Tuesday, 2 July 2013

The Last of Us Ellie Edition Review



10 / 10
"Naughty dog have created another master piece!"
Let's start with the edition first!

Since the release of the Uncharted Series, there was much debate as to what Naughty Dog had in store for their next series of games. The studio firmly expressed the need for more adult games. When we say adult games, we don't mean typical sex and and violence as such but more to the point of placing the player in more human and mature situations, that may require empathy or otherwise. Early concepts of the game, indicated that this would most certainly fit the bill for zombie/horror genre. But what will make this one different? How can the developers create a new concept for a popular theme for a game? The answer evolves around upgrading every stereotypical view of a zombie game, from enemies, story to environments and concepts etc. I admit, it has taken me awhile to start this review because I want to make sure that what I write is honest and in-depth. Not only this but I wanted to give you guys a chance to play and understand the game rather than me giving away spoilers, therefore ruining your experience.

So let's get started with the Ellie edition!



9.9 / 10 Edition Rating...

When you take first looks at the edition, you may think it's a tad small in terms of what I paid for
it. But don't be disappointed... It's a great illusion, but as the image shows (above) it has all been carefully packaged and designed through-out. Upon removing the packaging, you will feel a rough canvas type of fabric, after more examination; the stitching is of a good quality which keeps up the theme of this being a "Survival pack." Depending on which of the two editions you pre-ordered, your favourite character appears on the front of the canvas cover. Judging by how this has been printed I would say that the studio have used either Silk Screen techniques or digital printing. Looking through the pockets, you will find: a screen print effect poster, The Last of us mini comic book, art-book, Ellie dual shock wireless controller skin, the blue ray game disc, little planet avatar of Ellie, sights and sounds pack, game soundtrack, two PSN avatars and the survival pack containing: customisable multiplayer items, in game currency, bonus XP, melee attack booster and bonus Joel and Ellie character skins.

 

The paper for the poster is smooth to the touch and seems sturdy. However; I would like to see more of Ellie's face rather than taking away her facial features. Also, it would have been great for the developers to hand sign the poster, yet I understand that time requires them to be elsewhere. The mini comic book is small, but the colour and paper are a smooth, great quality. After reading it, I am beginning to understand why Ellie is so independent and not very trusting towards Joel and other people. On-top of the comic book, you will find a Naughty Dog sticker which has been beautifully designed and protected. The dual shock controller sticker has some very nice tones and features, beautifully illustrating Ellie's face. It would have been nice if the controller cover was in colour but I understand if this would increase cost in production. Last but not least comes the art-book. The cover is stunning, hardback with 72 glossy pages. To achieve the glossy pages, the printers would apply china clay to the mixture which gives the impressive appearance and touch of a high standard artbook. Inside, you will find images illustrating enemies, Ellie's bow, character designs and environmental paintings. In my opinion, this edition is worth your investment! Let's move on to the game ...


The enemies have had a make over, showing a more natural yet devastating form of decay/ evolvement. To me, this adds beauty to a shocking image. 

The first few scenes feature you playing as Joel's daughter, Sarah. A canny teenager with a good heart and abit of attitude. On what seemed to be a normal evening for father and daughter, she wakes up only to realise that she heard something strange outside, with Joel was no where to be seen. After several events including an attempt to escape town, they are both stopped by a lone soldier. Realising the immediate danger, Joel attempts to dodge the soldiers fire while placing himself in harms way to protect his daughter. Moments pass, and we soon realise that she was shot. The voice acting and interaction between the two characters was very touching yet heart-breaking. Therefore I believe this is one of the best examples of emotion for a long while. As the years passed... we see a more tortured and angry Joel. Experienced gamers will notice that Joel still keeps his watch that Sarah gave him the night before she died.


