Showing posts with label Review. Show all posts
Showing posts with label Review. Show all posts

October 21, 2011

Reviewing the City of Heroes Halloween Event

This is actually a nice exterior map, but beneath it is a
rail shooter that is just missing the rails to make the set
complete.

Well, the first game that I am currently playing has released their Halloween event and so far, well, I can't say a whole hell of a lot because there isn't a whole hell of a lot to it. Now, before people come in and take the chance to sit here and tell me how wrong or stupid I am, let me explain this a little bit. First, I want to say I am not ragging on the season; I love Halloween. It is my favorite time of year, and before any neo pagans or whatever try to come in and tell me about the history of the holiday, I will tell you now, yes, I know. In fact I probably know more about it than you neo pagans probably know yourselves since I actually studied up on it over several years because I like this holiday that much.

Now, back on point. Halloween has been a rather staple event in City of Heroes for the past couple of years. However, for the most part it has always been a rather open world thing. Go knock (or click really) on a few doors, get monsters or treats, or beat up a couple of special event Giant Monsters that are just the Croatoa monsters rehashed in the world at large. (Yes, I know Eochai came before Croatoa, but since he is a regular now, I will state it my way). They've added bits here over the years but it was pretty much the same event.

That was until around the time of Issue 10, when the Invasion started. You see, the invasion was cool during that scenario because of limited time badges and a feeling that the timeline was escalating. However, the brains over at NCSoft actually took that to mean we wanted invasions all the time, and now you can't even wiggle an eyebrow without an invasion week or something like it going on. This is something that NCSoft really hasn't grasped, that a limited time event loses its charm when it's constantly repeatable and it loses the value of reward for having participated in it when you know all the rewards you get will be there throughout the year for people to get with even less effort than you had to work for.

Now how I mean this is NCSoft thought that Invasion was so popular they would do something similar for the Halloween that year Invasion came out; A Zombie Apocalypse zone invasion. Same mechanics basically, minus bombing, and pretty much everyone either huddles around for the most zombies possible or they hide under cover (oddly) to avoid zombie spawns or better yet leave that particular zone.

Past this time I had little knowledge of because I actually quit playing City of Heroes around then, but I know, now, the banners were added and how those mechanics work (think zombie apocalypse with predetermined locations and a macguffin that needs to be destroyed to stop the spawning) and when Going Rogue and its tip missions came out, a Halloween tip that you could get that gave you a stupid easy instance you could run through to kill one guy and pick the badge you liked. And if you were bored enough get them all by repeating that step 5 times in total.

This year's Halloween is just all that, plus the addition of a level 29 trial that people get to enter. The trial sounded fun at first and there are some rewards for completing it, however, after having played through it a couple of times it came off rather bland and uninspired to me to be blunt about it.

First it's just a straight corridor map, IE you enter one end exit the other, no real deviation, just follow the hallway type map. There are turns and twists in it, IE the hallway turns and twists, but there aren't any real get off the beaten path moments or changes. The interior is nice and they probably spent some time on putting it together, but it loses its charm when you feel like there should be rails and a car under you at that point.

Second, unless your team is very thick or something, you can pretty much get all the badges this thing has to offer in one go. Hell, the only reason to do this trial a second time is to get both of the unlocks that it offers, and only if you decided that paying for those items in the Paragon store wasn't your cup of tea, which is funny to me since most everyone I did that map with did buy those items in the Paragon store (I didn't personally since none of them fit my theme).

Finally, like mentioned previously, there are no surprises. You are actually told what to do for all the special stuff right out. Instead of figuring any of this out we are basically led around like a terrier with commands to tell us to do it that way. The boss fights are forgettable and uninspired as the first boss is just Adamanstor made into an AV that you can basically laugh at, and the final boss fight is set up and easily tankable by one person while the rest just go off and get zombies for the badge they explain to you how to get in the entire event bar. Leaving no real mystery, it even says kill boss last. The only surprise is you need a costume to get the zombies out faster and defeating the boss wearing a costume gives you one of three badges. It's a fight that tests how thick people are, and trust me I've already ran into some people who were thick enough to replace the Berlin Wall.

