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BC2 Demo Is Stupidly Fun PDF Print E-mail
Written by Administrator   
Friday, 26 February 2010 19:58

by on February 04, 2010 at 07:15 PM

argaiv1780

 

I’ve been playing the 360 multiplayer demo of Bad Company 2 the past couple nights, and for me it falls into the category of being stupidly fun. Not stupid in a simpleminded way (strategy plays more of a role in BC2 than most FPSes I’ve played) but rather so fun that my enjoyment of it just plain stupid – how else can I explain spending countless hours on a one level, one mode demo, when I have so many other amazing games to play?

But my enjoyment of the demo comes as a bit of a surprise, because I didn’t enjoy the original Bad Company’s multiplayer all that much. I played DICE’s Battlefield 1943 first, and after trying out Bad Company for a modest number of hours, I found myself heading right back to World War 2. Which got me wondering – maybe simple is better.

Let me say right off the bat that I think leveling up and unlocking new weapons/perks/gadgets/kitchen sinks is probably the best addition made to the FPS multiplayer formula in the last decade. It’s addictive, it’s extremely satisfying, and it adds an unrivaled amount of replayability. But I have to wonder what effect it has on the balance of multiplayer. It must be hard enough to balance the vehicles, weapons, and class-specific abilities that multiplayer games offer nowadays – what happens when you add weapons and abilities that not every player has access to, or create a system where good players are continually becoming more powerful? The Akimbo shotguns in MW2 were the unintended result of combining a perk and an already powerful weapon that doesn’t become unlocked until relatively late in the game. You could blame Infinity Ward for the imbalance, but how could any developer foresee potential problems resulting from the near limitless loadout combinations games now offer?

In hindsight, I think this might be the reason I wasn’t able to get into Bad Company the way I was instantly hooked on 1943. Maybe I would’ve felt differently about BC had I played more of the multiplayer and unlocked better weapons and abilities. Or maybe I liked 1943 simply because it was newer, and DICE improved the gameplay in some subtle way. Bad Company 2 will answer these questions for me on March 2, and I’m interested to see if the full version feels as amazingly well-balanced as the demo does.

I’m also interested in hearing what other people think. Are unlockables what create imbalance in multiplayer FPSes? Is the state of MW2’s multiplayer the cause of its overwhelming popularity, or are there fundamental design problems? Do you think BC2 will have similar troubles? Add your two cents in the comments below. In the meantime, here’s a hodgepodge of the things I’ve learned and enjoyed about the BC2 multiplayer demo:

The Engineer is an awesome class, which I initially took for granted. After all, who wants to be the guy who brings a drill to the battlefield? But the Engineer in BC2 is a solid option: He has a grenade (as do all classes this time around) and a submachine gun that’s decent, so you’re not sacrificing firepower by choosing him – especially after you unlock his second firearm, which has a zoom comparable to the Assault class. The main draw of the Engineer however, is of course the bazooka, which is vital for taking down the opposing team’s vehicles (the Assault class’s grenade launcher just doesn’t cut it). But don’t underestimate that drill either: I hopped into the passenger’s seat of a tank during one round and racked up major XP shooting from the auxiliary turret, then jumping out and fixing up the hull whenever we took damage from inbound rockets. It’s a great combo, and an example of how important teamwork is in BC2.

Another lesson I learned is it’s okay to throw caution to the wind from time to time. During a stint on the attacking team in Rush Mode, I jumped on an ATV and drove straight down the main road into the defender’s territory. I have no idea what the hell I was thinking as I crashed into a building well behind enemy lines. Then I had a realization – I was so far behind enemy lines that they didn’t even realize I was there. I quickly jumped on a stationary rocket launcher, swiveled 90 degrees, and began blowing holes in the enemy’s defenses with their own weapons. I killed two enemies on other turrets as my fellow, more sensible soldiers stormed the targets and planted bombs. Granted, I died shortly after, but it was totally worth it.

While the result of my aforementioned suicide run was lucky to say the least, the map in the BC2 demo is big enough that sneaking around behind the enemy is always a viable option: There’s just too much real estate for the opposing team to be everywhere at once. If your team is having a hard time breaking enemy ranks, try taking a less direct approach toward the targets and take out vehicles and stationary guns from behind – not to mention snipers. Nothing is more gratifying than sneaking up on an unsuspecting sniper who has been laying waste to your team the entire round, and knifing him in the back – especially when they have a 100,000+ Gamerscore, like the chump I stuck last night. Receiving your enemy’s dogtags for a knife kill is one of the best rewards ever devised for online gaming.

