Tag Archives: Third Person Action

Splatoon 2 Review

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Well folks, it’s a new year, and thanks to a nice Christmas bonus I now have a Nintendo Switch. So now I have another platform to play games on, and review. I apologize for the delay in getting out some articles to you. Just know, the end of the year gets very busy for me, leaving me not as much time as I’d like for reviewing games. All of that being said, my first Switch game purchase is a sequel to one of the best games I own for the Wii U. Is Splatoon 2 as good as its surprise hit predecessor?

PROS: Everything you loved about the original, and then some!

CONS: Convoluted voice chat. Consulting the map is worse. Drawing with thumb sticks.

AMIIBO: The older figures have as much merit as the new ones.

In a lot of ways Splatoon 2 is a much better game over its predecessor. It features a lot of new weapons, and new maps. It has a few new modes. It also takes the Nintendo Switch’s wireless capabilities to add a LAN like feature. Think in the vein of the original Xbox’s system link feature. There are new characters, and a lot of great customization options. Even the campaign is improved. There is a lot to like here.

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For those who never played the original game, be it because they didn’t have a Wii U, or because they were more enamored with something else, Splatoon 2 is a shooter. More accurately, it’s a third-person shooter with a lot of the stuff you’d find in a first-person shooter. You’ll be killing people, and blowing things up. But what really sets the game apart from every other game of its ilk is its mainline game objective.

Splatoon 2 is a very multiplayer focused team shooter. You’ll hop into game modes with other players online or offline (I’ll get to that soon enough), and fight alongside your teammates for victory. Splatoon’s trademark mode is called “Turf War”. In it, each team has to focus their efforts on painting every floor their own color. You’ll be doing this with a variety of paint, and water themed weapons, and tools that shoot ink. As is the case with many modern shooters you’ll start out with a competent gun. But as you play the game more, over time you’ll begin to level up. Once you get to around level 4 or so, you’ll be able to go into the various shops to buy newer weapons.

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Each of the weapons also comes with a perk you can use once you earn enough points by painting the floors. Some of them are things like jetpacks where you can temporarily hover above everyone dropping ink. Others are rack mounted ink missiles. Or shields. Or any other number of things. During all of the game modes, you can, and will be killing each other. But that doesn’t get your team victories. Playing the objective does. When you kill an opponent it is really just a means to buy yourself a few more moments to paint.

Seeing how the characters in the world of Inkopolis are Squid people, you can transform into a squid which results in all different kinds of strategies. As a squid you can swim under your own team’s ink. You can camp in it, waiting for enemies to walk into an ambush. You can paint walls, and swim up to higher ground. You can try to go stealth, and get around opponents so you can start painting over their ink, and change the those floors to your team’s color.

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Each of the modes lasts around five minutes per round. At the end of the Turf War the game displays an overhead look at the arena, and the team who painted more of it their color wins the round. Winning a round gets you a lot of points, which helps you level up faster.

The other modes are played under Ranked Battle, which you can begin playing once you reach a certain level. There’s Tower Control, which is a take on the push cart mechanic seen in other games. You have to hold your position on it, and the longer you do, the further toward your goal it drives. Of course the opposing team will try to kill you, and take it for themselves. If they’re able to do so, it will go in the opposite direction toward their goal.

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Splat Zones is a variant of the mainline Turf War. Only instead of painting the entire map, the game will outline two key areas to paint. If your team gets one, or both painted your color, you have to defend the position, and hold it as long as possible. At the end of the round the team that held them down the longest wins.

Finally, there’s the Rainmaker, which is another take on the push cart mechanic. But this time it’s centered around a special weapon; The Rainmaker. One player on one team will have to take it, and then get it to the goal on the opposing team’s side. The player can defend themselves with it, as it fires charged shots. But the player will instantly become the default target. The entire enemy team will try to kill them so one of their own can take it for themselves. This is the only mode where your attack performance is going to matter as much as an objective.

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Once you, and some friends have at least a B rank, you can group up into a League Battle, where you can play as a team in the various Ranked modes. The nice thing about the Ranked modes in this is that each mode has its own individual rank for you. So for instance, if you’re doing well with the Rainmaker mode, but patently average in Tower Control, you’ll see an *A* in the former, and a *C*. It’s great because if you get competitive you can see where you may need some practice.

There is also a fourth mode called Salmon Run. This mode works as a horde mode, where you have to keep waves of killer robot fish from taking you out. You’re also given a quota of eggs you need to collect during waves. These are dropped by bosses. It throws you into the grind with three other players, and you’ll have to work together to get all of the eggs, and survive. This also mixes up your load out when you play it, so you’ll be forced to learn to use weapons you might not normally choose. The only real issue with this mode is that you can’t play it all of the time. At least online. You have to be leveled up enough to do Ranked play, and the game’s servers will turn this mode on, whenever whomever manages it decides it’s playable.

