're nice, but I think they should have kept the flipping ability.

Multiplayer: If the only feature of call of duty was the zombie level but zombies were aliens and you were on mars, well...there you have it. Not particularly impressive.



Overall the only great point to the game was the gun selection. The story was mediocre and the change from open-world to linear gameplay made it much less desirable to play through (I kept playing hoping it would open up only to be disappointed at the end of the game, I have no intention of playing it through again). Aesthetically the game looks great, it is a notable improvement over the previous game. All in all I would say go ahead and play it but wait for the price to go down.

Red Faction Armageddon's Rating: 70/100


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Wednesday, August 17, 2011

Dungeon Siege 3 Review!

9 years ago the first Dungeon Siege game was released and it was a household favorite, well, it was in mine. 3 years after the first Dungeon Siege was released, they came out with a second one, a successful sequel. 6 years after that and Dungeon Siege 3 is released, if you are like me you got on board immediately, tried out the demo when it was announced at E3 and became a fan of the style, art, and gameplay instantly. That is of course until I got the full game.




There aren't many glitches in Dungeon Siege 3, in fact, other than a few collision issues; I didn't find any bugs at all which is fairly uncommon. So, needless to say, the game is well made. Dungeon Siege 3 looks good on a big TV with an HDMI cable but it feels a little cramped on a TV that is only of moderate size so I don't recommend this one for someone with poor vision and/or a small TV. Even though it is a very linear style the art looks fine but the developers certainly missed the key when it came to the way the characters look. In recent years video game players more and more like to be able to customize the look of their character even if it is only something as little as changing the weapon. Well, in Dungeon Siege 3, you can change the weapon! BUT it is barely noticeable so you basically are stuck with the same model throughout the game, that isn't to say the characters don't look good, you just don't get to control all the flashy parts of the character and make it your own. The sound of the game is fine, there really isn't anything standing out about the music or character fighting noises. Dungeon Siege 3 does use voice-overs for all of its communication between player and npc and they sound good but beyond that, there's not much to say about them.

The gameplay of the game is solid, there are 4 characters to choose from, the class melee 2 hander wielding/sword and board character, the ranged gunslinger, 1 purely magic based character and a character that morphs between human form and a fire like demon lady. Each character gets two forms, if you are the sword wielding character you get a 2 hander form and a sword and board form, switching between the two is as easy as press the left bumper button (we played it on Xbox360). Beyond being able to change stances/forms with each character you also get 9 skills (+2 that don't really count) 6 offensive skills, 3 for each form, and 3 defensive skills used in either stance. Every character ends up with every skill so that isn't where the customization comes in, it comes in when you pick the proficiencies for the skills. Each of the 9 skills has two proficiencies in which you can place a total of 5 points but because you can only place a total of those 5 points in any skill, you either fill one proficiency out completely or mix it up, but you can never max out both proficiencies. The game also has a talent system used to enhance your character. Unfortunately for all of this, I found that with exception to healing based skills/gear the weapon was way more important than any customization you make to your character.

Because of the dependence on your gear, you will notice times in the game where you just got a cool new weapon or something that the game is very easy, but as it takes time to find a new weapon or piece of armor that the game becomes more difficult as enemies basically out level your equipment. This draws away from the game because it then becomes a monotonous grind to find that new piece of armor unless you can get into the story, but you likely won't. The developers of Dungeon Siege 3 went to great lengths for voice-overs and animation for interaction with npcs but the story/plot is so weak it is very difficult to get behind. It doesn't grab you like you wished it did and I think if it had grabbed me I would have enjoyed the game a lot more than I did. Because of the weak story it is difficult (for me at least) to play the game for extended periods of time or even focus on it at all, I quickly find myself getting on Youtube watching some lamb being morphed into a ton of different grotesque looking things with far simpler animations instead of playing the game the developers of Dungeon Siege 3 clearly put so much effort into.

