Tuesday, July 20, 2010

"Just a whisper; I heard it in my ghost."

Developer: Studio Radi-8
Platform: PC
Genre: FPS
Release Date: Available Now!
Price: Free

REVIEW

Now, you may be asking yourself why I’m quoting Ghost in the Shell, however once I explain what Studio Radi-8’s HL2 modification, NEOTOKYO°, is all about, you’ll quickly understand the anime reference. NEOTOKYO° is a tactical first person shooter unlike most that you have played. Think of it as the ultimate cross between Counterstrike and something much more methodical, like the early Tom Clancy shooters or even SWAT 4. So, now that you’ve taken that in, digested it a little bit, and compiled a vague image in your head about what to expect from NEOTOKYO° …forget about everything I just said. Things are getting confusing, right? Well, bear with me and keep following the rabbit hole deeper for just a little bit longer.

NEOTOKYO° is a standard, round-based, arena shooter like the games I just mentioned, however in truth, it’s nothing like any of those or the other dozen Half Life shooters you may find by doing a quick search over at ModDB. It’s visceral, unrelenting, stylized, and has one of the steepest, most covert learning curves I’ve seen in a mod in quite some time. The game breaks all the conventions of your standard multiplayer shooting game and gives a big middle-finger to just about everything you thought you knew about fragging newbs and facing humping their corpses.

The first thing that puts NEOTOKYO° in the “Not-like-all-its-FPS-cousins Category” is its heavily Ghost in the Shell-inspired setting. Upon first glance, you may even think NT is in fact a GitS mod. But, if you made that assumption, you would indeed be very wrong. Radi-8 has openly admitted their love of Mamoru Oshii’s work and how his beloved anime classic has played a significant role in the design and fruition of NEOTOKYO°. From its sprawling, not-so-distant futuristic metropolises, to the android dolls called ‘Ghosts’ that play an important role in the game’s core functionality, to the secretive special forces soldiers that carry out the orders of bureaucratic ideology that tears the world asunder in its unique storyline, it all screams 90’s Japanese animation. In essence, if you’ve ever wanted to PLAY an anime, this is about as close as you’re going to get.

STORY

Radi-8’s baby takes place in a near future Japan that has descended into political, economic, and social turmoil. After a failed legislative push to alter the existing Japanese Constitution, a military coup de tat transpires by members of Japan’s armed forces, the GSDF. However, much like the new legislation attempt, the coup fails, but not without striking fear into the heart of Japan’s Prime Minister. From this panic, the Prime Minister forms a branch inside the Interior Ministry’s National Security Forces (NSF) called Group Six. Answering directly to only the Prime Minister himself, Group Six and the NSF are tasked with the duty of protecting the Japanese Constitution, no matter the cost. After catching wind of that a rogue, ultranationalist group within the GSDF Special Forces (known as JINRAI) is staging a second coup, a war between the NSF and JINRAI is ignited.

GAMEPLAY

Complex stuff, no? Well, the gameplay itself makes the storyline seem like child’s play. Initially you may not think anything is too out of the ordinary as the game modes and class system don’t appear revolutionary or innovative in any way. But, again, you know what they say about assuming, right?...right?! It makes an ASS out of U and ME…get it?...cliché, overused, and not funny or clever in the year 2010, you say? Noted. Anyhow, the game offers players the ability to choose between 3 classes: Recon, Assault, and Support. Each class has its own arsenal of weapons and abilities which, in turn, create class-distinguishing strengths and weaknesses. However, while so many other games implement a rock-paper-scissors scheme to their class system, NEOTOKYO° never makes it seem like one class is abundantly or evenly marginally better than the other.

To be successful in NT, it’s imperative that each team has a balanced number of these classes. For typical PUG’ing purposes, a team that is comprised of all the classes has a better chance of winning the match than those made up of just one. So, what do all these classes do, you ask? Well, let me tell you. Recons are what you’d expect from the name; they’re nimble and fast, but can’t take many hits. The assault is the more all-around class; they don’t excel at stealth, speed, or tanking, but they can do a little bit of everything well, but not great. The Support class is, as the name may imply, the heavy-hitter. They’re like the guy that stands behind the belligerent, drunk dude at the bar who wants to throw down on anyone that gives them the wrong look, and simply ends fights before they begin just by looking tough as shit.