 

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When you first fire up Splatoon 2, things go about the way they do in the original. It will give you a quick character customization process. After this you’ll, be thrown into a brief tutorial to get you used to the control scheme. Splatoon 2 works in TV mode by using the two Joycons in the grip included with the Switch. Or you can use a Pro Controller or equivalent. As was the case on the Wii U in Splatoon, you can play with or without gyroscopic aiming. For those who eat, sleep, and breathe a controller with their shooters, turning it off might seem like a no brainer. But honestly, I would recommend using the gyroscopic aiming. When you’re in the heat of battle, and need that smooth, yet pixel perfect aim to hit something it is a Godsend. It isn’t quite as good as using a mouse in a PC shooter, but it’s still much better than the thumb stick. Particularly when trying to hit high or low targets on an angle. And you can focus your camera at any time by pressing the Y button. Handy, if somehow you find yourself stuck looking too far off.

With the Tutorial done, you’ll be dropped into the Inkopolis hub world. Again, as in the original Splatoon, you can go to the different shops after you’ve leveled up a bit, talk to NPCs, and get video updates telling you when maps have been rotated on the servers for online multiplayer. But beyond that you can find a shady character named Murch. Murch is pretty much this game’s version of the first game’s Spyke. After you get to the proper level, you can have Murch track down outfits of the random player characters who appear in Inkopolis. For the right price. They generally won’t have the same stats, but it is a way for you to find some of the nicer clothing options early, although they’ll usually cost you more.

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As for each of the shops, again as in Splatoon one shop will have the weapons for purchase as you unlock them. You can also try them out before you buy them to see if it’s right for your play style. The others will cover shirts, shoes, and headgear. Each of these does more than simply make your character look cool. They have different attributes that will help you during your multiplayer matches. Some may boost your run speed. Some recharge your weapon’s ammo faster. Some will negate some enemy perk effects on you. As well as other potential benefits. Over time you can add other abilities to the clothes. If you ever regret some of the abilities that found their way into the clothes you can also have Murch scrub them out for a fee. At which point you’ll have to start over leveling that piece of apparel.

You can also buy food from a food truck for some temporary benefits. Beyond that you can also scan in Splatoon, and Splatoon 2 amiibo figures for some costumes. The original toys get you some of the outfits from the first game, while the newer toys get you some newer options. It should be noted if you open the Callie/Marie two pack, these toys also get you songs to listen to.  The toys will also give you access to a photo feature, and let you save load outs to them! One cool thing the original game did was implement the Wii U’s Miiverse service very well. You could post on Nintendo’s boards, and even draw fan art. But the game would post these pieces of art on walls at random in online matches.

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With the service defunct, this game does retain a draw feature. Going up to a kiosk in Inkopolis will allow you to draw pictures, or write messages that can appear in the game on the walls. The thing to keep in mind though is you’ll want to use this feature in handheld mode, as you can draw freehand that way. Sadly, if you’re using the console in TV mode you’ll have to draw with the controller. Something that doesn’t work well at all. The sticks just swing far too wildly for you to do the intricate kind of detail needed if you’re someone who loves to draw. I should also note that once Nintendo rolls out its online service, you’ll need to pay $20 a year to enjoy online multiplayer. As of this writing it costs nothing to play online. But if you haven’t kept up with gaming news over the course of 2017, it has been something to be aware of. On the plus side, the netcode is really good in this game. I ran into no lag, even when connected to a hotspot getting coffee.

If you’ve been reading thus far, worried that you can only play this game against online warriors fear not. As I mentioned earlier, Splatoon 2 has a mode that works a bit like an offline LAN. If you have a few people with Nintendo Switches meet up somewhere, you can use the system’s wireless setup to connect the consoles together allowing each of you to play against one another in teams locally in the same room. Now unlike an actual LAN, you won’t be sharing files, resources, and other stuff through a router. But, it does make for a great time that will take you back to four player F1 Race on the Game Boy. However, if each of you have an old Wii wired adapter, you can play an actual wired LAN tournament through a router. This is also handy for convention tournaments.

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But things don’t end there. If you’re not typically drawn toward multiplayer games, but you do enjoy single player action games, there is once again a campaign. Splatoon 2’s campaign is a bit more fleshed out that the original game’s was. This time instead of following Captain Cuttlefish down a sewer drain, you’ll see a mysterious woman hanging out in the back of Inkopolis square. When you follow her, you’ll find it’s actually Marie from the first game. It would seem her best friend, and fellow pop star Callie has gone missing. As an undercover agent she hires you to join her to face the Octarians.

