Posts tagged “Electronic Arts

No Love In a Elevator: Our Dead Space 3 Review

ds3logoprimary_jpg_jpgcopy

Dead Space 3 is a game that everyone should play – especially other developers. Not because the game employs any interesting gameplay mechanics, or expands what you can do with an established franchise. Instead, Visceral Games and EA are showing the gaming community how you can easily run a series directly into the ground by running away from what made you great. Unfortunately and ironically it seems as if the title of the game has also described its latest iteration.

We pick up the story some 200 years after Dead Space 2: the Unitarians have surpassed and supplanted their EarthGov rivals and have become much more powerful. So powerful in fact that they now have their own black-market-loving militia. Our favorite necromorph-stomping engineer, Isaac, is back and has been trying everything to forget the past. Everything, that is, except for Ellie, the one-eyed survivor from the Sprawl incident. It seems that in the time span from the last game, you two have become romantically involved, broken up, and now she’s dating a jerk who forces you – at gunpoint – to help him save her. Isaac can’t catch a damn break.

ds3_lunar_colony_05_tga_jpgcopy

I won’t go into spoilers in this review because for as forgettable and rushed as I think the product was, I want people to experience the narrative for themselves. Rather than do that, I will discuss the wrapper and not the candy.

Many Dead Space fans bought into the story and universe for a couple of reasons: wanting to be scared and really liking gory action. The first game introduced an eerie world filled with atmospheric solitude and a “strategic dismemberment” concept. Coupled with an iconic design for the protagonist, it created a very different and fresh take on the horror genre that captured people’s imaginations. Dead Space 2 expanded on that with updated graphics, a broadening of the mythos and ramped up the gore factor to ten. Dead Space 3 took almost all of that meaty foundation and actively chips away at it.

This is why this game is so frustrating. Early on, when Visceral announced this sequel, they gave us a glimpse into a game that wound up resembling Gears Of War more than Dead Space. Cooperative play and soldiers shooting at Isaac were the showcases. The gaming community saw this, heaved a collective sigh, and waited for a new trailer or word from producer Steve Papoutsis that the elements that embodied the series were still intact. Steve’s response was to reassure everyone and ask then to give the benefit of the doubt. After finishing Dead Space 3, it’s left me more disappointed than anything.

For every advancement made, the game feels like it takes a step or two backward. Gone are any of the memorable moments that you found in Dead Space 2, like the needle in the eye scene or any of interactions with the NPC’s.

The design of the characters seems a little off as well, especially Ellie’s. Her animations and speech often seemed rather disjointed. The addition of the Unitologists as a fighting force and enemy was a poor choice and removed any tension or horror that could have been. The allure of the crazy religious sect was that they were shadowy and all you really knew about them was their undying allegiance to the makers. When you meet them now they are nothing more than a SWAT team, hell bent on killing you. Adding enemies with guns, while providing only a tacked-on cover system that doesn’t really work did the game a disservice and lessened the final product, in my opinion. The new co-op character, Carver, didn’t really add anything of significance to the mix either in my solo game; although I hear he is fleshed out a bit more in the co-op missions. Everything in this game seemed a bit throwaway: the story, environments, and villain all seemed to be an afterthought. Even the small transitions that occurred when you put on a new suit seemed to be rushed. I loved the way the camera would focus and hang on your visor after you put on a new suit, though – it just added the small touch of flair and badass-ness that makes you want to be Isaac. The lack of those small touches makes me feel like the game was either rushed in some way or that the team put their efforts in other unseen places.

I will say this: the gun building in the game was the highlight for me. At first I scoffed at the two-gun approach, but in retrospect it made me experiment much more and try out new combinations more often. My assault rifle/rocket launcher combo made parts of the game much more enjoyable. I learned this the hard way when some boss battles took twice as long because I didn’t have the right weapon setup. It felt like in older games you could get away with just using a plasma cutter if you wanted to play that way but in Dead Space 3 you need to manage your toolset in smart ways or make a Swiss-Army type gun that suits all situations. Most people won’t know this unless they are told or find themselves consistently on the losing end of a fight.