In the end, this update to the Halloween event was just a disappointment. I don't expect much since they've only tacked on small bits every year, but with this aping of the trial and such I expected a heck of a lot more. There is a secret in it, but it isn't even worth your time as the fight is pathetic and there isn't even an acknowledgement badge to denote you even found it or anything really. So in short, it's a ride that's missing the rails and car to make it official. It's entertaining the first time through but after that point you should only be doing a second time if you need both of the costume rewards. New comers will probably get overwhelmed by the sheer numbers of things for Halloween, but that's because that's just several years worth of stuff tacked onto the original event. It's a nice effort, but still comes off disappointing to what it should have been.

October 13, 2011

Reviewing Champions Online -- Schizophrenia Incarnate

Edit: I have just read that the F2P for DCUO will be on the 19th of October. So, barring anything unusual (such as the Missing Link actually launching the 18th) I should hopefully have an overview going out a week or so after. I am trying to go into the F2P of DCUO without the meh attitude I got during the beta.

Last time I talked about City of Heroes, and DCUO is still not on the horizon as free to play yet, I decided I am going to talk about Champions Online today. Champions Online is again another game from Cryptic and is actually the IP that City of Heroes was based on. That being said, everything that Cryptic wanted City of Heroes to be is not what Champions Online became. Instead it's just a giant hodge-podge mess of a game that doesn't know what it wants to be in the end, and the hardcore minority players do everything in their power to sabotage any future the game has.

Graphically there isn't much to say about the game. It's one of the best visual experiences out there with only a few minor quibbles here and there and perhaps the most robust and detailed character editor/costume creator you can find on the market (outside of spray painting your shirts in APB). You have a plethora of costume choices, a ton of locations an varieties you can actually edit said locations with many, many different color choices and mish mashes to come up with on top of the ability to control finer details of your character such as arm length, hand size, and many other features that are often over looked in face of generic texture skins.

But one cannot play a game based on Barbie Dress Up and outside of the awesome character creator, despite all feelings to the contrary, Champions Online offers painfully little to the actual genre that it is suppose to be appealing to. This is a glaring weakness that overpowers the sun and will immediately strike anyone in the face as soon as they enter into the world itself.

I have to say, Champions Online is a game trying too hard. They are trying to do so much to appease everyone and focus on the small group of vocalists they have forgotten they are trying to make a game that appeals to a much larger crowd and not the lowest common denominator minority group. They've appealed to the weakest link so much it's filled into the game as a whole, and the result is the game keeps losing the interest of the very people they keep trying to appease because they listened too much to them.

Champions Online is a game with too much going on and too little content. That's hard to quantify, but basically there is a thing that is too much of something but not enough. Champions has no endgame content, and again, like with City of Heroes, offers a ton of starter content but the middle and ending of it suffers all in favor of the alters who can't be bothered to play a character longer than 5 minutes until they make a new one.

The powers system itself is an abysmal mess as well, where there is no clear cut definition to help characters, and the one thing this system is crying for is constantly denied at every avenue to have it implemented. In this case dual power builds. The powers system in Champions is, to put it mildly, schizophrenic, it suffers from bloat but offers no clear, concise path to how a hero should be built. Powers are little more than a hodge-podge, at best, and while powers can be chained together, even if wildly different, there is little that actually synergizes. About the only real option you have is building a tank mage, as support characters are pretty much non-existant in this mess and any attempt to do so will be met with derision from the masses if you even dare suggest making the roles stronger.

In fact the entire set up is just bad. In comics and stories, heroes are a combination of things, but Champions took the route of listening to a select group of people and instead of sticking to their guns and actually putting some control in, allowed them to dictate that characters should be able to pick and get everything. Sorry, this is not how super heroes are actually created. Super heroes have their combat skill, or lack thereof, their powers, then they have a signature ability or abilities that define them. Sometimes two or three of these parts are all the same but that is always constant.

