Tag: playstation 4

Review: Team Sonic Racing

There's something you should probably know about me before we dive into this review. I grew up a Sega kid. While my friends were all playing their Nintendos and Super Nintendos, I was cutting my proverbial gaming teeth with the Master System and Genesis. As you might expect, this led to me quickly becoming a pretty avid Sega enthusiast, as I still am today. Granted, as time went on, I came to eventually love Nintendo, Sony, and Microsoft as well, but deep down, my heart still beats for Sega.

It should come as no surprise, then, that when Sumo Digital's 2010 masterpiece, Sonic & SEGA All-Stars Racing, came out, I consumed it with a ravenous hunger; and it was good. So good, in fact, that I actually consider it to be one of my favorite games of all time. For my money, it beats all others - I'm not just talking about copycat cart racers, the Mario Kart games as well. Some may disagree with that statement, but I will happily and convincingly tell them why they are wrong.

Sumo Digital's 2012 follow-up, Sonic & All-Stars Racing Transformed, was also a thoroughly enjoyable affair, but it came nowhere close to reaching the lofty heights of greatness as the criminally-underrated original. It had exciting things to offer, sure (new fan favorite all-stars, amazing new stages, a cool transformation mechanic), but the graphics were lacking a bit by comparison and the gameplay was plagued by some pretty awful rubber-banding that unfortunately couldn't be turned off (unlike in the first game). It just seemed to lack the same level of care and attention to detail as the original. ​Which brings us, now, to the third entry in the series...

Read more

AJ’s 4 In February: 4th In February

Once more, with feeling! It's time for another 4 in February. By now you probably know what that means (though you'd certainly be forgiven if you didn't) - the forswearing of all games, save a select 4, all of which must be completed entirely within the confines of the double-fortnight that is February. This being my 4th 4 in February, I feel like it may be the year that fortune finally smiles upon my attempt. True, that I cannot foresee whatever results may be in store for me, but perhaps I can forestall my typical lack of success this time around through sheer force of will and just a little extra effort. Failure is not a foregone conclusion! Oh, and perhaps I should mention the games I will be playing, before I forget. Read more

Review: Dragon Ball FighterZ

In the late summer of 1998, Cartoon Network began airing episodes of an obscure (in the US at the time) nine-year-old anime series called Dragon Ball Z. The show was an immediate hit. In fact, so immense was its popularity, that it nearly single-handedly brought anime (and manga) into the mainstream in America. When I was introduced to the series in the early autumn of '99, I was instantly hooked. Watching DBZ became a daily afternoon ritual with my buddy at the time. And I didn't stop there. Over the next few years I amassed a small collection of Dragon Ball Z paraphernalia including t-shirts, posters, action figures, and even VHS tapes and DVDs.

The first licensed video game to come out following the show's US debut was the Dimps-developed fighting game, Dragon Ball Z: Budokai. After it came to the GameCube in 2003, I pretty much jumped at the chance to try it out. After all, if there ever existed a property just screaming for a truly awesome fighting game adaptation, it was Dragon Ball Z. Sadly, however, Dimps wasn't quite up to the task.

Budokai was a bit of a let down. It didn't really do proper justice to the series. Despite this fact (and the tepid reviews), Dimps was allowed to go right on churning out a slew of lackluster, half-hearted sequels, year after year, for well over a decade. With so many titles that lacked even so much as a hint of additional effort or enthusiasm from Dimps, and no sign of a developer change on the horizon, it seemed like Dragon Ball Z was doomed to an eternity of uninspired shovelware video games.

Read more

Review: Sonic Mania

In 1994, after years of jealously playing Sega Genesis games at other people's houses (Sonic the Hedgehog, in particular), I finally decided to plunk down the allowance I'd managed to save up and buy the system for myself. I only took two games home with me that day and they were both Sonic titles, Sonic Spinball (a pack-in game that was included with the system) and Sonic the Hedgehog 2. Despite the fact that Sonic 2 had already been available for two years by that point, I hadn't actually had the opportunity to play it yet, myself.

