Tuesday, March 22, 2011

Crytek invites a revolutionary masterpiece in Crysis 2


“Crysis 2″
5/5 Pitchforks
Released on March 22
PC, PS3, Xbox 360
Photo courtesy of Crytek Press Relations

It’s 2023 and New York City is in shambles. The Statue of Liberty’s dismembered arm lies crumbling in a crater, for not even its torch can pierce through the darkness brought on by devastatingly powerful aliens who swarm throughout this capitalist hallmark with a sole objective of annihilating mankind.
This is the cataclysmic setting in which players find themselves throughout the phenomenal experience that is “Crysis 2.”
Teetering on the edge of photorealism, the graphically surreal sequel follows the escapade of Alcatraz, a force-recon marine who is synergized with a cybernetic combat armor known as the Nanosuit 2, and his death-defying task of saving New York City from the terrifying grasp of an alien invasion and a lethal plague epidemic.
Within the first 10 minutes any hopes of a continuing storyline utilizing “Crysis’s” main character, Prophet, are dispatched by having the original cybernetic soldier adorn Alcatraz with the Nanosuit 2 and then promptly commit suicide.
Nevertheless, author Richard Morgan delivers a stellar, but slightly confusing, plot within “Crysis 2” that mainly focuses on the importance and power of the Nanosuit 2.
While the storyline is above average for a 13-hour-long first-person-shooter game, its immersion could have been vastly improved with more development of the Ceph invasion and Crynet organization.
For the first couple hours of story development, Alcatraz is tossed into the pit of a flaming New York City as he eludes the Crynet agency by skillfully slaughtering hordes of C.E.L.L. soldiers in order to rendezvous with conspiracy-loving computer geek Nathan Gould.
During these two hours campaign developer Crytek GmbH’s allure of creative violence is clearly signified with “Crysis 2’s” unique combat featuring the Nanosuit 2 and staggeringly brilliant artificial intelligence.
Unlike the typical first-person-shooter, Alcatraz isn’t able to pull a “Rambo” and attack his enemies head-on, expecting to survive unscathed. Attempting an action movie firefight results in an incredibly swift demise because every enemy works together better than the most polished military unit by quickly seeking cover, aggressively flanking Alcatraz and silently slipping behind him for disastrous coordinated assaults.
The only hope of survival is properly employing the powerful Nanosuit 2’s modules that bestow inhuman strength and speed, invisibility, and increased armor; however, regardless of what Nanosuit 2 ability is used, expect an enemy team to remain one step ahead of Alcatraz.
Luckily, New York City is an urban jungle made for the cybernetic war suit and provides a variety of explosive toys and destructible cover necessary to turn the tide against perhaps the most impressive artificial intelligence in video game history.
However, even though the enemies are incredibly intelligent, once dead they still on occasion partially glitch into walls or hover in mid-air.
Despite the AI’s frustratingly impressive fighting abilities and occasional bug, several exploitable weaknesses appear by thinking outside of the box.
A personal favorite is turning invisible and throwing three gasoline-filled barrels into a crowed roadblock of seven C.E.L.L. infantry. Once the enemy unit deployed small squads to search for who threw the barrels, I attach C-4 to a taxi cab and then kick it from the top of a parking garage directly in front of the opposing forces, shoot the car’s fuel tank, and watch the glorious explosion of elimination.
Best of all, this action is doable in the multi-player as well.
Multi-player developer Crytek UK, the team formerly known as Free Radical who is recognized for the “TimeSplitters” series, created the best combative first-person-shooter multi-player available by incorporating the best aspects of the “Battlefield,” “Call of Duty,” and “Halo” franchises.
Every player is adorned with a Nanosuit 2 with most of the abilities found within the campaign, which allows everyone to have a unique combat style and revolutionizes the combative first-person-shooter environment.
A player who prefers assimilating with New York’s towering scenery as a sniper may choose to cloak, sprint and then climb to higher ground for the best possible vantage point, making Swiss cheese out of adversaries along the way. While perhaps someone prefers the personal connection of close-quarters combat will activate the sprint function, grappling rails and performing incredibly epic parkour feats until he or she is close enough to fire a well-placed slug into the target’s head.
Nearly every problem found within the previously released multi-player demonstrations has been fixed. The final product does, however, leave the maximum armor function feeling a bit underwhelming, leaving players to rely more upon stealth before engaging in combat.
The game features 12 very well made multiplayer maps, five unlockable preset and custom load outs, six different game modes, 20 Nanosuit modules, 50 ranks and 200 dog tags.
Even though “Crysis” still feels more at home on a PC, by pushing the technical limits of the Playstation 3 and Xbox 360, “Crysis 2” provides a wider audience of players with an incredibly rewarding campaign and remarkable combative multi-player that will awe players as a revolutionary adventure. Splicing “Crysis 2’s” fantastic gameplay with its surreally beautiful graphics sets this title up to be 2011’s game of the year.
Reach the reporter at tdmcknig@asu.edu

Tuesday, February 8, 2011

Hands-on with "Rift: Planes of Telara"

Travis McKnight

|The State Press|

(Photo courtesy of Trion Worlds, Inc.)