This time around they’ve taken Callie, in addition to the Zapfish. So you have to help Marie rescue her. In the sequel you’ll again play a multitude of stages that combine elements of Super Mario Galaxy’s platforming, Metal Gear Solid’s stealth, and Doom’s circle strafing. It’s a lot of fun, and requires more than just hand, and eye coordination. Each of the stages houses blueprints, and hidden fish. If you find them you’ll get some back story for the game to read, as well as the ability to unlock some firepower for the multiplayer modes. You can also spend the tickets found in the campaign at the food truck for some boosts. Finding all of them takes some time, and some sleuthing on your part. Especially in later stages where they get pretty creative in hiding these items.

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Stages are laid out similarly to Super Mario 64. There’s an overarching hub world, with different entrances to each of the stages. Some of these are cloaked, so you’ll have to shoot them to make them appear. Things get a bit more intricate as time goes on. Every stage will put you in exponentially harder situations that will force you to learn the mechanics. Until you get to that final showdown.

Boss fights in Splatoon 2 work almost exactly as they did in Splatoon. You’ll find the weak point, attack it, and then find you’ll have to do it three times. But each time, the attack patterns become a bit more complex, and so you’ll have to employ the advanced strategies you’ve learned in order to take them down.  Aesthetically they get more, creative as they’re introduced to you too.

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The campaign is also done in a way that ultimately trains you for the multiplayer. But does so in a way that feels fulfilling. It doesn’t feel like padding, or that it only there as a trainer. The story is entertaining, and has a lot of funny dialogue. It’s also got a fair amount of challenge, and isn’t too long, nor is it too short. Though the final boss may irritate you a little bit with the cheap desperation moves.

Visually, the game looks slightly better than the original. With the game going up a minor notch from a 720p resolution to a 1080p resolution. A lot of the art has call backs to the original game, and even some of the old maps were retooled, and brought back. The texture work is also a little bit cleaner than in the old game. Overall, it isn’t that different from the last game. It’s still beautiful, but those hoping this would be a massive graphics leap over the old game may be left wanting a bit.

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There are a few minor complaints I have with the game though. As a veteran of the first game, the dual screen gameplay really did one thing well. That was the map screen. You could jump to a teammate’s aid at any time by touching them on your screen. In this one you can still get to them, but you have to pull up the screen mid battle, and then select them. That fraction of a second in the heat of warfare can get you killed as you’re busy pulling up the map instead of looking at the incoming threats.

Another thing I think some people won’t like, is the cumbersome way they implemented a voice chat feature. Rather than, simply including it in the game, and letting players use a common headset you have to download an app to your smart phone, and have that an arm’s length away. This doesn’t affect me as I don’t have much more than a crappy old prepaid emergency phone. (I know, I know, I’m a relic.) But for those who do, this can be inconvenient, especially when someone calls your phone, and trying to take a call while voice chatting is going to be a pain.

It’s probably better to have a cheap, old laptop nearby with Discord, or another voice group chat application on it, and just using that to strategize on the fly instead. It’s not that much different although at least you won’t have to drop out to take an important phone call while you’re in a game. You can just tell everyone in the chat you have to take the call, without inexplicably leaving.

I also found it odd that the Salmon Run can’t be played online all of the time. Shooters generally let players play their favorite modes whenever they want, and locking this one up for arbitrary reasons just seems perplexing to me. Maybe they were trying to make it feel like a Splatfest event. But then again, it is one of the offline LAN modes too.

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Fortunately, one thing that is very impressive is the soundtrack. Not only do some of the great tracks from the original show up again, but the variety is larger too. You’ll get the Pop Punk, Power Pop fix. But you’ll also get a lot of New Wave, Funk, Disco, and J-Pop too. In fact, a lot of the tracks mix a lot of these sounds together to make for something new. It really is a lot of fun to listen to. Hopefully, Nintendo will find a way to release this soundtrack as they did the first. Just at a much wider availability.

Overall, I’m quite pleased with the game. Aside from a couple of baffling decisions it does successfully move the great gameplay of the original onto Nintendo’s newer, highly successful system where more people can be exposed to it. It’s fun because even if you’re not very good at shooters, you can still do very well by focusing on the objectives. As long as you’re painting a floor, you’re getting some points, and leveling up. In fact, just like last time around, you’ll find a lot of good players don’t boast the highest Kill to Death ratios. That isn’t to say it isn’t important. It buys your team more capture time. But you don’t have to feel bad if you see your little squid combatant explode into Looney Tunes gibs constantly. I only wish they could work on solving the AFK issues that rise on occasion. If someone abandons a match, or stops playing, it’s curtains for their team. If you’re on that team it can be frustrating to find the reason you were beaten is because player 4 got zero points. Which is impossible unless you set the controller down, and walk away. But I digress.

