Tag Archives: Shooter

Review: Bioshock Infinite

Bioshock Infinite

The first Bioshock was probably one of the finest first person shooters of all time.

On it’s surface, it’s a pretty basic corridor shooter set in the decaying post revolution under water world of Rapture. If you dive a little deeper though the action mechanic of the game becomes a lot more complex. Along with the usual line up of weapons, players could equip their character with Plasmids, a sort of steam punk science fiction equivalent to magic that allows players a wide range of powers including the ability to fire lightning bolts from your hands. It seems in Rapture all residents needed to do if they fancied having super powers was visit their local apothecary for a tonic and they were able to spit Bees out of their fists like McCauley Culkin’s worse nightmare.

Plasmids made combat within the game incredibly varied so Bioshock became an instant favourite amongst many gamers. There were a few who felt that the limited amount of exploration detracted from the experience and as a result Irrational provided just a Polaroid of Bioshock’s game world Rapture.

Irrational didn’t seem to be content with providing just a snapshot, and Ken Levine felt that he and his team could do better.  So he set about creating Bioshock Infinite. For the third game in the franchise (Irrational didn’t work on Bioshock 2, instead developer duties for that fell to 2K Marin who did a worthy job), players wouldn’t be returning to the world of Rapture, instead Levine decided to base Infinite in the same location as his aspirations and that was in the clouds.

Bioshock Infinite

Bioshock Infinite is based in Columbia, a floating city built by a self-proclaimed prophet called Comstock. The flying paradise was created as a way of extolling the virtues and beliefs of the American people upon the world. Unfortunately, the Utopia is far from perfect and elitism and racism are rife amongst the population of Columbia. Just as Rapture fell to the greed and flawed ideals of a genius madman, Columbia also falls into a civil war.

In the first Bioshock when players arrived at Rapture the city had already been destroyed. Artefacts had been left around the city such as voice recordings and museums that players could see and listen to in order to gain a sense of what a great place it could have been. This made the whole locale even more realistic, and even spookier. Like a ghost town.

In Bioshock Infinite players are placed into the role of ex pinkerton Booker De-Witt who is tasked with going to Columbia and retrieving a young girl called Elizabeth. The game opens in a very similar way with players being rowed out to a lighthouse in order to travel to their destination. Where the games differ though is that when players arrive in Columbia, the city is yet to crumble into disarray. Players arrive just in time to see the powder keg of oppressed layers of society explode tearing the city from the sky.

Bioshock Infinite

Unfortunately this removes some of the magic from the location. In our opinion setting the game out in the open in the clouds was also something of a mistake. The lofty, huge open skies of Columbia lacks the terrifying claustrophobic atmosphere of Rapture.

One of Levine’s aim with Infinite was to open levels up more and allow for more exploration. He has been successful in doing this but there still isn’t the level of exploration that you would find with more RPG focused titles such as Skyrim.

Booker also has the skyhook added to his armoury. This can be used to bludgeon enemies to death in a particularly brutal display, or it can be used to traverse the many Sky rails In the game. Sky rails are littered around levels to help move cargo from place to place, however when Booker takes advantage of them he can quickly whisk around helping to alleviate some of the boredom from back tracking through levels. The Sky rails also help to speed up combat and give it an additional layer of strategy.

Bioshock Infinite

Its not just Booker’s new abilities spicing up the combat either. Elizabeth, the reason why Booker finds himself in Columbia, has the ability to open what the game refers to as ‘tears’. These are weak spots in the fabric of reality that allow Elizabeth to bring through items from other dimensions.

In a combat situation players may find themselves pinned down, however there may be several tears around that Elizabeth can utilise.  One may bring in extra cover for Booker to hide behind, a cache of powerful weapons that could be used to bombard enemies with or it could be a security bot which will ally with Booker and deal death on his foes from above.

As a result Levin and his team at Irrational really have blown open the world of Columbia and made combat a lot more interesting. There are still the weird psychokinetic powers that Booker can attain and level up during his travels. However these are no longer the gene splicing plasmids of old. In Infinite, these powers are called Vigours.

Infinite’s plot is also just as strong as the first Bioshock. At the outset, it does appear like the story is a bit of a rambling existential postmodern mess. As the game progresses though, it becomes very clear that Levine and his team know exactly where the plot is going and are experimenting with videogame narrative in a way few other developers have. Without wanting to give too much away, there was a show down with a spirit in a graveyard that was both terrifying and heart rendering in equal measure.

