the rantings and ravings of a not quite sane cow
Showing posts with label pc. Show all posts
Showing posts with label pc. Show all posts

Monday, August 10, 2009

Demo Impressions: Batman: Arkham Asylum

As a general rule, licensed games suck. In fact it's a statistic that I just made up that 95% of games based on movies suck. Other licenses tend to fare a bit better, but not by much. Comics tend to be the exception (and by exception, I mean 1 or 2 percent more don't suck). So don't worry, this Batman game is based on the comics. Don't worry if you don't read the comics (I don't, but I do tend to know a bit more than the average person), as most of the major characters are either obvious (like Batman) or in the moves (like the Joker). Well from what I've seen anyway (for a 2 gigabyte download, the demo isn't very long). It does help that there are profiles of all the major characters. There's also trophies of some of the characters, that you can zoom and rotate on, to either get a better view of someone, or the perfect crotch shot of The Dark Knight himself.If you're expecting a story like the latest movies though, it looks like you'll be disappointed, as the story has a real comic book sort of vibe to it.

Okay, for the graphics... they're damn fine (that is to say they're completely awesome). As this bat is based off his comic appearances, don't expect anyone to look like someone from the movies (well, the Joker looks a little bit like Heath Ledger, but that could just be because Heath Ledger makes a damn fine Joker). Places aren't too dark (there's no point having a dark hiding spot if you can't see it yourself). Arkham looks creepy enough that you'd want to be crazy to go there (wait, that's not right). There are plenty of excellent graphical cues for things like dropping down from a ledge and grabbing someone, or swinging around with the grapple.

Sound, like graphics, is top notch. Music helps to set the scene but doesn't get in the way (although with how some of it sounds, I almost wish it did). You may or may not recognise any of the voice actors - it really doesn't matter, as they all do a great job. All your attacks sound like they connect (and really hurt), and all the other sound effects (gliding, grappling, etc.) sound like what I'd presume they'd actually sound like. Like the graphics, it's all the small touches that make the difference... like the chatter between all the goons (just for one example).

All that I've described so far would make a fine movie for sure, but this is a game so I must talk about what makes it a game. Firstly the combat... it's very fluid, goes together very well and before you know you'll feel ready to take on a whole room of goons at once. It's a nice nod to the comics in that you never actually kill anyone - you just knock them unconscious. Unlike the last Batman game I played though, you don't have to go to the ridiculous length of slapping the batcuffs on every thug you K.O. in the first round (and run out of cuffs 10% of the way through the level). I guess the combat is probably most comparable to Assassin's Creed, but it tends to be a lot better here since I'm not just blocking until I can get a counter in. In this, it's just lots of fun to pull of different combos and beat the crap out of anyone stupid enough to fight you. Of course if you don't want to fight someone, assuming you can get a decent vantage point you can glide kick into them for an instant K.O.

This isn't really a platforming game (if there was a way to jump I didn't find it), so any elevation will have to be achieved by using grapple points. This brings me to the fairly cool detective mode - at the press of a button it tints the screen blue but highlights things like grapple points, vents, and enemies, Look at an enemy and you can see their heart rate (how alert they are) and whether they're feeling fine, nervous, unconscious, etc. As for the rest of the HUD - does its job, stays out of the way, just like a good HUD.

Finally... controls. I used a 360 controller (but I have the PC demo... go figure) and it works great. Various fighting commands and context sensitive actions are on the face buttons, the right trigger crouches and the left trigger pulls out tools (in the demo, Batarangs are all you have). The bumpers handle detective mode and the grapple, sticks are as you'd expect (left = movement, right = move camera - for the most part it's a third person affair but it does occasionally go into first person). The d-pad selects from your tools (as I said though, Batarangs only in the demo). It goes together quite well and I can imagine that the 360 version would control in exactly the same way. Keyboard and mouse controls (I tried them for a little bit) aren't too bad but this really is a more controller-oriented affair.

And the all important question will I buy it? Of course I will!

Wednesday, June 17, 2009

Demo Impressions: Zeno Clash

Zeno Clash is a fairly unique title. It's a first person game using the Source engine, but you can't really call it a FPS. Sure, it has guns, but most of the focus is on melee combat. Personally, I never thought that would work from a first person perspective. But it does. It does make it a bit more challenging, since you can't see all around you (not at once, anyway), but it ends up working quite well. I won't bother trying to tell you the controls (it has different moves up the wazoo), but take my word for it that when you end up losing (and you will, at first), you won't have the game to blame.

