SKYRIM : The Endless (and Excellent) RPG

November 20, 2011

Have you come up for air yet? The Wall Street Journal‘s review of SKYRIM reminds us all that the game we’ve been playing is one of the most immersive, epic RPGs ever to come down the pipe. In my experience, I’ve found that it’s less fun and more…compulsive. You do things in the game because you should and because you’re driven to and while I suppose that is fun, it’s a different kind than you’ll get from higher-octane games that take a more linear path through the story.

But don’t take my word for it. Read this!

The Elder Scrolls V: Skyrim is a celebration of fantasy gaming. It operates on a grand scale, but doesn’t lose sight of intimate details; it’s elaborate, but eminently fun and very playable.

The latest installment in the Bethesda Game Studios role-playing series came out in the U.S. Friday for the PlayStation 3, Xbox 360 and PC after around three years of development. It follows the highly regarded Oblivion chapter, which sold around three million copies in its first year. I played the PS3 version. Suggested retail price is $59.99, and it’s worth every penny.

Skyrim includes a paper map that’s fairly useless, with not a tip or Howard Johnson’s to be found, and it’s just as hard to fold as gas-station maps in the real world.

I hadn’t played any of the previous Elder Scrolls games, so I was starting with a fairly clean slate. I did play and review quasi-rival, Fable III, last year and didn’t much like it. It seemed a bit pretentious, and despite having a lot of nifty, expensive elements in the game, Lionhead Studios didn’t meld it all together very well. I had an almost 180-degree feeling about Skyrim. It just all works – music, plot, character development, animation and the like.

The list of superlatives starts with the game’s animated opening sequence. Unlike a lot of other games, both RPG and otherwise, the developers don’t spin a convoluted, cockamamie yarn that leaves you scratching your head. There are no baffling references to previous versions of the game, so newbies start on equal footing with Elder Scrolls veterans.

Without spoiling the game too much, you’re a prisoner on your way to your own beheading. You’re sitting in a wagon with other prisoners. The graphics are astounding. You can see your destination in 100% clarity, in almost perfect perspective, at a distance. The shadows change as you pass under trees. Branches and banners wave and sway in the wind. Puffs of fog blow past the wagon you’re tied up in. The other unfortunates in the wagon with you do the talking, all except for this one dude who has a rag stuffed in his mouth. In the first seven minutes or so, you discover your head’s on the block because of your alliance with the Stormcloaks, who killed the king of Skyrim. You watch the head roll of the person in front of you in an almost Monty Python-like, matter-of-fact way. Just as you’re about to get the chop, a dragon destroys the village, and you’re off.

Amazingly detailed character development sets this game apart from all other RPG games I’ve played and begins during roll call for your execution. You need to select whether you’re going to be a human, elf or a two-legged anthropomorph. You can adjust shape of eyes, coloration, hairstyle and other attributes to customize the appearance of your protagonist. Each character has different strengths, weaknesses and tendencies, so you’re already taking a big step in your approach to gameplay just moments after you’ve started. I played as a human Nord, good with the sword. My son later made himself a Wood Elf, who was excellent at hiding and pickpocketing. When it was clear that I stunk at swordplay, I started using his character and fared much better in my quest.

A word about the quest. If there’s any downside to Skyrim, it’s that the plot is a bit muddled and mushier than in Fable III and other RPG games. I normally get a game ahead of release and spend several days playing it and shut out all outside noise from other reviewers or the publisher. This time, I got the game on its day of release. After reading the manual and a few blurbs on the Bethesda website about the game, I still didn’t quite get what I was supposed to do at the start. So, I found myself scouring other reviews and Wikipedia to see what I was missing.

To summarize, I gather that my character, who is “dragon-born,” is expected to hunt down the dragon Alduin – the one who actually saved my life by destroying the village where I was to be beheaded. As you wander around the different towns and villages on mini-quests, you get pretty sucked into interactions with non-playable characters, the various fauna of the kingdom or are faced with puzzles you need to solve or challenges you need to overcome, like how to defeat two giants blocking your way or how to get past or around a battle-axe wielding bandit blocking a bridge. As such, you’re so wrapped up in the sandbox, non-linear progression of the game that it’s easy to forget what the bigger picture is or what the actual next linear step in your quest is supposed to be.