Adding to the individuality of each class is the pool of weapons they can choose from. However, like Counterstrike, all these weapons are not readily available at the start of each round. Until the player has earned them through acquiring XP which is rewarded for kills, surviving the round, capturing objectives, and helping capture objectives, that is to say defending players who are the objective carriers, they are limited to only a few guns. Once a player has ranked up to a particular level, they unlock a new weapon, which is then open to them for the rest of the match.

To supplement the three class’ abilities, NEOTOKYO° also sports a vision and thermooptic system that adds a depth not found in most other FPS’s. There are three modes of vision that are analogous with each class: Nightvision for the Recons, Motionvision for the Assaults, and Thermalvision for the Supports. Additionally, both the Recon and Assault classes have the ability to cloak themselves with thermooptics. This is where it gets interesting though. Motionvision is the only visor that can see cloaked players, while Thermalvision allows Supports to see through smoke, deposited by their class-exclusive smoke grenades. This system demands a level of teamwork simply not possible or captured by other games of its similarity. It requires players to stick together, call out targets, and breach rooms in unison. Adding to this desired level of team coordination is a squad system that grants players the option to join a squad at the beginning of the match which enables them to monitor their squad mates’ positions and health. If you haven’t noticed by now, this game exercises, with complete authority, the rule that teamwork is the key to success.

Another interesting characteristic of NT is the sheer size of the maps. This isn’t just a giant, square level with a few corridors, a couple crates to hide behind, and the token sniper-prone building painted with a slew of windows. No, no, no. These are some of the largest and most intricate maps I’ve ever seen…period. Each stage is enormous, with multiple levels, fantastic backdrops, numerous hallways, hiding spots, alternate passages to flank enemies, and a vast array of other nuances which help to create online matches that are unpredictable and downright exhilarating.

The scope of these maps seems to hammer home the tactical, team-oriented play that the rest of the mechanics do. Because these levels are so expansive, matches take a while to finish. Additionally, character movement speed by default is somewhat slower than what most are probably used to, so this makes rounds seem even slower than they may actually be. However, the intricacies and size of the maps, coupled with the slower walk/run/sprint speeds and the other teamwork-demanding game attributes are all very deliberate on the part of the game’s developer. Slowing down the speed makes for more strategic planning and playing. And because players have to wait for the round to be over to hop back into the saddle after they are killed, dying is not something to be taken lightly. The penalty of being taken out in NEOTOKYO° is harsh and severe, and makes you care more about how you’re going to approach each match. Caring about living and dying is something not often found in multiplayer gaming, especially when it comes to FPS’s. However, with some specific design choices, Radi-8 has made you care. Whether that’s for better or worse, is something that’s particular to each player.

MODES

So, wait, how exactly do you win rounds in this game? Good question and I’ll be glad to put your little hearts at ease with an answer. There are two modes of play in NEOTOKYO°; Team Deathmatch and, what Radi-8 has dubbed, ‘Capture the Ghost’. CTG is essentially just a fancy way of saying Capture the Flag…well, almost. In typical CTF modes, a team wins when a player obtains the flag and runs it back to their base with it in hand. This is essentially what NEOTOKYO°’s CTG mode implores except, of course, with a unique catch. When a player picks up the ‘Ghost’ they drop their main weapon and are armed with only their sidearm. Now, right away, you’re thinking:
“Oh, eff that, who wants to be that guy? By default, he’s automatically the target of the enemy because he has the objective, and now the only thing he has to defend himself is a simple pistol? No thanks.” In part, you’re right - that’s what you do as the Ghost retriever. But, you have an ability not available to those teammates who opted not for certain death by capturing the mutilated cyborg body that acts as said Ghost.

