Sunday, March 25, 2012

My Kung Fu is Stronger


This past Friday evening, I earned the single most insane Achievement that I have ever earned. At 9:11 pm eastern time, I earned "My Kung Fu is Stronger" in Mortal Kombat (2011), which is awarded for mastering all twenty seven kombatants in the core game (DLC kombatants do not count).

In order to master a kombatant, you need to do the following:

- Win 100 matches
- Perform 100 Fatalities
- Successfully land 150 X-Ray moves
- Spill 10,000 pints of blood
- Play with that kombatant for 24 hours, real time

This is a huge time commitment and takes a lot of grinding simply for one kombatant let alone twenty seven, and suffice it to say I've been working on this for about eleven months now and actively pursuing it for a little over a year.

Thankfully, most everything you do counts towards mastery, so playing through Story Mode, the Challenge Tower, online matches, Test Your Luck, and a ridiculous amount of Arcade Ladder was the way to go.

Like most Achievements, there are ways to expedite things, thankfully. You can play a lot of Arcade Ladder on any difficulty to rack up wins, Fatalities, and blood spilt, and you can make things go a bit faster by changing the settings to one round instead of the standard two round matches. Obviously playing on Beginner would have been the fastest, but I wanted a reasonably fun challenge so I always played on Medium or Hard.

When it comes time to milk X-Rays, you can use a second Controller and play a local two round Tag Match with Kombat Kode 466-466, granting infinite Super Metre; simply spam away for a bit and you'll get your 150 X-Rays.

The longest part of the process is the 24 hour time requirement per kombatant, and the best way to milk this is to simply go into Tag Team practice and walk away. The time spent in Practice Mode counts, so provided you're willing to leave your console on for a long time, this'll do it.

So of course, the question is since this took so much time and grinding, why did I do it? Well, there are a few reasons. The first is a lot of people go for one crazy Achievement at least once in their life (the "Seriously" Achievements from the Gears of War franchise is a great example of this), and for a time I was seriously considering going for "Hard to the Core" in Dead Space 2, but the simple truth is I don't have the time for a play session of the length that that Achievement would require. The fact that I could do "My Kung Fu is Stronger" over time and in short bursts made it a natural crazy-Achievement choice.

The second and most important reason is that I truly love the game, my love for the franchise has been rekindled with this title, and I really wanted to try my hand at all the kombatants simply for nostalgia's sake. Though this was some of the most insane grinding I've ever done, I really enjoyed myself, and it's a testament to NetherRealm Studios that I never got overly bored while pursuing this Achievement.

So, now I can give Mortal Kombat (2011) a break for a bit, but I love the game so much that I'm certainly going to come back to it, at least to give the Story Mode one more whirl. I can't see myself going for an Achievement like this with any other game again, but I can proudly say I earned this one and had a blast doing it.

The Walking Dead Season 2 Review


Not only was The Walking Dead so successful, but the show that was supposed to be a single season and a simple six episodes was not only renewed but doubled in length.

Season 2 begins right where the original season left off, with the group on the road trying to find a safe haven to head to. Now, for a dramatic series like The Walking Dead, story and plot is everything so I don't want to go into too many details, however the tension between Rick (Andrew Lincoln), Shane (Jon Bernthal), and Lori (Sarah Wayne Callies) is still present and other characters get far better developed while some others kind of take a back seat. Suffice it to say that the group does come across a new safe haven in a rather unfortunate way, a remote farm stead, and the bulk of the thirteen episodes occur here. This also allows some much needed new characters to be added to the mix.

Getting right to the meat of things, the second season of The Walking Dead is a mixed bag. It starts off somewhat middle-ground and then gets very weak, picks up, really drops off, and then finishes with a bang. Seriously, the final three episodes of the season are the strongest the show has seen since the series premiere itself, but getting there was a bit frustrating. The problem was really inconsistent writing, and while it's clear they're trying to better develop some characters, it often doesn't work out so well. So many of the survivors make a ridiculous amount of stupid decisions it has you wondering how they could possibly have survived for so long in the first place. I also found it funny how several episodes were so character focused, in both good and bad ways, that they'd occasionally have to throw in a random zombie just to remind us that the series is actually about a zombie apocalypse.