The powers system has to be one of the worst things about Champions. Because of how it works, people are forced into specific powers regardless of desire or intent, if you are freeform. Even if you had a concept build or something trying to stick with that build will be met with disdain and contempt from fellow gamers who spend most of their time meta gaming and basically doing everything they can to build the ultimate build, regardless of final intent of the user to actually have a character that might actually fit these powers and abilities. It's not so much build the hero you want as it is build a schizophrenic character that has no clue what they are.

Content here is lacking as well. Following the dogged WoW model of go to contact and get the dude smack down quota system, there is little that actually challenges many except the most inept of builds or players. While some will contest that heroes should be unstoppable, this is not what makes a hero. A hero and a badass are not just unstoppable forces that can finger flick things out of the way. A hero and or badass is defined by someone who can fight against the odds, rise to the challenge and overcome them through their tenacity, injuries and sheer intelligence. A character who can do everything, destroy everything or be unhurt by anything is not a badass or hero, they are a boring character, and this is the crux of another problem with Champions.

Champions is a boring game because there is no challenge. It's all single player style, and anyone who says that is a good thing doesn't deserve to play MMOs and should go back to their single player games. MMOs are defined as games where people join together to do things and be a community about them. This decided take from the idiot minority in Champions that heroes should never break a sweat against anything or never team up is both stupid and yet another thing that is killing the game.

When there is no challenge no one wants to stick around for an encore of the same thing and this is yet another problem with Champions; everything is handed on a silver platter. Any reward you want you can practically get without effort. This is terrible design decision because it bores people further and makes them not want to play because they have nothing to work for. This is something the lowest common denominator minority can't get through their thick skulls. They think people love this game style yet everyday you can see the numbers dwindling out of each of the zones. People want to feel they earned something and if it's handed on a silver platter where minimal effort is required, even on the most difficult setting, then this is terrible design decision

And that brings up the community. This is something I didn't touch on with City of Heroes, because it slipped my mind. However, to put a small blurb in, despite how dated that game is, the community is still top notch. There are the asshats, as expected, but for the most part people are genuinely trying to help other people or create events or just trying to be friendly.

Not so in Champions. Oh, regardless of how some people try to claim, Champions has one of the most egotistical communities out there. The forums are rife with it despite anyone's claims to the contrary and the if you aren't playing someone else's way, no matter how much they call freedom of choice and such, they will shoot you down. And if you even bring up endgame and raid content in those forums, or even in game, you will be met by the same people trying to tell you to go play some other game. It's the same attitude that games like WoW have, and the sad part is they try to sit there and say they are the superior community.

Overall, Champions Online is the victim of a lot of expectations that were never met. The super hero expectations were never met, the better City of Heroes expectations were never met, and the large world of Champions IP was never really met. There was a magic point in the beta where things were almost perfect, but then Cryptic started listening to a group of loudmouths to implement specific features. And as those features got added more people quit.

In the end, Champions is promising a lot for its future, but it has to get over the hurdle of listening too much to the minority there. The game has suffered for it and its constantly in an imbalanced state. The freeform combat system is nice and all, but you never feel challenged. Cryptic is stating that the level cap will be going up to 45 then 50 and endgame will be added, but somehow, considering they thought UNITY was suppose to be endgame, I have serious doubts about it.

DCUO will hopefully hit F2P soon. Honestly, I think they have the right ideas just poor implementation, and of course too few actual super powers. I guess I will see what the last 10 months have done for DCUO when I actually get into the F2P.

October 2, 2011

Reviewing City of Heroes: Freedom -- Nostalgic trip, does it hold up?

One thing I have been sitting here and thinking about is all the games I have played. I've been wanting to do a compare and contrast, so in this case I will do City of Heroes versus Champions Online in a mild sense. I wanted to actually put DC Universe Online in the mix, but since the F2P isn't out just yet, I guess I will actually write about that later and probably put in some points in its own little article to try and give some comparisons between each of the games.