But that quest’s mushiness, along with the choice of characters and traits you pick and equipment and skills you pick up and the decisions you make to treat someone you meet as friend or foe, are also what makes this game excellent. Even when it seems you’re all by your lonesome in the woods, you’re never bored, because you know that there’s a challenge or interaction just ahead. You’re never sure if the woman in the cabin whose door you knock on is good or evil or if the animal you see on the roadside is going to flee or attack. That keeps you on your toes. You don’t know if you should go left or right or over the mountaintop. I complained in my review of Fable III that the game was too linear. I would much rather have too much choice of direction, strategy and mission than not enough, and Skyrim gives me that.

What I also love about Skyrim is it’s totally fine to find a non-lethal way to get the job done, and my wood elf got much more stealthy and sneaky, even hiding in plain sight sometimes, as the game progresses. You even get rewarded for it. You can, of course, always engage in hostilities if you want, and get stronger and stronger as a warrior.

You have 18 skills in the game, defined under the categories of health, stamina and magicka. The way you behave on your quest determines which skills are increased or decreased. You increase skills by using them over and over, by training with another character or finding and reading a skill book. That’s one of the cool things about Skyrim is the in-game books you can pick up. It adds a dimension to the game that I haven’t seen elsewhere. At a certain point, when your skills have increased multiple times, you’re offered a chance to “level up.” Again, you choose whether you want to improve your magicka, stamina or health. You gain “perks,” too, as the game progresses. Perks are new skill-based abilities.

My wood elf, for example, relied heavily on the magic of flames and spark shooting from my fingertips to slay or stun opponents. The visuals of that, by the way, are amazing. I’d always opt for the first-person view, instead of the more-cartoonish third person view. You can toggle that with a click of your stick. You can also go into or out of stealth mode by clicking a stick.

Somewhere about a half-hour into my Skyrim quest I realized I had picked up an astounding array of junk, from gold coins to novice monk’s cowls to armor and weaponry. It wasn’t at all clear to me sometimes whether what I had was useful or not or not. In that way, it’s kind of like real life. Every time you kill an opponent, you can search him or her and cherry pick what you want. You can see at a glance how heavy the item is, and if it’s a weapon, how damaging it will be to an opponent.

In the early going, I found two different kinds of bows – a hunting bow and and old Norse bow – and two different kinds of arrows. They fly differently, have different ranges and inflict different levels of damage, in what seems incredibly realistic use of physics in the game. I also discovered how fun and interesting it was to explore and complete quests atop a horse or in a horse-drawn wagon.

I earlier mentioned interaction with the game’s fauna. Several times I found myself under attack by wild animals, saved only by my flames and sparks. In the process, though, I accidentally charred my own horse a bit shortly after dismounting. At that point, my trusty steed became an enemy, rearing up and kicking me repeatedly and even following me. The message there is don’t try to barbecue your own horse, however inadvertently. That goes double for trying to hurt your friends in the game. There’s no better or faster way to turn them into enemies who will hunt you down and kill you, forcing you to flee to safety. And don’t even think about hurting children in the game. The game won’t allow it, and again, you get every character on the screen looking to cause you pain.

Your heads-up display is OK, nothing particularly special. There, you can see what direction you’re going in, the name of your target, your crosshairs, your favorite inventory items, your levels of health, stamina and magic, the number of arrows you have (if you have a bow) and the charge left on your enchanted weapons.

Voices in Skyrim are great. I saw a Wikipedia reference to 60,000 lines recorded by non-playable characters. The voices include Max von Sydow, Christopher Plummer and Lynda Carter (think “Wonder Woman”), among others. Some of the accents, though, are a bit hokey and the monologues and dialogues are just plain wooden or dumb, clearly in there to impart wisdom, at the expense of actual, emotional interaction.