Soon you meet a strong, defensive and highly independent girl named Ellie who is seeking the Fireflies (a rebel faction who are trying to find the cure to the outbreak.) Earlier, gameplay with Ellie and Joel show the mistrust and suspicion between the two individuals. When Joel discovers that Ellie is infected, his mistrust of her increases dramatically and almost loses his temper. There were a few occasions where Ellie attempts to console Joel and his past, only to have Joel aggressively reject her. While losing his temper, he makes it very clear to Ellie that she will never be a daughter to him and that she is nothing more than a package. Towards the end of the game, we see the pair form a father and daughter bond, with Joel intending on them returning "home" together and becoming very protected over her safety. The pair have come along way, especially Ellie. Take for example the scene where she was being "assaulted" by David. The anger and desperation she showed while confronting him, show courage and empathy. Personally, I admire Ellie's character, showing so much strength while realising that she is only 15 years old and took many adult responsibilities such as caring for Joel while he was critically injured etc.
.




















My favourite areas of the game are as follows: the giraffe scene where Ellie strokes a giraffe's neck under the guidance of Joel situated in a area of paradise, relations between characters, the rich, vastly detailed and varied environments, the interaction and voice acting, playing and hunting as Ellie was a special edition to gameplay and story, storyline, the variety of enemies, the crafting system and inventory system where you can see all around you and know where enemies are. In-fact, I have no complaints.... every area was astounding and speechless to observe.




Sunday, 16 June 2013

Bioshock Infinate Review



"I couldn't stop playing!" - 9.8 / 10 -
 
You are Booker Dewitt and the year is 1912. Given an opportunity for redemption for all of the debts he accumulated, "Bring us the girl and wipe away the debt." Upon your travels, you will face storms, lighthouses, rich gardens, beaches, USA inspired buildings, factories, churches, floating cities, illusions... and more. Once you set foot into the floating city of Columbia; you will be ankle deep in a flooded church, surrounded by stain glass windows and an awful lot of candles. Upon passing this section of the game, you walk through vast areas of stunning, vibrant gardens with humming birds flying around you. At the end, you will find a door. Once you walk through, you eyes will be stunned to see the city of Columbia at it's best, families having picnics, hot dog carts and confetti, statues and banners everywhere to greet you. So my friends, that was the very beginning of the game and yet it was packed with much effort, CGI and character.

 

~ In game environments ~



The girl you are sent to retrieve, is a young 20 year old name Elizabeth who resides in Monument Island in the shape of an angel. Guarding this young woman, is "Songbird" a mechanical bird who serves as both warden and friend to Elizabeth. As a child, Elizabeth saw Songbird as a close friend and adored his company but as she grew up, she realised that Songbird was her jailer, refusing her need and curiosity for freedom. Little did she know, that she was being observed and tested on. Having never been outside or interacted with other people, Elizabeth is a free spirit with a some-what child like mind. But don't think of her as a typical pest you must guard closely. She can take care of herself in combat, she can throw you aid in battle, skyline alongside you, can decode various texts and messages, unpick locks and can open tears to use again your enemies.



So, what did I like about the game?

Well, I of-course enjoyed the combat including using vigours, guns or melee. Overall gameplay was a pleasure to experience. Elizabeth's usefulness adds a more interesting touch as there are many occasions where, playing any other game, your being ganged up on and desperately need aid or ammo. Thankfully there is such a person in this game, and it's a very welcomed edition to add. As we look closer, I adored the animations and "human" behaviour to Elizabeth. I believe they capture her character and emotion extremely well and I am very impressed with just this small thing within the game. When Elizabeth was happy, I believed her not just through her eyes but, mouth and eyebrow sincs also. I liked the "tribal" like music, adding a great sense of tension yet excitement through-out. A great concept of 1912 meets fantasy fair-ground theme. Other likeable areas include the "decisions" where you pick a necklace for Elizabeth etc, story, character, environments, music and audio etc. However; I wish we could have seen more of song bird as I believe he could have played a more longer role and I think the whole, you can only equip two weapons at a time thing abit strange, yet I understand that this is to make combat more balanced and not make the character over powered. One last thing, I wish we faced enemies that used more vigours during combat as this would make it more challenging and rewarding to the player.

