Grizzly Gaming


Wednesday, June 22, 2011

Gaming on the Cheap: Dante's Inferno

You want to know the main reason I stick to first-person shooters, RPGs and action games? Most are completely and utterly devoid of platforming. I hate platforming. On occasion I’ve enjoyed games that make use of timed jumping puzzles – Darksiders, Limbo, most anything on the NES come to mind immediately. It didn’t take “Dante’s Inferno” long to rekindle this mostly snuffed out flame of hatred for platforming. Though it is a very small percentage of the entire package that is EA’s 2010 action title based on Dante Alighieri’s “Divine Comedy,” the uninspired combat, cheap enemies and frankly boring story won’t do much to keep you coming back.


First and foremost, don’t try and fool anyone by claiming you’re brushing up on classic literature while playing this game. Outside of the characters and setting, this button-mashing action/adventure title shares little with the original work. After taking part in the Third Crusade to retake the holy land, Dante returns home to find that his wife, Beatrice, has been murdered. After being assured by the bishop all their sins were forgiven following the crusade, a confused and rage-consumed Dante decides to take on the entirety of Hell to rescue his beloved. He’ll have to face every sin he has committed during the Crusade – reliving them through animated sequences.


“Dante’s Inferno” is a game you’ve very likely played before. You might not have played the game itself, but if you’ve played “God of War” or “Devil May Cry,” you’ll know exactly what you’re in for. Only the combat in “Inferno” doesn’t feel nearly as tight or as satisfying as “GoW” or “DMC.” Your main weapon in “Inferno” is Death’s Scythe which can extend and be flung around wildly, similar to Kratos’ Chaos Blades. You’ll also have Beatrice’s Cross, a ranged weapon, which fires holy blasts at enemies. Alternating between heavy and light attacks, as well as using the cross, you’d figure the combat to be fairly deep. Unfortunately “Inferno” doesn’t supply you with a move/combo list and outside of unlockable attacks using the Left Trigger, combat doesn’t stray very far from “mash light attacks – with the occasional heavy – until everything is dead.”


This probably wouldn't end well if I didn't have this bone scythe


“But Grizz,” I hear you saying, “If you didn’t suck at video games so much, you could try not mashing the buttons all the time and maybe dodge and block every now and then.” And to you I say, that may be true – only not in this case. The combat in “Inferno” isn’t very tight – meaning that blocking (not just countering) takes perfect timing since the act doesn’t cancel moves. Not only that but enemies are often as quick as (sometimes quicker than) you, meaning by the time you think you’ve rolled to safety, they’re right next to you, stabbing you in the face. Enemies in “Inferno” are also very fond of unblockable moves – often times being the only thing they’ll do (I’m looking at you, spinning, two-headed demon in the Greed stage). To top it all off, the difficulty is pretty uneven. I probably can’t even count how many times I’ve had to restart from an earlier save because I just don’t have enough health to complete the next marathon “battle chamber” (the parts where you’re suddenly locked in a small area fighting off wave after wave of enemies). I know it’s not a real term but I couldn’t think of anything better.


The abilities Dante uses in combat are divided into holy (cross) and unholy moves (scythe). Often you’ll be able to finish off an enemy (or the random lost soul) with either a “punishment” or “absolution” move. The souls received from choosing go toward unlocking new moves for your two main weapons, which can then be purchased using the souls/currency collected from defeated enemies. Though these moves are often pretty cool looking, the lack of a coherent combo system makes obtaining most of these moves pretty irrelevant.


Overall, I’d probably say my favorite part of “Inferno” were the visuals. The circles of Hell are incredibly detailed, with each area offering its own unique (and ghastly) sights. Character models (Dante, enemies, bosses, etc) are also very, very cool looking. Dante, for instance, wears chain mail, a steel crown of thorns (instead of a helmet), has a red, cloth tapestry depicting his sins sewn to his chest and he tears demons in half with a scythe made out of bones. If you have to ask why all that stuff is badass, I’d have to ask you to leave.


Outside of the visuals, though, “Inferno” really did little to impress me. When there are plenty of other games almost identical to it on the market, there’s really no reason to play “Inferno” unless you really, really, really want to. Though I picked it up used at GameStop for only $20, I’d suggest investing in “Darksiders” instead - a more technically competent and just as visually stunning game that offers much more play time than “Inferno.” Also, if you’re a parent, don’t buy this game for your child (or any other child) just because it’s cheap. There’s absolutely nothing in “Inferno” for children except traumatizing violence and nightmare fuel.

Wednesday, June 15, 2011

Amazon offering 'Buy one, get one 50% off' deals for a limited time

If you're anything like me, at times you feel like calling the police because of how badly the video game market is treating your bank account. No matter how hard I try, some games will always end up getting ignored - because of having no money or because you're trying to finish other games.

For a vague "limited time only," Amazon is offering buy one game, get another 50% off on a ton of games like Assassin's Creed: Brotherhood (one I'm looking at picking up), Dead Space 2, and Bulletstorm, to name a few.

To check out all the games offered in this deal check out the Amazon page here.