While playing the demo, I’ve seen some other tactics start to emerge from the budding BC2 community. Most are built around smart squad play, but every now and then an individual shines. One such faceless hero (or in my case, nemesis), was playing as the Sniper class on the attacking team. I was on the defensive team when I was alerted a charge had been set on our final point. As I ran towards the small building, I saw him running out the back. Three of my fellow teammates were already running towards the entrance, so I stopped to shoot our fleeing opponent. What none of us realized was that he had left C4 charges in the building. He blew them as soon as the other players entered. All three of them were instantly killed, and the sniper escaped in the ensuing mayhem. I frantically ran towards the building to try and stop the charge, but was gunned down before I got there. We lost the point and the match, but I was too impressed by my enemy’s valor to be upset; this game is going to be awesome.

Last Updated on Saturday, 13 March 2010 14:58
 
Goodby Halo 2 PDF Print E-mail
Written by Administrator   
Monday, 08 February 2010 10:08

Press Start: Bungie's 'Halo 2' farewell; 'Modern Warfare 2' fixes

 

USA Today - Bungie is planning a final farewell for its first-person shooter Halo 2, following the news online support for original Xbox titles will cease starting April 15. In a blog post on the official Bungie blog, the studio say they will give the shooter "one last hoorah" on April 14, hinting at the opportunity for players to challenge developers online. "We're all saddened at the realization that an era is coming to an end but looking back, we're incredibly fortunate to have had such a great run and such strong support from our fans," says an excerpt from Bungie's post.

 

 

 

 

 

 

- Call of Duty: Modern Warfare 2 players on the Xbox 360 frustrated with the abuse of care packages should find some relief very soon. The Official Xbox Magazine reports studio Infinity Ward has submitted a patch to fix exploits involving the online multiplayer perk. The patch will remove the ability to spawn infinite care packages, improve placement detection for Sentry Guns and balance damage done by Model 1887 shotguns when dual wielded. 

- Tapulous, the iPhone game developer best known for the highly successful Tap Tap Revenge series, is rolling out a brand new rhythm game for the device. TechCrunch reports the game is called Riddim Ribbon, and fuses racing with manipulating popular songs. Players steer using the accelerometer, and change how the song sounds depending on which track players navigate.

- Speaking of popular iPhone titles, a signature series debuts on the Nintendo DSi this week. Tower defense game Fieldrunners highlights the crop of Nintendo downloads available this week. WiiWare welcomes 4 new games, including fantasy title Blaster Master Overdrive.

By Brett Molina

Last Updated on Saturday, 10 April 2010 12:47
 
FPS Gone Static? PDF Print E-mail
Sunday, 31 January 2010 13:22

Has the FPS genre grown static?
By Steven Hopper

Is the adage 'if it ain't broke, don't fix it' limiting creativity in the genre?

Since the genre first pioneered decades ago, the FPS genre has been one of the most successful ones around. Classics like Doom, Halo, Wolfenstein 3D, Quake, and Call of Duty have carved themselves out to be powerhouse franchises and near-household names (well, gaming households, that is). The genre was a no-brainer for the video-game industry as soon as the technology was available to do it justice.

Video games have always been about providing immersive experiences, and you can’t really get more immersive than putting you in the eyes of a character, seeing what they see and being in their shoes (or combat boots) in a way that no other gaming experience can provide. However, as intrinsic as these games may be, has the genre tapped out? When was the last time that you played a truly innovative FPS that revolutionized the genre?

For me, that would’ve had to have been Half-Life 2. Valve’s sequel pushed the boundaries of the genre by combining a fantastic narrative with great gameplay. The game didn’t rely on cutscenes to push the story forward, instead keeping the player in full control of the action and truly immersed in the experience. Other games have done that since then to an extent, but few have carried it off with such gusto and effect.

The first-person perspective has also evolved beyond the shooter genre as well. Games like Oblivion have showed that the first-person perspective can be used to successfully transplant players into a fully-realized universe, and even shooters like Bioshock have done very well to add RPG-like character development to the formula while keeping the action levels high for twitch-gamers. However, the genre hasn’t really had much in the way of innovation in terms of gameplay, as even some of the biggest titles to launch for the genre aren’t that fundamentally different from games that were on the market years ago. In many cases, swap out the weapon sets and environments, and you have a pretty similar experience throughout.

What’s to blame for the lack of innovation in the genre? Could be the old adage “If it ain’t broke, don’t fix it.” Publishers focus on the bottom line when it comes to developing their games, so if a concept sells well, it can be pretty tempting to not stir the pot at all. An example of this could be Call of Duty: Modern Warfare 2. Modern Warfare 2 was a great game to be sure, a visceral experience that kept the action going throughout. It also sold extremely well, as did its predecessor, making it pretty difficult for Activision and developer Infinity Ward to really mess with the concept much.