Dead Space 3 had a bunch of things going for it when it was announced: it came with the foundation of having a pretty rabid fanbase, super interesting story with great characters, and some of the scariest tension-filled moments since Doom. It falls short on most of the things that made the franchise great, and adds unnecessary fluff to try and compensate. It seems like the tradition of weak third games in a trilogy has reared its ugly head and the Dead Space series looks to be its latest victim.

*Editor’s Note*

For the folks who rent this game, understand that there is an online pass required if you want to play co-op. I didn’t know this when I rented from Gamefly and was super disappointed that EA would gate a major feature behind a paywall. I know that this has become the way of the world, but it still stings a bit when you want to have the full experience in a narrative-based game.

Once I have a chance to run through the game on co-op, I will post my review on what new or interesting things are on that side. Hell, if you want to play co-op with me and help me review it, send a friend request to KAHJAH1 on PSN.


2kSports Should Look To The Past For A Better Dunk Contest Experience.

I have two vices: videogames and basketball, I’ve probably played every iteration of the digital version that you can think of. From Double Dribble to Slam-N-Jam 95′ the sport has seen numerous changes. With each technological advance we’ve seen a huge improvement in graphics, commentary, AI and physics. All this brings me to today’s topic: The Digital Dunk Contest.

To show you where I would love to end up, let’s start at the beginning: in 1988 Jordan Vs. Bird had the first videogame dunk contest. The funny thing about it was the fact that you could only play as Jordan, so I’m not sure how it was really a contest. (But did you really want to play as Bird?) You were given a selection of ten dunks to choose from and relied on a timing meter to execute the dunk you wanted to perform. The game captured the likeness and signature moves of Jordan plus gave you a challenge while trying to pull off his dunks. I think I might have played this one aspect of the game more than anything else.

Here is your throwback video to illustrate:

Fast forward to 2005 and Electronic Arts is holding court with the NBA Live series. EA decided to go all-in with both the use of the NBA’s All-Star Weekend and Sprite branding. They also added specific commentary from Ernie Johnson and Kenny “bring out the the gospel choir” Smith. What made this version of the contest special was that for the first time you could bounce the ball off of multiple structures around the court, use different gathers and throw down some pretty awesome dunks. With minimal effort, it was still really challenging to the player. The multiple button layout of the Xbox made it easier to map specific controls to different moves, and it gave the player the ability to modify a standard dunk into a more spectacular one.

We move ahead to the time between 2008-2011 where 2kSports adds their version to the mix. They decided to run with a street motif  having the contest in a mocked-up urban playground and snagged Hip-Hop and streetball legend Bobbito, aka DJ Cucumber Slice, for commentary. This quickly became the most annoying addition to a sports game since the concept of first-person football. Grating voice-overs aside, this looked to be the pinnacle of what mo-capped dunks, physics and graphical fidelity could be in our generation. Then you picked up the controller and had to fight through a mess of uncoordinated inputs, Street Fighter-esque quarter circles and nonsensical tutorials. I believe that 2k had a great idea in theory but botched some of the execution. Check out the example below:

NBA 2k13 recently showcased a small snippet of what the new dunk contest will look like:

And to say it looks a bit disappointing is an understatement. I will admit no one has seen the final product and I will hold final judgement until I get my hands on it, BUT the move to make it less interactive and more casual really is off-putting. A guitar hero-esque highway that requires nothing but follow-the-number button pushes is the last thing most basketball fans would want. So let me run down a couple of things that are needed for a fun, engaging and challenging dunk contest.

