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Review: Deus Ex: Human Revolution

Deus Ex: Human Revolution is a great game. Maybe not awe-inspiring, as it really doesn’t push the boundaries of what gaming could be, but it does execute extremely well (save some overly-apparent shortcomings). It’s a slow roll uphill, but the momentum Human Revolution gains with its satisfying progression, immerse narrative and challenging stealth mechanics makes for a one of the greatest gaming experiences this year.

The year is 2027, and humanity is on the edge of an evolutionary brink. In this future penned by Eidos Montreal, humans are the masters of their own evolution, via body enhancements called augmentations. These augmentations or enhancements, as they are called, come in many different forms — from making someone more keen to social queues, all the way to being able to punch through a brick wall or military advancements like the ability to shoot lethal energy in a short radius.

The real trouble in this becomes the ethical dilemma: Should the advancement of humans be a natural process, or should we be allowed to manipulate our destiny as a race? The game does a great job at effectively representing both sides of the issue, much to the point where the player is likely to feel conflicted. Sure, these augmentations could mean the saving of lives, but at what point do they start destroying them?

Players take the role of Adam Jensen, the head of security at the World’s pioneering augmentation firm, Sarif Industries in Detroit, Michigan. After a terrorist attack on Jensen’s employer, he is left to die with a body full of bullet holes. David Sarif, the founder and CEO, makes the call to save Adam’s life by augmenting nearly every part of his body.

Six months later, Adam returns to work, determined to find out just exactly what is going on with Sarif Industries. It’s becoming clearer and clearer that larger things are at play, as radical “naturalists” attack Sarif at every point with at-large gangsters and corporations pulling the strings.

Upon entering the streets of Detroit, it’s clear to see that the World is quickly becoming the dystopian setting of a tragic narrative. Beyond the simple failings of the World’s economy, a new, devastating force is separating the haves from the have-nots — those who’ve spent their life savings on enhancements can no longer afford the anti-rejection medication and are forced to live on the streets, impoverished with dysfunctional augments to remind them of the life they once had.

The setting leaves a brooding, ominous feeling in one’s gut, and brings about darker ruminations of Blade Runner and Mass Effect. The tension and despair are palpable, and the characters truly bring that desperation to life with their dialogue. Life as anything but a criminal just doesn’t hold the societal value it used to; military men, cops, families — they merely maintain their existence.

While the game does a great job at setting, it does a poor job at creating characters that feel real. Many of the characters would be more effective if I simply couldn’t see them. It’s tough to truly appreciate the engrossing narrative while character models looked depressingly antiquated, bobbing their heads and hands around like seizure victims, lip syncing amiss.

Even then, many of the characters’ voices drop the ball completely, whether it’s from poor scripting or even poorer direction. The acting is often overdone, the voices are sometimes mismatched to their body, and the dialogue is uncomfortably laughable at times — to the point where even the game makes fun of itself. At what point will game makers understand that irony about a game’s shortcoming isn’t funny, it’s just sad? (I’m looking at you, Duke)

It certainly doesn’t help that the main character is one of the most unlikable voices in the game, if not the most. He’s a combination between Neo of later Matrix movies and Christian Bale’s Batman — yeah, that bad. When I saw how awesome he looked, I was instantly poised to like him, but then he started talking. His voice didn’t match the character at all, and he just sounded like a tool. Though, he becomes more likable over time.

It’s good that the player has choices to make, because for me, it allowed me to better connect to Adam, as I dictated his moral standing. Not so much a matter of “good and evil”, Adam is presented many choices that help shape his greater character; whether or not planting illegal drugs on a crime lord who enslaves women or simply killing him becomes a bit of a grey area.

Another big gripe about the presentation is how jaunting the transitions can be. The movement from in-game to cinematics is often quite abrupt and really shows the shortcomings of the in-game engine. Its 2007 announcement seems to suggest that the framework has been around for quite some time, only to be recently finished.

