Saturday, February 6, 2010

Tactical Intervention tech demo video leaked



Fan site of the spiritual successor to Counter-Strike has uploaded a portion of a Tactical Intervention demonstration recorded with a handycam onto the internet for all of us to witness.

With a first look and actual gameplay footage revealed late last year, co-creator of Counter-Strike and head of Tactical Intervention Minh Le speaks and plays on behalf of the video showing what will be featured in the upcoming Source engine powered game.

The beginning of the video shows the Le shooting different objects within the environment including a rack of sweaters that dynamically flail when shot at. He was then able to use the butt of the primary weapon as a melee move without the need of a knife. About half-way in, the demonstration surprisingly presents the ability of having attack dogs that can be used by both terrorists and counter-terrorists. Near the end, Le shows some of actions the player can do including leaning, blindfiring without the need for a cover mechanism and taking a hostage as a human shield.

Though there are some similarities yet some differences to Counter-Strike, we will have to wait for the upcoming beta that was originally planned for a late 2009 release.



(Thanks Tactical-Intervention.info and This Is Game)

Thursday, January 28, 2010

Battlefield: Bad Company 2 Xbox 360 demo (hands-on)


Let's blow up more buildings!

A month before the release of the original Battlefield: Bad Company, the game's demo was the only thing I played at that time because it felt so engaging to be part of large scale base battles in the game's "Gold Rush" mode (in both attacking and defensive sides). It did have a linear feel to it as opposed to DICE's PC predecessors where they were more open ended with the "Conquest" mode but things like sniping attacking runners or reigning down with a helicopter on an opposing base were very intense and addicting. Bad Company 2 is a similar case especially having a beta shortly before the month away demo release. Users of the PlayStation 3 were able to get their hands on it first for testing but many Xbox 360 players (including me) now have the opportunity to try out the changes applied in this upcoming sequel.

The demo features full 24 player online support on one map different from the PS3 beta. Instead of a desert like environment, the demo map is a winter-based Russia as they attack the Americans defending a oil pipeline.

Like the previous Bad Company demo, this features the assault gametype renamed as "Rush" removing any evidence of gold. Within the context of the game universe, it's not about getting a prestigious object but more of presenting the conflict against the Russians and Americans with each trying to gain ground. Besides the changes in the name and drive of the mode, there are some tweaks that can be compared to "Gold Rush." Although based on destroying two crates and moving on to another defensive base carrying more, the attacking team is then required to stay in their conquered area for a short amount of time before assaulting the next one. It seemed very awkward at first but as soon as I was on the defending team, it made more sense. Not only that time in between prevents the attackers from making an immediate and cheap victory, it helps recompose the defensive side and make a better plan in draining the opposing force's tickets. Added from the arcade hit Battlefield 1943 is an improved spawning system where you can spawn in base or with a particular squad member which can help turn the tide of battle.



As with a Battlefield game, there are vehicles featured for each side. The Americans can use helicopters to provide air support against the Russians who assault with tanks, light armor, and even four-wheeled ATVs. Another addition used by the Russians in the demo map is a small remote controlled helicopter which can provide recon support and even guide missiles to designated targets. Much different from the original Bad Company in terms of controlling but worked pretty well when I got the hang of it as the shoulder button controls most of the driving and shooting mechanics allowing the player to steer and aim with ease.

One very distinguishable difference from the previous Bad Company multiplayer is the classes provided. As opposed to the original five classes, it has been reduced to four: assault, engineer, medic, and recon (from the original Bad Company's assault, demolition, specialists, recon, and support). My first thought was that they would compromise each of the class' dynamics but the tweaks are justifiable. Removing the specialist class and providing some of its attributes to others blend in pretty well; for example, the sniper class obtains C4 charges (which are key for low profile destruction). The case of trading tools also happens in other classes too with some being placed in a new section dedicated to universal secondary weapons. If you wanted a shotgun for your sniper, its possible in this game.

To obtain it though, it's all based on leveling up from playing games. Besides getting new ranks, players can obtain bonus weapons by gaining experience points from a specific class. The demo though only provides one new weapon for each class but as it's released, similar to Modern Warfare 2, players (including me) will try to get all of them.