  1. ATMOSPHERE: The venue, having the dunk contest in an actual stadium with all branding helps a great deal with this and I’m happy that 2k finally has this in the new game.
  2. SOUND: Kenny Smith can be your ace in the hole and also the land mine that blows up the whole shebang. If you listen to the hype that he brings in the clip below, you see how much it adds to the experience. It has just the right amount of energy and is very contextual. It makes you feel like you are watching a live event and not a bunch of stitched lines of dialogue. Also most importantly the crowd needs to sound excited or disappointed about whatever dunk is done or awful judge score is given. If you’ve watched the past couple of years’ contests you can tell just how a dead crowd kills both the dunker and your personal viewing pleasure.
  3. INTANGIBLES: This is the part of the article where I play “All of the Lights“. The smoke, flash, player intros, full motion video, overlays, and even music should be blown out. Make it flashy but realistic, make props cool and fun, stop making the court look like they are fixing potholes for your local utility company by giving them construction obstacles to jump over. Introduce a human prop, maybe try to incorporate tandem dunks or wearable items.
  4. CONTROLS: Here is where the I think 2k can make their mark by taking a page from an old NBA Live book. The controls in the Live 95′ version could be tweaked and updated. Put in a couple more modifiers and make navigation easy with a decent video tutorial and you could absolutely have a winner. Making the player feel like they are an active participant is the key to making any dunk contest viable and should be the first things developers prioritize.

Check out these last two videos that pretty much sum up what I am hoping for in a new dunk contest — pay close attention to the audio and presentation and imagine what an NBA2k13 or next-gen engine would bring to the table.

If you have any additions or suggestions please leave them in the comments or hit us on Twitter or G+.


NBA Live 13 might make 2kSports step up it’s game

This past week Kotaku ran a story about how Electronic Arts formally defunct basketball series is having it’s Lazarus moment later this fall. Me being a huge basketball fan on both the real life and virtual planes got really excited by this news, why you ask? Because I believe this gives 2k sports the ability to do for basketball what EA never did with their football franchise. Let the other team onto the court.

In 2004 EA signed a exclusivity deal with the NFL that made it virtually impossible for any other company to make a NFL licensed game. This gave them a huge upper hand in the football market with their John Madden franchise and also helped to squash their biggest rivals who at the time were at the top of their game. NFL 2k5 was and is still regarded in many circles as the best football game ever made, the awesomeness of that game was born from years and years of a not-so-friendly rivalry . One that people on both sides up in arms about their favorite title ready to fight tooth and nail about who was best. It was a great time for talking trash and playing awesome games, seeing each game grow exponentially each year was exhilarating and made each company better. But this was only done possible through competition, competition that spurred both EA and 2k to pull out all the stops on all fronts.

Fast forward to 2011, on the heels of a so-so effort with NBA Live 10 EA finds itself behind in the B-Ball market, trailing 2k’s game by a bunch. People stopped looking at Live for it’s roundball tastes and in a last ditch effort they decided to rename the game to “NBA Elite“. Everything seemed to be heading towards the game regaining some semblance of it’s former prominence but then a Youtube video called “NBA Elite Jesus” appeared, went viral and shut down any hope the game had of being successful. Word spread to gamers about how buggy the demo was, the small amount also retail copies that were sold by street date breakers also had numerous issues as well.  EA got word of all the bad publicity, quickly shut the game down and recalled the “loose” copies.

So here we are in 2012, after hearing this latest announcement I would think the happiest folks should be 2k, for the past couple of seasons they have been the best game on the block for many reasons. Their consistent drive to make the most realistic basketball simulation game has seen them take huge strides to make the NBA 2k series look and play like it’s true life counterpart. With all the accolades and awards that have befallen them, they  now they have come to the same cross roads that EA did when they were on top of the mountain and have this question to ask themselves. “Do we still try to innovate, or do we stand pat for as long as the market will have us?” The Madden franchise of late has been slighted because of its lack of polish and new features, but through competition EA can put some fire under their rivals’ feet.

The 2k game although beautiful, well commentated and chock full of great gameplay still has blaring issues when it comes to it’s online features, and updated team information. If EA can control the online space while providing great gameplay with its own distinct identity, then the folks at 2k might have a fight on their hands.  This is why competition is not only useful, but necessary in the effort to keep game developers bringing titles to market that both engage the audience and push the genre forward.

The NBA has still no exclusivity deals and I’m hoping this stays the case. I believe that when companies’ have the ability to look back and see someone over their shoulder, usually that is when you will see their best work. If you are like me, you love to see games and devs pushed to innovate, dream and perform.

Here is to hoping that NBA Live 13 is successful,  and to the hope of seeing two competitive teams back on the court for us all to root for.