It is also worth mention that the game’s map leaves much to be desired, too. The towns are confusingly complex, and the waypoints aren’t much help. Allowing the player to set their own waypoint would make the navigation function more smoothly. In all, I’ve come to find that a lot of the issues I hold presentation-wise are the kind of things I would have taken for granted in the PS2 days.

After a while, however, these fumbles became far less noticeable as I found myself deep, deep into the game. The game’s art really saves its poorly-executed presentation with a stark contrast of dark and bright colors and Renaissance stylings (an ode to revolution to come). I even ended up not caring how ridiculous the characters sometimes seemed — and even started liking them — as I became enthralled by the wholly satisfying game mechanics.

The gameplay, like the presentation, is often clumsy, but it’s really satisfying once the game picks up. This is largely due to the abilities that Adam has at his disposal, thanks to his fancy, new augmentations. While many augs — people with enhancements — find that they reject their enhancements, Adam’s DNA incorporates them extremely well, and he may not even need the medication. However, to be safe, the enhancements need to be activated one step at a time.

The augmentations sport a lot of cool and innovative abilities, like being able to jump down from any height unharmed and stunning enemies near the land site, to typical upgrades, like extra armor and sprint duration. The upgrades that the player chooses to get largely account for their playstyle.

While it is possible to treat this game like a typical FPS — shooting every possible enemy with upgraded machine and handguns — the game is more rewarding to those that take the stealth approach. Experience bonuses are given to those who aren’t seen and do not kill, much like Metal Gear Solid games.

The game is made even more satisfying in that there are a few ways to be stealthy. For example, upgrades can be purchased to be able to tell where the enemy’s line of sight is, so that the player can use their silent walking upgrade to sneak around a room full of enemies via the FPS/third-person hybrid stealth and cover mechanics (which work flawlessly, by the way).

If that doesn’t suit the player’s fancy, perhaps they want to have the ability to move large objects — like refrigerators — and stack them up to form a set of stairs, in which the high jump augment can help get Adam up onto the rafters. Then, a vent can be taken to the next room for an added experience boost. The possibilities are very open, and it’s up to the player to carefully craft their abilities; not all upgrades can be purchased in a runthrough and respecing is not an option.

One of the best, albeit simple, aspects to the game is the hacking minigame. Now, more often than not, minigames feel like an excuse for the player to feel as though they earned something when they really just went through the motions — this is not the case here. The hacking minigame is fully fleshed-out and intelligently designed. It’s very hard to explain, and the game doesn’t do so well at that either, but trust me in that it’s very satisfying.

The gunplay is probably the most awkwardly clunky part of the game’s mechanics. This is not too much of a worry, as Adam is very “squishy”; the game edges for a bit of realism, in that Adam can barely take a shot. With the exception of boss fights, it’s not necessary to even kill, but should the player choose to, the usual assortments of weaponry is at Adam’s disposal — 10mm pistol, shotgun, machine pistol, combat rifle, etc.

Guns have terrible aim, and enemies are extremely overwhelming. Simply put, it’s just frustrating. The saving grace in all of this is that take-downs can be done via Adam’s strength upgrade — with the choice to knock-out or kill. If the enemy is not exactly close enough to do so, there are a few fun but cumbersome non-lethal weapons — stun guns, tranq rifles, force guns, etc.

What Edios maintains with Human Revolution are the nuances and the attention to detail that many games once had but lost. For those patient enough to look around, there are many stones to turn over; the game is riddled with secret areas, e-mails full of background development, collectibles and Easter eggs. By taking a look at everything in the first room, the game makes light of the old school of thought with an achievement/trophy.

Despite its frustrating combat and tired presentation, the Deus Ex: Human Revolution is truly an amazing game. Its artstyle and well-developed narrative paints a hauntingly beautiful canvas of dystopian society amidst a revolution in humanity. The nuances of the game largely make up for the game’s many clumsy mistakes that developers should have learned from by now. Deus Ex: Human Revolution is something that both Square Enix — the game’s publisher — and Eidos Montreal can be proud of.