Overall the season wasn't horrible, but there were definitely several points that stretched my patience and in many instances, really, a whole lot of nothing happened. In truth, the entire season could have been compressed into about six or so episodes, the first half could certainly have been covered in about three episodes.

Thankfully though, as I mentioned, it ends on a high note with some surprising deaths, character developments, and a more promising nod back to the comics. I'm quite excited now for season 3 to see where exactly the show goes and to see how the group dynamics will further change and evolve, because the show we started with at the beginning of the season is quite different than what we end with.

As a buddy of mine said: "&$*@'s about to get real."

BioShock Infinite "Heavy Hitters Part 3: Boys of Silence" ViDoc

Irrational Games has released their third ViDoc in their "Heavy Hitters" series for BioShock Infinite. This one focuses on the Boys of Silence, enemies that somewhat function like walking security cameras.

You can check the video out here or below.

Friday, March 16, 2012

Mortal Kombat (PlayStation Vita) Gameplay Trailer

The official gameplay trailer for Mortal Kombat (PlayStation Vita) is now available and you can check it out here or below.



We get to see some cool exclusive content in this trailer, such as a few new Challenges as well as some of the alternate costumes. Not sure if Kabal was wearing a new alternate or if his trench coat has been cut due to technical limitations.

Overall though I thought the gameplay looked very slick and the graphics are quite solid. Like the PlayStation 3 version of the game, the colours look a little washed out to me but hopefully that'll be adjustable. I wasn't impressed with what appears to be the Flesh Pits stage though; and hopefully the final version of that stage will retain further detail as seen in the console versions.

The Elder Scrolls V: Skyrim 1.5 Title Update Detailed

The 1.5 Title Update for The Elder Scrolls V: Skyrim is now available in a beta version on Steam and will be released in full soon for Xbox 360, Games for Windows, and PlayStation 3.

In addition to the usual bug fixes, the patch will also add some cool new features. How cool are they? Apparently cool enough that Bethesda has created a trailer about it. A trailer. For a patch. And it's not premium DLC.

You can check out the trailer here or below, and you can read the full list of upcoming changes right here.



Now I'm sad for the tavern-goers of Whiterun. I liked them. They drank and sang things.

BioShock Infinite "Heavy Hitters Part 2: Handyman" ViDoc

The second video in Irrational Games "Heavy Hitters" series is now out, detailing the Handyman, a mechanical enemy you'll be challenged against in BioShock Infinite.

You can check out the video here or below.

Link

Saturday, March 10, 2012

Halo 4 "Making Halo 4: First Look" ViDoc

The first ViDoc for Halo 4 was released as well earlier this week. Entitled "Making Halo 4: First Look," it showcases the first real gameplay footage from the game, primarily Multiplayer.

We clearly get to see John-117 as well as the new Battle Rifle, the Warthog, and the Spartan IV's from the Multiplayer portion of the game.

You can give it a watch here or below.



You can also check out three sexy screenshots from the game right here.

Mass Effect 3 "The War Begins" Trailer

Mass Effect 3 is out now and garnering critical acclaim, and EA and BioWare have released a brand new trailer entitled "The War Beings."

You can check it out and see some old friends here or below.



Update: WTF?

BioShock Infinite "Heavy Hitters Part 1: Motorized Patriot" ViDoc

A new ViDoc series has been release for BioShock Infinite in which Ken Levine and co discuss some of the more powerful enemies players will face in the game.

Entitled "Heavy Hitters," the first part of the series focuses on the enemy known as the Motorized Patriot, and the ViDoc can be viewed here or below:

Saturday, March 03, 2012

Mass Effect: Deception Review


I've noticed a growing trend lately where game-related novels have been on the slide in terms of quality and more importantly, getting the feel of their respective parent universe right. This is a great shame as game related novels used to really enhance a game's back story and would provide the reader with so much more depth and insight into their beloved virtual world.