When carrying the Ghost to its specific, retrieval zone, you can equip it, making it possible to see the positions of ALL enemy operatives. Through the in-game chat option, you can then begin to relay enemy positions to all the members of your team. This means that you can either opt to hunt down the enemy, now knowing where they’re at, or scoot around them to the drop-off point unscaved…except, it’s not that easy. Sigh now, reader, for this review is filled with ellipses. When you first pick up the Ghost, your position is made available for the opposing team to see and will continue to be displayed until you drop the Ghost. This makes it essential that if you’re ballsy enough to pick up the Ghost you either A. Have teammates to back you up or B. are locked into a one-on-one duel and are using it to see where the little bastard may be hiding.

AUDIO

Having gone on about gameplay elements for the past 2 and a half pages, I want to take the time to discuss the game’s audio presentation. I’ll start off with the music. Soundtracks in FPS’s often go unnoticed or are easily dismissed. Well, I’m here to tell you that NEOTOKYO°’s OST is, without a doubt, one of the best first person shooter soundtracks I’ve heard in my 17 years of gaming. It sets the mood with its epic composition and variety. This is Ed Harrison’s debut CD release, and his passion for music and understanding of NEOTOKYO° is embedded in each sweeping progression and majestic crescendo. Aside from that, the sound effects themselves are very well crafted. Guns sound great, footsteps sound natural, and explosions rip through your headset without remorse. The audio in this game is superb and has been created with a profound sense of precision and love.

THE NOT SO GOOD STUFF

The game however, isn’t without fault. First off, gun recoil can feel obtuse, awkward, and generally inconsistent at times. While recoil generates the need to become more skilled with each gun, it can be done so in a way that doesn’t feel random. Though recoil in real life is indeed random, it has some loose sense of predictability. It would’ve been nice to see that transferred over to NT to create a more stable recoil system. In addition, map design and size can at times encourage camping, which is something you can run into here and there, especially when it’s down to one-on-one. While this occurs in most games, it’s made especially noticeable in NEOTOKYO° due to the exorbitant nature of the maps. This colossal map size, while neat in big games, does not translate well for smaller ones, making some matches drag on for far too long.

Another gripe that is constantly bothersome is how the unlocking of weapons works. To unlock weapons, one has to achieve certain ranks. But, to do this, you and your team have to do well in order to gain the XP needed for the higher tiered guns. While, in theory this sounds like a bulletproof system, it can be made difficult if you are on a team who constantly loses. Whether if it’s because you have inexperienced teammates, are having an ‘off-day’, or are simply outmatched, you are essentially penalized by not being able to access better weapons. When this happens, it makes the game even more one-sided as the winning team more than likely has all the weapons available to them, and, well, you don’t.

But, the real problem with NEOTOKYO° is that it’s too much NOT for the faint of heart. The competition is extremely cut-throat, especially now that the game has been out for a little over a year, the mechanics aren’t what a typical player is used to, and there isn’t a tutorial in-game to speak of, which is badly needed to teach people the subtleties of the gameplay. Plainly put, NEOTOKYO° is not new-player friendly in any way, shape, or form. And perhaps that is one of the reasons why the game’s population is down to a mere handful of people who have been around since the beginning and ultimately pledged their devotion to a project that never quite achieved the recognition it should have. Another reason for the game's absurdly small community could be attributed to the fact that the game, for reasons I haven't quite figured out yet, still has not been released on Steam. This shocking lack of exposure has undoubtedly hurt the game's player base in a big way. What's also upsetting is, because of the substantial drop in players since the release (and some members leaving the team), developer, Radi-8, has not put out anything new since October of last year.

CONCLUSION

But, when it’s all said and done and the dust has settled, NEOTOKYO° is truly a triumph on so many levels. It looks great, pushing the Source Engine to its limit, the style is one of the best seen in any game of this generation, the setting is imaginative, the gameplay mechanics are refreshing and exciting, the re-playability is made extremely high due to the seemingly endless nuances to learn and three unique classes to master, has 13 maps, 22 weapons, and an unthinkable amount of heart. And while the game, at first, can be disheartening due to the time it takes to become acclimated to its cerebral nature, you would doing yourself a giant disservice by not experiencing this hidden gem that has taken multiplayer shooters to new heights.