Other than that guys, I believe this is one most anticipated games out this year! It has been a pleasure to play the game, definatly worth your investment and time. And I hope we see more Bioshock games in the future.


Elizabeth's Bird Necklace

You can buy Elizabeth's necklace!

Saturday, 25 May 2013

Game Trailer Reiews

As part of my Assignment for university, part of my research must include market research. As a games artist in training, I believe that research is crucial for game production. By doing this, our understanding into how games work and how we should match that with an artistic approach is heightened dramatically. The aim of a trailer is to entice the audience through either sound, CGI or colour. This post is to compare and evaluate which trailer I believe was the "Perfect Trailer." As you may know, I already reviewed one of the most anticipated games coming out on the PS4, Thief 4. Therefore; I wanted to study more trailers including: Skyrim: Teaser Trailer and Dead Island; Riptide.

Even though it's been over two years since the release of Skyrim. It would appear that this game came out of the blue.... aiming to stun the world. Thankfully, it has. Let's look at this trailer in-depth starting with the audio. Posters so far, illustrate the imperial logo of mostly grey and silver tones surrounded by a black background. The aim of the poster is to be simple and simplicity can just as build up the same excitement as a design that's more complicated.



Elder Scrolls: Skyrim Teaser Trailer

Trailer Rating: 9.5 / 10

Firstly, the narrator's voice shows aggression yet a warmth atmosphere to the tone. It makes you believe that if you were there face to face with the narrator while he was telling you the story, such atmosphere would make you want to believe it was real. This atmosphere was further enhanced when certain carvings on the wall came to life, breathing fire at the lone fighter. This made me think just how stories can be powerful tools and how they can influence our lives no matter it's significance. The colour scheme works very well, creating a cold atmosphere with only touch of hope/warmth. This further adds a more human/ intense touch to the trailer. CGI is also impressive, further enhancing the feeling previously mentioned. Therefore this is a trailer is designed to warm your heart, to build the feeling of excitement. To me, the trailer aims to please mostly every sense except touch and sight. It's a nice change from other trailers that seem to focus on more the CGI perspective, to please the eyes.

Dead Island: Riptide

Trailer Rating: 9.2 / 10

After the first games success, there was a call for a sequal. This meant that the developers would have to think bigger when it comes to combat, environments and enemies. The colour palette for the logo of Dead Island: Riptide has changed for the better. Instead of the black and red, we see sunset animations that adds more depth and texture to the logo. Of-course the font is a lot more darker than the background animation thus capturing the heaven-hell balance of the game.
















The first thing you will notice is the lack of voice overs/ narrators. Instead there is a sad yet placid music played by a piano.  So I could immediately tell that this trailer was designed to capture the feeling of desperation but also contentment. Personally, I thought the introduction dragged somewhat but I understand that this was to capture the couples love for one another in a time of imminent danger. The use of film language was very good, with interesting close ups of the lighter/ couple and long shots of the zombies and the town in the background. To me; this trailer takes a more human approach in terms of last minute decisions. The couple knew what would happen if they didn't act. But neither did they panic. Instead they thought rationally and comforted each other in the process. Such trailers and situations like this don't always need voice overs, as it would ruin the calm/ loving atmosphere in a chaotic environment. The balance of heaven and hell exists here and I believe the couple did find some form of heaven... in each other. And so ended their suffering... not to mention the many heads and bodies of zombies.

All in all; the trailer was brilliant. Good film language, storytelling, pace and audio through-out. The changes I would apply would be: More detailed animations for the couple and alter the introduction slightly. Once again; its nice to see a trailer that doesn't just talk endlessly about guns, explosions etc.