4.5 out of 5

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Chromebook Review

I’ve recently had the pleasure of obtaining a Chromebook, and I’m in love… Well, more like love/hate, but it’s a start! The Google Chromebook (CR-48) is a step toward the future of cloud computing. As many of you know, I’m in total support of cloud technologies — technologies in which hardware is merely a portal to Internet-based programs. The pivotal point in cloud technologies is execution, and that’s where Chromebook is a fair bit underwhelming.

With much of the computing being left to the cloud, the hardware is less important than the connection users have to the Internet. In any case, I’ll still share you the hardware specs for context:

The CR-48 sports a 1.7ghz Atom processor, 2gb of 10600S DDR3 RAM with shared graphical memory and processing on the proprietary Tripod MARIO motherboard. Obviously, physical storage isn’t a focal point, but the laptop does have a 16 gig solid state harddrive. Along with that is USB and SD card support, as well as VGA output and an eighth-inch jack for stereo audio. While the netbook doesn’t feature wired Ethernet capability, it does utilize N wireless networking — the fastest and most load-bearing connection type over g and b.

It would seem that the Chromebook has its harddrive for flexibility, and that certainly speaks volumes about Google’s intentions with their netbook. The Chromebook is the stepping stone between what mobile computing is and what they want it to be. Honestly, it’s kind of an awkward place to be in. Google’s attempt at cloud computing seems a bit half-hearted, and it’s a long way from being a reasonable step forward, as opposed to a somewhat convenient alternative.

Chrome, as an operating system, is nearly identical to Chrome as a browser. Imagine having Chrome browser up, and not being able to minimize it or use your taskbar. Now, Chrome has a bit more functionality than that, but not too much more. Access to the “fileshelf” is like an extremely basic version of Explorer, and it enables file saving and utilizing of basic files: mp3s, pictures, limited video formats and other media. Navigation is simple enough, but organizing sub-paths and managing files is non-existent.

While media is accessible, the operating system is not as flexible as one would like with codec support — particularly videos. It’s frustrating that I can’t watch most video content, including files as common place as .avi. The Chromebook is not even capable of streaming Netflix, via the lack of Microsoft Silverlight support. It’s fantastic that it supports flash, which is more than the iPad can say for itself, but the functionality leaves a lot to be desired.

My big issue is that Google seems to understand that the cloud is the future, but they fail to see the difference between true cloud technology and Internet access. Many of the “applications” available are less than cleverly embedded URLs that link to services available to any computer with Internet access. Chromebooks, being priced equally to their netbook counterparts, have to be just as, if not more, functional than its competitors.

The applications that do seem unique and intriguing are largely offline apps, which defeats the purpose entirely. Just because being able to check my e-mail and Facebook is the thing on the forefront of my mind, it doesn’t mean the buck stops there. I still want to be able to edit photos in PhotoShop, I still want to be able to watch my non-streaming videos, I still want to be able to type up my reviews in Word, and I still want to be able to do some satisfying gaming.

The value in the cloud should be that my laptop is capable of robust experiences without expensive, vulnerable hardware. So far, this feels wholly unrealized. Instead, I have a laptop that does just as much as I’d expect it to do for its less than stellar hardware, if not less. I’d even go as far as to say that Chromebooks aren’t a true cloud experience but more so a gimped form of Linux in the form of an Internet browser.

Though, like I said, I do love this laptop. I love it more for its potential than its realized functionality. Even then, there are some things about the laptop right now that I love. I love that it starts up in less than 15 seconds, I love that it’s large enough to have a comfortable keyboard but small enough to feel extremely portable, and its battery life is a whopping 9-12 hours of use. I appreciate that it allows me to output the display (though not digitally), and I can use physical media like USB drives and memory cards if need be.