“World of Warcraft” is the epitome of an online video game. It has millions of dedicated players, meaning its revenue is arguably insurmountable by competitors. However, a new game is directly challenging Blizzard Entertainment’s giant.
Developed by Trion Worlds, Inc., “Rift: Planes of Telara” is an upcoming massively multiplayer online role-playing game (MMORPG) that is designed for experienced massively multiplayer online gamers and includes several unique evolutions to the online gaming scenario. With enough of a following behind “Rift,” it may pose a formidable threat to “World of Warcraft.”
In many ways, character creation in “Rift” is more analogous to a tabletop role-playing game than most other MMORPGs. “Rift” allows players to choose from four different base classes: Cleric, Mage, Rogue, and Warrior, each with seven unique talent specialization sub-classes.
By the time a player has acquired enough experience points to progress a character’s first eight levels, they have chosen three specialization sub-classes and are able to harmoniously play them all at once, creating a uniquely synergistic character.
After each level is achieved, the player is given two talent points to distribute as her or she feels fit between the multiple trees. However, once the character reaches level seven, only one point is given per odd level and two for every even level attained.
The story of “Rift” initiates with inter-dimensional time travel and planetary destruction. Two factions, the Guardians and the Defiant, are in dispute over how to save the world from an impending Armageddon by Telara’s supreme adversary, the death god Regulos.
For the seven hours I explored what “Rift” had to offer in its early adventure, I allied with the Defiant, playing a swift attacking Rogue with my sub-class talent specializations being Blade Dancer, Assassin and Rift Stalker.
One of the first things I noticed about “Rift” is the simplistic user-interface configuration. The game’s user-interface is well created, showing health and energy bars, combination points and status ailments hovering directly above the player’s character and target.
This allows more focus on combat and situational awareness than watching health bars and status modifiers does. Furthermore, at the low levels in which I played, “Rift’s” built in user-interface gives enough customization to avoid third party add-ons.
After the game’s introduction to character control, quests, looting, and combat, I was teleported back in time through a machine that fissured in the time-space continuum with the purpose of defeating Regulos.
Soon after my physics-defying journey ended, I noticed “Rift’s” golden attraction — tears between dimensions known as planar rifts. When a rift is opened, hordes of elementally inspired creatures whose purpose is the obliteration of Telara are summoned.
The best and worst aspect of the rift portals is their unpredictability.  I had logged out for thirty minutes when everything was peaceful, fairly green and sunny. Once I logged back in, a death rift gate had been opened in the sky only yards away from where I stood; lighting strikes flashed across the sky and hordes of enemies attacked the friendly non-player-controlled characters immediately surrounding me. Caught off guard by the sudden change and overwhelming opposition, I ended up meeting a hasty demise.
Once dead I was given the options of “Soul Walk” and “Respawn.” “Soul Walking” allows a player to merge with a character’s body after 15 seconds has passed; however, during this time lapse, players are able to walk as a soul to wherever they would like, spawning at their current location once 15 seconds has passed. Choosing “Respawn” transports a player’s soul to a spirit healer. At this point the character must run to wherever his or her body is rotting to continue exploration.
A welcome change to many MMORPGs is that the soul receives durability damage upon death instead of instead of armor and weapons. This reduces combat effectiveness by 10 percent each demise, but a healer can repair the soul for a fee. Overall, the healer’s fee is vastly cheaper than repairing individual inventory items.
With “Rift,” Trion Worlds, Inc. has effectively created a fun and worthwhile alternative to “World of Warcraft” and the slowly improving “Final Fantasy XIV.” However, “Rift” may befuddle many novice MMORPG players with its over-zealous class customization, complicated move rotations and rampant situational awareness experiences.
“Rift: Planes of Telara” is scheduled to release on March 1, 2011.
Reach the reporter at tdmcknig@asu.edu