Assignment Mod Number: ARD407 - ARD409 Ideas and Concepts (Storyboard for Game Trailer)



Monday, 13 May 2013

Thief 4 Trailer Review ... "This looks promising!" - Trailer Rating 10/10 -




After some time playing from one game to another in the thief series, it seemed as though this beloved character and game was fading away, presumably to be forgotten and re-invented in the next generation of gamers. Thankfully, the developers recognised that Thief offered much not only to other games within the stealth genre but also in the gaming industry as a whole. I know stealth isn't the most fun and popular aspect of a game, yet it offers such a realistic atmosphere that is often enhanced with real life simulations and careful yet quick decision making. Despite the lack of actual gameplay footage, there was several things about the trailer that caught my attention:

  1. The use of CGI ( where the main character jumps out of the window, with shattered glass all around him) for example.
  2. Voice acting ( An intellectual individual with a rust and warm sense of presence)
  3. The overall pace (Music contributed to this, good use of film language, perfectly paced through-out.)
  4. Audio/music (Great use of classical and modern day mix, each element complimenting each other.)
  5. Animations (The movement of Garrett's clothing e.t.c)
  6. The Ending (The Garrett's hand grabbing the game title)




I know some of you would have preferred actual gameplay footage. HOWEVER! I must point out the purpose of trailers with this nature. A trailer is to give the players a hint into the  world, situations, combat and interaction in which they will be placed in. Hints may include, audio, CGI, footage and colour. The whole atmosphere and architecture (from what we have seen so far) looks beautiful, intricate (even if it was mostly in the dark) also; Garrett's new look, retractable bow, robes are very detailed as-well. The animations in which the clothing moves, certainly means that the developers have taken their time, identified the game's needs and added these extra touches to inspire and motivate us further.



Here is where I will be honest: I have never played any of the Thief series. I believe this to be a good thing in some way as I can be introduced to Garrett, understand his characteristics, identifying his strengths and weaknesses and then apply them to any situation. Yes playing the past titles would have helped with this. However; with each different game, comes a new set of rules, goals and methods (Nothing never truly remains the same.) Personally, I believe the trailer was excellent. All areas of creativity and audio were perfect, creating a nice tone to reboot the series. To me, this is a great example for any games artist/designer to be heading for in terms of standards and work. Therefore, I will be purchasing the game and I can't wait for gameplay footage. I will keep you all updated if I hear anymore information about this promising title.

Saturday, 11 May 2013

Sketchbook Sketches related to my Studies ...


 
Continuous Line Studies (30 min duration)

  
DJ Character Design for Cut out Animation Draft 1




Summer Sketchbook work (Coffee, black Indian ink, lace, bubble-wrap, cardboard, washers, machine stitching, Collage, biro and PVA glue)
 

 
Second Draft for Cut-out Animation

 
Life Drawing Study - Foot - 20 mins


 Life Drawing Studies Of The Body - 30 mins -


Line bodies studies


 
Charcoal Sketches (15 mins)

 
Back view of male using permanent marker and ink pens


A lesson in Silhouettes by Olly Stephan
(Theses are Olly's Studies)



Collage continues - Summer Sketchbook - 

 
Life Drawing study of the Stomach (45 min study using biro)


Study of rock forms at Aberystwyth and a stencil of a manuscript - detailing the laws of the Welsh -




Silhouette lesson continues with landscapes ...

 
Summer Sketchook Cover - Bubble-wrap, permanent Markers, Rose petals, PVA glue, scrap newspaper, biros, lace, coffee and roses -

 
More life drawing studies of the human form

 
Second half of line studies for life drawing
 

Thursday, 2 May 2013

Anatomy Sketches from Sketchbooks...



Skull sketches - Using Biro and Coffee - (6 hours study)
 

From this study, I conducted an experiment. Half of the skull (that has coffee half painted on it) was drawn using references (that being a plastic used in classrooms) and the other part from drawn from memory with the other side covered up. I believe this was a great study to develop my fine art/drawing technique. I believe the study of the human form is vital for any artist's study. Some may argue that this is too timely as it could take a lifetime to learn. While parts of this argument may be true, it is a worthwhile study that has benefitted artists such as Leonardo Da Vinci etc. Many artist aid their drawing abilities through life drawing. This is a study of life forms while they are either moving or still. Again, this is a valuable practice to invest your time in. 