Thursday, June 9, 2011

L.A. Noire: Detecting a winning formula

Games like L.A. Noire are few and far between. Combining the exploration of old point-and-click adventures like “Secret of Monkey Island” and “Maniac Mansion,” the deep conversation mechanics of a role-playing game and the action of an open-world game, L.A. Noire is an experience wholly different from the majority of titles currently offered on consoles.


On the surface, L.A. Noire is a game about a detective, Cole Phelps, working his way up through various desks within the L.A. Police Department. As Phelps, you investigate crime scenes, question witnesses and draw confessions out of suspects – sometimes with your fists (1940s police work is handled much differently than today). Collected clues, evidence and suspects are all added to your notebook which can be referred to at any time.


L.A. Noire isn’t an open-world game, in the traditional sense. It’s a Rockstar game and because of that fact, most were expecting a fully open, sandbox style world with collectibles, stores and safehouses. L.A. Noire handles its story in a more linear manner. You’re free to explore the city of Los Angeles during cases but, outside of case-specific locations, there isn’t much to do. There are landmark locations to discover as well as hidden vehicles, just don’t plan on buying clothes, weapons, safehouses, or collecting hidden packages.


The real meat of L.A. Noire is the detective work – gathering evidence and getting a conviction. A typical case will begin with Phelps (who is always joined by a partner) searching a crime scene and collecting evidence. It is important to collect everything before questioning any witnesses, as any missed items could turn into missed conversation opportunities. Don’t worry – pensive music will play while searching a crime scene until all items have been uncovered.


Though searching a crime scene can be exciting on its own, questioning witnesses and interrogating suspects is by far the most exhilarating experience L.A. Noire offers. Through the use of new facial mapping techniques, characters in L.A. Noire have an eerie realism to them – using body language, eyes darting around and displaying other subconscious reactions that are rarely, if ever, seen in a video game. Reading the expressions, tone of voice and body language of people is essential to discovering the truth and getting a conviction.


After hearing a suspect’s response, you’re given three responses – truth, doubt, and lie. Truth, obviously, means you believe their story, doubt will have Phelps lay on the pressure a little thicker (if you think a perp is holding out on you), and lie will cause Phelps to outright disbelieve what the suspect is saying. Be cautious using lie, though, as you’ll need to have hard evidence to back up your claims. Questioning witnesses can be nerve-wracking. Is the suspect purposefully withholding information or are they just nervous? Did you collect the right evidence to convict a certain scumbag? It’s very easy to mistakenly put away an innocent person if you don’t carefully select your responses in interrogations.


But don’t go thinking that this game is without its flaws. While it is quite a change of pace from the games I usually play to be on the righteous side of the law, using my intelligence to be successful rather than just my ability to aim down the sights of a gun, that pace may be too slow for some. Certain stretches of playtime in L.A. Noire made the game feel like it was dragging on, taking its time reaching the next big moment or plot element. Pacing is an issue that would need to seriously addressed if there is to be a sequel (which I believe there is going to be, but I’m not positive).


As mentioned earlier, L.A. Noire is a much slower, more deliberate game than most, current popular video games. Though this change of pace might suit some, it could also be an annoyance for others. Though L.A. Noire does feature elements of action, they are much fewer and far between than other open-world games. For instance, you may get into the occasional fist fight or foot/car chase but for the most part you’ll be chasing leads and questioning persons of interest. Street Crime missions offer chances for more action packed encounters (and are usually offered up whenever you’re driving from location to location over your radio), the combat controls are clunky and cover system is a little lacking. Obviously most of the work on L.A. Noire went into developing the story and characters, but much of the action feels like a tacked-on afterthought.


But the biggest crime that L.A. Noire commits is how it handles story progression. In a GTA game, a straight forward story that doesn’t weigh your decisions (i.e. change the story path) is ok because most people don’t play GTA games for the story – they play them to ramp police cars into helicopters and roll down city streets in a tank. In L.A. Noire, though, your choices often don’t feel like they have any consequence. Miss a bunch of questions? Put the wrong person behind bars? Don’t worry - you’ll continue onto your next assignment regardless of how you handled your previous case!


Let me give you an example to go along with my previous point. Of all the cases in L.A. Noire, I can still recall the one that I screwed up the most. Instead of putting away a known offender, missed questions and lack of evidence caused me to charge an innocent (albeit suspicious) man with murder. Afterward, the captain chastised me for not taking the opportunity to put away the man with a history of criminal offences and told me I’d be working the streets for a while as punishment. I thought, “So am going to be back on the beat, completing Street Crime missions until I earn my way back into the captain’s good graces?” Nah, nothing interesting like that. I took my tongue-lashing and it was onto the next case.


Outside of a few graphical glitches (in one cutscene, I watched as an entire character model didn’t render and there was just a fedora bouncing around the screen) and its few shortcomings, L.A. Noire is a testament to the kind of tremendous storytelling video games are capable of. I’d wager that L.A. Noire could easily compare to anything being produced on TV police dramas or in the movies.


If you go into L.A. Noire with the right mindframe (that is, knowing what kind of game it is) there is a ton of fun to be had. On the other hand, if you got into L.A. Noire expecting an experience that it, quite frankly, never advertised in the first place, you’re going to be disappointed.

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An avid gamer and long-time pro wrestling fan, stay tuned to Grizzly Gaming and the Delco Elbow Drop for game reviews and pro wrestling news.

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