Anyways, CoH just recently went F2P. In short, the entire model is a copy and paste of the model that Cryptic developed for CO, but with a few modifications here and there, and a hell of a lot looser morals. But, that is something to cover as I go over a bit more later. Over all, they put a few things in that actually was sound, logically, but there are many other things to complain about because they basically took what should be standard services and told people tough shit, buy it.

My character using older
textures. Just taken
the day of this blog,
and the art everyone uses,
unless they buy costumes.
Now, what got me to go ahead and go back and check out 'City of' was just simple nostalgia, and honestly that is the only reason anyone could actually go back. I know many say it's just preference for this or that, but honestly, those people are going to hell for lying because as great as 'City of' was in its time, the game has not aged well, and one could even argue that it was dated before it even launched. In fact the compare and contrast is so bad that the so called Ultra Mode that 'City of' has actually makes the graphics look worse when they are turned on instead of better. Yes, I am saying it may be better to play the game with modern graphic features like occlusion, real time shadows and the like off, because 'City of' actually looks worse with the effects on.

This isn't helped by the fact that graphically, all the new stuff is a higher resolution texture slapped on the ancient, super low polygon character models. This creates some rather jarring contrasts between body and new features like new head types and such. It's almost painful to put new costume pieces on characters with these ancient character models. This is where me being spoiled by actually being able to create a realistic looking body comes in, because in CoH the body proportion distortion is just painfully obvious. Even the shortest legs are too long for the average female, and this is just my mind trying to ignore the facts that characters have mitten hands (ie no fingers) and boxed feet (no toes); two things I am definitely spoiled for, from Champions.

But I digress, you can't just rate a game on pure graphics alone, even though graphics can be a number one reason why you end up stop playing. Seriously, I can compare 'City of' graphically to Deus Ex one (yes, the first game) and graphically they would be similar in many respects, with very little to differentiate either of them. So, to cut to the end on graphics, they look like pure ass. Again, people will say it's just preference or style or what have you, but seriously no. The graphics look like ass, and ironically, compared to Champions, look more cartoony (which is hilarious since many complaints I heard from people before was Champions had cartoony graphics). So easily Champions is definitely the better game graphically. Hell even the animations tend to piss me off in 'City of' with either very sloppy animations, or animations that look half done. The female walk, the typical style male fantasy female runway walk has a jarring and rather disgusting ability to move the female spine in such a way that her lower back actually seems to be physically disconnecting from their upper chest. And the special dances (you have to buy) I don't even want to get on those on just how poorly animated they are.

Now, next on the list I would have to say the UI. There are things I would take away from this UI in a heartbeat honestly. Namely the split chat box and the ability to have more than one chat box. But after I consider that, there is actually very little else I would want. Seriously, the UI is actually slow and clunky, as typing doesn't update in real time. The game actually produces and audible beep for each character you input when typing, and it's roughly a half second from button push to actual character popping in the UI. Considering how fast I can type, I've actually had to slow down in many cases because I would actually type faster than the UI could register, which would have the downside of actually producing, what I call, the multiple window explosion syndrome, where specific bound default keys open up various windows whether you wanted them or not. Now, for slow typer's, that's not a bad thing, but for people that actually learned to type and don't hunt and peck, that's a bit of a detrimental thing.

Now what follows is controls, over all the controls are solid, albeit programmed in that kind of turn based combat system. Now some people might not understand this idea. But what it basically means that actions have to sort of follow a bit of strict rules. It's not going to be easy to explain so I might as well get into the heart of the combat system. 'City of' combat is very strictly turn based. That means it follows the ancient global cool down and everything has a certain attack period and fire time. Nothing else can happen while X is going on and any attempt to change that gets met with the system telling you to basically piss off. If you are used to games where combat is more free flowing and you can cancel an action or chain various attacks together, you are going to find this type of system painfully slow and clunky and, at many times, boring as hell.