I have played the offline multiplayer a number of different times in Dungeon Siege 3, but I haven't played the online one, my understanding is that it is similar to the offline except your not sitting next to the player your playing with and that you can change who you're co-playing with from time to time. However, I wouldn't take my word on this aspect of the game since it is only what I've heard from friends.

Dungeon Siege 3 is a hack and slash, if that is what you want then this is the game for you, but if you are looking for a story and some sort of attachment with the game, you are probably better off waiting for something else to come around (SWTOR anyone?). It looks good on a big TV but because it is so far away so you can see everything it is difficult to play on a smaller TV. The plot is weak and never grabs you which made the game significantly less enjoyable and despite all the customization of each classes skills available to the players, the grind for gear wins the day as far as effectiveness is concerned.

Dungeon Siege 3 Rating: 71/100

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Tuesday, August 16, 2011

Dirt 3 Review!!

Dirt 3 is a rally car racing game with a number of cars and tracks. The menu system has an entertaining series of semi-translucent tetrahedrons that unfold into rally circuit choices. The single player campaign/circuit mode offers 4 seasons with 20 or so individual events within each one and within each event 1-3 seperate races. So, needless to say, there is a lot you can do. Tack onto that the challenge mode in the non-linear free world maps that allow you to crash and jump to your hearts content and the countless hours you will be spending online and you are likely to find yourself playing for extended periods of time as you explore the possibilities. Fortunately for those gaming-inept this is an easy-to-pick-up game.

When I said "easy-to-pick-up game" there should be an asterisk next to it, that is because the casual settings mode of the game (the mode that assists you in speed control, breaking, turning, and directions) is very easy to use and most players will never pull there finger or foot off the throttle. Unfortunately, as soon as you select intermediate or advanced settings, you will find yourself sliding off the maps doing crazy flips and wrecking your car until you get a better grasp on the controls. This can take awhile as the difference between casual and intermediate is vast. The one upside to all the crashing that you will be doing is just that, the crashing (the cars crumple and the game physics functions properly). Whether you are doing a barrel roll through the sky or plummeting down into a lake, it will look awesome.

The graphics in this game are spectacular, everything is crisp, the game never slows down during the races and it just looks awesome. It is the type of game that is sufficiently aesthetically pleasing to where I don't mind sitting on the side lines watching someone else play. However this comes at a price, the load times can be lengthy (30 seconds to a minute sometimes) but I say it is well worth the wait. Visuals aren't the only sense Dirt 3 aims to please. The audio from the game is amazing as well, the cars sound great and you can tell the developers of Dirt 3 really put some work into it. Changes as simple as those in direction or change in surface can be heard clearly but in a way that sounds like it should. It's not over the top, it is the sound I think of when I think of rally car racing and I think Dirt 3 hits it right on the money. Beyond great audio from the cars Dirt 3 has a great soundtrack. The tracks may not play to your preference if you are into country or jazz, but I'm guessing most people will enjoy it.

The gameplay! It's great. Dirt 3 offers several different modes of play on and offline outside of the campaign. Everything from regular rally, to rally cross, joyride, trailblazer, head2head, capture the flag, land rush and gymkhana. Unless you've already played the game, you don't know what most of those are (or unless there's a niche of people in the world that should know those names that I don't know about). Working backwards with gymkhana we get a sort of head to head with up to 4 players stunt round. The object being to do the most tricks like drifting, getting air, doing donuts, smashing objects and other various stunts, the player who did the most/most consecutive gets the most points and wins.

Capture the flag is exactly that, it's the game you played in boy scouts except with cars and high speed crashes. The first time you load in you won't have any clue what you are doing (and probably for the next 3 times you try it) but once you get a hang of it, it becomes great fun. Head2head maps use a very interesting track style. With 2 players on the same track starting at opposite ends of the track you race the map by yourself seeing your opponent driving the roads you were just on but right next to you, it creates a scenario where, at crossover points, players meet (if they are keeping pace with each other) to create a very exciting scenario for the audience whether it be in game or a real life one. Joyride is an open world map sort of, obviously it has its limits, but after 20 minutes in my first one, I was still finding new and arguably stupid things to be doing in it, I will say that it is best done with a partner because then you have someone to run into. The others are normal rally style races for the most part but with the wide variety of maps ranging from snow, gravel, dirt, concrete and wetness. Every map can take several forms creating a huge uncertainty in your driving even if you've been on the map before.