Biro Studies (2 hour study)
 
These studies were conducted through a mixture of plastic models, Google images (for the eye,) sheer imagination and using my own wrist as a reference. Basically, I let my instincts take over. Not allowing my mind take over these studies means I wont overdue them. I have to admit the eyes were a little tricky so I consulted with a friend of mine who has years of experience in drawing and graphic design. His advice has been fantastic and advised me not to over-think (which is easier said then done!)

Sunday, 28 April 2013

Stop-Motion Animation Evaluation April 2013



ARD407 Ideas and Concepts and ARD409 Creative Media Production (Stop Motion Assignment)
 
For this assignment; I was required to produce a stop motion video lasting several seconds, using an model character, Dragon-Frame Software and so on. The idea of Stop-Motion is to capture your models movements with ease and fluidity. Using expression was also required as this gave our character's unique personality traits.

The first task was completing character design sheets for our characters and I also added a colour board which explored the models textures, skin tones and fabrics. I really enjoy the development process, however; I would still like to include some elements of fine art. After the designs were completed ,we moved onto making the model frames for the characters. However; I was very disappointed with this stage. Instead of us making the armatures for the models, the tutor wouldn't really let us make them. I can only suggest that he felt he was doing us a favour. As we were first years, we didn't have the knowledge to make them and lacked the confidence. But for us, it was frustrating. Not only with the tutor but our divisional leader in Art and Design wanted a model from each of us (there were 6/7 people including me in my class.) While the tutor was making the framework, I diverted my attention to my animation sequence. What setting would be appropriate? How long should the film be? How far should I move the body-parts of my character? etc... At this point, I thought that everything was in-place etc. Sadly, Glandula Fever meant I was sick for 6-7 weeks. Thankfully, there was an Easter break during these weeks, so all I missed were 2 or 3 assignments.

So what did I do during the time I was sick? I couldn't just lie there and do nothing. It was a great opportunity to get my sketchbook work out of the way and further plan my animations and an assessment coming up in May. This is what I got done:

  • Completed all sketchbook work
  • Completed CRB Check for work experience
  • Applied for a loan/grant for my Second year at university
  • Started Game Reviews for Game Trailer Assignment
  • Sorting out a house for my university accommodation for 2nd year
  • Updated my blog
  • And something else!
    
   When I returned to university, my first priority was getting the film work done. All in all; I believe the process was going well. But during those 3 days of filming; I was hit by numerous problems. The main issues were the lighting, software, camera and the model. During these 16 seconds of footage, some of you may have noticed that the lighting varies. I tried on numerous occasions to rectify this problem by altering the settings etc but to no avail. The next issue was that I couldn't connect the camera, software and MAC. I know the movement of my character isn't perfect, this because that the model's feet didn't have magnets so flexibility was sacrificed. I improvised by placing sticks, pins or small stones at/under certain parts of the feet.

My tutor wanted to see the eyes of my character instead and showed signs of not liking my character in shades. However; I completely disagreed. Through careful consideration, I wanted to answer the brief in a different way from my peers. I wanted to answer the requirements by experimenting as I noticed that many animations only focus on expression through eyes. I realised that I could still have shades for my character. So ... I thought. To create a realistic character, I can focus on placing expressions through the mouth, eyebrows and the shades themselves. In affect, I am using the more difficult areas of expression.

Overall, I have really enjoyed this assignment.

By using Stop-motion techniques, my admiration for animators who within this sector has been very insightful and I hope I can work on Stop-motion again for my 2nd year. However; I believe that if it wasn't for technical issues, the animation would have been done in just 2 days. If I was to make changes to this animation, I would have added magnets to my character's feet and added sound effects. It would have been brilliant to add sound and it would have improved my grade. However; I have no experience in working in sound. But it's my intention to learn more about this when I return to university after the summer months. At first I thought I would be awful at animation but as it turns out... I have displayed some form of skill in traditional animation and stop-motion. And at the same time, I have really enjoyed working with these technique and I believe my confidence is growing. A great brief!