When I got home and popped it into my shiny new Genesis, I was mesmerized. Seeing that beautiful Emerald Hill Zone level was just like the first time I had seen the Green Hill Zone from Sonic 1, a few years earlier. Both times, I was blown away. The first Sonic game had turned the gaming world completely upside down, and the second, not only managed to recapture that same magic, but improve on it enough to stand on its own. But while the other great Sonic games from those Genesis days (Sonic 3, Sonic CD, and Sonic & Knuckles) were all more or less equally good, none of those games could really manage to pull off quite that same awe-inspiring first impression.

In the time since those 2-D glory days, many other Sonic games have come to many other consoles. Many have come in 3-D, some in 2, and some have even featured a mix of both; and while certain titles may have been arguably better than others, not one of them has even come close to reaching the lofty heights of the originals. None of them, that is, until now...

Read more

Why the PlayStation 6 will allow far more dynamic, interactive AND intimate gaming experiences than the PlayStation 5

Our friends over at Videogamer.com recently found out that the PS5 will allow developers to build “far more interactive worlds” than with the current generation of consoles. That’s some quality journalism over there (actually it’s based on an EDGE article), but why stop with the PS5? So let me present to you:

Why the PlayStation 6 will allow far more dynamic, interactive AND intimate gaming experiences than the PlayStation 5.

  Read more

Second Opinion – Batman: Arkham Knight

First things first: My time in Gotham was powered by a Playstation 4. The experience was smooth with no crashes and only slight frame rate drops during driving. The PC version however is still a mess and Warner Brothers should be ashamed of themselves for delivering such a product. 

This is it: the final chapter in Rocksteady’s Batman: Arkham series. It is bigger, darker and more complex than any previous entry, but is it a better game for it? After all, I personally enjoyed the less open, more guided experience of the original Arkham Asylum more than the open world of Arkham City.
Before we delve deeper into Arkham Knight however, heed this warning: The following words include a major spoiler for Arkham City and you would be well served to play the previous games in the franchise. They’ve aged well enough and this one does not bother too much with explaining certain basic concepts of the Arkham style gameplay. The game starts you with most of your gadgets and combat moves from Arkham City, delivering a strategically deep experience from the get go. It works great for returning players, but you might have a harder time if this is your first time under the Bat-cowl and Bat-cape.
Picture

You may be not allowed to text and drive, but nobody said anything about Skype.
How do you make a good Batman: Arkham game without The Joker? You don’t. In fact, the biggest smile in the universe is the first thing that greets you and although it isn’t exactly the liveliest, you know, with the Joker being dead and all, this first scene is an outstanding piece of storytelling. There is so much foreshadowing and mystery hidden inside this minute long showcase of intelligent and suspenseful intermedia craftsmanship, that you could easily fill a half hour long discussion with it. The song choice, the interaction, how your mind fills the blanks, the classic Clockwork Orange zoom. It’s a powerful start.The story set-up is easy. After the events of Arkham City and The Jokers death, Gotham experiences a time of calm. In a world of super-villains, this can never be anything other than a deception however and so it comes as no surprise that soon after the game starts, Gotham comes under threat and gets evacuated, leaving us with an empty city as our crime fighting playground.
You weren’t expecting a living and breathing city, did you? If so, you’ll be in for a disappointment. Every now and then you’ll encounter a police car chasing someone, but otherwise it’s mostly thugs and some plants that make up the biological diversity in Gotham. Can’t have Batman accidentally kill some innocent bystander while he travels around in one of the new additions to the game: The Batmobile.