Even with the strong plot, improved combat and increased exploration, Infinite didn’t feel as strong as the original. It wasn’t because we felt jaded with the series, which is often a problem that the third title in a series will find. There were more than enough new ideas and fresh spins for Infinite to feel more like a cousin than a brother to the original Bioshock. Perhaps, the problem was that while each new addition to Infinite was a positive one, there were maybe too many.

Bioshock Infinite

What made Bioshock such a unique experience was the setting. With a terrifying world acting as the stage to the compelling and twisty narrative, the linear progression within levels wasn’t truly apparent. The moral choices that players were forced to make when dealing with the fate of the Little Sisters was also fantastic. Would you free the little girls from their slavery from collecting ADAM or would you kill them for their ADAM thus allowing you to level up your abilities quicker.

As such, it feels like Irrational have over egged their pudding with Infinite. And whilst there have been so many technical improvements, a little of the original title’s soul is missing.

Allowing player’s to use their imagination and wonder what Rapture would have been like before it had been destroyed was fantastic, and its not often that games actually allow players to engage their imagination. The original Star Wars trilogy was brilliant because it hinted to a civil war that viewers had to imagine and the aesthetics of the space ships and technology gave the film the look of a ‘used universe.’ The ridiculous story about a young boy joining a cult and following a weird hermit into space whilst falling in love with his sister was so much easier to believe when it was set against the backdrop of a huge space opera. The newer films, whilst they had improved visuals, were no longer grounded by any folklore and what was considered myth previously was made cold scientific fact. The magic had been removed.

Now, I’m not saying that Bioshock Infinite is as bad as the latest Star Wars films. However, by allowing players to see the decline of the Columbia and allowing for greater exploration, a little of the ‘Je Ne Sais Quoi’ has been removed in a bid to placate critics.

Bioshock Infinite

That’s not to say it’s a bad game. It is a thoroughly enjoyable title and one that, if you have not yet had the opportunity to play, you definitely should do so. The biggest benefit of the new locale in the series is that you won’t feel like you are missing out on anything by jumping straight in and playing the third game.

Score: 7/10

System: PC (AMD 8320 CPU, AMD ATI 7970 GPU, 8GB RAM)

Bought from: Steam Download

Review: Shadow Warrior 2013

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Who wants some Wang?

That’s the question we are being asked again by Flying Wild Hog with this reboot to the classic Shadow Warrior franchise. For those not familiar with the series, Shadow Warrior is an fps originally dreamt up by 3D realms, the same guys who brought the macho misogynistic Duke Nukem kicking and screaming into the world. Instead of Alien ass kicking and misogyny, with Wang we are dealt Demon slicing and borderline racism.

Much like Duke, Wang would quip his way through incredibly violent missions. If you have never played the original Shadow Warrior, I implore you to do so. It was one of my favorites as I grew up arriving a bit later than Duke Nukem 3D but using exactly the same BUILD engine. If you have a steam account then you can pick up the original for the amazing price of absolutely nothing, if you enjoy it, you can get the complete package with all of the add on packs for just £6.99.

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Now, many of you will be wondering why you should even care about Shadow Warrior. After all Duke Nukem Forever pretty much killed the Duke Nukem franchise. Well, Shadow Warrior is a bit different because it was picked up by a rather capable young studio, whose previous endeavor Hard Reset was a very promising first attempt at a fps. Also, Shadow Warrior wasn’t in development for decades, being rebuilt time and time again using newer game engines, only to be rushed out at the last minute because the studio was bankrupt.

As a result, Shadow Warrior feels like the game Duke Nukem Forever should have been. The graphics are very impressive, and the reflections on polished surfaces makes smothering them in blood even more satisfying. At times the sheer amount of visceral gore flying around the screen is like watching Leatherface skipping merrily through an abattoir leaving a monsoon of blood and guts in his wake.

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Gameplay is fast, brutal and at times very hard, as a twitch shooter though, there is a huge amount of depth. Players are given the opportunity to build up Wang’s abilities and improve his arsenal using Karma Points, Money or Ki Crystals that are found or earned from slicing and dicing demons in a particularly stylish way.