I also love how fast the operating system is. It doesn’t do much, but what it does do is fast. I can run through multiple tabs and windows and flawless speeds. To be fair, fullscreen Hulu and streamable HD videos are a bit choppy, but that’s largely due to the GPU being shared processing and memory. Everything else works swimmingly. If I wanted to, I can even allow myself to choose between stable builds, beta builds and developer builds — each mode having more flexibility and vulnerability than the next.

The great thing about Chromebooks is that because they’ve got the drive space to expand their platform, and their platform should be largely portal-based, is that Chromebooks can get better, while many laptops will be obsolete in due time. The inclusion of solid state harddrive and N wireless capabilities ensure that there is room to grow. Updates are extremely fast and non-disruptive.

Four years from now, many people will be tossing their computers away for more powerful, more expensive replacements. If Google does realize their potential with Chromebooks, users will be upgrading steadily along, and they may even be able to out-compute, out-store their less than forward-thinking brethren. Once Google Docs is a fully realized program for office use, Picasa is a robust editing software for graphic designers, and fileshelf is an intuitive design akin to if not better than Windows Explorer, Chromebooks will be worth every penny and some.

It’s worth a quick mention, though, that the other component to cloud computing is our Internet connections. Internet service providers — or ISPs — often cap our download speeds and don’t give us what we really pay for. Not only that, but server proximity can effect delay rates, commonly referred to as ping. It also makes some people uncomfortable to be so reliant on a constant Internet connection, but my argument to that is Chromebooks ability to connect to 3G (slower than cable or DSL connection) and the fact that Wi-Fi is easy enough to come by. Also, Internet downtime for many is no more or less common than hardware failure and viral attacks and over-burdening processes.

In any case, as it stands, Chromebooks are overpriced for their functionality, and I can’t really rate something on its potential but its value as a product. I think Google+ is a great sign that they’re really moving forward, but it’s going a bit slow for my tastes. As seen with OnLive, cloud technology isn’t something a lot of people are willing to embrace quite yet, but that’s only because of its underwhelming execution. I hope Google takes some more risks, because I truly believe that naysayers will be their strongest userbase soon enough. Until then, early adopters, be wary that your money spent now is much more of an investment than a purchase.

2 out 5

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OnLive Gives 30 Percent Discount to PlayPack Members

Cloud gaming just got a whole lot more affordable.

Last night, OnLive – the cloud gaming service – announced that its PlayPack is now going to include the benefit of 30 percent off all purchases. This deal includes all titles and extends to new releases and AAA preorders, as well. Customers of the PlayPack can even purchase the OnLive Microconsole and controllers for a lessened fee. Better yet, the 30 percent discount can also be compounded with existing discounts, deals and promotions.

The PlayPack, for $9.99 a month, already boasts unlimited access to over 70 available titles like Shatter and World of Goo, and it’s arguably the most enticing aspect of OnLive. With titles like Deus Ex: Human Revolution on the way and the support of mega publishers like Ubisoft, this makes that deal all the sweeter.

For many, this may be what OnLive needs to push those who are unconvinced over onto their side of the fence. The service, while functional, doesn’t quite meet the standards of PC and console visual fidelity and suffers from response lag, so paying shelf prices for titles can seem a bit lofty. Not only that, but the reliance on a stable Internet connection may put many would-be consumers at unease.

OnLive has had a bit of a slow roll convincing people that cloud gaming is a viable alternative, but that’s not to say they haven’t found a fair amount of success with their platform. Many gamers have voiced their appreciation for not having to deal with DRM, installing and updating their games.

It’s hard to say just how OnLive is going to fare in the coming years, but by embracing the frugal gamer, they may just have a shot at pioneering the “digital distribution revolution”.  In the meantime, OnLive promises that the 30 percent discount will be available to PlayPack customers for as long as they’re subscribed.

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Awesome PlayStation 4 Concept Design

With buzz going around about Sony gearing up to announce the PlayStation 4 next year, some people have been getting a bit ahead of themselves — like conceptual artist, Joseph Dumary. He’s created his very own concept for the PlayStation 4, and it looks pretty awesome!