Wednesday, 24 April 2013

PHD's and Post Graduate Study ...


I know! I agree that my posts recently have been random. Sadly, my game reviews I have had to put on hold. These posts are part of my assessments coming up early next month. So it's vital that I get the information up there! However: I will try and keep the posts related to games or the art and design sector. And hey, just because they are part of my degree assessments, doesn't mean you guys can comment on the blog and the posts. So please feel free to get in touch and voice your opinions! :)
 
What is a PHD?
 
Level 7/8 and it's a research degree. Upon completion, this qualification recognises you as a Doctor in your area of study. PHD's are hard to achieve but are very attractive to pretty much every business. There are courses that are similar to PHD's BUT... academically their importance comes between a Master's and a PHD. This Qualification is called a Mphile.
 
A PHD is about becoming an expert in something that few others are experts in.
 
Other options
 
  • MA (Master of Arts and Philosophy)
- This is a course that I'll be applying for after my degree -
 
Course Duration: 12 months
Full time and part time available
Teaches you the Philosophy and creative skills behind your area of study. (A post graduate degree is a mixture of practice and research of your specialist subject area)
 
 
MA - Art Practice (Fine Art)
MA - Design Practice
MA - Creative Media
 
"Let your practice lead your thinking"
 
Advice? If you have been accepted and about to start the course...
 
DO YOUR PRACTICE EARLY! As the written work has to be done in the summer months.
 
The aim of the degree:
 
  • To resolve design problems accordingly and creatively
  • Collaborate with others to demonstrate a compacity for independent study and research
  • Communicate clearly and support ideas with intellectual and with critical authority
  • Demonstrate an awareness of philosophical and contextual issues with contemporary practice and theory.
Positives of the Qualification:
 
  • In Wales - If you have studied in a welsh in the past and apply for an MA at the same university, you will be given a discount. Instead of paying the full tuition fee of £3.800, all you would need to pay is £1,900.
  • MA's offer more time to find out about your practice and what you want to research.
  • You are in-charge of your briefs.
  • You can research what you want to research
  • You can learn from your classmates and they can learn from you
The Negatives:
 
  • You can not apply for a loan or grant for this type of course! You must provide other means to fund a post graduate qualifications.
  • Dissertations have to be 7,000 words or more.

How to re-inspire yourself and avoiding distractions...


There are many times that... feels as though everything is piled on-top all of us, making any real break through with studies, difficult. Believe me, you are not the first and you shall not be the last. Even if you are not a student, adults who work hard suffer the same as students. So I hope this entry helps you all, it's helped me quite a few times in the past!
 
How do we fail/feel as though we aren't progressing
 
  • Easily Distracted
  • Overwhelmed by everything you have to do
  • Don't like being told what to do
  • Difficulty Prioritising
  • Perfectionism
  • Fear of failure
  • Too Different
  • Hypo focus
  • Always Late
  • Do things at the last minute
  • Live and work in a disorganised atmosphere
  • Can't find equipment etc.
Whether your working or currently studying, make sure your working with a subject/area that you are  passionate about. I assure you that this will make everything easier.
 
Take a step back and look at yourself
 
  • You probably do meet your deadlines
  • What is the problem?
  • What is the solution?
  • What is the very worst that could happen?
  • Don't compare yourself to others
  • Use your imagination to your advantage
  • What is really stopping you?
  • When are you at your best?
  • What works for you?
  • Prioritising - Could this be done tomorrow?
  • - Separate the things you need to do today and what you can do at a later date
What can you do?
 