The Halo franchise is a strong example of this. The novels originally expanded things nicely and were so well done that their contents actually began working their way into the game's themselves, confirming the novels as canon to the universe. Lately however, the Halo novels have been far less inspirational. I personally have no issue with the Forerunner Saga though many disagree with me, and then there's the abomination entitled Halo: Glasslands which is so off the mark that it insults what Halo is.

Sadly, I must announce that the Mass Effect franchise is on the same path with the embarasing release of Mass Effect: Deception.

Set after Mass Effect 2 but before Mass Effect 3, Mass Effect: Deception brings Gillian Grayson back into the tale as a young adult bent on revenge for the death of her father in the last novel. Returning from her exile with the Quarians, Gillian learns of her father's death at the hands of Cerberus and vows to kill the Illusive Man. Her minder and guardian who followed her into exile, Hendel, has no choice but to accompany her back into Citadel space.

Her journey takes her to the Citadel itself where she re-unites with Kahlee Sanders and meets her boyfriend and partner, the legendary David Anderson, both of whom are trying to spur the Citadel Council to action against the looming Reaper threat. The joyous reunion takes a backseat when Gillian throws a temper tantrum and storms off to rashly pursue her goal, forcing the others to search for her.

Despite the fact that the novel only takes place a few years after we last saw Gillian, she's magically 18 years old somehow. She was also a youth plagued by autism, however there's no mention of this what-so-ever completely changing the nature of her character from someone with a serious condition to just your typical hotheaded teenager.

That's a very fundamental change, but the mistakes made by Mass Effect: Deception don't stop with novel-only details. Apparently the Quarians are no longer concerned with sterlization anymore, as people can walk among their ships without any kind of decontamination or precautions. They also have a warehouse on Omega. The Batarians have a presence on the Citadel again and even let Humans on their homeworld, completely removing the strong hostility between species! Biotics are now also classified by Level, instead of their implants being recognized by that.

Mess ups like this are just sloppy and show a complete disregard for everything that has come before in the franchise's near five year history. The thing is, I don't know if the author, William C. Dietz is to blame or if BioWare or the publisher, Del Ray, should be held accountable themselves, since they obviously had to sign off on this work.

Let's put it this way, Mass Effect: Deception is so poorly done and so off the mark for what's expected of the Mass Effect franchise that both BioWare and Del Ray have issued a formal apology and have promised to make a host of corrections and revisions for subsequent releases of the novel (you can read this apology here). How often does that happen?

The shame of that however is that this isn't software, it's a paperback novel, so you can't exactly release a patch. This means that for those of us who have already wasted our money on this novel, we can only enjoy a corrected version if we buy it again. And with that, I'll pass, thank you. It's not right that I should have to re-spend simply to fix their mistakes, and you shouldn't either.

Mass Effect: Deception is a embarrassment of inconsistency and juvenile story telling. It doesn't feel like Mass Effect and the characters and even many of the settings in the book feel completely off from those we know and love. If you're still interested in the novel, I strongly recommend you skip buying it and simply read the summary here.

We can also only hope that Mass Effect: Deception will ultimately not be considered canon.

Mass Effect 3 Launch Trailer and Live Action Trailer

The spectacular launch trailer for Mass Effect 3 can be viewed here or below. I shouldn't have to say anymore than that.



EA has also released a live action trailer simply entitled "Fight" which you can view here or below.



Mass Effect 3 launches everywhere this coming Tuesday. Very exciting!

BioShock Infinite Release Date Announced


2K Games has officially unveiled the release date for BioShock Infinite. The game will be available on Xbox 360, PC, and PlayStation 3 on October 16, 2012.

So that's about six and a half months to wait for Ken Levine's next masterpiece. Perhaps I'll take a little vacation time around that point...

You can check out the official announcement here.