Mother Mayhem: High
Resolution texture model
added recently. Mostly,
reserved for new NPCs or
new costume packs.
Now, onto the powers in each. Granted at first glance 'City of' actually has a ton of powers, until you actually stop being a twit and actually start reading and looking. Then you realize a lot of powers are copy and paste of each other rearranged with very little to differentiate them from one set to another. Almost all the fire melee sets are the exact same with little to change up, and might even share a few powers with the ranged fire powers. Now, 'City of' still probably has the edge in the sheer number of variety powers, however, but people always try to say the game has a ton of powers, but you can probably cut that ton in half because at least half the sets are copy and pastes.

There is variety there but a lot of the set pieces are starting to repeat themselves. On top of that, as far as the power system is set up, the entire power system is based on a system of chain attacks, IE you go down from one attack to the next to the next. In short, instead of being able to just keep attacking, you use what amounts to filler attacks while you wait for the cool down on each effect to end. I guess some people like that type of combat, but overall I find it clunky in the end. I am use to active combat that when I push a button I expect the effect to happen and if I am fighting I can actually defend myself. There are some things I liked about certain powers and such but overall system is just too damn slow and really doesn't espouse the heroic defender of justice feel that some people might be looking for when it concerns combat.

Now, here is probably going to be the clincher for a lot of people; content. Now, 'City of' has several years worth of content. And, just looking at it from the outside, that's a lot of content. However, here's the problem with the content; You go to a contact, get a mission, usually with flavor text sometimes in an attempt to be in a story, go to an instance and fight group of mobs to complete the mission or reach a specific objective. Sounds simple and basic and pretty standard. Except this is the same model used for almost every mission you enter. There is very little to differentiate one mission from another, except maybe the wallpaper, which there is painfully obvious few actual varieties of.

It's almost the same with every enemy group as well. Depending on how much "challenge" you give yourself, you fight the same group of mobs with different skins and sometimes different powers, but overall the same set up. Two groups will be at +1 level to you by default in an attempt to give added challenge to an otherwise mundane instance and early on it can be but once you hit 20 that should not even be a worry for whatever character you create.

My character from Champions
dressed similarly, with a few
extra options and not utilizing
all costume spots.
To side track myself, that brings up another point. I actually stopped in to do the tutorial for this, and to be blunt, this tutorial was obviously an afterthought or incredibly rushed. The map made me think of the Shadow Shard a couple of floating islands, but that wasn't supposed to be how it feels but that was exactly how it felt. The entire Galaxy City was wiped out (technically not since you can go to its Echo) and the entire tutorial has you doing things that you will never do in the game unless you are a subscriber and you get to endgame. In fact it has the Open Mission set up in the tutorial (that only appears in Praetoria) with a boss fight (a type you only encounter in a incarnate trial). The end result is a bunch of crap you never actually get to play with unless you subscribe which is kind of a jarring kick in the teeth of free to play accounts, in my opinion. I won't say Champions tutorial is a bed of roses, in fact I think it needs more work, but overall the tutorial in 'City of' is just one jarring rushed mess. At no point do you feel like you are in a crumbling city.

But that brings me to endgame. This, again is a sticking point because only people that pay a subscription actually get to participate in this. Endgame is alright, part of me does like how it's set up. I do like they finally added raids and there are things and objectives to earn and such along the way. But, they are set up in a way that organization is not a top priority. That's not a completely bad thing, mind you, but I can't say it's all good. On top of that, the incarnate system, if someone really wanted to, they could get the top tier in all their incarnate powers in less than a month. IE less than a subscription time. Now it takes work, and I am not completely against that, but I do feel they might have made it too easy.

But then again, that's a lot more endgame than Champions currently has. The lunacy that seems to be infecting some people there over endgame content is just hilarious, especially the people that think it would be unfair that certain content taking raids. Those are, of course, the type of people who either base their claims on hearsay or make up stories about limited time and such due to sob stories of family and three jobs and the like. To which I ask, then what the hell are you doing worry about an internet game? Regardless, hopefully Champions will be bringing an endgame and stop catering to the lowest common denominator that thinks everything needs to be soloable. Time to grow up people.