  • Decide on the next action
  • Break things down into steps
  • mind-maps/ brainstorm
  • Concentrate on the starting and the finishing will take care of itself
  • Learn to say no
  • Delegate
  • Set a timer
  • Give yourself rewards
  • Take regular Breaks
  • Eat
  • Keep yourself healthy
  • Keep yourself a schedule
  • Concentrate on one thing at a time
  • Keep yourself away from the computer
  • Work in bed
  • Talk to yourself
  • Listen to some music while you work
Avoiding Distractions
 
  • Only check emails twice a day
  • Keep yourself away from social networking sites e.g. Facebook
  • Noise
  • Keep your phone on either silent or vibration
  • Avoid chatting
  • Keep your workspace clear and tidy
  • Gather everything you need for the task at hand

Thursday, 11 April 2013

Which Assassin's Creed Game was the best? ...

   
 The first time since I have began reviews for games, I will be conducting a huge investigation into all Assassin Creed games. But most important of all, I will be asking you guys what you thoughts are etc. So if you would like to be part of this then leave your opinions in the comments box below and I'll make sure your comments are credited for:) Just make sure that you explain your reasons as to why you loved or hated this particular game and be creative in your answers!

Assassin's Creed Brotherhood HD wallpaper for Standard 4:3 5:4 Fullscreen UXGA XGA SVGA QSXGA SXGA ; Wide 16:10 5:3 Widescreen WHXGA WQXGA WUXGA WXGA WGA ; HD 16:9 High Definition WQHD QWXGA 1080p 900p 720p QHD nHD ; Other 3:2 DVGA HVGA HQVGA devices ( Apple PowerBook G4 iPhone 4 3G 3GS iPod Touch ) ; Mobile VGA WVGA iPhone iPad PSP Phone - VGA QVGA Smartphone ( PocketPC GPS iPod Zune BlackBerry HTC Samsung LG Nokia Eten Asus ) WVGA WQVGA Smartphone ( HTC Samsung Sony Ericsson LG Vertu MIO ) HVGA Smartphone ( Apple iPhone iPod BlackBerry HTC Samsung Nokia ) Sony PSP Zune HD Zen ; Tablet 2 Android ; Dual 4:3 5:4 UXGA XGA SVGA QSXGA SXGA ;
 
 

 


If you have a Collectors Edition of any of the games listed above, feel free to express your opinion about the Edition:)

Sunday, 7 April 2013

Assassin Creed 3 Review...

 
So much Promise... yet did not fully achieve 7 /10 ...

 
After much success from previous franchise (AC: II, Brotherhood, Revelations,) it was no suprise that AC fans were excited about the next Assassin's Creed game. The first teaser trailers showed the face of a new assassin confronting a Templar while a battle was occurring. Racing through cannon fire and masses of British soldiers: this immediately filled this game's atmosphere with high expectations and excitement. From then on; it seemed as though everyone was falling in love with the new concept, environments, historical figures and the different methods of confronting your enemies.







From the trailers I have to admit, I was very impressed, not just with the imagery but with the small hints of combat and bonding with a new Assassin. The first hour of gameplay is always about learning the ropes... literally. Here you play as Haythan, (Pictured above) who recently arrives at an Opera House to receive a mission. As you can imagine, this being in an Opera House, there is some degree of not running into people, climbing across balconies and stage areas, pick-locking doors and creeping up on some poor sod who so happens to be carrying the compass you were after. After these events, you find yourself on a ship for several weeks identifying the mysterious aspects occurring on the ship. After a couple of hours and some twists to the story, not only have you been playing as this guy for 2 - 3 hours but he is in-fact a Templar. It was only after, that we were introduced to Connor. The journey of Connor transforming himself into an assassin was quite long. The first time you see Connor was when your play hide an seek with his friends, with the village mothers telling them not to stray far and be back by a certain time. I understand that this mission was a somewhat tutorial to teach the player how to track animals or humans but there are better ways to teach the player these skills without resorting to learn them as a child. Upon leaving your village for training, the next part is convincing your mentor to take you on as his apprentice and then running errands for him while in Boston. I could go on a on with the journey missions, but I fear this would be unfair to you all.