The design was featured on the Website Yanko Design via CNET.

It boasts many cool features, like a 1.5TB harddrive, 4x1080p resolution output, and the ability to connect to six televisions at once. The may be a bit unnecessary, but some other interesting features are included as well. For example, the console is made out of 60% recycled material, and it sports a rechargeable battery with a zero-watt standby mode with an “Eco Restart” for resuming saved games.

Check it out!

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Capcom Cancels Mega Man Legends 3 for Nintendo 3DS

Capcom recently put out a statement saying that they’ve cancelled development of Mega Man Legends 3 on the Nintendo 3DS, via their Website.

“Unfortunately it was not felt that the Mega Man Legends 3 Project met the required criteria, and it is with regret that we must announce that the Mega Man Legends 3 Project has been cancelled, meaning that Capcom will not be releasing the Prototype or the full game

“Additionally, updates of the Mega Man Legends Developer Room will cease as of today, though the North American Developer Room and its forums will remain open indefinitely.”

Capcom also said that there are no plans to reinitiate development or feature the prototype version on the eShop.

While Capcom says that Mega Man is a paramount series in their arsenal, this seems like telling times with their cancellation of Mega Man Universe. Who’s to say where the series will lead?

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Witcher 2 Free DLC On The Way

In an update to come, The Witcher 2: Assassin’s of Kings will be supplied with some brand new DLC content, along with tons and tons of updates and fixes. This tidbit has been announced via the community page on developer CD Projekt’s website. The DLC content provides an extra mission in Chapter 2, and it’s titled A Sack of Fluff. The Developer has said the quest will “reward those who demonstrate patience.” Other than that, not much else is known. The updates will provide some new features as well, like the ability to store items at inns.

No date has been given for this update.

CD Projekt Red has claimed that all DLC content is and always will be free. This is some refreshing news, as many companies make tons of profit on micro-transactions that often leave the consumer feeling cheated. How this will work when the game is on Xbox is still unspoken for, but this hopefully doesn’t mean that all DLC content is expected to stop coming with the Xbox version’s release. We’ll see.

Until then, enjoy the free extra content!

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Assassin’s Creed: Revelations, A Good Game Is A Good Game

Some lessons may be tough to learn and even tougher to accept, but some lessons are learned with the unadulterated enlightenment that comes from a joyous, life-affirming experience. Luckily, my latest life lesson was the latter. So what did I learn? Well, I learned what I already knew to be true, but what I hadn’t accepted to be true: A good game is a good game is a good game.

This lesson was learned via Assassin’s Creed: Brotherhood. In all honesty, I was a complete nay-sayer of this title for the longest time. I thought the original title was overrated, and the second was really well-made, but only good for a quick weekend. After an extremely enjoyable experience, I was hopeful for that Ubisoft would someday release an amazing sequel that yet again raised the bar in a completely refreshing setting with a completely refreshing cast. However, that’s not what was announced.

Upon hearing of Assassin’s Creed: Brotherhood, I was immediately upset. Another Ezio game in less than two years? In an atmosphere where “annualization” was looking to ruin innovation as we knew it, this was seemingly the first sign that publishers outside of Activision were about to adopt this terribly disheartening approach. I was wholly expecting Assassin’s Creed: Brotherhood to be Assassin’s Creed II with tacked on multiplayer and forgettable features. Well, I may have been wrong.

I recently had the pleasure of playing Assassin’s Creed: Brotherhood. After months and months of commenting blog posts and articles about how distressing the future of Assassin’s Creed may be, a copy of Assassin’s Creed: Brotherhood fell into my lap. I had previously decided that I had no interest in purchasing the game, but I couldn’t turn down a free run through. The start was a slow roll, but at about five hours in, I discovered that Brotherhood was indeed a much better game than the second.