So, here comes my round-a-bout to the Paragon store. I said earlier I do like how the store was set up to do certain things like buying individual pieces for costumes instead of whole things, but then I looked deeper and further, many basic services, like a height slider cost $15 bucks to buy (a feature that was offered as part of the science costume pack expansion that gave emotes, costume pieces, costume change emotes, a power and the slider for $10). That is a ludicrous price. And the next thing that burns my bacon and made me stop caring the minute I saw it, Parago/NCSoft completely reneged on their promise to never have pay2win items in their store. And sure enough, pay2win enhancements are there.

The costs of many things are just out of whack. If you look at just costumes, you think you are getting a damn good bargain, especially when looking at costumes from CO since those come in bundles (currently). But then you add up the price for each piece (and mind you CoH doesn't even have half as many costume locations as Champions does) then costume sets start becoming more expensive. On top of that, the special powers like travel powers and such (which can't even be upgraded either) cost more than travel powers or archetypes (if you are silver) in the CO store. In the end, I just find the CoH store to be one big rip off compared to the CO store.

In the end, the only reason I've decided to even bother logging into CoH now is just to visit friends. The game play wears thin very fast after a few hours, and the store leaves an extremely bad taste in your mouth, especially when applying the newer high resolution items on the outdated, ugly, low poly, low resolution character models. Add in poor proportioning and the fact I am spoiled by a costume editor that is nearly triple the depth of CoH in choice and positioning, and freedom on what to do, from sliders to personal settings and costume spots, not to mention ass graphics and slow game play, it's hard to actually get into it seriously for any length of time. Some people will always say that will be preference, but realistically, that's just nostalgia. There are things I would want from 'City of' implemented in Champions, but in the end I prefer Champions over all, the game play is more solid and the game doesn't actually look like so much ass that you laugh at how jagged a statue looks from across the city.

August 26, 2011

Reviewing Deus Ex: Human Revolution

It's been sometime since I've actually decided to review a single player game. But I think I am due for one, especially a high profile game like this that I am sure many others will be spouting their reviews and personal opinions about. Of course, mine is but one opinion of many, and what I am going to do is try to keep from spoiling things and just boil out the heart itself, the actual game play and how it handles.

Now, let me get the first bit out of the way; I do not care for Squeenix. At all. Like you couldn't even pay me to actually like them anymore. I use to be a fangirl big time, back with the original Final Fantasy games on Nintendo, back when they tried to sell the story and the game as one complete whole instead of isolating them as complete separate entities locked behind a wall of glaringly painful graphics in front of a matte painting backdrop that removed any sense of their actual belonging there.

I loved Final Fantasy 1, 2 and 3 or for those who have to be politically correct 1, 4, and 6 in Japan. The original is extremely dated now, and it's a very basic hack and slash RPG, but Final Fantasy 2(4) and 3(6) introduced not only very powerful game play elements, but an engrossing story that captured the mind and kept wanting you to see more of it. These things orchestrated, in my mind, a company that actually cared and wanted to deliver the best they could despite the limitations of the hardware they were using, you wanted to explore the world, to see what was offered and ask what else is there and even the tiniest things kept you asking, what are they hiding.

But when Squaresoft decided to jump on the Sony Playstation wagon, all that magic and wonder was lost as they got mired in the idea that just selling pretty graphics is enough, the rest of the game isn't as necessary. You can see this philosophy a lot in their latest iterations of Final Fantasy as well as that bombshell of a movie they called The Spirits Within. It's just been awful and it just makes me shake my head how many people think that train wreck of a game, Final Fantasy 7, is the pinnacle of the entire series. How low your bar must be set if you think that dross of a go nowhere, convoluted and no story game is actually remotely as high as the bar set by Final Fantasy 2 and 3.

But that is another story for another time. Instead I am here to talk about Deus Ex: Human Revolution. Again, my mind had already been set that this game wasn't going to bear witness to the fruit that the original game garnered in its fan base. Honestly, I can't say I was ever a fan of the original Deus Ex, not because I didn't like it, but because I never actually had the pleasure of playing it. So I will be looking at this from the point of view of a new comer into the series of games.

