Showing posts with label review. Show all posts
Showing posts with label review. Show all posts

Wednesday, 20 July 2011

GTA 5 Review And Top Ten Things We Want To See in it....

Top 10 Things We Want to See in GTA 5




The GTA formula is pretty well-established at this point. Create a big game world, let the player go on a shooting rampage for a bit, and then plop down a few missions for them to partake in when they are bored. It's a formula that has proven itself very successful, but that doesn't mean there isn't room for improvement. Rockstar is slowly getting closer to the perfect GTA game, but they aren't quite there yet. Here are some things we want to see in GTA 5.
10. Better Shooting/Cover System
As an open world sandbox game, GTA is second to none. As a shooter, however, it still has quite a bit of work to do. When compared to newer franchises like Uncharted, the gunplay in GTA feels a bit clunky and repetitive. Lock on, fire a gun, lather, rinse, repeat. That's all you do in GTA. We would like to see Rockstar expand this a little. More guns, greater variations between guns, and lots of context-sensitive cover within the environment could improve the game greatly. Destructible cover/terrain might also make the game more fun. And it would make the game that much more awesome when you get the tank and start bringing down skyscrapers.


Top 10 Things We Want to See in GTA 5

9. Better Multiplayer
GTA has always been a single-player game, and, quite frankly, it doesn't have to be. It's a shooter with a huge world, and that's a potential goldmine for awesome multiplayer action. Perhaps GTA can take a page from Red Dead Redemption, another Rockstar game that had a much stronger multiplayer game mode. Characters are dropped into a big open world and can choose whether to be competitive or cooperative. On the other hand, the game could take a page from inFamous 2 and put its multiplayer co-op missions right on the main map. Either way, multiplayer support in GTA 5 is something that just needs a little boost.
Gamplay And Review :




8. A Setting with a Bigger Scope
The one open world crime game I had the most fun with was The Godfather. Why? Two words: New York. Being able to drive around the big city and conquer it for my own ends was an experience like none other. Once again, GTA should take a page from Red Dead Redemption and expand its world, both upward and outward. I want to see towering skyscrapers as well as long stretches of country road. I'd also like to play the game in more than one city. Think big, Rockstar, and shoot for the stars. Personally, I think a GTA in Europe, going across multiple countries, might be a big hit.

7. More DLC
GTA IV's DLC missions were both big hits, and we all want to see more of this. We don't need DLC in the form of guns or costumes, we want to see entire new stories. The Ballad of Gay Tony and The Lost and the Damned were great, but we want to see even more. We want to see the DLC chapters become serialized. We want to experience the story of GTA V from the points of view of many different characters until it all comes together in one awesome story.


Top 10 Things We Want to See in GTA 5

6. Side Missions that Matter
One of the problems I always had with the GTA series was that the side quests rarely mattered. The main quest was basically linear, pushing you from mission to mission until you hit the end, and if you were bored you could moonlight as a taxi driver or something. I'd like the side quests to have an actual impact on the story. I'd like to see someone notice my awesome taxi-driving skills and put me in as a drug runner in his criminal empire. I'd like to see new story paths open up depending on what side missions I complete. Essentially, I'd like to inject a bit of Fallout into the GTA universe.

Top 10 Things We Want to See in GTA 5




5. Expanded Upgrade System
Honestly, there's not a whole lot you can spend money on in GTA IV. Sure, you can buy some weapons or armor or what have you, but at the end of the day you will probably be swimming in cash that you don't know what to do with. First of all, I'd like to see something more "Godfather-like" in terms of how the game handles cash. I'd like to pay off cops, buy property, purchase competing crime lords, and much more. Secondly, I want the stat system to become more RPG-like, perhaps also like The Godfather. I'd like to earn new weapons as I level up, get the ability to call in a hit squad, and maybe even make the infamous "spawn a tank" code an actual unlockable skill that I can earn.
4. Mid-Mission Checkpoints
I still can't believe that GTA hasn't thought of this. You know those long multi-part missions that have you driving a car through the streets and then assassinating a target or something? Well, if you botch the assassination, you have to do the driving part all over again. This is boring and tedious and very few people enjoy starting hard missions all over from the beginning. The DLC episodes were some of the first GTA games to give us mid-mission checkpoints, and it's about time the main game caught up.


Top 10 Things We Want to See in GTA 5



3. More/Better Cars
Am I the only one who feels like every car in the GTA universe handles like complete ass? You know why I never drive on right side of the road in GTA? Because it's impossible. This makes it really hard to play those missions where I'm not supposed to get caught by the cops. (You know, like pretty much every mission in the game.) We know how to drive in real life; why is it that we can't drive effectively in GTA without our cars getting banged up or destroyed? Sure, high-speed chases should wreck our rides and cause some explosions, but simply getting where we need to go on a lazy Sunday shouldn't cause a five-car pile-up.
Side note: It would be cool if they added a semi-fast travel mode which automatically drives you at the speed limit to your destination but still lets you take control if you see a cool mission to partake in.
2. Goofiness
GTA IV was pretty grim, and that's fine, but I want to bring it back to the GTA days of old. I want to spawn a tank and go on a rampage. I want to strap on a jet pack and mow down my enemies with a Tommy gun from the sky. I want to hang glide over a river while sinking boats with a rocket launcher. Bring goofy back!