Splatoon 2 is a great game. It is pretty much everything the first one was, with a lot more weapons, and clothing. The new mode, is pretty fun, even if it does only open up once in a while. And if you really don’t do multiplayer, the campaign is something that you’ll at the very least enjoy one play through on before trading it in or selling it off. I wouldn’t hop in if you aren’t willing to at least try a multiplayer game. At least with this being somewhat portable though, the LAN option is a great way to play locally with friends if your only concern with online are the trolls, and jerks who spoil things.  And even beyond that, the ability to join a lobby with three friends mitigates this a bit.

I know I keep repeating myself in this review. But for those who do love online competitive multiplayer though, this one is a no brainer. There are a ton of great strategies, action, and advanced movement techniques to master.  If you like online multiplayer, but are hesitant about needing to Get Good, fear not. It’s still something you can have a blast playing at a rudimentary level. Really, the only people who may want to pass are those who have no interest in competitive gaming. Though the campaign is still worth a rent for those who love a good platformer, or action romp. The issues I do have with it don’t ruin the experience by any means, but can be annoying. Still, as I said earlier, it’s a must play for Switch owners who are fans of multiplayer. Especially those who loved the original Splatoon on their Wii U machines.

Final Score: 9 out of 10.

Devil’s Third Review

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I know. I know. I’m late on this one. But I have a really good reason. I only recently managed to secure a copy. The game initially showed up stateside, where GameStop had a mere 420 copies nationwide. To say that the speculator market went insane over this is an understatement. For at least two months the game went for as much as $300 in online auctions. Nintendo quietly released more into retailers hands. The aftermarket price did fall a lot, but you can still pay as much as $80 for one. I lucked out, finding mine at retail last week, and it was likely the only new copy in my State.

The game has been a bit of a pariah since its release. Not only was there an initial speculator craze, that made a handful of second-hand sellers a considerable chunk of change, there was negative reception. There was a lot of negative reception. From other reviewers who hated it, to average players who hated it, the word of mouth got around fast. But is it really that terrible? Is it deserving of the ire not seen since the likes of The Garbage Pail Kids Movie?

PROS: Fun mechanics. Large weapon assortments.

CONS: Technical issues. Dumb A.I.. Microtransactions negatively impact multiplayer.

DTV: The action, and cheese are right out of a B-Movie.

Before I get into just why Devil’s Third is so reviled, I have to give a little bit of background. Way back in 2008, Tomonobu Itagaki left Tecmo, along with several Team Ninja members. He had announced he was leaving because he hadn’t been paid what he felt the company had promised him. He also announced he was suing them. Shortly thereafter he, and the others would form a new studio Valhalla Game Studios.

Valhalla would immediately begin work on Devil’s Third. In 2010 it was showed off at E3 for the first time. There wasn’t much focus on it compared with all of the other stuff at the show, but that wasn’t where the bad news would begin. During development, the game switched engines a number of times. The initial engine they started on had to be scrapped when the company they licensed it from went belly up. The game was then restarted on Relic’s Darksiders II engine. After awhile the team ran into other problems, and they moved the project to the Unreal 3 Engine.

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Things became worse for Valhalla in 2013 when THQ went out of business. During the sale of THQ’s assets the IP for Devil’s Third was given back to Valhalla. But they now had no cash flow to finish their game. Itagaki spent a year trying to find another publisher. Eventually Nintendo would pick it up. Nintendo would also dictate that Devil’s Third would be a Wii U exclusive.

Upon firing up the game you’ll go through the typical credit screens. One for Valhalla, one for Epic’s Unreal 3 Engine, and you’ll finally end up at a calibration screen. Before you can even get to the title screen you’ll be asked to move the screen borders to your TV’s actual borders. After that you’ll make your way to the title screen.

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The title screen has three menus. A single player mode, a multiplayer mode, and an options menu. In the options menu you can choose preset button configurations for the game pad. You can also revisit your border settings, volume, and contrast settings. One nice thing is the ability to tweak the sensitivity of the thumb sticks. It isn’t going to make it anywhere near as seamless as mouse look in a PC game. But it does give you a leg up on a couple of other games.

The single player campaign is a mixed bag. The story is right out of a direct-to-video action movie you’d find in a Best Buy bargain bin. In a war torn future, the global landscape has changed. The US was broken up into different territories, most of the world is in ruins, and an old cold war era terrorist has destroyed satellites. This has resulted in much of the world’s economies wiped out, as the decimation of the satellites has caused an EMP-like situation. Many computer systems are out, modern vehicles don’t work. Everything is in ruin.

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A US Official goes to Guantanamo Bay to release one old prisoner named Ivan who was involved with this old threat in a past life. So as Ivan you have to escape the prison (where your cell is a lavish apartment replete with guitars, and a drum kit for some reason), meet up with an old war hero, and fight your former allies for revenge. You go to all different kinds of locales in the campaign. Panama, Japan, a shipyard, are but a handful of them.