Sunday, February 26, 2012

PlayStation Vita Impressions


I was walking around my local Best Buy today when I noticed they had a PlayStation Vita set up for demo play, and with absolutely no one else around trying it out, I got to spend a good fifteen minutes with Sony's new handheld.

My overall impressions? Very nice.

The PlayStation Vita is about the size of an Xbox 360 Controller, but significantly thinner. It features a beautifully detailed touch screen, a touch pad on the rear (which I sadly didn't try), the basic four face buttons and D-Pad, and at long last, not one but two analogue sticks. There's also a "Select" and "Start" button in the bottom right, the PlayStation "Home" button on the bottom left, and on the top of the device a volume up and down button.

Even at max Volume I was not able to hear anything on the PlayStation Vita very well, however Best Buy was open and noisy so I didn't take that as a negative and more the result of the environment.

During my limited exposure to Sony's new handheld, I tried the built-in demo for Uncharted: Golden Abyss. This is actually my very first experience with the Uncharted franchise and the demo included what I believe to have been the beginning section of Chapter 4, entitled "Why's the Building on Fire." As the title suggests, Nathan Drake finds himself in a building that's burning down, which is generally considered a bad thing, and he naturally wants to get out.

For a hand held title, I couldn't believe how gorgeous this demo looked and I was instantly impressed with the PlayStation Vita's graphical quality. There's no combat in the demo and you essentially need to navigate your environment, climbing pipes and moving along other obstacles until you can exit the building. At one point you pick up a machete and must use it to cut a tarp blocking a doorway by slashing via the touchscreen, and while this worked I personally found it gimmicky and unnecessary. In addition, at one point when walking across a beam the building shook and I needed to move the PlayStation Vita itself, using its motion sensor to keep balance, which also felt tacked on. I actually failed and feel and had to climb up again, and this time I was able to run across without difficulty.

Both the sticks, face buttons, and touch screen responded very smoothly, and my only issue with the overall design is that whenever I went to use the D-Pad, I'd often accidentally hit the Left Stick, moving Nathan a bit to the back and left. Not a huge issue, but one that I was instantly aware of.

After completing the level there was someone else who wanted to try, so I let them have a whirl. Overall though, I was quite impressed with my limited test of the PlayStation Vita, and I'll be keeping my eye on the handheld over the next while to see how well Sony supports the device.

Mortal Kombat Arcade Kollection Difficulty Comparison


The original Mortal Kombat arcade games were well known for a few things: Excessive gore, a crazy amount of secrets, and a ridiculously cheap AI. After the first few opponents at best (depending on the setting of the difficulty dip switch at the back of the arcade cabinet), the AI opponent would instantly counter you pretty much no matter what you did, and after spending several quarters and taking several losses, it'd magically become easy for a match or two and then smack you around again.

Of course many gamers today experienced the Mortal Kombat franchise back in the '90's, and while many played the games in the arcades they played them much more on their home consoles, and the home console ports had a reputation for being easier than their arcade counterparts.

So naturally, when the Mortal Kombat Arcade Kollection launched at the end of last Summer, gamers everywhere were extremely unhappy that being emulated arcade versions and near arcade perfect, the frustrating difficulty level remains, and posts sprung up everywhere raging that the ports should have been easier like the console classics of old.

But really, how much easier were the console versions? Surprisingly this never occurred to me before, but here in this very house I could put that theory to the test, and this weekend I did.

The Mortal Kombat Arcade Kollection contains near arcade perfect versions of Mortal Kombat (1992), Mortal Kombat II, and Ultimate Mortal Kombat 3. Back in the early to mid '90's the Super Nintendo Entertainment System and Sega Genesis were the major consoles on the market, and they all received ports of these three games, and with the exception of the original Mortal Kombat, the Super Nintendo Entertainment System versions were considered to be the superior ports.

Here at home I just so happen to have my Super Nintendo Entertainment System, and my copies of Mortal Kombat II and Mortal Kombat 3. Sadly I never purchased Ultimate Mortal Kombat 3, so the original game's port would have to do.

