Heavy Rain – PS3

31 03 2010

“Like an exquisitely crafted piece of origami, every movement, every turn, means everything. Get it right and the result is something truly wonderful”

I see enough rain. Like Rhod Gilbert says; most of us in Wales were five or six before we knew we could take a cagoule off. Rain is not something that has ever terrified, excited or delighted me. Heavy rain though – that is a totally different precipitation.

Like any other owner of a PS3 I’ve been bombarded with information on Heavy Rain for a while now: The web browser home page, the forums, sky writers – the lot. Don’t get me wrong, the screen shots and what not have looked incredible. But most of them seem to nowadays, the so called ‘bull-shot’ has been a plague of this generation. Does it really look that good or, like a slightly over the hill supermodel, has it been retouched to within an inch of its life?

Heavy Rain was supposed to be one of the first ‘truly adult’ video games of this generation. Was it another exclusive that could never live up to the hype – with a few lady lumps included in order to try and make it ‘adult’? The demo released a few weeks ago on PSN assuaged those fears a little. It really did look that good; however the controls did take some serious getting used to.

In general, using a shoulder button to accelerate a vehicle feels right, using it to move a person however is bizarre. Your head is mapped to the left stick and quick time event movements are mapped to the other, they really have reinvented the wheel here but give it time and it does start to make a lot of sense.

To give a background into this story sounds like telling the plot from a bad episode of CSI. Basically, you are trying to catch a child murderer called the ‘Origami Killer’, who has previously kidnapped and killed a number of young boys who were then found on waste grounds with an origami animal placed in their hands.

You play as four separate characters that are in some way linked to this series of deaths. Firstly, Ethan Mars, a slightly deadbeat dad whose youngest son is the latest victim of the origami killer. It transpires that each of the boys are drowned in rain water by the killer before being left on the waste lands and you know you’ve only got a few days to find your son before the amount of rain water is high enough for the killer to add another life to his list.

Secondly, there’s Scott Shelby, a private investigator whom has been hired by the families of previous victims to chase down the killer. Thirdly, Norman Jayden, an FBI agent with an exceptionally useful device (I’ll let you find out, just wait until you get back to your office, I was dumb struck) who has been relocated to assist the local police force with the investigation and lastly, Madison Paige, a Photojournalist. Now each of these characters, other than each being closely entwined in the case, share another similarity, they each have almost crippling faults, be that mentally, emotionally or physically, ranging from simple Asthma to a body-breaking drug addiction.

In the initial instance the atmosphere, the mood, is quite bright and pleasant, it reminds me a little of the social networking service Home. However this little piece of paradise is short lived, soon it rips away the happy little homestead and throws you into panic, depression and fear. Just try not to feel a little stressed when following that red balloon.

You progress through this, skipping from character to character, scenario to scenario, via a series of contextual quick time events. Now I thought exactly the same as I’m sure you are now when I heard that statement – that really does not sound fun, having to watch all of the cut scenes from Metal Gear Solid 4: Guns of the patriots and occasionally pressing the X button sounds awful. But, and this is a huge, huge but, this is not quick time events in the sense of God of War or Dante’s Inferno, when it says that these are contextual it means it. Making use of the motion sensitive sixaxis controls and making you move the whole controller from side to side, and then up and down, to brush your characters teeth just feels right. Not only does your characters dental hygiene come into this but things like changing a baby’s nappy or climbing up muddy hills (Which forces you into playing a little game of finger twister. Making you, to a far lesser extent, mimic your characters exertion) or the little things, like a Mexican stand off with a suspect and your partner, make you feel involved, like you’re part of this. This really does make the ordinary extraordinary.

These quick time events aren’t just limited to actions either. Verbal and mental choices are made in a similar way. The mental options are basically just a way of giving you hints, telling you what your character is thinking and reminding you of your goals should you get lost. The verbal and physical actions however are the most important as they can get you killed.

For example, and I’m trying really hard not to spoil anything here, someone has pulled a gun on you, but not because they want to kill you but because you just happened to be in the wrong place at the wrong time. They’re frightened and they’re nervous, now you could try to disarm them, but one wrong move and you’ve got a bullet in your gut, or you could try to talk them down, telling them the consequences of their actions, appealing to their sense of self preservation. Now if you make a mistake, you’re dead, and not in a ‘restart from last checkpoint’ or ‘load last save game’ kind of way. You’re dead for good. The game will continue even if your character dies but things will pan out differently because actions that they would have played a part in will have never happened. Now this makes even small decisions really stressful as you don’t know if this will have a detrimental effect on the rest of the game, and the big decisions have had my heart racing to the same extent as the character I’m playing; in a very brilliant way, should your character be in a situation that is particularly stressful, the options that you have that would usually float gently around the characters head are shaky, blurry and move so fast that it puts you in the same place as your character, you really don’t know what to do.