The game plays like a combination of Itagaki’s Ninja Gaiden games from Tecmo, Call Of Duty, and a hint of Max Payne for good measure. You can go into firefights using both melee weapons, as well as an assortment of guns, grenades, rockets, and other projectile weapons. You can actually do some pretty cool things with the system. Like Ninja Gaiden, enemies can be dismembered in various violent ways. Some of the projectile weapons cause them to explode into giblets. Swords, axes, knives, and pipes will often crush skulls, and chop off limbs. There are even a lot of cool canned animations for the melee attacks that make it feel even more like a fun Dolph Lundgren B-movie.

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Using the melee attacks will eventually fill a meter. Once full, you can activate a melee buff, that makes your attacks much more potent while your tattoos flash. There are some sections where you’ll have no choice but to use this mechanic as the game throws  you up against mini bosses that can withstand a lot of gunfire. The unfortunate thing if you come into this as a fan of modern hack n’ slash titles is that there isn’t much of a combo system.

Devil’s Third has two melee attacks. You can do light, or hard swings. Light swings do less damage, but you can get a few of them in in a short amount of time. Hard swings do a ton of damage, but have cool down periods between swings. These are only around a second, but in many situations that can feel like too long. You can also block incoming melee attacks. After you get two or three swings in, the aforementioned canned animations occur, usually killing an enemy. The problem is that there aren’t any of the intricate challenging combos you’re probably used to. Ninja Gaiden, Devil May Cry, Bayonetta, and God Of War, all let you do some pretty deep combos. Many of which could even help you those times where you found yourself completely surrounded. Not so, here. You can get a few light swings in, maybe combine them with a hard swing, and that’s about it. You do have the ability to throw your melee weapon as well, which can sometimes be beneficial.

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There’s also a pretty good dodge system in place, so you can dive out of the way of firepower,  peek out behind cover, and toggle a run command. The run command can also be used to parkour on certain surfaces to get to higher ground. You can also combine the movement commands with melee to perform an instant takedown that can be really handy in certain situations. Finally, you can slide to cover while running which is cool.

The shooting mechanics fare considerably better. Most of the guns, have a nice punch to them, and work the way you’d expect. Machine guns, sub machine guns, being best at medium range, shotguns being great at point blank, and everything being decent at a range. Explosives also have splash damage, so you have to be careful about shooting them too close. Devil’s Third also tries to keep itself from becoming monotonous by adding some turret sections, and a few sections where you use your X-Ray glasses to find traps, or to lock onto targets for air strikes. Some of these succeed in what they’re trying to do, others feel like busywork. None of them go on too long though.

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If there are any complaints to be had with the shooting, it’s that the right thumb stick’s responsiveness isn’t quite as smooth as in other games. It takes a little while to get used to. But while you’re acclimating yourself you can expect to miss a few shots, and get beat up by an enemy that probably seemed like easy pickings.

Speaking of enemies, there is a surprisingly large variety here. You’ll see your usual video game mercenaries. But there are Predator stand-ins, Resident Evil monster stand-ins, mech like super soldiers, enemy vehicles, and many more. Again, there is an issue that rears its head here, and that is the inconsistent A.I.. Sometimes you will find enemies have the most dead on aim in the game, or the best possible blocking times when you go to swing that emergency fire axe. But then you’ll get to the next section of the level to find the next run of henchmen are complete idiots. They will stand in the open practically asking you to shoot them in the face. Even when there may be a ton of optional scenery to duck behind.

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This can even affect the bosses sometimes. You could fight a boss in ten long battles, all of which you narrowly lose, only for them to become a pushover in fight eleven. It takes you out of the moment, especially after having to pull out all of the stops so many times. It’s almost as if the game just decides to randomly put you over for no apparent reason. But the inconsistent A.I. really isn’t the biggest problem with the game.

Those would be the technical issues. The game will randomly suffer from frame drops, and micro stuttering. Make no mistake, it’s infrequent. It isn’t a constant problem while you play through the campaign. But it can happen at the worst possible time, and get you killed. Even on the easiest difficulty setting. It doesn’t matter if there are 2 enemies, 60 enemies, or even no enemies. Your frame rate will go from an acceptable 30 frames per second down to 5 frames per second for around fifteen seconds. The conditions are arbitrary. It isn’t something where it happens when too much is going on for the Wii U to handle. It will randomly drop. In my play through I had it happen around ten times during the campaign. The campaign will get you between six to eight hours of play time depending on how fast you pick up the nuances. Difficulty settings honestly don’t impact the game much. In my case going from the easiest setting to the hardest one, I only noticed that enemies did more damage. The A.I. didn’t improve much, and they seemed to take only slightly more damage when I hit them.