As for graphics, I'm not going to lie to you. The Source engine isn't as impressive as it used to be. Don't get me wrong, it still looks great, especially compared to other game enginesa of its age, but by these days I've seen better. Portal gets around it by going for simplicity (though frankly I don't think you can make the companion cube look any better. TF2 uses a striking (and awesome) art style. So does Zeno Clash. Don't get me wrong, it doesn't look anything like TF2, but it has a bright and varied colour palette which makes objects stand out and makes you forget that it doesn't have insanely high texture resolution or something like that.

Sound... not really worth a mention. That's not to say it's bad (that's worth a huge mention), but like I see sound in a lot of games, it's just fairly forgettable. Weapons make appropriate noises and you have average sort of voice acting (though to be honest, the actors sound a bit bored).

In short: this is worth buying. Just because I'm too cheap to doesn't mean you should be.

Wednesday, February 18, 2009

Platform Showdown, Part II: Mirror's Edge demo, PC vs. X360

Please note that I change the format of my features as I see fit. If you want a little consistency, why are you reading this is the first place?

Another note: I actually played the full version on the PC, but I only had a chance to play through the content that's in the demo.


I'm presuming my readers have an idea what Mirror's Edge is (if not, now's your chance to look it up. Go on, I dare you.)

Graphics:
PC: First, I pity you if you intend on playing this on a 4:3 monitor, the display being anamorphic 16:9 and all. Not so bad on my 16:10 mini-behemoth, but if you're living in the past you have some serious windowboxing in store. Not sure whether it means it's a lazy port or they're trying to make it more cinematic or something. Other than that, the graphics are fairly similar, except that obviously you can crank it up to higher resolutions and pile on the AA (I didn't, because it reduced my framerate by 75%).
X360: I'm fairly sure that it's not windowboxed at 4:3 (but I haven't had too much chance to test, 4:3 TV's are harder to come by these days. It looks good enough though, and I don't think the PC additions are really necessary.
Tie - the PC version can look nicer if you've got the hardware, but the 360 version looks good enough but is better at maintaining a consistent frame rate.

Sound:
Tie - it's sound, whatever way you hear it. I prefer the PC version myself as I have 5.1 speakers for my PC but not my 360.

Control:
PC: the PC version is actually in an interesting position here. On one hand, moving around is worse with a keyboard, but on the other, looking around is better with a mouse.
X360: This is an entirely unscientific measurement here, but the gamepad just FEELS better. It feels like the game was designed around a gamepad (probably true). For some reason I can't particularly explain, having the up and down action buttons next to each other just seems like a better way to do things. Take that as you will, however.
X360 - It just feels right, and that's the most important thing in a platformer.

Multiplayer:
PC - Both offer leaderboard multiplayer. TF2 has the right idea with that, and occasionally you'll see me top the Audiosurf board for some obscure song, but other than that I'm not particularly interested. The points however go to to PC version, since you don't need a Live subscription to compete (as far as I know, correct me if I'm wrong).

Platform-specific Features:
PC: It has PhysX support, if you have the hardware. From what I've seen, it doesn't add anything useful. A couple of banners flopping around in the wind, but since the game has so few guns you can't really play around with (read: shoot the brains out of) them. One glaring problem I should add is that many of the menu screens have a lot of white, and the mouse cursor is white with a tiny blue outline. You can barely see it, and on most menus I was just flailing the mouse around until it moved over something that wasn't white (keyboard navigation works in most parts but in some places you're almost forced to use the mouse).
X360: To be completely honest, can't think of anything. There might be in the full game, but having only played a demo I can't see anything.
Tie - The PC version has PhysX support, but it doesn't add anything.

Overall:
As you can tell by all the ties I've given, it really doesn't matter which one you get (worry more about whether you like the game or not, it can be somewhat of a niche title). If I had to pick one (get that gun out of my face!) I'd pick the Xbox 360 version, it's just a much more coherent experience, and it's fairly obvious that it was designed for consoles and the PC version does show of a lazy port in some places.