The online multiplayer in Dirt 3 is good, I won't say great because it isn't flawless but it can be good fun if you have a good connection. The biggest problem I had with the online multiplayer in Dirt 3 was that some of the other players' cars would jump around a bit which made it difficult to tell exactly where they were at any given time. However, because most of the online games I played used a staggered start, this rarely became an issue since it was more about independent driving then running your buddy or that 12 year old boy off a cliff.

If you can get past the load times and the somewhat jumpy cars in the online play, Dirt 3 will be one of your best friends (as far as racing games are concerned). Generally speaking, I am not a fan of racing games that involve me having to pull off the throttle, I like my lead foot, but even with Dirt 3 not letting me go 'balls to the wall' around every corner I thoroughly enjoyed it. I seriously doubt many people out there have done everything the game has to offer, that is because it offers so much. Not only that, but the game looks and sounds better than you can possibly hope for. If there was ever a racing game (outside of Mario Kart) that I would recommend, it would probably be Dirt 3. Dirt 3 is a win for Codemasters.

Dirt 3s rating: 86/100

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Just a note to those who it may concern, I tested this game on Xbox 360 (first gen and a new gen one), my comments about load times and online lag is only valid for that console and not for PC or PS3.

Friday, August 12, 2011

Humble Indie Bundle #3 Review

In case you haven't heard of the Humble Indie Bundle at all over the last 2 weeks, it was a event designed to allow users of indie games to pay what they want, literally any dollar amount, for 5-11 games (depending on how much you donated) for the purpose of supporting independent game developers and two charities.

The charities, which are the most important thing in the event, are Child's play and EFF (Electronic Frontier Foundation). Child's Play is a charity that helps to get toys, books, and games for sick children in children's hospitals across the nation. EFF is a non-profit organization designed to protect our rights on the internet, things like free speech, consumer rights, privacy et cetera.

Unfortunately for my readers, the event just ended but on the upside, over 2.1 million dollars was gathered for the developers and charities. On the upside, this is the third time they have done the event and they plan on doing it again in the future, you can even sign up for news about the next event on their website (a link will be posted at the bottom of this article).

The games!!!!! The Humble Indie Bundle #3 basic package came with 5 different games, if you were willing to spend greater than the average amount of money spent per customer (which ended up being around 6 dollars) you got between 9-11 games depending on when in the event you donated. The basic 5 games which I will provide a brief review of each were Cogs, Crayon Physics Deluxe, VVVVVV (yes, that is actually the name of the game), Hammerfight, and And Yet It Moves. Most of these games are fairly simple puzzle like games (with exception to Hammerfight), and each is still available at a great price on Steam if you have an interest in any of them. Support independent developers!

The first game I tried out from the Humble Indie Bundle was Cogs, it is a simple puzzle game about moving gears or pipes to get things to crank or flow in the direction the game wants it to go. The game play itself is simple, click to move a piece, right click to rotate the camera (yes, 3d puzzles!), but the game itself gets incredibly challenging at an unbelievable rate. I quickly ran into challenges that were taking me minutes to complete and shortly after, ones that I just couldn't complete at all. If you are a puzzle nerd, this game is for you, I consider myself to be pretty good at this style of game but in contest it was Game: 1 Nerd: 0. The game itself runs smooth, the graphics aren't over the top and the only real complaint I had was that the game limited max resolution, so it just didn't fit right on my 23 inch screen.