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Some have really given the game’s graphics a hard time. To their credit, it does look like some of the earliest textures, and models were carried over from older builds to the final build on Unreal 3 Engine. You can probably notice it in the screen shots in this article. I won’t sugarcoat it. The visuals are pretty inconsistent. Ivan looks pretty amazing. There are a lot of little details on the model, and in some parts of the game you’d be forgiven for thinking you were looking at an Xbox One game. But then you have structures, and other models that have the complexity of a very early Xbox 360 game. Some of the textures aren’t as good as other textures. That is until you realize that the game has another technical issue. It seems like there is an issue loading textures. Go into one of these bland areas, and hold still for a moment. Eventually, things begin to look considerably better as details begin to show up on brick walls, marble floors, or painted surfaces.

While I don’t think it looks as bad, or plays as bad as some of the criticism would have you believe, you can’t entirely dismiss it. Devil’s Third does have some issues that really bring it down a lot. Having said that, I still had a pretty fair amount of fun playing through the campaign. It has a lot of problems yes, but they aren’t so bad that they make the game completely unplayable. It’s very simplistic fun, and that’s okay. If you can forgive the inconsistent graphics, and occasional frame drop, you can honestly find a fair amount of enjoyment in the campaign. Even if the A.I. goes from Einstein to dumbass out of nowhere.

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You can also find enjoyment in the multiplayer portion of the game. It has the typical modes you’ve likely come to expect. There’s a standard death match, and team death match mode. There is also a capture the flag mode, a bomb mode similar to the one found in Counter-Strike, as well as a fruit mode. This makes teams compete to capture fruit, and put it in a device for points. Finally, there is a Siege mode. This reminds me a lot of Sanctum, where you defend or attack structures in a map depending on your team. Moreover, Siege actually encourages players to form clans, as you can place structures in maps, and compete for territory.

Siege will give you the option to join a clan, or be a mercenary. If you join a clan you get the perks of having your base placements effect matches, as well as having a neat little icon next to your name. If you would rather play with your friends, you can also form your own clan, and invite them into it. When people ask you to join their clan, you’ll get an in-game email notification that you can accept or deny. If you opt out of being in a clan, and play lone wolf, you can still play Siege. But you will mainly be there to help whichever team you’re assigned to. You will get rewards for playing the mode however.

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Before you can play Siege you’ll have to get set up with gear, take a brief tutorial, and then fight through the other modes of your choosing until you reach level 5. But of course, this is where once again, there has to be a problem getting in the way of what could have been an excellent game. Microtransactions. I hesitate to say that the ones in Devil’s Third are as nefarious as the ones in a lot of free to play games. They aren’t. But by God are they still pretty dubious. The game has two forms of currency. In game cash you can use, and golden eggs. Golden eggs can be used to buy some items, while the cash is for others. You can also convert the eggs into cash. Beating the campaign gives you a lot of eggs, and winning or placing in matches gives you one to a few.  Finding all of the trophies in the campaign adds more. Thankfully, the weapons in multiplayer are all purchased with in game cash. So beating the game will essentially give you enough eggs to turn to credits to unlock every gun in the multiplayer.

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However, some things like multiple load outs for you to preset weapon combinations with, and costume pieces need to be purchased with eggs. Many of them require fifty eggs to unlock. The costume pieces also have negligible buffs, and nerfs on them. One shirt might take one less damage point from bullets while reducing you one speed point. The differences are so miniscule they rarely have any impact in combat whatsoever. They seem pointless to even be there. Really, they serve a mainly cosmetic purpose. But it doesn’t feel any better. Especially since you can pay real world money for eggs if you don’t want to grind out battles for eons. Siege mode also gives you a finite number of ammunition, so you’ll use the in game currency to replenish it. Again, another example of microtransactions  running amok. Thankfully, you’re still given plenty, and the rewards you get for playing generally cover you well enough. So you really shouldn’t have to buy any eggs to convert to cash to resupply with.

Prices for eggs will make you laugh your ass off, and ask the game if it’s serious. One hundred eggs will cost you $20. Go back to what I said a moment ago about how many eggs you need for a costume part. This means if you don’t want to grind your way to costumes you can easily spend a few hundred dollars. On nonsense. This is almost as bad as the technical issues, and for some players it might actually be worse.

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This is all disappointing because the underlying multiplayer game play is actually quite good. It makes effective use of the mechanics from the campaign, allowing you to use the same melee, movement, and gunplay. The maps are well designed for the different playable modes. I’ll go out on a limb, and say if not for the microtransactions this could have given some other online shooters on the Wii U some competition. It feels a lot like the multiplayer from Max Payne 3, minus the bullet time. In place of that are super weapons you can use for a short period of time after filling a meter. These do feel pretty beefy, and will have you cheering when you take people down with them. But they’re not win buttons either. You can still be taken out pretty easily when using them. Be it a shot from afar, or a sword from behind.