So what were the good aspects of the game?
 
 
Well, certainly the game graphics! The environments for one thing. They are a lot more improved with unlevelled terrain and great use of weather systems. This forces the player to take to the trees to out-flank your attackers (when there's snow.) And let's not forget the use of contrasts between the seasons of the year etc. It was a great feeling to be using this method in navigating across the terrain and hunting animals. The action was smooth and unique, with stealth areas being added to creep up on an unsuspecting enemy. Let's take a look at the combat or gameplay. First off, I adored the brutality of taking out enemies with my Tomahawk and Assassin's blade. Those are my favourite weapons by far as they felt true to me as an assassin. The History. As someone who doesn't know a lot about the American War of Independence or why the British were colonising American lands, I thought this would be a great learning curve. Upon playing the game, I understood that the founding fathers were very strong, good-willed men who could lead their men well during battle. I believe that there was a lot to learn from, not only from your enemies but also important historical figures, the cities etc. From this I discovered that the cities in the game were almost identical replicas of vast maps and drawings the developers had access to during production. Not only this but also learning that American tactics were deeply frowned upon by their British counterparts. I quite enjoyed building my own community where my homestead is situated as well as building relations with the people. Connor's language and culture was very rich and fresh to the franchise. And lastly lets not forget being commander of your very own ship. The callouts and weather conditions really add a realistic atmosphere to the mini-game.

 
 
And the bad parts?


Playing as Haythan. If you guys enjoy playing as Connor's father, then by all means skip this comment. But to me, this would explain why so many people ( especially my university colleges and friends etc) felt as though they didn't have enough time to really bond with Connor's character. So I asked around... and many of my findings show agreement in my concerns for this game. Personally; Haythan should not have occurred for such a long period of time. Although it was a change to play as a former Assassin, I fear this is one of the main reasons why the game let it self down. Combat. Now before you scream at me, I have already praised the brutality of combat etc. But for me, the combat is quite long and tiresome (especially if your fighting against hoards of enemies.) Community. In previous AC games, you had allies (the Romanies, Courtesans, Mercs, and thieves) but in this game, you have none. The only faction that is mentioned is the thieves guild. This is a great shame, especially if the game is about fighting for independence. Also there is no town improving system. I know we have had this system thrice but I believe the developers could have made it a lot more intricate in terms of what uniforms you want your tenants to wear, what services you want them to offer. They could have done so much in just a faction of a game. The Chase. As the game progressed, I noticed the speed in which you kill/chase your target. I found that it was far too quick and unrewarding. Your mentor. Compared to Uncle Mario or Theodora, Achilles was by far the most uninspiring of all mentors. Yes he is wise but lacks the charisma of others. There were numerous petty conflicts between Achilles and Connor. While Connor is decisive, Caring, strong willed and filled with a strong sense of justice, Achilles shows more caution, in-action, intelligence and reluctance in Connor's actions. Time Gap. I was surprised to learn that the game was situated in the 18th-19th century. Not that I thought it was an terrible idea but I just believed the taking such a huge step in time was random and suspicious. Freezing Bugs. During certain moments of gameplay, there have been numerous times where the game completely freezes.

Conclusion



For three years of work, I believe the developers could have done a lot more. When you think of the content shown in AC2 and Brotherhood for example, AC3 is a huge step down in terms of what the other games offered. I preferred the Renaissance period as well as the sense of community around that time. It's such a great shame that for all AC3's efforts, they didn't amaze the critics.

Since the games release, I have heard vast reports confirming my concerns for the game. Could this explain why Ubisoft has already released trailers and pre-orders for Assassin's Creed: Black Flag? Have the developers realised where they went wrong? I can only hope that they have listened the fans and applied the much needed change to redeem the series.

So there you have it guys, Please feel free to get in touch. Do you share the same concerns? What did you enjoy about the game?  Feel free to share your opinions :)