The setting in Brotherhood is largely the same aesthetically, but the focus of the narrative allows Rome to develop as a much more realized backdrop for a truly more realized title. I find myself most addicted to the immersive economy, the risky but rewarding assassin party dynamics, and the openness of a Rome filled with tons of side-quests with brilliant dungeons. The amount of side missions and collectibles always had me distracted just long enough to enjoy my completionist tendencies while working my way through the story.

I didn’t play Brotherhood before the announcement of Revelations, though. So when I read the announcement for Assassin’s Creed: Revelations, I had the same initial feelings as I had for Brotherhood, but ten-fold. It blew my mind that Ubisoft had yet again not moved on from the Ezio chronicles. I didn’t have even the slightest interest in checking it out while I was at E3, but now I regret that I didn’t.

Since finding Brotherhood to be an extremely amazing and immersive game, I had to check out Revelations. May I have been wrong to judge so quickly? To be honest, I was still a bit wary, but if Brotherhood blew my expectations out of the water, then Revelations was certainly worth my attention, at least.

After checking out the E3 demo secondhand, it seems as though Revelations may actually be a title that will yet again raise the brand. Revelations sports a brand new setting with a unique environment, an older and wiser Ezio, and some engine tweaking to tighten everything up. If it makes the strides that Brotherhood did and makes for a more imperative and engaging narrative, there’s no reason to have anything but respect for the title.

Now, I’m still reserving judgment for Revelations, but I am much more open-minded since playing Brotherhood. I still think Ubisoft should be wary of the creativity squelching over-releasing that has been plaguing too many games. If Revelations is a great game, though, I’ll simply accept it for what it is. What’s the point of denying a great experience? After all, Assassin’s Creed has been less stagnant than sports games, military shooters and other titles we expect seemingly less from. A good game is a good game is a good game.

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Compelling Argument for Localization of Nintendo Titles

As many know, Nintendo has denied North American localization for many of their titles — games like Xenoblade, Pandora’s  Tower, The Last Story and more. Many of these titles are actually being released in Europe with English subtitles and dubs, yet Nintendo has still expressed their disinterest in North American publishing. Why? It makes very little sense, as these games would likely make more money in the US than in Japan, according to trends spotted by Andrew Eisen.

Andrew posted an extremely compelling video on YouTube that hopefully gets some attention from Nintendo. Click on the image below to check it out!

Click on image for video, courtesy of Andrew Eisen

 

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BloodRayne: Betrayal Has a Release Date

BloodRayne is finally making her return this summer, but in a much different way than ever before. This time around, Majesco has implemented the talents of WayForward Technologies — the studio responcible for Batman: The Brave and the Bold, Shantae and the recent Mighty FlipChamps DX.

In the usual fashion of WayForward, this BloodRayne title is a 2D sidescroller. Its hand-drawn art style is completely unique, comprised of 4000 frames in just Rayne’s character model. That’s more frames than that of all sprites in their previous AAA title, A Boy and His Blob.

Expected to be a challenging but satisfying title, BloodRayne: Betrayl now has a release date of August 30th on the PSN and August 31st on XBL for $15. Stay tuned for more!

These screens were released today:

 

 

 


 

 

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Netflix Streaming Now On 3DS

Today, Netflix Instant streaming service has hit the Nintendo 3DS. For many early adopters of the system, this may turn out to be a paramount feature. It may even attract new consumers to the 3DS. However, with Netflix’s recent price hike, some consumers may be a bit turned off.

Netflix has recently announced that what once was the price for one DVD rental and unlimited streaming ($7.99) now only accounts for one or the other, and all prices for all plans have increased. The price of one DVD and streaming is a whopping $15.98.

Despite voiced concerns, Netflix has not seen a significant loss in its customer base and will likely fair well with their price increase. With nearly 20,000 movies and television shows available on Instant, Netlfix has become a paramount service in many households. And now, it may be a paramount service on the go for many 3DS owners.

To download the app, simply go to the Nintendo eShop and find the Netflix app.