The technical issues from the main game do sometimes crop up here. Sometimes just before a round starts there might be a hiccup, and you’ll notice texture pop in. But outside of that, the death matches run really well. Interestingly, you can also plug in a USB keyboard to use in the chat room before matches. You cannot play the game with it though, so don’t expect to have a PC experience here. The game doesn’t support headsets or microphones though. Peculiar seeing how they went to the trouble of adding keyboard support. Anyway, in the grand scheme of things it doesn’t matter much since the most played mode is death match. The goal of which is to be a loner who racks up the most frags.

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Overall, I wouldn’t call Devil’s Third a completely terrible game. There are many issues that keep it from being an exceptional single player game. The microtransactions really hinder the online experience much more than help it. In spite of all of these problems though, I can say there is fun to be had here. The story, while full of plot holes, and clichés does live up the B-movie vibe it goes for. It’s still a riot to cut down waves of low level grunts with a shotgun, or an iron pipe. You’ll still feel an enjoyably surprising shock when a boss knocks a weapon out of your hands. The 75% of the time that the A.I. is smarter than a box of rocks it can be an exciting challenge. Especially when there are new tools given to you to try out. None of this is going to blow you away, but you’ll likely enjoy playing through it over a weekend.

Multiplayer actually is a blast though, which is why it is so disappointing to see it marred by a microtransaction system. The weapons, and mechanics are so enjoyable. Some of the extra costumes you can customize your character with do look cool. But they’re nothing anybody should spend real world money on. It’s the type of thing that should have been a  DLC pack you would find in a Call Of Duty game. If it had to be sold as an extra at all. The system here just nickel, and dimes you. It isn’t quite the level of a free to start game, since again, you can at least get all of the weapons by playing the campaign. But man, does it come ever so close to it. Beat the game, use the credits on the weapons, and enjoy the multiplayer that way.

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If after all of that you want to jump in, you can try to hunt down a copy like I did. But you can also buy it on the Nintendo eshop. In the end though, you’re getting into an average game. Nothing revolutionary. Nothing you haven’t seen elsewhere. But you’ve also played far worse. Although being average isn’t bad, there are many better games to choose from. If you do decide to play it anyway, you’ll have some fun. If you temper your expectations.

Final Score: 5 out of 10

Ninja Gaiden 3: Razor’s Edge Review

The director’s cut of Ninja Gaiden 3 attempts to rectify some of the criticism levied at the original release. Does it succeed? In some ways yes, in others not so much.

PROS: Fluid animation. Takes strides in connecting the series to the NES Trilogy.

CONS: Streamlined gameplay means some will find it repetitive after a while.

WHY: Do the villains send out so many German Shepherds to be slain?

Ninja Gaiden 3 saw a mixed reception upon its release. The director of the first two games left Tecmo after a heated dispute, and the person with the porting duties was given the reigns for part 3. The resulting game had the flashy, animation, and gory fights of the first 2. But it was more linear, and easier. So what is different about Razor’s Edge?

For starters, Razor’s Edge started out as a launch window title for the Wii U. So it features some touch screen functionality like changing weapons on the fly, casting Ninpo arts, or seeing your current unlocked combination attacks. It also tries to rectify the difficulty situation. One of the reasons the game is easier than Ninja Gaiden, or Ninja Gaiden 2 is due to its karma system.

Ninja Gaiden 3’s karma system grants players points for killing enemies. Long chain combos, or flashy executions grant more of these points than base moves. There are also a fair number of weapons one can use throughout the game, and some of these will display even more gruesome deaths. Limbs are torn off, heads are decapitated. Curse words are shouted as the score rolls up. When one gets to a section that isn’t wrought with enemies they can enter an in menu shop to spend the points on upgrades. Some of these extend the life bar, while others give you advanced moves, weapons, or arts (some of which are only in Razor’s Edge) to use in battle.

The problem is that the game doles out points like water, so hoarding points early on makes getting the more powerful moves easier than it should be. This in turn makes many of the lower level enemies a breeze to blow through. Block, dodge, and button mash them to death. The game attempts to remedy this by adding a higher difficulty level that artificially makes the campaign harder. On its highest difficulty setting enemy health, and attack power is doubled or tripled. The number of enemies at any given time is also doubled or tripled. Karma points are also reduced. So instead of being more challenging, it’s simply being a lot less fair.

Razor’s Edge is essentially NG3 as far as the base game goes. The campaign is an 8 stage run with in engine cinema sections. The main storyline is actually a pretty good one as far as Ninja Gaiden games go, and even makes more attempts to bridge the current series with the original trilogy from the NES. Ryu Hayabusa is contacted by the Japanese government to investigate a terrorist event in London. Led by a mysterious man known as The Regent Of The Mask, the Lords Of Alchemy threaten the end of the world to the world’s leaders if they fail to comply in giving them Ryu. When Ryu meets the Regent, a battle ensues, and at the end he is left cursed with a disease that feeds on blood lust. Ryu must then find a way to stop the terrorists, and find a cure before he is killed by the curse that plagues him.