Tuesday, February 1, 2011

Preview: Hands on with Crysis 2 multiplayer


Travis McKnight
|The State Press|


As much of the competitive video gaming community is inconceivably transfixed by today’s newly released map pack for “Call of Duty: Black Ops,” a slightly less notorious game is about to snipe Activision’s love child back to the respawn point.
“Crysis 2” is a futuristic first person shooter set in an alien-ravaged New York City that offers an elegant form of satisfaction while annihilating opponents. Although the game immediately feels familiar by incorporating the best assets of the heavy hitting “Battlefield,” “Call of Duty,” and “Halo” franchises, it adds a unique layer of strategy through the Nanosuit and verticality.
Cybernetic combat armor known as a Nanosuit, originally featured in the award winning “Crysis,” adorns every player and bestows the ability of sprinting beyond Olympian speeds, becoming a bullet absorbing carnage wreaker, and turning invisible.
Each ability used drains an energy meter that slowly refills when it’s unexploited. Failure to properly manage this meter will result in an untimely demise.
Moreover, unique to “Crysis 2” players may combine particular armor abilities together, creating a new form of choices such as sliding attacks and an aerial ground-pound that incapacitates or kills any opponent caught in its shock wave.
While the invisibility capability is a bit overpowered, “Crysis 2” includes a kill-cam similar to the one introduced in “Call of Duty: Modern Warfare 2” that, with a smidgen of teamwork, prevents invisible players from camping for too long.
Furthermore, unlike “Call of Duty,” the kill-cam isn’t longer than three seconds and provides a stellar slow-motion death cinematic when killed by a head shot.
Perhaps the best exclusive aspect of “Crysis 2” is verticality. The multiplayer maps are designed with New York City’s infamous skyscrapers in mind to utilize the Nanosuit’s ability to leap into the air and automatically grab onto any nearby ledge, swiftly mantle it, and continue fighting.
The hyper-jump function is irrefutably useful in countless situations and allows for every player to have a unique combat style.
A player who prefers assimilating with New York’s towering scenery as a sniper may choose to cloak, sprint and then climb to higher ground for the best possible vantage point, decapitating adversaries on the way. While perhaps someone who prefers the personal connection of close-quarters combat will activate the sprint function, grappling rails and performing incredibly epic parkour feats until he or she is close enough to assassinate the target.
A multiplayer beta demo was released on Jan. 25, exclusively for the Xbox 360. Included in the demo is the rooftop-garden map “Skyline” and a small taste of unlockable content.
The demo contained two playlists: Team Instant Action, a typical team death match, and Crash Site, a capture and hold variation.
While the public beta still has several technical issues, such as graphical inconsistencies pertaining to melee attacks and the outbalanced invisibility, the game is certainly a revolutionary first person shooting adventure.
With retina-melting visuals and fantastically fast-paced gameplay, “Cryis 2” will dominate 2011’s first quarter by easily identifying skilled players from novices, and swiftly becoming one of the best multiplayer experiences available.
The full game will feature 12 unique multiplayer maps, five preset and five custom load outs, six different game modes, more than 20 Nanosuit modules, 50 ranks and 200 dog tags.
Crytek UK, the team formerly known as Free Radical who are recognized for the “TimeSplitters” series, is solely dedicated to creating the “Crysis 2” multiplayer and has promised to observe the demo results and modify any combat inequalities.
“Crysis 2” publisher Electronic Arts and developers Crytek GmbH and Crytek UK announced that a PC version of the demo will be launched in the upcoming weeks.
“Crysis 2” is scheduled to release on March 22.
Reach the reporter at tdmcknig@asu.edu