For the basis of this test, I decided to use Sub-Zero, as he's my best kombatant in both games, and I decided to use the default settings. First up was Mortal Kombat II on my Super Nintendo Entertainment System and in the Mortal Kombat Arcade Kollection, and I played on Medium difficulty with no cheats or codes enabled for both versions.

After several attempts on the Super Nintendo Entertainment System, the best I was able to do was seven consecutive wins, and using all five credits the game provides I was able to advance to my ninth opponent before the "Game Over" screen popped up. In the Mortal Kombat Arcade Kollection, I was able to gain six consecutive wins as my best streak and ultimately advance much further due to it being Free Play (infinite credits).

In both ports the AI was simple on the first opponent and on the second opponent in the Mortal Kombat Arcade Kollection it started abusing throws while this didn't occur until the third opponent on the Super Nintendo Entertainment System. After that, the AI played so similar as to be almost indistinguishable to me.

For my Mortal Kombat 3 and Ultimate Mortal Kombat 3 test, obviously this one isn't as accurate seeing as how they're different versions of the game and Sub-Zero was toned down in Ultimate Mortal Kombat 3 (his 6 hit combo deals less damage, he can't use Ice Clone when adjacent to an opponent, etc.), but it's still fun to see what happens and can still provide a general basis.

In Mortal Kombat 3 on my Super Nintendo Entertainment System, again I played on Medium difficulty with no cheats or codes and I chose the Warrior tower. After several attempts, no matter how hard I tried, I simply couldn't get past my second opponent. Using the five credits I was able to get to my fourth opponent before being defeated utterly. In Ultimate Mortal Kombat 3 in the Mortal Kombat Arcade Kollection, even with a nerfed Sub-Zero, I was able to achieve two consecutive wins before having to resort to continues, and was ultimately able to make it farther thanks to it being Free Play.

Unlike Mortal Kombat II the AI in Mortal Kombat 3/Ultimate Mortal Kombat 3 didn't abuse throws as much (though of course it still did), but it did heavily abuse chain combos, pulling them off faster and far more accurately than I could again and again and again. However I did notice that in the Mortal Kombat Arcade Kollection I was able to land uppercuts on my AI opponents for a longer period of time before being insta-countered than on my Super Nintendo Entertainment System.

In addition to the difficulty comparison, just for references sake and for both games, the Mortal Kombat Arcade Kollection also looks far superior to the Super Nintendo Entertainment System ports, sporting larger, crisper kombatants, greater background details, and more varied and crisp sound and music.

Now, the one major difference in terms of difficulty is that setting the Super Nintendo Entertainment System to Very Easy, either game, has a very noticeable affect on the AI, where the changes in the Mortal Kombat Arcade Kollection are negligible. In contrast the Mortal Kombat Arcade Kollection does offer Free Play, whereas the original console ports had only five credits each and limiting your play time per session if you were being outmatched.

So there you have it. At least on Medium Difficulty, the classic ports of old play very similar to the arcade ports of today, and while there's no replacing the fond memories of yesteryear, there's nothing wrong with the versions offered now. In fact today's ports look nicer, feature online play, and feature infinite continues and they also cost far less. So before you go and criticize the cheap AI in the Mortal Kombat Arcade Kollection, just recognize that things really weren't that much better 15 to 20 years ago after all and we're just a tad bit spoiled by the ease of modern games today.

Mass Effect 3 "Take Earth Back" Trailer and Cinematic Trailer

The full version of Mass Effect 3's "Take Earth Back" trailer can be viewed here or below.



The Cinematic version of the trailer, which is essentially an extended (and in my opinion better) version of the trailer can be viewed here or below.



Just over a week until Mass Effect 3 launches!

Mortal Kombat: Komplete Edition Commercial and Behind the Scenes Video

This coming Tuesday, Mortal Kombat: Komplete Edition will release to retailers, and in celebration two new videos have been made available.

The first is a simple 15 second TV spot which can be viewed here or below.