The second game I played was VVVVVV, which by the sounds of its title is a umm, wait I'm just not sure. The title certainly grabs your attention and once you get started in game, the game does as well. You play a character running around these levels trying to find your ship mates on this huge, strange ship covered with deadly spikes on walls and a ton of different physics involved. You control gravity and have the ability to invert it (only up and down, not side to side) but you lack the ability to jump. The game is VERY colorful and started to hurt my eyes after an hour or so but the music is fantastic, it is very challenging but not over the top difficult, and the developers attempt to tell a story to hold onto your attention (it wasn't bad, I just didn't want to read much at the time). The controls for the teleportation devices, which you will find shortly after starting the game, are difficult to understand and optimization of game play is non existent but VVVVVV makes for a good side-scrolling, gravity wielding, colorful and musical game.

Next up was Hammerfight, and even though it had the potential to be my favorite, because of its steep learning curve and lack of direction, it was my least favorite. You control this flying wheelchair (it's not actually a wheelchair, that is just the first thing I thought of) like thing with a number of different attachable weapons swinging them around killing everything you hit with it.The game doesn't tell you what's an enemy, what the objective is, and what needs to be saved versus killed, so you will quickly be stuck on the same level over and over. It may have just been my impatience at this point but the learning curve was so steep that I couldn't get past it and enjoy the game and its pretty good looking style. In my opinion, this one was an unfortunate miss.

Crayon Physics Deluxe, the surprise of the bundle! and I sincerely mean it. I had played a similarly titled game on the iphone before and wasn't impressed at all, and I thought this would be basically the same game but for the computer which would take away from the game even more. Fortunately, I was wrong. It's another puzzle game, you get preset maps and you have to get your circle to the star to get to the next level. You do this by drawing lines to make bridges or creating swinging hammers to launch your circle in the direction you want it to go, or in the wrong direction if you mess up the drawing. The possibilities of what you can draw and do are pretty much unlimited, once you understand how the game reacts with what is drawn, it is a pretty easy game with decent music. The game runs great, it has a pretty cool art style, and I didn't run into any problems at all with the game play. I personally recommend this one to anyone of any age. Instead of drawing with crayons on paper and it not doing anything, you get to draw on the screen and see it move. It takes boring old drawing to the next level in a way I like.

The last game in the basic package of the Humble Indie Bundle that I played was And Yet It Moves. This game is very simple. You control a paper model of a human and have to get from point A to point B. You can control gravity by turning the screen to the left or right to help get where you need to go. The game play is pretty basic, nothing super challenging even after they add in levels that destroy themselves and bats/lizards in the fray of things. Personally, my favorite part of the game was the art, the game looks like paper on your screen and generally speaking just cool to look at. In the Humble Indie Bundle this was my second favorite game, it runs smooth, it looks great, and its not impossibly difficult.

The Humble Indie Bundle doesn't aim to sell you your next go to game that is going to last months or even years, it really doesn't matter what it is giving you. It is about supporting the developers and charities, and for that reason is why I supported them. Indie developers are the developers making the truly new games right now because big name developers who invest a ton of money and time into their games want to make a return on it, so they are playing it safe with what they make. Look to indie developers for those innovative games in the future. And look to future Humble Indie Bundles as a way to get a bunch of good games for a great price while supporting charities for a good cause.



Humble Indie Bundle Rating: Not needed, it's for the cause, not the games.

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Link to the Humble Indie Bundle website where you can sign up for news and info about future bundles. http://www.humblebundle.com/

Thursday, August 11, 2011

Mobile Thursday Review of Godville!!

Godville can be found on PC, in the Apple store, and on the Android market. It is a MMOZPG. In case you have never heard the term and chances are you haven't, it means Massively Multiplayer Online Zero-Player Game. Basically that means that you don't control your own character directly like you do in other MMOs like WoW or RIft.

The basic premise of the game is that you play god, and your actions as god influence your character but you never directly control the character, you can punish the character or encourage it, each affecting the character in different ways. In Godville, your character levels up, collects gear, fights monsters, and completes quests all the while sending you little humorous messages. The messages, many of which are user submitted and something I personally enjoy a great deal as some are hilarious, are really the most important part of the game as far as entertainment is concerned. Reading them and seeing what your hero is doing is just about all you can do outside of the arena.