The musical score, composed by Jeremy Soule, is astounding, and there are other nice touches from Bethesda. The music captures the on-screen emotions. There are booming choruses when you’re in full battle and wistful music when you’re crunching through snow in the woods on a lonely quest. The music truly enhances the game. I didn’t realize until I read it that the choir you hear singing in the game is singing in a special language created especially for Skyrim. And I learned that Bethesda created a 34-character alphabet for the game that was used to formulate a vocabulary.

That’s part of the keen attention to detail I mentioned at the top of this review, and it shows the joy and passion of Skyrim’s developers. As a gamer, I know I appreciated it and think it enhanced my engagement in the game.

If I have one quibble with anything, it’s with Skyrim’s graphics close-in graphics. When two characters need to occupy the same space, as when I delivered a coup de grace to an opponent, the slo-mo came on, my screen flickered, the characters kind of melded together into a blob, and my sword suddenly emerged through the back of my victim. He toppled to the ground in a very unrealistic way. I guess something had to give in development, but it’s something I hope Bethesda works on in the next version of the game, as it mars what’s otherwise a very slick-looking and believable fantasy world.

As my teenage nephew posted on his Facebook wall: “I’ve got stuff to do today…But I DON’T WANT TO DO STUFF. I just want to play Skyrim…” My sentiments exactly. Once you start playing Skyrim, no matter what time limit you set, you can’t stop playing. And that’s the real test of a great game.


Assassin’s Creed Brotherhood: Ezio Series 3

November 16, 2011

You can get your Player Select Ezio Auditore TWO ways: Evony or Ivory. They’re the third series of 7-inch Assassin’s Creed figures, adding to the existing Ezio and Altair figures. Now, if you’re a fan of the series, we’re figuring that you’ve already got your hands on the latest installment, ASSASSIN’S CREED REVELATIONS, which came out yesterday.

No matter which outfit you prefer, though, both Ezio figures feature swappable hands for a selection of weapons worthy of an Assassin. The poseability of these figures is also pretty impressive, especially when you take into account the detail on the clothing. Definitely a good buy for anyone who loves the worlds the game creates.


Arkham City : The Reviews Are In!

October 23, 2011

With a couple days since the release of Arkham City, most hard-core fans have already made up their minds–and the response, it seems, is very, very good.

Check out this review from Attack of the Fanboy

2009′s Batman: Arkham Asylum brought new hope to gamers everywhere. For one, Rocksteady proved that video game licensing could be successful commercially and resonate with the fans. And two, they proved that it is indeed possible to harness the power of a super hero, and have that power translate on the screen. If you’ve been gaming long enough you’ve likely experienced your fair share of bad uses of licenses. Some memorable failures in the Spiderman, Superman, and Transformers series’, have proven to be little more than a quick cash in to generate extra revenue upon release of a big movie. Though somehow, Arkham Asylum managed to shake these stigmas with a game full of passion and personality, while staying true to its comic book roots. I guess the real question is, does Batman: Arkham City capture the same magic?

Batman: Arkham City does for the most part have that same magic as the first game. For good, and for bad. Rocksteady has taken their core infrastructure of Batman: Arkham Asylum and really ran with it. Opening up the world for a greater sense of exploration, they’ve given the player all the tools necessary to really get immersed in the the prison that is Arkham City. While Batman: Arkham Asylum was a much more linear experience, this time around, Batman will have many more opportunities to dig deeper into the lore of Bob Kane’s world. Depending on which side of the fence you sit, this deviation from the more linear formula of the previous game will either be good or bad. The good part about it, is that there is so much more to do in Batman: Arkham City than there was in the first game. Side missions include picking up Riddler trophies to foil Edward Nigma, a mini game where you’ll be in a race against time to stop Victor Zsasz from killing innocents, among many others that are introduced along your way in the form of villains that don’t really play into the actual main quest. While none of them feel forced, the bad part about having so much do, is that you can get side tracked from your current objectives. Arkham City is a time based game, that relies on you feeling a sense of urgency to eliminate a threat to the city of Gotham. While all of this new gameplay is welcomed with open arms, it’s certainly not incorporated without taking some steam out of the story.