The second is a behind the scenes video discussing the product with developers NetherRealm Studios. It can be viewed here or below.



Mortal Kombat: Komplete Edition will retail for $59.99 on Xbox 360 and PlayStation 3, which is a rather hefty price tag if you ask me.

Monday, February 20, 2012

Mass Effect 3 (Xbox 360) Demo Impressions


Mass Effect 3 is only a few weeks away, and early last week EA released a fully playable demo on the Xbox 360, PC, and PlayStation 3. The primary difference between the versions is the Xbox 360's demo is fully Kinect enabled, and while that's the version of the demo that I played I don't have Kinect so I won't be able to comment on those extra features.

Thankfully, the demo doesn't need them to be a blast.

Starting right with the retail game's opening and tutorial, players once again assume the role of Commander Shepard, and while they can't import their previous games' Shepards into the demo (though of course this will be supported in the retail release), they can customize gender, appearance, class, etc.

Unlike previous entries in the franchise, players can choose an option that will dictate the style of play right from the start. They can choose "Action," in which the game's conversations play like cinematics and all conversation options are chosen for you leaving the emphasis on combat, they can chose "Role Playing," which is a traditional Mass Effect experience and what I played, or they can choose "Story," where combat is extremely simple allowing players to primarily focus on the narrative.

This is an excellent innovation by BioWare as it allows players of all kinds to enjoy Mass Effect 3 in the way that best suites their style. In terms of actual game difficulty, "Veteran" is now gone however a new kind of very easy has been added. I forget what it's called, exactly, as I didn't use it, but it's meant for players who are uninterested in combat and only want to experience the game's story.

Shepard is back with the Alliance somehow and is in detention on Earth, though he/she is not actually arrested or in any kind of serious trouble. He/she is being held to advise the Alliance Council on what to do regarding the pending Reaper invasion, an invasion that begins right away.

Escorted by new Squad Mate James Vega and meeting up with Admiral Anderson (who's also back with the Alliance it seems) and either Kaidan or Ashley, depending, Shepard is brought before the Alliance Council to advise them on how to proceed. During this quasi-trial, the Reapers quickly penetrate Earth's defences and invade, laying waste to the planet in some very impressive and spectacular visual sequences. Narrowly surviving the initial landing, Anderson and Shepard need to escape to the Normandy so they can head to the Citadel and request aid.

The storytelling, atmosphere, and presentation of the narrative feels significantly more like Mass Effect than its sequel, which I see as a good thing as I feel the first game had the stronger overall story. The combat, however, is almost pure Mass Effect 2, which is also a good thing since the sequel had far more refined combat over the original. I say "almost" because finally, at long last you can dodge as Commander Shepard. I've been screaming for a dodge feature in this franchise for almost five years now, and this wonderful innovation will help you survive many encounters that would have killed Shepard in past games.

A few other combat-related items have also been adjusted, somewhat recalling the original game but with a twist. You once again need to use Medi-Gel to manage your Health, as well as to Revive downed Squad Mates. This is a mix of the first two titles, and you now have several Health bars. If a bar is partially depleted and you take cover, it'll regenerate, if it's fully depleted it won't and Medi-Gel will be required to restore it. I love this as it brings about a little more tactical thinking into play.

Grenades also make a return in a unique fashion. There are now several types of Grenades and they're all Talents to be Unlocked and Upgraded, however even though you still access them via the Power Wheel you carry around a limited quantity like in the original game (Three for the demo). You don't have infinite Grenades and you need to pick them up, just like ammo (the Heat Syncs from the sequel return). Another twist and a first for the franchise, enemies will also throw Grenades to try and flush you out of cover. That nifty new roll feature that should have been there five years ago comes in very, very handy for avoiding those.

Upgrading Talents also sees a little more choice than in Mass Effect 2, where there's about three or four options per Talent that let's you choose between two options, and in addition to a Class-based passive talent, there's also now a Fitness Talent which improves things like Health, Melee Damage, etc.