The playing feels much like the original Bad Company but a bit faster when engaging the enemy in a very closed-in setting. Explosions constantly appear everywhere and death happens a lot but with regenerative health it's less painful to experience. To lessen the death issue even more is the inclusion of the medic class having a defibrillator (introduced in Battlefield 2) which revives downed teammates at an instant if they don't respawn. When playing the sniper based recon class, I was surprised of how DICE treated sniper rifles. The previous game featured a realistic like delay in a sniper shot and Bad Company 2 takes it to another level with weight. Specifically a bullet shot in long range loses its consistency to where it arcs and the bullet falls downward. This avoids the issue of 100% accuracy and forces to predict where the shot may lead to.

Making use of an updated Frostbite Engine, the detail in the game is much more detailed in graphical fidelity than its predecessor. There is much more content present while moving smooth and consistent. The characteristic destruction system makes a return and is implemented to the "Rush" game type much better than before. Most of the players in the games I experienced destroyed the walls surrounding the crates as an alternative to planting explosives. The attackers can make use of the destroyed walls for tanks to fire upon while defenders might want to use it to lure attackers and shoot them when their position is compromised.

Although a multiplayer demo, I am impressed with the changes done for the Bad Comapny sequel. I hope to have a great and fun time when it releases this March.

Thursday, December 31, 2009

My Favorite Games of The Decade (2000-2009)

The decade which brought about tons of new advancements for gaming. They have been more cinematic, dense, and also a first on console gaming was communication upon many others around the world. I never had enough time or money to play a lot of games but I have played enough to make my personal list of the best of what the 1/10s of what the 21st century offered!

Here is to the new decade!

10. Star Wars: Jedi Knight - Jedi Academy(2003)

This game will probably the only place to have great Star Wars lightsaber matches that's not located in the backyard with toys. It lacks the problems that plagued Jedi Knight II: Jedi Outcast (elevators, vague puzzles, etc) and provides much improvements. As opposed to using a gun for the beginning levels, the protagonist already has a lightsaber. Eventually you can use two sabers at once or even the Darth Maul-esque staffsaber for more flexibility.

After an introduction to force powers, it's on out to quick and fun missions involving helping Chewbacca or stopping a train. Along the way, Sith will come and fight. The dynamics of lightsaber fights and the flexibility of picking and leveling light and dark side force powers makes each clash more engaging. This ties on to the multiplayer which the fights are challenging and a quick slip up can change the outcome.

9. Brothers In Arms: Road To Hill 30 (2005)


You can say that this is the video game version Band of Brothers. In a certain extent, it is. Instead of following the members of the 506th Parachute Infantry Regiment's Easy Company, it's about the 502nd and what happened to them during the invasion of Normandy. Although the main story with the non-officer characters in mind being fictionalized, it's an interesting story of responsibility and brotherhood during times of danger.

To make the plot work in this game, real life areas and battles are provided. From the capture of St. Mere Eglise, to Lt. Col. Robert Cole's Medal of Honor awarded march in an open and hostile field close to the town of Carentan and finally the Battle of Bloody Gulch (specifically Hill 30), it's exciting to witness important battles that would slowly help end the Nazi regime. The real time tactics of controlling a squad and authentic elements also contribute to the World War II game nobody wanted to compete against.

8. Tom Clancy's Splinter Cell: Chaos Theory (2005)

Until Splinter Cell: Conviction comes out, Chaos Theory is still the best one I have played. As opposed to the stiff animations in the previous two games, controlling Sam Fisher feels very smooth. It feels like I am the Third Echelon operative. This had a big graphical jump where it can match with some games today. Sam's suit can get wet from being in the rain for too long, more detail on the models and the visual modes have more fidelity and look more realistic. Being linear in the big picture, the subtle varied paths to complete and objective are very impressive and something that its successor lack.









7. Call of Duty (2003)

Before it went modern, it was part of the World War II game breakout. With members from the 2015 team (Medal of Honor: Allied Assault), it's expected it would be as good but at the time exceeded and broke boundaries for games based on one of the most important conflicts in history. No undercover work but took influence of Allied Assault's Omaha Beach level and put it throughout the whole campaign. All about intense battles from the eyes of a regular soldier aided by other many and helpful teammates.