I can safely say that hurdle has been overcome because I think, for the first time in a long time, I've actually entered a game I feel immersed into. I get into the spirit of the stealth, I get into the wonderment and curiosity the conspiracy theories invoke, and I certainly feel a bit of a small rush when I did something dumb and I am hiding from all the guards in the area as they do a search for me. The game play is very much a choose your own adventure thing, but on top of that, you are given the freedom to decide how to handle all the situations, from being a gung ho hero to being a Solid Snake style sneak and covert op. I am sure there is a game play style for everyone in this.

Another thing I rather enjoy about the game is that there is a sense that you actually have to pay attention, not just to environment, but to your inventory and your various messages and clues you receive. Though the game does track a lot of things, not everything is, and just randomly pushing buttons can end you in either a situation that can hurt you, or even worse, a quick death and speedy trip back to your last save. And if you aren't a diligent saver, that can be a long ways back for many.

As I said previously, it's been a long time I've ever actually felt this immersed in a game before. I want to get around the next corner, I want to unlock that door and find out what secrets are in it, but do I fly the straight and narrow, or am I the stealthy thief, that robs people blind, or am I the cold blooded killer that shoots first, shoots second, shoots some more, and then when everything is dead I think about the question to ask? These are the things you get a hold of and I am sure I am still not doing it justice.

I haven't finished the game yet, I still take breaks here and there to give me a moment to think my way around a situation I've found myself in currently in the game. Current run through I am playing stealthily and so far I can say other than the tutorial, I haven't killed a soul yet. From what I am told that still negates me from the achievement due to the tutorial, but I will gung ho in another play through. The game has presented itself a challenge to me, it actually encourages me to think, and I love that, something many games lack in this day and age.

But, and there is always a but, I have to say there are things that annoy me about it and they are just petty gripes that I think people can ignore for the most part. My first complaint is the voice acting. Now, I can't say voice acting in the video game industry will win any awards anytime soon. Most of the voice actors sound like they are less enthused than the voice actors for cartoons. But here it's almost whimsical how many of the voice actors say their lines. And I don't even think that they were trying to go that route, but it really doesn't sound like they were on the same page that the line delivered should have been. From Adam Jensen's wannabe Bale Batman gravelly voice sound to Mikal's flippant serious to bubbly voice acting, it's hard to get the idea that it was suppose to be serious. Some though delivered their lines perfectly, but most just sound out of place, but I think that also is because of the second point.

The animations during cut scenes and the like. They are so whimsical and poorly animated that you can't help but be sucked right out of what you were enjoying in the immersion. For me, I almost have to stop watching and either just keep reading the subtitles to ignore it, or turn my head and just listen. The character animations for these tense, talky choice scenes are poor, and that's being nice. The characters animate like marionettes from an amateur in the next room, and in some places, like with augmented people, the actual joints themselves appear to almost break off at points before quickly reattaching themselves to the original body. This and the voice acting can end up yanking someone out of the immersion they might have been experiencing. It's perhaps the biggest complaint I got, and it's a tad petty.

The only other thing that drives me up a wall is the interacting distance. Maybe I got use to other games too much where they were a bit gracious on the distance, but in DX:HR you pretty much have to be standing on top of objects before interacting with them works properly. And in a game where stealth is key that can add a bit more drama to moments. But that is only personal preference and probably from being spoiled by the dross of games over the past few years lately.

So far, I would recommend this to anyone who would be interested and would prefer a game that actually encourages exploration, thinking outside of the box, and above all else, not pretending to be a bullet absorbent badass that has no fear of consequences. Though that option is present, you still have to think tactically if you are to survive.

Oh, and that first boss fight is a pain in the ass. It will definitely piss off the people who play HALO (a POS FPS game that somehow gets hailed as the greatest thing evah) and such expecting to deflect bullets with their chins. If you're going in expecting to take 8 billion bullets before death, well, you probably won't like this game very much. However, if you want to use tactics, play using smarts and actually exploiting weaknesses instead of battles of attrition based on who can fire the most bullets, then this might be the game for you, especially if you love conspiracy theory thrillers.