Friday, January 28, 2011

Hopkins makes "The Rite" worthwhile

Travis McKnight
|The State Press| 
3/5

A demonic possession would be preferable to sitting through “The Rite,” if it weren’t for the sadistically marvelous performance of Sir Anthony Hopkins.
The inspired-by-true-events film, directed by Mikael Håfström, explores the story of Michael Kovak, admirably played by Colin O’Donoghue, and his harrowing struggle with faith while attending the Vatican’s exorcism training in 2007.
The film begins at a snail’s pace watching an at-home mortician beautify a suicide victim and progresses even slower; out of the two hours, it’s only captivating for about the last 40 minutes.
Although the dialogue is excellent, injecting clever comic relief appropriately, “The Rite” is too drawn out and struggles to maintain your full interest. A few cheap scares will momentarily speed up the story, but the stale soundtrack and mostly uninteresting plotline make it painfully obvious how many grains of sand have drained from the hourglass.
Luckily, the movie’s two stars provide several enjoyable moments during the first humdrum hour.
In his second silver-screen appearance, O’Donoghue depicts Kovak as dubious about religion, and unsure where he wants life to take him. As Kovak says, everyone in his family is either a mortician or a priest, so he may as well stick with tradition.
At first Kovak plans on attending seminary school for a free university education – anticipating resigning from the program after his courses are over, due to a conflicting absence of faith. But his plans soon change when Father Matthew, played by Toby Jones, informs Kovak that if he were to resign from seminary school, the Catholic Church might bill him for the education. As a compromise, Matthew recommends Kovak enlist in the Vatican’s new exorcist program; informing him if he hasn’t found faith after the course he may withdraw without cost.
The film’s connection with the audience begins to dissipate as Kovak arrives at the Vatican, and questions the Church’s religious teachings, skeptical of their value over psychiatrists and medicine. Thankfully, Hopkins’ introduction is at hand, and immediately his wit and charm command attention, purging “The Rite” from boredom.
What truly makes “The Rite” a watchable film, instead of a two-hour snooze, is Sir Anthony Hopkins, who portrays Father Lucas Trevant, an exorcist with more than 2,000 exorcism rituals completed. From the subtle twinkle in Hopkins’ eyes to sly facial expressions and perfectly toned witty comments, your interest in the otherwise underwhelming tale is permanently established.
Convincingly proving his mastery of acting, Hopkins’ incredibly powerful performance, of both savior and possessed, will immerse you to the point where the idea of demonic enslavement doesn’t sound farfetched.
Initially Hopkins represents Trevant as a clever priest who has experienced the life of a saint and a skeptic. However, after the loss of a patient the priest appears exhausted, demoralized and spiritually defeated.
Hopkins’ performance is so vigorously reminiscent of the actor’s Academy Award-winning role as Hannibal Lecter, at times it’s difficult to tell the difference. However, he does noticeably separate from his prior cannibalistic role, and exquisitely embraces the character of Trevant; his immersion into the priest is so compelling, when backhanding a child into a state of unconsciousness you truly believe Trevant thoroughly enjoyed the devious act.
Horror and thriller films open almost weekly, and while “The Rite” doesn’t stray far from normalcy, it’s a rare occurrence for such a motion picture to feature an exquisite actor such as Sir Anthony Hopkins. Simply to witness the masterful Hopkins at his best is certainly worth surviving through the movie’s underwhelming first half.

Tuesday, January 25, 2011

Microsoft: Rumored Kinect update already happened


Travis McKnight
|The State Press|
(Photo courtesy of Microsoft)

Kinect, Microsoft’s motion-controlled Xbox 360 video game accessory, has already received an update that is currently making the rumor rounds, according to Microsoft.
Microsoft Representative Chris Newton said the quiet Kinect update quadrupled the sensor’s accuracy and allowed Kinect to recognize finger movements and wrist angles with games that incorporate the new patch.
He said the update, which was rumored to be released in the next few weeks, was actually integrated right before Christmas.
“It was prior to Christmas, and it’s already gone through,” Newton said.
Newton said the increase in accuracy will occur by modifying Kinect’s intake of frames per second and by changing the resolution between the sensor’s two cameras.
The depth sensor used by Kinect is currently established at a limit of 30 frames per second, and its maximum resolution is 320-by-240 pixels. The update has effectively altered the peak resolution to 640-by-480 pixels, which allows Kinect to detect diminutive details concerning hand positioning, successfully quadrupling its accuracy.
He said the update affects currently released Kinect games by “making them  better and more accurate.”
The update will also allow video game developers to be more precise with their games.
“[Developers] will make their upcoming games better,” he said.
Kinect’s technical qualities are created by firmware, and thus can be added to and upgraded frequently and automatically without having to physically modify the sensor itself — which is why no one noticed when the rumored update became real.
At the 2011 Consumer Electronics Show, Microsoft announced the company will incorporate the Xbox 360 Avatar feature with Kinect.
The Xbox 360 Avatar feature will make a player’s avatar more realistic by allowing Kinect to recognize facial expressions and follow the player’s eyes, and will include the recently released finger and hand rotation update.
At CES it was also announced that Kinect would be receiving integration with Netflix, allowing users to command the program by voice and hand gestures alone.
The updates will be free for Xbox LIVE gold subscribers and is expected to be released in the spring.
Microsoft was unable to give an exact date of the upcoming Kinect updates in development announced at CES.
“We’re constantly working to expand and improve on experiences for Xbox 360 and Xbox LIVE,” said Xbox 360 Representative Alyssa Odle in an e-mail.