#wsite-video-container-421540413318729977{ background: url(//www.weebly.com/uploads/4/7/1/6/47165935/1_170.jpg); } #video-iframe-421540413318729977{ background: url(//cdn2.editmysite.com/images/util/videojs/play-icon.png?1436566202); } #wsite-video-container-421540413318729977, #video-iframe-421540413318729977{ background-repeat: no-repeat; background-position:center; } @media only screen and (-webkit-min-device-pixel-ratio: 2), only screen and ( min-device-pixel-ratio: 2), only screen and ( min-resolution: 192dpi), only screen and ( min-resolution: 2dppx) { #video-iframe-421540413318729977{ background: url(//cdn2.editmysite.com/images/util/videojs/@2x/play-icon.png?1436566202); background-repeat: no-repeat; background-position:center; background-size: 70px 70px; } } ]]>

I'm pretty sure at least 2 people died during this scene ...when I did a burnout on their faces

Behind the chaos stands Scarecrow, acting as the main antagonist, of sorts. His promotion to bad’un #1 didn’t result in a more fleshed out character however. In fact, he feels more shallow than back in the first game and while there are some cool gameplay moments spun from his inclusion, it’s nowhere near as unpredictable as his appearance in Arkham Asylum.
This is not without reason. Scarecrow has two more hidden roles in this story. One becomes very obvious early on through the side effect his fear toxin has on Batman. The second one is to keep you guessing, questioning the “reality” Batman experiences.
In a way, he is acting as a sort of psychiatrist to Batman, and the fact that, despite him being the direct threat to the city, he’s still only a delivery tool for the more intricate bits of story, is a clear testament to the writers understanding of the world and the intelligence that went into crafting this final adventure of Batman. Sadly, this doesn’t help Scarecrow’s underdeveloped character fill the main antagonist shoes and urgency in dealing with him is something that you probably won’t experience much of.
Picture

Looks like the Green Arrow started using soldiers as arrows. (Queen Industries is the company run by Oliver Queen, aka. Green Arrow)
And so we set the stage for our second antagonist: The Arkham Knight. Developing a good original villain for such a beloved and long running franchise like Batman is no easy task. Thankfully, the Knight makes the mark, if only on the merit of being believable inside the universe and his potential. Like Scarecrow, he’s a bit flat. Unlike Dr. Crane, his character is shrouded in mystery and as a result doesn’t suffer as much from it.
Still: The reveal of who’s behind the mask? Underwhelming. The person beneath it? No surprise. The timing of the reveal? Not working in its favor. It’s astonishing when you think about how little time the game spends on a character whom it gives three or four boss fights. The Knight is great as a character concept, but there just isn’t a whole lot of character in him at the end of a game that wears his name.
Picture

I'm sure some people got a decent sized laugh out of this
The rest of the villain lineup is again diverse, featuring classic Batman characters like the Penguin and Two-Face, previously in the Arkhamverse featured ones like Firefly and Hush, and even Man-Bat gets a bit of screen time. The cast isn’t bad, but their treatment as characters again suffers. Looking for some extended one on one on one time with Two-Face? No luck. Want to explore the Penguins psyche? You’ll probably be better served watching La Marche de l'empereur.
Still, the way they are sewn into the underlying open world game play fabric is to be commended. Every villain serves as a master of ceremonies for a unique set of side missions. Be it stopping Two-Faces goons from robbing banks, incl. an interesting twist on the stealth mechanics, beating up Penguins henchmen with Nightwing, doing some detective work to discover who’s behind a serial murder case, or chasing down Firefly in your Batmobile. All of those do a great job at keeping the game from becoming stale. A special shout-out goes to Hush, who has an amazing role to play in this game, easily beating out everyone else when it comes to twists.
Picture

He might be rich, but money can't buy artistic skill. This is not what a Bat looks like, Bruce.
But it’s not all good when it comes to the side missions. While most villains get mission structures that suit their actual role, The Riddler, a character I even enjoy when he’s played by Jim Carrey, now gets to build race tracks for the Batmobile?! What the f***, Rocksteady? You already included Lex Corp. Give them a bigger role and don’t piss on The Riddler this much. He was already busy enough with his trophies, which actually leads us to the next point:
The collectibles? Screw that. Even if we don’t count the over the top amount of Riddler Trophies (and yes, you need to collect all for the complete ending), there are too many watch towers to “climb”, mines to destroy and guarded checkpoints to clear. Even worse: new ones spawn throughout the story and they don’t show up on the map at all unless you’ve found them previously, or the “police” discovered them (which happens about once every full moon or so). It took me about an hour to find the last 2 mines and it was the second worst time I had in the game.
Picture