The game keeps on the tension with Hollywood like events including amazing car chases and the stunning march up Stalingrad; where I have only ammo to carry and seeing men being slaughtered. A fun multiplayer with the barebones modes helped keep it going for a while. Although people transitioning to the newer products, everybody can play the intense single player and not feel bored that no one is around.

6. Shadow Complex (2009)

It's this decade's Metroid/Castlevania: Symphony of The Night. Providing a very similar reward system to its influences but it has certain characteristics that makes it fresh. It's embraces nostalgia but doesn't do so for the sake of itself. Being a tie in to Orson Scott Card's Empire novels, Chair Entertainment made a very interesting backdrop that would aid the books. Utilizing a control system that's simplistic and effective against the many enemies and weapons that contribute to many situations (especially the awesome foam gun), I really had fun playing this game when attempting to gather 100% items. Challenges and some time trial based courses, there is a lot more to do in the Xbox Live Arcade hit.

5. Counter-Strike: Source (2004)

It's Counter-Strike! With the Source engine! Purists or devotees will say it's not as good when compared to its version 1.6 predecessor. Although it will probably never be equally comparable to its older counterpart, it's just fun though to have the addictiveness of what made the series fun along with the always exciting physics.








4. Max Payne 2: The Fall of Max Payne (2003)

Although the original Max Payne brought about a mini revolution in first providing the bullet time heavily influenced by The Matrix movie, having a very classic film noir influence with using a hybrid mix of real time and comic book style plot development, and graphics that looked amazing at its time (especially on Sam Lake providing the many and sometimes faces of Max); Max Payne 2 made it even better.

It's a more engaging and complex story about Max's romantic obsession with Mona Sax and the high profile gangster conflict in between the protagonist's trouble emotions. The bullet time had a very necessary upgrade with shoot dodging unconnected with the easily refillable hour glass and the reloading (although animation wise unrealistic) much less of a timer hog in the mode. Stronger voice acting, better graphics that stand very well today, and the chance to play as Max's muse. Those and many other improvements just made the game simply better.

3. Metal Gear Solid 2: Sons of Liberty (2001)

METAL GEAR! Despite Metal Gear Solid 4: Guns of The Patriots being released, the most memorable iteration of the Metal Gear franchise was the second Solid game. Most of us probably began with the first Solid on the original PlayStation as opposed to Metal Gear or Metal Gear 2: Solid Snake. Supported by very impressive visuals and a movie like soundtrack from famed composer Harry-Gregson Williams, it was considered one of the games to look out for.

Great experience to play as a bad-ass super soldier throughout. When Sons of Liberty was released, most if not all of us expected to play as Solid Snake all the way especially with all the new moves he has recieved since the Shadow Moses incident. But Hideo Kojima does the most unexpected with something crazy: Play as some guy named Raiden. Kojima-san effectively done it well of trying to mess with our minds. Starting with Raiden and the ongoing communications between him and the "Colonel." It seems all over the place but after looking at the big picture of long plot based cutscenes and codec conversations, the story is clear with discussing the emergence of comm. technology and the future of mankind. If I can have any very cinematic game, this is it.

2. Halo 3 (2007)


The first Halo was great and Halo 2 provided some improvements but had flaws from being much better than its oldest counterpart. When the third one came out, I felt that classic Halo spirit along with the noticeable Halo 2 like additions. Fighting the Brutes in this one is very reminiscent of the Elites from the original. This game's Brutes are equally formidable and intimidating as their once allied partners. They defectors are now friends and some of them including the interesting Arbiter can aid the Master Chief in stopping the Covenant Prophet of Truth from destroying the universe. The campaign especially when playing cooperatively online with friends (and sometimes on Legendary difficulty) is exciting from beginning to [non-Legendary] end cutscene which was emotionally heartbreaking that the Chief''s trilogy journey has ended and reached a full circle.

Even with the epic conflict finished, there is always multiplayer. It's great to have the assault rifle back. Even if there are dual wielding and very powerful melee weapons, there is a Halo multiplayer mentality; probably something Halo 2 tried to recreate. Slayer never gets old especially in well constructed maps (and DLC maps) against 16 players or 8 for team based combat. The additions of a theater mode and user generated Forge helps extend its lifetime (unless Halo: Reach has them and more). After playing many hours online, I realized I will never sell this game.