Influencing your character is simple but it gets more complex as you level up, at level 10 you can start doing matches in the arena, at level 12 you can join or create a guild, at level 18 you can get your first pet in Godville. Generally speaking the more often you are in game using up your Godpower, which is the way you influence your hero, the faster you level up. However, because its a zero-player game, even if you don't check on your hero for a week or two, he's probably still out there leveling and killing monsters. The other major impact of Godpower has through encouragement and punishment on your hero is his personality. A hero that is punished a lot will have a wicked or cruel personality and react with merchants differently than a hero that is encouraged a lot. The other difference is that a hero that is encouraged often will heal often while a hero that is routinely punished will be hurt by the punishments but do more damage in combat. Punishments can lead to death of your hero as I've accidentally brought onto my own hero several times, but resurrection is as simple as pressing a no Godpower cost button.

Outside of influencing your characters personality or joining a guild, the largest part of the game by far as far as involvement is concerned are the arenas. When in an arena (actually any time really but it's really only useful in the arena), you can send your hero simple messages that the game can pick up and translate into special attacks that the hero performs in your honor (you being the god). Simple attacks like Attack! and Heal your wounds! or pray! all work but because it is a zero-player game, just being active in the arena doesn't guarantee a win and despite doing actual research on how to improve my own win rate I'm still only 17-16 in arena matches. The cost of a loss is all the money on your character at that time so it's a good idea to enter the arena with a small amount of money, but winning rewards you with the losers money and a gold brick. The gold bricks go towards building a temple presumably for the god (you) but because my own is only 4.2% complete I can't be certain what the temple does exactly. As far as I can tell, only a few people have finished their temples and those are likely people who started long before I did.

The game is free and there are no ads!!!!!! If you want to support the developers you can purchase Godpower charges but it's really not needed as you get them from leveling up and from winning arena matches. Godville is a great way to waste time throughout the day, and it continues playing even when you aren't so you can always come back to see what you hero has been up too. There is either a steep learning curve in arenas or a lot of luck in them and sometimes you have to wait a considerable amount of time to get into one but the game seems to be fairly balanced and despite the fact that I've been playing for over a month now I've yet to find a single bug or error in the game. I also love that the developers constantly update with new user-submitted content. This game won't be your new go to game when your bored, but if you are at work or sitting around watching TV, it's a great game for a couple free laughs.

 Godville's rating: 81/100!


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Tuesday, August 9, 2011

First Impressions of War Inc. Battlezone Beta

If you are a PC gamer then you likely have Steam on your computer, at least I hope you do. Well, in the past couple of months Steam has begun releasing more and more free-to-play games with incentives for players who wish to be premium users. One of those games is War Inc. Battlezone, it is in the beta right now but after its release it will still be free-to-play.

War Inc. Battlezone would be best described as a third-person shooter with a hint of MMO. You start at level one and rank up through experience earned in game based on defensive score, offensive score, tactical score and winning bonus. Unlike other games that have a leveling system (MW2), the ranks have an actual purpose other than unlocking or rewarding gear. In War Inc. Battlezone your character gets skill points based on its level that go towards things like improving your sniper abilities by reducing sway when zoomed in and allowing you to hold your breath longer. There are also skill points that improve damage dealt, reduce damage taken, improve detection of enemies on the minimap, and increase maximum health. After 20 hours of play my skill tree is pretty messed up because I tried just about everything, but fortunately the developers had the presence of mind to include a way to reset your skill points through a relatively cheap premium offer. The skill points matter! And that is one of the first things that War Inc. Battlezone did that I found impressed me, they weren't just thrown in for the hell of it, they make a difference.

The gameplay:
 As I said before its a third person over the shoulder shooter. I can sometimes enjoy this style of play but if it isn't developed right it can be annoying, and in this case sometimes hindering. By that I mean that in War Inc. Battlezone you are unable to switch between which shoulder you look over, which means that the person approaching/turning right around a corner will always have an advantage because he can see around the corner more easily. If War Inc. Battlezone addresses this issue then it will likely improve balance on the maps a great deal as certain maps favor certain positions because of this issue and not because of things like altitude. The game play itself is fairly smooth though, the graphics remind me of an ramped up version of Counterstrike so they aren't top of the line but they still look good at the high settings. There are a few issues with collision that I came across but the game is still in fairly early beta so for now I will overlook them.