Solution: The number of collectibles in the game
Despite all of this, the open world design works better than it did in Arkham City. It’s still far from perfect, but no longer does the City feel like a fancy traversable mission select screen, linking together separate levels. Instead, it becomes the stage for many meaningful encounters, even serving as an active and competent story teller at times. This is supported by a shift in perspective. Arkham City saw you mostly traveling via the sky, looking down. The inclusion of the Batmobile changes that to the ground level, at least in theory.
Since this is now the third time I mention the Batmobile, maybe it’s time to talk a bit more about it. After all, it’s the biggest addition to the game and the biggest factor of complaint for some that aren’t me. People who clearly don’t have as refined a taste as I do. *cough*Cody*cough*
The Batmobile consists of two flavors put into one sexy package. First off, the traditional role: The Bat-car. It’s fast and gets you around. You’ll need some time until you’ve mastered the steering, but once you do, it’s the fastest option to get from point A to point B. I suspect that Rocksteady is using some sort of guided steering, which makes it feel rather awkward at first, but I never really had any problems with it besides one instance that we’ll discuss shortly. The most offensive thing about it is the engine sound. It’s like a mid 90’s Honda Civic motor stuck into a modern supercar.Depending on controller configuration, pressing/holding a button switches you into mode of operation #2: The Bat-Tank. That thing is a beast …on a vegan diet. Keeping with the spirit of Batman, you are of course not allowed to kill. Thank god the Arkham Knight is so technically advanced and uses remote controlled tank drones. Why he never thought about strapping some goons on those tanks remains a mystery.

#wsite-video-container-967821286933529655{ background: url(//www.weebly.com/uploads/4/7/1/6/47165935/3_152.jpg); } #video-iframe-967821286933529655{ background: url(//cdn2.editmysite.com/images/util/videojs/play-icon.png?1436566202); } #wsite-video-container-967821286933529655, #video-iframe-967821286933529655{ background-repeat: no-repeat; background-position:center; } @media only screen and (-webkit-min-device-pixel-ratio: 2), only screen and ( min-device-pixel-ratio: 2), only screen and ( min-resolution: 192dpi), only screen and ( min-resolution: 2dppx) { #video-iframe-967821286933529655{ background: url(//cdn2.editmysite.com/images/util/videojs/@2x/play-icon.png?1436566202); background-repeat: no-repeat; background-position:center; background-size: 70px 70px; } } ]]>

I wonder how Batman would have handled that situation, if he couldn't just blow up the tanks.

Handling is completely different to that of the car, allowing you full movement control on a 2D plane. This not only enables you to master parallel parking and travel safely through trickier parts of the world, but also annihilates any challenge when it comes to tank combat. Whenever the Arkham Knight sends his mechanized forces, you’ll easily strafe out of the very clearly telegraphed attacks. It basically becomes a game of “don’t touch the glowing line”. Dodge, shoot, repeat, use a special ability (insta-kill rockets, EMP, and the drone equivalent of a charm spell).
It’s a fun, mindless, almost zen inducing game play loop every now and then, breaking up the “monotony” of punching bad guys, but tends to outstay its welcome. Especially later on, when you deal with up to 50 enemy tanks, spawning in waves. At this point, it would have needed some deeper mechanics. And don’t get me started on the stupidity of the pseudo-stealth “boss fights” you have with that thing. It’s fun once, not 3 or 4 times.
But that alone possibly can’t be where the frustration about the Batmobile stems from, right? No, most people would probably still be fine with that. The real problem is that it’s everywhere, often feeling shoehorned in. You use the tank for platforming puzzles. Do I need to say more? It also doesn’t help that the worst parts in the game all happen while you are behind the wheel.
#wsite-video-container-251617022239731797{ background: url(//www.weebly.com/uploads/4/7/1/6/47165935/4_225.jpg); } #video-iframe-251617022239731797{ background: url(//cdn2.editmysite.com/images/util/videojs/play-icon.png?1436566202); } #wsite-video-container-251617022239731797, #video-iframe-251617022239731797{ background-repeat: no-repeat; background-position:center; } @media only screen and (-webkit-min-device-pixel-ratio: 2), only screen and ( min-device-pixel-ratio: 2), only screen and ( min-resolution: 192dpi), only screen and ( min-resolution: 2dppx) { #video-iframe-251617022239731797{ background: url(//cdn2.editmysite.com/images/util/videojs/@2x/play-icon.png?1436566202); background-repeat: no-repeat; background-position:center; background-size: 70px 70px; } } ]]>