Speaking of Melee, if you hold "Melee" Shepard will now do a "Heavy Melee" and stab an enemy with the new Omni Blade after a brief charge up; very powerful and it appears that assassinations are possible if hitting an enemy from behind. If you're playing as a Biotic class instead of an Omni Blade you have some kind of Biotic generated blade.

Shepard also has a new mid-range rifle to play with. Better at long range than an SMG and more accurate and slower to fire than an Assault Rifle, this new gun was my go-to firearm of choice in most situations and proved its worth over and over again. Heavy Pistols and Shotguns were also available regardless of the classes I played as, and one of your Squad Mates has a Sniper Rifle but as Shepard I never got to handle one.

Simply but, the demo plays great and when the Tutorial section is done, you jump to a mission later in the game where you're trying to prevent Cerberus from taking a Krogan female, one that's very important to the Krogan and Salarians alike. This section of the demo not only reacquaints you with some old friends (whom I won't ruin for you here), but also puts you into some real combat and a cool boss battle that was loads of fun to play through and presented some interesting tactical challenges amongst some great scripted sequences.

My only gripe with the Single Player portion of the demo was that you could not save at any point (though the option is there but greyed out, so expect it in the retail version) and instead needed to rely on Checkpoints. There was one section towards the end of the demo's second mission where if you died, and on Insanity I died a few times, you were sent back two battles past. This was extremely frustrating as there was no logical purpose for the Checkpoint system to take you this far back as there was a breather between battles.

On Friday, the Multiplayer portion of the demo unlocked for all to enjoy and I've given it a quick sampling. To be perfectly honest, it didn't feel tacked on and I can honestly see myself enjoying it. I say "see myself" because I know I wouldn't enjoy playing it with randoms, but it'd be a blast with a group of friends.

In the Multiplayer portion of the demo, you get to select your class and race (and more can be unlocked) and you team up with other players cooperatively to hold off waves of AI opponents or to complete various objectives. An example would be that in a wave there are a few high value targets and you must neutralize them before time runs out.

You can customize your armour colours, select the weapons you want to use, and as you Level Up you can unlock additional Talents and earn cash to purchase various upgrade packs.

I didn't spend too much time with the Multiplayer portion of the demo and in truth it's the Single Player portion that I'm excited for, but I am happy to report that it didn't feel like a cop-out in the slightest.

For the Single Player experience though, I played through it three times, from Normal to Insanity, and with male and female Shepards of different classes. Each time was an overall great experience and let me tackle the demo's various challenges a bit differently. Note that anything you achieve in the demo will _not_ carry over to the retail title, so play and enjoy without thinking too far ahead.

Mass Effect 3 launches on March 6th, and if this demo is any indication, we're in for one amazing treat.

Saturday, February 18, 2012

Mass Effect 3 "Take Earth Back" Trailer Preview

A new cinematic trailer for Mass Effect 3, entitled "Take Earth Back," will debut tomorrow during AMC's The Walking Dead.

EA has released a preview of the trailer which you can view here or below.



I'll be watching The Walking Dead so I'll get to see the trailer when it airs. For those of you who won't be watching the show, rest assured it'll be all over the internet soon enough.

I'll post the full length trailer either on Monday or the following weekend, depending.

Halo Avatar Collection - February

Looks like Microsoft Studios and 343 Industries are adding additional Halo-themed Avatar items for Xbox 360 Avatars, and once again their Avatar weapon policy is wishy-washy.

Now available for purchase is a Needler and a Brute Stalker helmet. The Needler also fires sticky "suction darts" instead of Needle Shards.



Thanks, but at a premium cost, no thanks.

Sunday, February 12, 2012

Halo: Primordium Review


The second novel in Greg Bear's Forerunner Saga, Halo: Primordium takes a different perspective from Halo: Cryptum. While Halo: Cryptum was a tale told by the Didact and ended with Bornstellar assuming that role and title during the events of the Forerunner Civil War, Halo: Primordium has a far more human angle.