The maps range from being pretty large to being very tight and chaotic. The action is almost always fast paced and unlike other shooters out there you are actually shooting real bullets!!!!! I cannot stress this enough, in War Inc. Battlezone, you are NOT shooting rubber bullets, if you take 2 or 3 shots in the chest from an assault rifle or 1 from a sniper/shotgun you are probably going to die. I like this. I like the trend in recent games moving away from the bullets made of jello.

War Inc. Battlezone provides a huge array of weapons to choose from. From sub-machine guns to assault rifles to sniper rifles to shotguns and rpgs. The largest of those categories by far is the assault rifle with a ton of different options to choose from, many of which feel completely different than the other offers. Some have iron sights or holographic sights or red dots. They vary in accuracy and damage so your choice does make a big difference in your play style. The sub-machine guns feel a lot like the assault rifles but quieter and a little bit more accurate when zoomed in which brings me to my next topic for the automatic weapons. Zooming. Unfortunately in War Inc. Battlezone it seems as though accuracy in close to mid range situations drops as you zoom in which means your better off using the hip fire position. This of course does not include sniper rifles, in fact I would argue that sniper rifles are probably too accurate right now as I can usually pull about 80% hit rate on moving targets in any regular game right now and since the sniper rifle I use (the 50 cal) is a one hit kill on any body or better shot, it is a little over powered.  Shotguns are awesome. I really don't have to go into them. If you are close range and you get hit by an accurate shotgun blast you are probably going to die, this is in fact the case in War Inc. Battlezone. So to you developers, I thank you for the shotgun. The last group of weapons I want to comment on are the support ones. While that may sound like it's the heavy machine gun category, it is in actuality the explosive round category with weapons like RPGs. They are fun to use. They are not a viable weapon for a long game or life. War Inc. Battlezone gives you at most 6 shots in one of these guns and in some as few as 2 per life with no way to get more ammunition, add on to that the fact that you can hit someone with an rpg in the face and if your unlucky in your timing (in relation to their spawning) or if they used their skill points to take less damage from explosions it wont kill them in one shot, leaving you to reload for the next 5-14 seconds. Furthermore, War Inc. Battlezone doesn't have vehicles which reduces their potential to be effectively used even more.



Major complaints/concerns/things I hope to see in the future out of the game:

Sniper rifle going through a wall (hard to see here because of lighting)
Shot into cement wall from behind a wall
War Inc. Battlezone is still in beta, I understand and accept this. However there are a few things that concern me a great deal. The first of which is the way guns are fired, the character doesn't react to firing, it just stands there and flashes come out of the gun but accuracy changes as you fire longer so I would like to see some sort of movement from the character and the gun in the future. Bugs, bugs, bugs. I've found a number of them and submitted a couple, one of which was fixed within hours because it was quite literally ruining the game. However, there are others that I've submitted like being able to see and shoot through certain walls as a sniper while not being able to be hit yourself. VEHICLES!!!!!! I want to see them, even if it is some worthless little buggy that I can try to run people over with, it will make the support weapons in War Inc. Battlezone just a little bit more valuable hopefully. The last thing I want to see out of the game is a wider variety of maps, they have already made a Counterstrike dust like map which is cool, but as they release more maps they seem to be favoring the small chaotic map rather than the large and more strategically and tactically dependent maps. I would like to see them move away from the trend of small maps.


Final Impressions:

The developers of War Inc. Battlezone are updating the game almost every day which is fantastic and if they keep up this pace I see a promising future for the game but I fear the limitations of the game through things like graphics and vehicles will limit their ability to grab and more importantly hold onto the player. For now though, I will continue to watch it develop and enjoy my free game.

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As promised, images. They are kinda small because it was my first try but next time I will make sure to make them more clear