There have been times when I have picked an option only because it was the only one I could make out rather than because it was what I wanted to do. Honestly, I have actually not played some nights because I’ve felt a little tired and felt my reactions would not be quick enough – I am actually a little apprehensive to play this without being able to concentrate as much as I can. Not many games can bring that out of you.

Now… I’m not a very prudish person, violence and gore has always been a mainstay of gaming and more and more so recently language has also been a way of bringing in both adult gamers and pubescent boys who like to giggle at F words. One thing that games have never been good at however is sexual content (giggle if you must) or nudity. It has always seemed immature or a bit pervy, countless young men have tried every trick there is into getting Lara Croft to take her clothes off but for Quantic Dream to not only embrace such content but to make it work, to make it feel necessary to the plot, is very impressive. It really is quite difficult to explain this without giving too much away, so I won’t, you’ll just have to try this for yourself.

So, in conclusion, if you own a PS3, even if the above doesn’t sound like your thing, you really do owe it to yourself to give this a try. Will it be the definitive title that Sony wanted it to be? No, I don’t think so, not because it’s bad – far from it, it’s incredible, but its so, so different to everything else that I don’t think some will give it the time or attention it deserves.

As I said earlier, it is like a bad episode of CSI but that’s not the point. The story is important, of course, but it’s the characters, its your decisions, it’s the quality, its just how different it is that all add up to something truly magnificent.





Bioshock 2 (Xbox 360, PS3 and PC)

26 02 2010

You know the feeling you get when you’ve been somewhere on holiday and had a great time there? The food was great, the wine was flowing, everybody seemed friendly and the weather held out for you. You had such a wonderful time you’re debating if you would ever go back. On one hand you’re familiar with the location but on the other there’s the possibility it might never match up to those few days you had. You almost don’t want to go back for fear of tarnishing what went before.

This might seem like a strange way to approach a game review but it’s how I felt upon hearing about Bioshock 2 when it was announced about 18 months ago. I’d not long finished playing the first game and found that it’s story, complete with fantastic twist, was totally absorbing. Rapture was also one of the most interesting settings for a video game in a long time, far different from the usual starships and ruined grey battlefields of other first person shooters. Bioshock also seemed like a video game that had been reading a good few books lately meaning it came across as a little bit more thought out than some others. So memorable was the experience of playing Bioshock that I always thought a sequel would never top it and it would be an inferior project at best and a sub standard cash in at worst. Happily, it would seem that 2K have revisited Rapture and made a sequel that embraces what went before and takes it further.

In the ten years of storyline between games things have certainly changed and roles have changed. The original game was populated with hulking tank like figures known only as ‘Big Daddy’ and taking them down in order to either harvest or save their Little Sister was a task and a half. In this sequel however, you are a Big Daddy. In fact, you’re the first ever version and you’ve broken free from your mental chains of control and have free will of your own. Your own Little Sister, Eleanor Lamb, has been taken from you ten years before and it’s now time to find her. Strange fact is that she’s the daughter of Sophia Lamb, Bioshock 2′s arch nemesis who seems to bear a remarkable grudge against you.

So being a walking  killing machine brings Bioshock 2′s first main improvement over the first game, the ability to have plasmids and firearms ready at the same time. It might seem like a small step forward and other games have been doing dual wielding a long time ago but the near constant switching between the two in the first game put a certain limit of any kind of combinations. This time around it’s far easier to engulf a splicer in flames before shooting them with a machine gun. The new combat system flows much better and enables much more experimentation. You’ll probably need it as well because Rapture’s got a whole lot more hostile in the last decade.

With this new experimental system of combat comes a new tactical streak. Bioshock would simply have you defeat a Big Daddy and then decide on the fate of a Little Sister by either harvesting or saving them to gain power through Adam. The sequel takes it that much further. Every level has a certain amount of Little Sisters wandering around next to their respective Big Daddies. Should you take down a Big Daddy you can now choose to either harvest right there and then which gives you a moderate amount of Adam or you can adopt them in which case the Little Sister will hunt out Adam filled corpses for you to plunder together.