 Guns get upgrades such as the ability to dual wield SMG’s, or even transform the shotgun into a quad barrel one that tears apart smaller demons like a starving tramp would tear apart a roast chicken. The weapons are all incredibly varied but it’s the Katana where Shadow Warrior really shines. An interesting alternative to Doom’s Chainsaw and Duke’s Fists in the original, the Katana used to be the last resort when ammo was depleted. In Lo Wang’s latest excursion, the Katana is the most satisfying weapon to use. Walking up a narrow stone path with a death-inducing drop either side, I had the most fun I have had in a game recently, chopping up a procession of Monsters, like a maniacal Chef creating a conveyor belt of Demonic Sushi. Lopping off limbs of monsters isn’t just visually rewarding, it also affect the demon’s ability to attack so by taking away the arm that carries his weapon you also seriously hinder their ability to do damage to Wang.

The Karma Points and Ki Crystals are where things get really interesting, bestowing upon Wang the ability to deal more devastating sword blows, the ability to block and repel damage and heal himself. I have to admit to being disappointed by the ability to self heal at first as I feel that the health regeneration mechanic is heavily over used in today’s fps genre, after COD popularised the technique having stolen it from Halo. COD’s and their subsequent copycats, use of a rechargeable health system in a supposedly ‘life-like’ setting where soldiers are able to ‘will’ gun shot wounds better is baffling. Its no wonder most Americans think that the Obama Care program is redundant when most of them spend the majority of their time plugged into Activision’s shooter online, vomiting a verbal tidal wave of hate and homophobia into their headsets.

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In Shadow Warrior, Wang doesn’t auto heal, you have to heal him yourself using a basic button combo. It actually becomes a skill to learn when to quickly heal up and for how long in the middle of a firefight. Sometimes there will be so much carnage and mayhem on screen it is very easy to miss how low your health is, and before you realise Lo Wang has received anything more than a flesh wound, you’ll find yourself being tea bagged by the AI. As the game isn’t exactly pretending to be realistic, with fornicating bunny rabbits that turn demonic and attack should you kill enough of them, and the way the health regeneration is implemented, I actually see no fault with it being used in Shadow Warrior.

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The use of the button combo’s on the mouse to deal different attacks sword and magical attacks results in no two confrontations being the same. You can build up your magical shielding and slowly wade your way through demons hacking at them like an explorer would hack his way through the jungle. Or you can just use your powers throw monsters into the air and treat them like a Demon Pigeon shoot. There is also a move that can only be described as a Star Wars style force push that shoves enemies backwards. I cannot help but wonder what kind of amazing game Flying Wild Hog would create should they be given the Star Wars license. Maybe Disney might want to get in touch with them for the official licensed game of the new movie that will inevitably be released. Flying Wild Hog have more than proved they can turn out a quality title in a short period of time, and if you replace Lo Wang with a Jedi, the Katana with a Light Sabre and his Chi with the Force, then you’ve got yourself one of the most enjoyable FPS Star Wars titles for some time.

The story, whilst not a knee deep four disc Final Fantasy affair, has enough meat to keep players interested. Demons are trying to cause some trouble with an ancient sword so Lo Wang must set out and assemble the sword before they can with the help of a Rabbit masked demon called Hoji. Everyone’s motives are slowly revealed through the use of cut scenes and banter between Wang and Hoji that drives the narrative forward revealing the odd twist along the way. This game is set before the first Shadow Warrior and as such acts as a bit of an ‘origin story.’ A phrase Wang himself would commend as he has a fixation for comic books, and we even get to see his very own super hero man cave in the second level.

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Lo Wang’s quipping, Demon de-limbing and fast paced explosive action are all firmly entrenched in the 90’s, when Carmageddon was the number one racing game not Forza, and no one had yet cottoned onto the fact that Mortal Kombat’s combat was flawed. A game only had to be violent with lashings of blood and humour in order to be become a cult classic.  However Flying Wild Hog have also managed to make Lo Wang relevant again, avoiding the pitfalls that trapped Duke Nukem Forever, and by making a game that is as humorous, tactical and challenging as it is mindlessly violent. Flying Wild Hog have been so successful in updating Shadow Warrior that it’s almost difficult to call it mindlessly violent now.

Shadow Warrior is an experience more gamers should Wang off too. The perfectly judged learning curve, excellent graphics, constant unveiling of weapons and abilities mean that you won’t get bored during the 16 hours it will take you to finish the game. Here’s hoping Flying Wild Hog get the opportunity to update some more classic franchises such as Redneck Rampage.

Score: 7/10

System: PC (AMD 8320 CPU, AMD ATI 7970 GPU, 8GB RAM)

Bought from: Steam Download