Not sure if Rocksteady planned for things like this, but it's still great if you pull it off.

My $*#& experience was during a main story mission, when you basically use it as driving bait for a giant “worm”. This comes with a change in camera perspective, which completely threw me off, and insta-death. Couple this with atrocious load times, and suddenly your controller morphs into a batarang flying against the wall.
It’s not all bad however. Again, driving works well, the change of perspective is nice (would have loved a real cockpit view though), tank combat is fun every now and then, there are some fun riddles and challenges revolving around it, and you will experience some great scripted and emergent gameplay moments thanks to it.
The rest of the game is everything you’ve loved about Arkham City, but better. The stealth is depper, not only because you get several new tools and traversal options, but also thanks to enemies now using incineration grenades, tracking mines, drones and more. The brawling a bit more diverse, thanks to a couple new units. It’s an evolution of the previous formula, which isn’t taking any risks and doesn’t leave any room for disappointment as a result.
#wsite-video-container-464375425737081454{ background: url(//www.weebly.com/uploads/4/7/1/6/47165935/2_493.jpg); } #video-iframe-464375425737081454{ background: url(//cdn2.editmysite.com/images/util/videojs/play-icon.png?1436566202); } #wsite-video-container-464375425737081454, #video-iframe-464375425737081454{ background-repeat: no-repeat; background-position:center; } @media only screen and (-webkit-min-device-pixel-ratio: 2), only screen and ( min-device-pixel-ratio: 2), only screen and ( min-resolution: 192dpi), only screen and ( min-resolution: 2dppx) { #video-iframe-464375425737081454{ background: url(//cdn2.editmysite.com/images/util/videojs/@2x/play-icon.png?1436566202); background-repeat: no-repeat; background-position:center; background-size: 70px 70px; } } ]]>

The FEAR takedowns are new to the series and allow you to take out multiple opponents. Nobody knows how they work, but the guy at the end shows that quantum physics are probably involved somehow.

Personally, I still prefer Asylum’s casual spin on the Metroidvania structure. Pacing and open world aren’t easy to combine. Rocksteady’s remedy comes in the form of story arcs that are almost episodic in nature. Short, sometimes self-contained events, only revealing a tiny bit of the overarching picture. It works at first, easing you into the changed landscape of the now desolate Gotham City, but it completely destroys the impact some of the bigger events in the game have. Events that can’t be finished inside one of those “episodes”. Only once are you not able to complete your secondary missions during a multi-part episode. It completely destroys any feeling of urgency and therefore suspense, and it never really picks up speed until the end of the main story, which it then destroys again by obfuscating your chance for reflection through inserting the equivalent of a fetch quest before the actual credits (and I’m not talking about the Riddler Trophies you need for the full ending).
That end bit however is probably one of the best pieces of Batman fiction ever. Advertisements tell us, Batman: Arkham Knight is about becoming the Bat. It’s not. It’s about understanding the Bat. Understanding what effect he has on his enemies. I can’t go into too much detail without dropping some major spoilers, so let’s just say that I now share a very deep emotional connection with the super-villains of Gotham. I understand their fear, because I’ve experienced it. While most of the game itself may “only” be an improved version of Arkham City with tank sections, this last stretch of the main story, which completely turns the game inside out, makes it an outstanding adventure worth your time.
It’s not the best entry in the series, but still the second best Batman game ever. Full recommendation from me.

For a more in-depth analysis of the gameplay mechanics and an opposite point of view, make sure to hop by Cody’s review.