It’s extremely easy in Batman: Arkham City to just go off and get lost on some of the challenges that don’t have anything to do with the main story. AR challenges will have you proving your gliding prowess, other side missions will give you both additional experience points and unlockable weapons, there’s really a wealth of content to unlock in the game. You’ll see that, as soon as you enter into the UI hub that acts as your guide. The map of Arkham City will constantly be updated with new side missions to explore, each with a specific explanation of the task at hand, should you choose to set it as your waypoint and embark on the mission. As you do complete these missions you’ll be able to spend your earned points on equipment modifications that increase any number of things for the Caped Crusader. Digging into the Wayne-Tech vault you’ll find that enhancing the Batsuit, upgrading gadgets, new combat combinations, and predator takedown moves are all viable options to equip on your character as you progress through the game, as well as upgrades available for the Catwoman portions of the story.

What hasn’t been changed is the hard hitting combat of the previous game. In my opinion, Batman: Arkham City is easily one of the best beat-em ups out there today. In a gaming landscape littered with button mashers, Arkham City won’t let you get by that easy. While in the early goings you may be able to get by with little thinking, like the previous game, as you progress you will be facing a wide variety of enemies that require precise combinations to disarm and defeat them. So many varieties that you could say Arkham City can be downright cerebral at times, forcing you to commit to memory five or six elaborate combinations that must be strung together to keep you alive. In the latter stages it’s not for the faint of heart, especially on the upper difficulty levels. Enemies will come at you with a number of weapons: shields, boxes, fire extinguishers, guns, knives, stun batons, sniper rifles, you name it. Each have a specific way to circ*mvent the attacks, and with many enemies on the screen at one time, it can get a bit hectic. Though you aren’t without your own weapons.

Batman’s utility belt returns with all the goodies that you would expect from the world’s greatest detective, and some cool new weapons that you’ll uncover along your way. The famous batarangs, smoke bombs, batclaw, explosive gel, and line launcher return and are complimented with many other weapons that you’ll pick up from characters (no spoilers) that have serious implications on the gameplay in the latter portions of the game. Which is where things again get a bit muddled. There are so many different weapons in Batman: Arkham City, that can be used in so many different situations, that it’s hard to keep track of them all. With many of them having quick use button combinations, it adds onto the already difficult to remember list of options you have when faced with a group of enemies. This usually only applies when facing a group straight up. If you played the first game, you’ll know that Batman: Arkham City is as much about stealth and strategy as it is about brute strength. Hiding in the shadows to pick your enemies off one at a time, is a much more viable approach for Batman, as he is mortal after all. But there are many instances when mobs just can’t be avoided. While the combat is rewarding and very well executed, it can be somewhat overwhelming. Throw into that equation a camera system that sometimes obstructs your view of your enemies and you can have a downright frustrating experience on your hands.

Though many of the small and minor annoyances that can arise are soon forgotten when you take one look at just how beautiful Batman: Arkham City is. Inside and out, Arkham City is full of character. The criminals that now inhabit this cityscape bring it to life with each area having a distinct flavor and personality. The attention to detail not only in the indoor portions of the game, but the outdoor portions as well, is quite honesty, staggering. Once again though, I fell into the same trap with Batman: Arkham City as I did with Arkham Asylum. Detective vision is Batman’s advantage in combat and when surveying the world. You can see enemies, and areas of interest, and because of that I tend to keep it on too much. Batman: Arkham City is such a good looking game, and I’m afraid that a solid 20% of it was wasted on detective mode, at least by me. Not so much a complaint as it is a reminder, just remember to turn it off once in awhile or you will likely miss some very good artwork in Batman: Arkham City.

Which is just another reason on top of the long line of reasons to get this game. It’s been awhile since I couldn’t wait to do it all again in a video game. Arkham City and it’s New Game Plus mode will likely pull you in immediately for a more challenging playthrough, equipped with all your gear from the first run. That is, if you managed to see most of what there is to see in your initial playthrough. For me, my first game ended the main storyline with just over 30% of the game completed. And that took me roughly 12 hours to complete. If that tells you anything about the size and scope of Batman: Arkham City’s story mode, it’s that it’s massive. When or if you finally throw in the towel on the story mode, having seen all there is to see, you’ll have more content still, as the challenges are back and better than the previous game. Collecting Riddler challenges will unlock new boards from the single player story, and with 72 Ranked medals to achieve and 108 Campaign medals to nab with Batman alone, you’re going to have your hands full.