Harvesting gives Bioshock 2 a truly different feel to the original in that it creates tense battles. The smell of Adam brings out the legions of nearby Splicers who will attempt to attack you and your Little Sister, it’s your job to fend them off for long enough so she can complete the task. You’ll find yourself looking around an area, finding doors where Splicers can get to you, hacking security turrets and setting booby traps before placing your Little Sister down and waiting for all hell to break loose. Complete this and you’ll have plenty of Adam meaning you can make the decision to harvest for far more reward or let her run free and gain a small amount of Adam but a warm feeling all over. Bioshock took a very black and white stance on the situation with The Little Sisters, the sequel takes it much further and has some nice shades of grey in there too. It’s a much better mechanic because of it.

In doing this though you’ll be messing with Rapture’s eco system in which case you’ll be hunted by another new addition in the shape of Big Sisters who are robotic like Big Daddies but far more advanced being quicker and more agile. You can hear them coming before you see them and they’ll battle you pretty much anywhere they find you. It’s wise therefore to save some ammo from your encounter with the Splicers in order to take down this angry vixen. Fights between Big Sisters and yourself feel suitably epic as you smash each other with everything you have to hand. You feel like you’ve accomplished something when a Big Sister finally falls. The worry about being an all-powerful Big Daddy ruining the game experience is set aside after witnessing these machines get harder and more cunning as the game goes on. Put simply, there are more powerful things at work than you in Rapture and you’re not allowed to forget about it in a hurry.

Andrew Ryan might be long since dead but that doesn’t mean his image or voice has gone for this sequel. You’ll still pick up audio diaries with the originator of Rapture giving his thoughts about Sophia Lamb and her followers attempting to undermine him. Bioshock 2 retains the original game’s sense of a society after the collapse but it gives much more detail to the different ideologies at work in the city. Ryan encourages Rapture to be home to the individual and let them do what they want whilst Lamb wants more of a community, to cultish levels of devotion. It’s this battle that gives Bioshock 2 the main bulk of its story and it’s a very effective one. The voice acting is once again top-notch and nearly every person you hear from has a good back story to their relationship with Rapture.

The only trouble in this is the fact that Sophia Lamb isn’t really a patch on Andrew Ryan as far as character goes. It might be because Ryan had the first game to set up his character as well but his legacy hangs over the second game like a shadow. Lamb does have a lot to say in the story but you’re always more interested in the clips when she debates with Ryan over the future of Rapture rather than when she’s speaking to you directly. Whilst not being a massive let down that tears the story apart it’s a bit of a stretch to imagine this therapist commanding a whole army of drug users to meet her aims. There’s also some really good moments relating back to Ryan, in one case an entire level set in a children’s theme park teaching those born in Rapture the dangers of going back to the surface.

So Bioshock 2 retains a vast portion of what made the first so good in that the atmosphere is first grade yet it also heralds some improvements mainly the combat being tightened and the morals not quite being so two-dimensional. There is an air of familiarity about the game though but Rapture was such a strong setting in the first place that the game can sustain this again. You’re not wandering the same corridors you were ten years previously as Rapture is big enough to support both stories. If you’ve played the first game then some of Bioshock 2′s locations and events will make you grin (Sander Cohen’s art exhibition?), if this is your first venture into Rapture then you’ll be blown away by the detail.

It’s a rare thing indeed for a sequel to top an original, especially an original as strong as the first game. Bioshock 2 thought goes that much further and is another finely crafted game which combines first person shooting with a deep story to great effect. In short, you should certainly holiday here again.

Note- Bioshock 2 is known for including a multiplayer death match, something the original never did. I would have included a brief note about it in this review but my lack of experience with the game mode meant it would be based on a handful of games at best. Tom has played it more in this regard however so he’ll probably post his thoughts in the very near future.





(Dated-but-still-worth-a-look) Video-reviews

29 01 2010

In honour of 2k Games upcoming title, BioShock 2, and mine and Cameron’s plan to resurrect the video-review format for it (as the best way we can think to do a game of it’s calibre justice), I thought it would be amusing to dredge up our original ‘pilot’ reviews from our previous life over at LiveJournal. You could say they’re slightly dated, but we prefer to think of them as doing justice to two of the Carlisle/Gretna-contingent-of-BfF’s favourite games of 2009. So, without further ado:

UFC Undisputed 2009:

A bit rough, but does justice to the excellent first game in the highly-tactical beat ‘em up series.