I'm happy about the:

  • Great style and setting
  • Fantastically balanced, class system
  • Neat cloaking and vision mechanics
  • Excellent level design
  • Slick interface
  • A good deal of varied maps
  • Extremely team oriented, methodical gameplay
  • Brilliant soundtrack
  • Solid graphics
I'm shaking my head in disappointment because the:
  • Learning curve is mercilessly steep
  • Maps encourage camping and can be too massive if not played with a full server of people
  • Weapon unlocking system can be frustrating if on the losing team
  • Gameplay may be too slow for some people
  • Lack of an in-game tutorial leaves newbies clueless
  • Very small population means you can't always find a server with people in it
  • The game's generally not new player friendly...whatsoever.


Check it out if you like games such as: Counterstrike, Dystopia, Firearms, Rainbow Six 3, Swat 4

What beer you should be drinking while playing this game: Brewery Ommegang's Hennepin: An extremely well-balanced, perfect summer beer with a floral nose. A combination of ginger, pineapple, and lemon zest with coriander spiciness makes this beer light, dry, and powdery.

Monday, July 19, 2010

E.Y.E See You

Name: E.Y.E
Developer: Streum on Studio
Platform: PC
Genre: FPS/RPG
Release Date: TBD
Price: TBD

PREVIEW

The title of this article should not to be confused with the underwhelming Sylvester Stallone film released in the earlier part of this decade, but rather with the upcoming FPS-RPG hybrid from Streum on Studio, called E.Y.E. Now, before you roll your eyes (no pun intended) at the idea of yet another game bridging the gap between Call of Duty and Diablo, take a moment to read this quick preview of a game so ambitious it could very likely set this saturated genre ablaze. As the company's follow up to their acclaimed Half-Life 1 modification, Syndicated Black Ops, EYE (which is how I'll be referring to the game for the rest of the article to save my Period Key from an early death) has gone under the radar for many gamers due to its lack of exposure and a substantial delay that rocked the team and its community at the end of last year. And, while there isn't a whole lot of new news regarding the game's release, I felt as if a title with this much potential and heart needs to be brought to all PC gamers' attentions. Its setting is undeniably unique and its gameplay is equally as interesting, which means that overlooking this game would be downright criminal.

The first aspect to touch on is the EYE's dark and gritty world. Inspired by some of science fiction's greatest atmospheric triumphs, Streum's shooter is truly a hodgepodge of settings that hearken back to the likes of Blade Runner, Akira, and even the tapletop giant, Warhammer 40k. Corrupted by treason and machination, EYE's backdrop looks to be as engaing as it is mysterious. Donning the role of spy in the powerful organization known as Secreta Secretorum, you're tasked with the goal of infiltrating an elite group of warriors within your agency called E.Y.E; a sect made up of two rival factions that are continuously struggling for power of their centuries old secret organization. Your job is to uncover a sinister traitor within the group. But, to unveil this treanous warrior, the player must decide who he will fight for, against, and alongside through conversations that present multiple-choice dialogue trees. From this consequence-bound interface, players' decisions impact the world and its inhabitants that surround them.

Equally as intriguing as EYE's story is what Streum's doing to set its game apart from just about every other game released in the past 18 months that's injected RPG elements into, what would normally be, a traditional first person shooter. Offering various shooting modes for the 25+ different weapons found in-game, a hacking system that allows players to dynamically change environmental structures, a mission-based campaign that awards players with your standard XP and loot, a research and development system that commissions players to research new powers and weapons, an incredibly original psychology and trauma system, and well over 20 player skills and cybernetic implants, EYE isn't exactly your typical FPSRPG. "Wait, go back...Implants you say? I like the sound of that!" Ah, but before you close out this window and run on off to your free, streaming porn site of choice, let me explain what you've so quickly confused with a considerably less-than-moral concept.