Beginning after the events of Halo 3, a Forerunner Monitor is being interrogated by the Office of Naval Intelligence, a Monitor that claims to once have been the human, Chakas. Chakas was a companion to Bornstellar and the original Didact, but was captured by the Forerunner Master Builder during the Forerunner Civil War and taken away 100,000 years ago. ONI is quite concerned and curious about the Didact (furthering my suspicion that he'll appear in some form in Halo 4) and to further enlighten them, this Monitor continues his tale, Chakas' tale.

Awakening among the wreckage of a crashed pod on an unknown planet, Chakas is injured and under the care of a young human named Vinnevra, only to discover that this planet is actually a Halo, one in which many humans have been stranded and are being experimented on for unknown purposes.

Together Chakas and Vinnevra, along with her grandfather Gamelpar, venture out through the surface of Halo in search of both answers and of Chakas' friend Riser whom was also captured by the Master Builder. What, and whom they discover, however, is far more terrifying than anything they could possible imagine.

Like Halo: Cryptum before it, Halo: Primordium is an extremely unHalo-like story that's definitely set within the Halo universe. There are Monitors, Forerunners, Flood, etc., however things were far different 100,000 years ago than they are in the current 2553 time frame. The games and other fiction have always grounded the Forerunner-Flood conflict in more plausible, scientific concepts, whereas Halo: Primordium continues Bear's far more fantastical approach.

How the Forerunner's build the Halo rings, how their armour and ships behave, it is more akin to "magic" as ancient humans believed as opposed to more realistic science. Structures and ships assemble from the ground, base materials and hard light, holograms are tangible things that can physically interact with others, and the Forerunners have limited control over time itself. Extremely powerful, very fantastical.

Suffice it to say if you're looking for a traditional, hard military Halo tale you won't find it here, but what you will find is a wonderfully woven story with strong character development and many simple, human qualities. Bear does write a compelling story and he's certainly thought his plot points through. Yes, there is retcon to be found in this saga, however the Forerunner-Flood conflict was always presented with the barest of facts and much assumption, so it's easier to justify or expand upon what was revealed before. This is in stark contrast to Traviss' work in Halo: Glasslands, for example, which retcons things in the current timeline and has really made a mess of key established canon. In Halo: Primordium the Terminals found in Halo 3 are called into suspect, allowing for the saga's retcon to more easily become the proper canon, however several variances in the core narrative are reconciled with the traditional fiction by novel's end.

One key fact that I find quite surprising with the Forerunner saga though is the implementation of the Flood. Seeing as how the Forerunner-Flood War was always the key background point regarding the entire Halo fiction, you would think the Flood would factor largely into this saga. And yes, while the Flood are certainly present, they remain more of a background element and a driving force for the actions of various factions and individuals in the story.

Instead of the Flood that we know from the games, infesting bodies and turning them into Combat Forms to pit the player against, 100,000 years ago the Flood truly did behave more like a truly lethal virus. Hosts would be infected by spores or "dust," and as the sickness progressed the body slowly mutates and then becomes a lump of simple flesh, adding to the overall Flood biomass. Heroic and desperate battles of the Forerunners fending off the Flood are quite lacking from this saga, and the focus is truly on Forerunner politics and philosophy and how it's all being twisted and perverted in the face of the greater theory of the Flood-threat. In the case of Halo: Primordium, humanity's budding re-emergence as an important species on the galactic scale in the face of Forerunner opposition also comes to the forefront, giving readers something a bit more familiar to identify with.

So while Halo: Primordium, like Halo: Cryptum before it, delivers a tale most would find different than expected for a Halo story, it is remarkably well done science fiction woven with a touch of fantasy, and it's a novel that any science fiction fan can pick up and enjoy; no knowledge of the Halo franchise or games required. Some may see this as a weakness but I personally see this as a strength, as it broadens the appeal of the overall franchise while providing solid entertainment and back story to all.

Halo: Primordium ends leaving the reader with more questions, and I anxiously await the next novel in the series and will enjoy rereading Greg Bear's tale to see what other juicy details I missed.