Next…

Batman: Arkham Asylum:

Hopefully, they’ll still seem relevant in some way! Please watch out for our BioShock 2 review in the next month or so along with Episode 2 of the Brake For Frogger podcast!






Most Wanted 2010

6 01 2010

Most Wanted 2010.

So the smoke has settled on the festive period and we’re underway as far as 2010 is concerned. We could have done a section on what games we thought were best in 2009 but we decided it’s best to look forward towards what we can’t wait to get our mitts on this year. Here, in no particular order, is mine.

Bioshock 2

I’ve mentioned before of Brake For Frogger that the sequel to 2007′s first person adventure wasn’t greatly on my radar when it was first announced. I loved the original but a sequel just seemed like cash in nonsense.

Bioshock 2

Reading previews and play through write ups lately it obvious that Bioshock 2 looks to have gone beyond any cash in labels and that care has been taken in replicating one of Bioshock’s biggest assets, the sheer atmosphere of Rapture itself. The idea of taking control of a Big Daddy, the first game’s ever present threats, is an interesting one and the return of the Little Sisters should provide plenty of Adam harvesting fun. Multiplayer is apparently being farmed out to the guys who do Unreal Tournament which therefore means it’s upgraded from ‘bolt on’ to ‘fun’.

Heavy Rain

Yes, one of my most wanted games is a PS3 exclusive which will involve me buying Sony’s current gen console to be able to play it. I’ve always put off buying a PS3 for the simple reason that most of the stuff on it I could play on the 360. Heavy Rain however has got me interested because I played Quantic Dreams’ previous game Fahrenheit on the PS2.

Now Fahrenheit had some major faults, mainly the fact that it started out as a tense murder mystery and quickly became something akin to the offcuts of X-Files scripts blended together. It did however contain some original ideas as far as story telling went and how small, everyday decisions would effect the outcome. The intention always seemed to be to get as close to an interactive movie experience as possible and a good job was done with the technology of the time.

Heavy Rain

So Heavy Rain seems to build on that idea further by having an ever changing story dependant on your actions as a player. The fact that the story will continue even if one of the main characters dies is certainly a plus point and an advance on how games usually deal with such things. There’s an apparent emphasis on character’s emotions and thoughts rather than presenting them as just digital slabs of meat.

So Heavy Rain looks like a winner even if it’ll technically set me back £300 to play.

Alan Wake

Take Silent Hill and mix it with The Shining and you’ll get something similar to what Remedy are aiming for with Alan Wake. Moving on from making Max Payne the developers seem to have been at this one for a good long while as it was first announced ages ago. I liked the look of it at the time and had seriously got around to thinking it had been canned as gameplay footage has only resurfaced a short while ago.

Thankfully it’s come back on the radar and is looking all the better for its time underground. Alan Wake is a horror writer who goes to a remote town in order to finish writing his latest book. Strange things are afoot when he discovers that the creatures he writes about come to life and proceed to take over the town.

Photobucket

Storywise it’s probably not a great leap forward but it looks like a pretty decent upgrade on what Silent Hill did a good few years ago now. Add to this the fact that I get some smug satisfaction from the fact it was on my hit list three years ago and we’re on to a winner it would seem.





In Rapture

20 11 2009

I loved Bioshock even though I wasn’t in a great rush to go out and buy it upon release. It was loaned to me by a friend who thought I might enjoy it and how right he was. The game dripped atmosphere, was just about the right length for me to cope with and was rich in story and character. When the teaser trailers came out for the sequel almost a year ago now I have to admit to not really wanting it to happen. I’d become, in my own way, quite protective of my experiences in Rapture during the first game. That story did not need a sequel, much less one with multiplayer modes tacked onto it. Everything about Bioshock 2 seemed designed as a cash in especially is it lacked the original design team. Having recently seen gameplay footage I’ve been swayed. Maybe, just maybe there’s life in the old place yet. I really thought that you couldn’t stage another game in Rapture itself simply because it would never match the thrill ride that the first time around was. By the looks of it there’s life in the old place yet and that life is jacked up on Adam and ready to rip you apart.

It appears they’ve thought about the story enough that it’ll be a natural continuation rather than something thrown together and the idea of playing as a Big Daddy, vilified during the initial announcement, seems to hold some logic. Bioshock 2 will hopefully be a worthy sequel to a classic first game and it’s currently down on my 2010 ‘Want List’ especially as the limited edition version has a LP record of the soundtrack with it.

It’s not often that a game that I held no interest in beforehand changes my mind and makes it into my radar but Bioshock 2 has just about done it.








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