EYE utilizes, what it calls, a 'Research and Development' progression to further customize your character and his abilities. A player has the opportunity, at any time in the game, to hire a team of scientists to begin work on a research project. Research essentially enables a player to upgrade their equipment and cybertechnology. However, the real potency and signifiance of research is the ability to find new weapons and technologies. At the start of the game, a player can research up to 5 research levels. Overtime though, more levels open up through a variety of means, meaning bigger and better abilities.

Now, aside from traditional skills, players are also granted 'Cybernetic Implants' that allow them to increase their existing skills and access new special powers. Obtainment of these implants can come from NPC's, the completion of a mission, or from winning multiplayer tournaments. With these implants, a player can better rise to the challenges set before them in the game's campaign. And it seems as if players are going to need all the help they can get to reach the game's end. With 4 difficulty levels, promised clever and non-scripted AI, and the game's random spawn system, enemy positions are said to never be the same, lending the game to a high level of re-playability.

But, where EYE really stands out from its FPSRPG brethren, is in its psychology and trauma system. The player possesses a skill called mental balance which determines the characters psychological state of mind. This skill level can be lowered, however, due to traumatizing events, such as being injured, witnessing a teammate or allied NPC's death, or through the confrontation of the many horrors faced through the campaign. If the player were to experience a 'mental unbalance', a test is given to evaluate the player's madness. Madness is a time-specific condition that affects the player in some negative way. Whether if it's inducing a paralyzing terror which restricts the character's movement, or inciting paranoia which forces the player to shoot intermittently without free will, players ultimately risk becoming permanently damaged from these conditions resulting in him losing a skill point.

Now, in today's day and age, what would be a game without a multiplayer component? EYE sports 3 multiplayer modes. Cooperative Campaign allows for you and a friend to go through the entire solo campaign together, Cooperative Missions put 8 players together on a single team and requires them to cooperate together to complete certain objectives, and then a standard, team-based adversarial match that requires teams to fulfill a series of objectives.

And last but not least, I come to the visuals department of EYE. With the constant strive for new, better, and more powerful technology, a game's graphical capabilities is an area of much interest for many gamers. And, while EYE is no Crysis, it definitely isn't a slouch by any means in the graphics arena. Using the Source Engine to power the game's visuals, EYE looks beautiful at times and above average at others. However, as much as some may not want to admit it, graphics aren't the end all and be all of a game's success. Graphics don't stand the test of time, however style does...and if there's one thing this game has, it's style. The art direction is top-notch and lends itself to establishing one of the most genuinely compelling and original settings I've seen in recent memory. It's gothic, apocalyptic in a sense, yet futuristic in a way that isn't trite or contrived.

However, there are some things worth pointing out that aren't all glowing. After watching the game in motion, I was uneasy about some of the animations, especially with regards to the melee weapons. While making close-combat look natural is far from easy, it wouldn't hurt to see some variety in relation to sword swings, hammer blows, and the like. Something else to take into thought is that Streum is trying to do a lot with EYE. In the past, countless developers have bitten off more than they can chew and promised players a wealth of gameplay diversity, only to deliver an experience that fell short of expectations due to the difficult nature of bringing together a slew of bright ideas and executing them well. Will EYE fall victim to the same pitfalls as those before it? Well, it's impossible to say at this point, however my fingers are crossed in hopes that the developers understand said pitfalls and know how to maneuver around them.

That being said, I really can't speak of E.Y.E any more highly than I have. Streum on Studio seems to be crafting a world that is brilliant, mysterious, and unforgiving. With a cyberpunk feel, some creative, gameplay features, a stunning art design, and a fully developed single player campaign that is also playable cooperatively with a buddy, E.Y.E could prove to an excellent demonstration of what happens when a small, indie developer comes together, with a specific vision, and creates a world they fully believe in.

Check it out if you like games such as: Bioshock, Borderlands, Deus Ex, Fallout 3, System Shock

What beer should you be drinking while playing this game: Unibroue's Ephemere: light and airy with a hint of banana, strawberry, and honey malts upfront, and finishes off with a splash of green apple tartness.