1. Grand Theft Auto IV (2008)

Killing people with rockets, having some prostitute action, and smashing vehicles is a great thing to do when I am not focusing in the missions of a Grand Theft Auto game. In the fourth installment, it's always exciting to play the story quests. Besides having variety, it's exciting to listen to the dialogue between the characters of the world and protagonist Nico Bellic. He is a very detailed and dense character who has struggled to leave his murderous past behind and part for The American Dream. His mentality and his behavior are reflected on both the player and the many well thought out themes that some games lack. Niko Bellic is lovable character and if the most important created in this decade

Lacking the arcade flavor of the previous iteration, this follows a more realistic path with very noticeable changes including stricter (but justifiable) car handling and the physics system backed by NaturalMotion's Euphoria animation engine. Running over a person never gets tireing in this game; they don't fall flat, they flail and tumble naturally. Multiplayer doesn't remove the feature as it's also fun the player model get run over by a friends fast car while running for a helicopter.

Although I don't regularly replay anything single player, this is still the one I always go back and hear memorable characters, experience well constructed plot points, and awesome gameplay. Certainly one of the best games I have ever played.

Monday, December 28, 2009

My Favorite Albums of The Decade (2000-2009)

Before the end of the year and the end of the decade, I have constructed a list of albums I have listened to this decade that were released from this time. From the year 2000 to 2009. I originally wanted to wait for a year until 2010 but that's eleven years already and just voids the format of my list for the DECADE. The list is not limited by extreme metal or any specific genre but rather by how many times I have listened to it and enjoyed what was delivered.

Enjoy!

Friday, December 18, 2009

My Top Three Favorite Records of 2009



I don't need to explain them. These are my favorite albums I heard this year. It's four not three but Converge has to be in the spot but Altar of Plagues stole my heart this year because it felt so lively while still being very heavy and dark. I can feel many emotions while listening to it which I haven't felt in a long time.

3. Coalesce - Ox/Converge - Axe To Fall (TIE)
2. Baroness - Blue Record
1. Altar of Plagues - White Tomb

Other stuff of the second half of 2009 which I thought were great too.
  • Liturgy - Renihilation
  • Krallice - Dimensional Bleedthrough
  • Portal - Swarth
  • Katatonia - Night Is The New Day
  • Blacklisted - No One Deserves To Be Here More Than Me
  • Iron Age - The Sleeping Eye
  • Gaza - He Is Never Coming Back
  • Vivian Girls - Everything Goes Wrong
  • Rise & Fall - Our Circle Is Vicious
  • Marduk - Wormwood
  • Between The Buried & Me - The Great Misdirect
  • the_network - Bishop Kent Manning
  • A Storm of Light - Forgive Us Our Tresspasses

Thursday, December 3, 2009

Blacklisted - No One Deserves To Be Here More Than Me (review)

Happy birthday kid

Being the lone wolves of hardcore can be a challenging case for Blacklisted. The struggle to defy the common usage is constant and if followed, the band would have to put steps ahead of the derivatives to stand out while still trying to sound excellent. Once trying to make a name for themselves with their Cro-Mags influenced mosh fests like ...The Beat Goes On (2005) and later initiating a lonely strike of individuality on Heavier Than Heaven, Lonelier Than God (2008) which garnered acclaim throughout the extreme music industry, a year later as a very stealthy release where only the people who care will know a new album rose and would try to expand their repertoire. Notice I said try.

No One Deserves To Be Here More Than Me follows Blacklisted into experimental territory where like Heavier Than Heaven, this differentiates itself from its predecessor. But for this case, the changes seem odd. If you enjoyed the the quick minute bursts in the previous album, it's nonexistent here. It's not fucking angry anymore. You have George instead of just doing scary shouts, he does the Southern-esque howling experimented on the Peace On Earth, War On Stage (2007) and Heavier Than Heaven but to a fuller extent (aka 100% of the record). It shows George's capabilities as a vocalist when he tells his stories of loneliness and trust. When you listen to the music though, some of the songs including "The Problem Is G.(eorge)" and "I'm Trying To Disappear" feel like they should have been suited for a solo album instead of a Blacklisted album.