Along the way the plot throws out swerves, double crosses, and surprises in the same vein as the NES games. The reason for this is due to it being written by Masato Kato, the man who wrote the original series’ story. This game also brings along some cameos from Ninja Gaiden II: The Dark Sword Of Chaos, as well as ties to that game’s story.

For some players, the story will be the reason to play through the campaign. Because Ninja Gaiden, or Ninja Gaiden 2 on the Xbox, and Playstation consoles over the last two generations were different experiences. The first two games had a little bit more variety in gameplay. There was a little bit more exploration, or sections you could tackle  a little bit differently. Ninja Gaiden 3 instead opted to go for a purely linear spectacle brawler. Much like Devil May Cry, or God Of War. Ryu will enter a section, kill everything the game throws at him, then go into an area with no enemies or pitfalls. Sometimes the game may throw a platforming area where a wall run or wall jump has to be done. But even those are on a path from A to B.

This is indicative of many single player action games in many genres over the past few years. But here it feels like a departure after having played the first two games. For what it is, and on its own merits it isn’t a bad game. Combat is very smooth, and fast. Animations are brisk, and fluid. Some of the carnage is really fun, yet gristly to see, and the length is about right for a game of its type. Enemy variety for the most part is very good, with several kinds of enemy soldiers, monsters, robots, and even terrorist cult members. Character designs are detailed, with a lot of nice touches. Many of them look flat-out cool.

One odd decision many will notice however (or at least I did) is the abnormally high number of guard dogs that have to be dispatched. This game throws a ton of them at you. Pretty much every game in this, and the original series has had them. But this one really loves to use them. It is definitely a very small thing to obsess over, and it is in the grand scheme of things a game set in a fictional world. But one example of what I’m talking about happens in a lab themed stage. There is a long hallway filled with glass case displays with dogs in each. (Spoiler Alert: all of the dogs are real dogs, and will try to maul you to death.) The ratio of dogs to other enemies seems a little off.

Bosses are most certainly designed with an old school focus, involving patterns that have to be memorized, and then solved like a puzzle. These are also accompanied by Quick Time Events. Again like many, many games over the past seven years, QTEs feel thrown in for the sake of being a modern mechanic. While they do add to some of the visual presentation here, they don’t do much for depth in a game that needs a little more variety. However there are sections where the QTEs are welcome like scaling certain walls, or reversing certain enemy attacks.

The game does try to break things up by adding a rail shooter segment,  and Razor’s Edge even adds a couple of sections where you get to use Ayane from Dead Or Alive. She controls different enough from Ryu where this does work somewhat, but the gameplay follows the same structure. As far as her involvement in the campaign story it’s hinted that she is working for Irene Lew. Completing the entire campaign unlocks  other playable characters, as well as another difficulty setting. This one makes the game down right cruel.

Razor’s Edge also tries to give players an incentive to play on higher difficulty settings through its secret areas. Many stages have small rooms off of the beaten path where one can find skulls that open up battle arenas. Touching one of these on the easiest setting will bring up a message telling players they need to play on a higher difficulty setting to see the arena.

Razor’s Edge also adds in online modes. The primary mode allows players to play a co-operative game where two people work together to clear a level of enemies. It essentially works like the horde mode of many other games. There is also a clan battle mode for several players to face off against each other. This mode works like a variant of team death match. The other options don’t really do anything other than compare your stats against other players. So it’s only going to appeal to a small number of people hopelessly devoted to it.

Team Ninja’s engine for the series also seems to show its age here. While characters look rich, vibrant, with really great assets, backgrounds don’t always hold up. Some of the textures on floors or walls are muddy or grainy. There also doesn’t appear to be much in the way of AA or other filtering as jagged lines can be noticed. Not every stage has this level of contrast between the detailed models, and less detailed environments. But when it happens it can be jarring.

Audio is actually one of the high points in this game. Explosions, clashing swords, and other sounds of combat sound really nice. Voice acting is also superb. The cast features many notable voice actors who give some wonderful performances here. The soundtrack compliments the action rather well. It helps give the game have the interactive action movie feel it shoots for.

Ninja Gaiden 3: Razor’s Edge is better than the original release of Ninja Gaiden 3. It has since been ported from the Wii U to the PS3, and Xbox 360 extending the number of potential audience members. The added content is welcome, and the co-operative mode does make for a fun time with a second person. On its own though once you finish it there isn’t much to make one want to go back to it. That is unless, you are a die-hard fan of spectacle fighters. In that case the bonus characters, and unlockable weapons may really cater to you. It also has an enjoyable storyline for long time Ninja Gaiden fans. It’s certainly a fun game, and an improvement over the initial version. But it’s still a little too streamlined for its own good.

Final Score: 6 out of 10 (Good but not great)