Top 10 Things We Want to See in GTA 5

1. A Female Protagonist
I'd like to leave you with a simple request. In all these years, there has never been a female GTA protagonist. Girls can be just as bad as guys, and I want to see a female felon take the main stage. That's it. Just let me shoot up some cops with the best non-prostitute female lead Rock star can give us.


By Angelo M. D'Argenio
CCC Contributing Writer
*The views expressed within this article are solely the opinion of the author and do not express the views held by Cheat Code Central.*

Sunday, 17 July 2011

Bodycount Preview

System: PS3, Xbox 360
Dev: Guildford Studio
Pub: Codemasters
Release: August 30, 2011
Players: 1 (2+ Online)
Screen Resolution: 480p-1080p


In the past couple of years, the FPS formula has been reworked by developers wary of diving into the same pool of realistic shooters as the Battlefield and Call of Duty series. This has birthed prospective alternatives with outlandish features and a more action-oriented, arcade-like experience.

Following a similar path to games like Bulletstorm and Brink, developer Guildford Studios and publisher Codemasters are braving this relatively unknown territory with Bodycount, in the hopes of bringing something new to the table. The problem, from what we've heard thus far, is that all the game elements designed to shake things up and stand out from the crowd have either been done before or just may be too off-putting for the FPS community.

Bodycount Screenshot

Story and characters have steadily become a more important factor in the ultimate success of any game, including shooters. Players want to feel for the heroes rather than just enjoying the primal satisfaction of taking out an entire army of bad guys. But in Bodycount, story and character take a backseat to action, and developers have admitted to making it more about the guns than anything.

That's not to say there's no story whatsoever; you play an ex-army soldier named Jackson, enlisted by a private military agency called "The Network." The Network is trying to solve world conflicts using methods unsanctioned by the United Nations. Most notably, your objective is to take down an extremely well-equipped and slightly futuristic enemy known only as "The Target."
Bodycount Screenshot
The campaign takes place through the course of three acts, each involving a different locale and thus featuring a varied visual aesthetic. The first and lengthiest portion will be a battle in an African setting, filled with yellows, browns, greens, and the expected shanties. In Act two, the location moves eastward to an urban Asia, where blues, purples, and neon signage fill the area. The endgame will take you into the belly of the beast, as you attempt to topple the Target facility, with black and white shades dominating the screen, and laser-like red accents everywhere. Everything about the Target has an edge, and the enemy soldiers don what's being viewed as a modern take on a medieval suit of armor. None of these locations are designed to represent a specific city or site, but just a general backdrop. This fits in the line with goal of breaking from a historically accurate shooter.
But, as was mentioned earlier, it's the guns that Bodycount was built for. Each weapon has been crafted to unleash a nonstop barrage of lethal damage. Despite the expected small arsenal, there are no lightweights here: assault rifles, machine guns, and shotguns take center stage. Apart from the bullet-wielders, a variety of different grenade types will be just as satisfying to unleash. Guildford wants to keep your trigger finger working, so you'll rarely have to go on an ammunition hunt or be frugal with your clips.
The real dynamic of the game comes in the form of environmental shredding, as nearly everything can be ripped to the ground with any ammo that meets it. This presents the biggest gameplay differential, where cover is never considered a permanent safe haven. You'll constantly be on the move, scrambling for a new barrel or building to hide behind; but this also works to your advantage, as you can disintegrate walls and other enemy shelters to pump your opponents full of lead.
Bodycount Screenshot
Because of the constant environmental evolution (or de-evolution, rather), a new system called "cover lean" allows more freedom to target enemies from behind cover. Instead of fully exposing yourself with static movements, you can peak and shift in a more variable manner, placing your gun barrel through a newly formed hole to dispatch the enemy. The new control scheme will require the player to reeducate their hands to adapt to the new cover system, which may alienate some FPS-oholics who've perfected the more standard methods.
Instead of cash, kills award you with a currency called Intel, which is used to purchase special aids and upgrades like explosive ammunition, radar augments, temporary invincibility, and airstrikes. You can increase the yield of Intel with combos, chains, and skill kills (like taking out an enemy behind cover).
Deathmatch and Team Deathmatch, as well as a non-campaign based co-op, are the only online multiplayer modes currently listed. The firefights will undoubtedly be different for each round, even on the same maps, with the gradually destroyed arena demanding a new set of tactics as the battle progresses. Quite frankly, what surprises me is that Capture the Flag and King of the Hill haven't been announced. These seem like they'd be a perfect fit for the environmental shredding, granting new ways to defend or capture your target.
All in all, I applaud Codemasters and Guildford Studio for the dedication they have in making Bodycount something atypical to the mass of other first-person shooters out there. That being said, their ideas are not completely original – the shredding concept is basically a more tepid version of that seen in the Red Faction series, and the freedom granted with an arcade design has been accomplished on a grander, more "out there" creativity scale, like Bulletstorm. It'll still be a game to at least rent and have one run through, and who knows, maybe there are more hidden games and fun gameplay options that haven't been announced yet. We'll find out when it's released on August 30 for the PS3 and Xbox 360.