Another potential reason could be the shift in focus to multiplayer. Most FPS games hitting the market feature some form of multiplayer gameplay, and as online play is hugely popular, many developers and publishers are choosing to focus on this element when it comes to creating their games. There have been some great advancements in the past few years for multiplayer elements in games, including downloadable maps and content, as well as leveling systems like those seen in the aforementioned Call of Duty: Modern Warfare. However, the focus on multiplayer and the innovations therein make the stagnation in single-player gameplay all the more apparent.

While it doesn’t seem like there’s much change happening in the FPS genre anytime soon, there’s a lot of life in the genre, as shown by its massive success. However, hopefully the genre’s success will inspire more creativity in terms of compelling storytelling and truly immersive experiences.

Last Updated on Monday, 08 February 2010 10:13
 
MW2 Gets Dedicated Servers PDF Print E-mail
Written by Administrator   
Tuesday, 05 January 2010 20:14
Yup. You read that right. Modern Warfare 2 PC now has dedicated servers. But it is via a hack.

Wait, PC gamers! Before you send Bobby Kotick a thank you letter, know that it wasn't they who did it, but rather the gamers who took Infinity Ward and Activition's attempts to lock down the game as a challenge. And bring it those gamers did, managing to hack in the developer console and enable the ability to set up dedicated servers. Keep in mind, the game hasn't even been out a week.

Perhaps some of the boycotters caught playing the game were not being hypocrites, but rather hard at work turning the highest-profile shafting of PC gamers right around, as the video below might demonstrate.

Of course, the darker side to all this newfound freedom is the ability to use it to cheat, and the servers that have been set up so far are all "ranked" and still considered "legal" by IWNet, Modern Warfare 2's console-esque matchmaking service.

Folks who like their games in "vanilla" flavor only shouldn't despair though. After all, MW2 uses anti-cheating tech from Valve, who, if nothing else, are very, very aware of what PC gamers can do, and how to deal with them.

That said, it's just a matter of time until they the first thing they did was mod it so that you can lean again.

 

LINK TO ORIGINAL ARTICLE


"IW received numerous complaints from console users about the limitations imposed on their gameplay during multiplayer sessions and frequently cited the lack of fairness in this when compared against the multiplayer options afforded to PC users. Instead of addressing console user’s issues and making their game experience BETTER, or counseling them on the reasons why a more flexible and powerful PC platform affords PC users and developers additional features – they decided to try to appease their console audience by imposing the same artificial limitations on PC users. The developers kept those features in the game (but hidden) on purpose because the decision to “remove” them and artificially hobble the PC user’s gameplay is a decision only upper management is STUPID enough to make. When you’re a developer and pour your heart and soul into developing a game, it burns you to have to remove features you went through the trouble to make to begin with. Case in point – how did removing those features from PC’s make the console user’s game experience better? It doesn’t, it can’t and it demonstrates a sophomoric attempt to address complaints by spreading the pain – not improving the issue at hand."
Robert Rivers
Last Updated on Friday, 26 February 2010 20:10
 
The world's top "World of Warcraft" player PDF Print E-mail
Written by «SR» TYCHÕ   
Wednesday, 02 December 2009 07:20

Although thats an unofficial title, I think its safe to say that "Little Gray" has played more WoW than anyone. A lot more.

"Gamepro" put out the word of the Taiwanese player's absolutely insane Warcraft accomplishments. In addition to having nabbed every single one of the game's achievements (minus a brand new one that cropped up in the game's latest patch), he's the first player to complete all 986 tasks listed in the game's Armory. Considering that over 11.5 million people play the game worldwide, that's one heck of an honor.

And that's just the tip of this online gaming iceberg. Playing as a Tauren Druid, Little Gray has racked up some staggering numbers: he's completed nearly 6,000 quests at the rate of about 14.5 per day and killed nearly 500,000 enemies while dying only 8,543 times himself.

How? By doling out an awe-inspiring 7,255,538,878 points of damage...but before you label him some sort of mindless brute, know that he at least had the heart to heal 1,377,435,762 points of that back. Unsurprisingly, he's also a bit of a loner, having "waved" at other players only once.

At 14.5 quests per day, it would take about 414 days to reach Little Gray's 6,000 quest mark. Speaking conservatively, a veteran Warcarft player can pretty handily knock out three quests in an hour, which would mean about five hours a day for Little Gray.

But that's just for quests. You do a LOT more than that in Warcraft, such as going on raids, engaging in player vs. player combat, and tinkering with your abilities and gear. It wouldn't be even remotely surprising to find out that Little Gray has spent in upwards of ten hours a day playing the game.

So next time your parents are giving you a hard time about spending too much game-time on the computer, give a little chuckle and tell them about "Little Gray".

 

Last Updated on Monday, 07 December 2009 14:36
 
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