So if the question was, “Does Arkham City have the same magic”? The answer is no, it doesn’t have the same magic, it’s a new powerful brand of magic that dwarfs the original in nearly every aspect. If you loved the original, this one’s a no brainer, if you’ve never played the franchise, welcome to comic book video game heaven.


Resident Evil: Operation Raccoon City CONFIRMED!

March 28, 2011

Good news for Resident Evil fans from Capcom Unity! Read on:

Capcom® a leading worldwide developer and publisher of videogames, today announced Resident Evil®: Operation Raccoon City, is in development for the PlayStation®3 computer entertainment system, Xbox 360® video game and entertainment system from Microsoft® and PC. In addition it was also confirmed that the forthcoming Nintendo 3DS™ title, Resident Evil®: The Mercenaries 3D, will ship with a playable demo of Resident Evil® Revelations.

Resident Evil: Operation Raccoon City is collaboration between Capcom and Vancouver based studio Slant 6 Games and is scheduled for release this Winter. Since the launch of the first title 15 years ago the Resident Evil® series has enjoyed phenomenal success, selling over 45 million units worldwide to date. This latest offering will take the series in a completely new direction and offer a style of gameplay yet to be seen from the franchise.

Resident Evil: Operation Raccoon City delivers a true third person team based shooter experience set within the dark and sinister Resident Evil universe and a reinterpretation of the events depicted in Resident Evil® 2 and Resident Evil® 3. The setting of the Resident Evil universe not only provides a rich backdrop to the action but delivers a unique and thrilling triple threat battle. Zombies and Bio-Organic Weapons (B.O.W’s) add to the mix as players not only compete against an opposing squad but also tackle this third unpredictable element, creating a brand new style of gameplay and breaking the conventions of traditional team based shooters.

It is September 1998 and the action centres once more on the ill-fated Raccoon City and the horrific consequences of the deadly T-virus outbreak from the Umbrella facility. With a cover up required, Umbrella orders an elite team into Raccoon City to destroy all evidence of the outbreak and eliminate any survivors. Hearing of this plan, the US Government dispatches its own special forces to uncover any evidence that exposes the cause of the viral infection and Umbrella’s actions. Players take on the role of an Umbrella Security Services soldier (U.S.S.), competing alone or in four player co-op in a battle against all the competing forces at play in Raccoon City.

Expect the return of original Resident Evil enemies, iconic landmarks such as the Raccoon City Police Department and fan favourite characters, including Leon S. Kennedy, who as a rookie police officer in Raccoon City is on your hit list to eliminate. Players will experience a retelling of classic moments from past titles Resident Evil 2 and Resident Evil 3 and watch the events unfolding from the menacing perspective of the Umbrella Security Service, giving fans the chance to rewrite the history of the Raccoon City outbreak.

In addition, Resident Evil: Operation Raccoon City will deliver a number of competitive online multiplayer modes. Each one of these will provide a unique gaming experience thanks to the three way combat between the Umbrella Security Service, US Special Ops and threat of zombies and B.O.W’s that could only exist in the deadly and twisted Resident Evil Universe.

Purchasers of Resident Evil: The Mercenaries 3D, scheduled for release in the coming months, will get an extra taste of horror thanks to the addition of a playable demo of Resident Evil Revelations. Set on board an ocean liner, the demo lets players take control of one of the full game’s characters, Jill Valentine, as she explores the ship’s dark interior, killing any mysterious creatures that emerge from the shadows. A brand new title built from the ground up for the Nintendo 3DS, further details on Resident Evil Revelations will be revealed at this year’s E3.

Of course, we’re an action figure blog so we also recommend checking out our selection of Resident Evil toys from NECA, Square Enix and Sideshow! Click the pic below!


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