As I said, Blacklisted dwells forward into experimental territory. The songs are slower and more thought out to create some separation from other groups. By listening, there is a sense of more metallic influences present (especially some prog sounds) while sticking to its hardcore and experimental sensibilities. It makes up something solid yet doesn't have that pure lygreat energy that I loved in their 2008 masterpiece. It's a really good grower.

7/10

Tuesday, November 24, 2009

Portal - Swarth (review)


South of Heaven

I never knew that the down under was really down under. When the country of Australia who recently released a censored version of Left 4 Dead 2 with all the visceral visual elements mostly nonexistant, you would think they would be all goody two shoes on trying to censor more things like death metal. Luckily it hasn't happened and might never at all. It's appreciative that there are bands oceans apart from their big continent counterparts who love the craft. Portal being the most common recently with just providing a sound that feels like the fantasy iteration of Satan arrived on Earth and is fucking dirty and sludgy.

In a simplistic sense, it's death metal. Beyond the understanding of what they are trying to show the listener of what they want to do, it's what they actually do in Swarth which is the most intriguing. Someone who even just listens to Cannibal Corpse at the least will think of this as noise due to it's almost early Bolt Thrower sound that seems to be intentionally clouded to the max. If you listen to a minute of a song through a computer speaker and hate it, then there is a problem. Just get a good set of headphones and try to pay attention to how it's structured and the unity of the group's playstyle. It becomes easier at that point.


There is no clarity but there is subtlty to the songs. Guitars buzz with no signs of compression but excells in creating many fast and heavy grooves that can make the legends jealous. It feels like a constant wall of noise to where only the people who want to digest will appreciate it. The rhythm of both guitarists and the bassist's styles have no bounds and will devise any type of weird yet cool riff to create pure cacaphony. This is complimented by the drums which further make the evil sound more terryfying. Blast beats galore on the title track but it's unpredictable to which type of move will Ignis Fatuus will do next. The vocal delivery by The Curator completes the haunting circle with distanced growl of words that only himself can make sense of.

To be honest, this is my first record from Portal and was more or less a forced listen. It started to be an annoyance but would later become very likeable within more replays. I tried to describe as best as I could but the issue that there is so much content that it challenges the listener's orthodox approach to listening where it's about experiencing it than reading a review like this. It's a very difficult record to decipher yet if you want to dwell into a territory like this, Swarth is the excellent package. Portal solved the problem of that you don't need avant-garde sounding electronics or orchertra to create an apocalypse or Silent Hill.

9/10

Swarth is now available on Profound Lore records!

Wednesday, November 18, 2009

Gaza - He Is Never Coming Back (review)


Did He Move Or Something?

West or East, there are prominent bands within those scenes; hardcore, metal, whatever. But the central zones are of lesser prominence. But within this decade, bands like Colorado's Cephalic Carnage and Cobalt have created sounds that are characteristic from their seabourne conterparts. Another one from Salt Lake City, Utah has some popularity especially in playing at every Dudefest. Gaza brings influences from everywhere and create cacaphonous chaos brought about by their debut I Don't Care Where I Go When I Die. Now coming back with their sophomore, it's been anticipated (especially at the Deibel magazine forums) that He Is Never Coming Back would surpass the Coalesce death metal infused barrage of noise from their first.

The common trait of Gaza is inconsistency, putting whatever into the plate while still trying to make something enjoyable. This album brings forward some of the opposite and making an their established sound streamlined. "The Kicking Legs" has beats of progressive metal, sludge, and grindcore; the whole song though feels like it has structure of what it's trying to be. There is no obvious blatant "we wanna sound like that at this part" section as this second outing is more subtle in presentation. The full songs are supported by cleaner progressive interludes that help give breathing room for the listener who might have been blown by the insanity and the rants about Jesus.

The song dynamics and the craziness that fills the record is assisted by a unique simple production style. Like When I Die, Never Coming Back tries to defy modern extreme music production by making it feel flat yet gritty and dirty. This though follows the format to a larger extent but lacking any punch or clarity for this case can make the listener sleepy instead of engaged. But acknowledging that it's meant to be this sort of fashion, you can actually get used to it like no problem as it's all about the songs.

It's a possible annoyance that a new listener can have the feeling that it's enhanced white noise. This is their own set of chaos with what they want to perform, not what what others bands or people expect. We cannot never try to taint their objective or else we will destroy the individuality of what Gaza is trying to deliver.

9/10