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Mahabharata is such a vast treasure house of facts and knowledge that it is impossible for anyone to know everything!

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For your Loved ones

My AAMEC Friends

My AAMEC Friends

Power of Friendship

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கல்லூரி நண்பர்களுடன்

நட்சத்திரங்களை நான் ரசித்தேன் அதுபோல் நானும் என் நண்பர்களுடன் இருக்க விரும்பியதால்...!

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Commit all your crimes when Sachin is batting. They will go unnoticed because even the Lord is watching

Showing posts with label game. Show all posts
Showing posts with label game. Show all posts

Deck 13 releases first Lords of the Fallen screenshots

Developers of the upcoming action-RPG, Lords of the Fallen, have released a couple of screenshots to satisfy the public's appetite. For anyone unfamiliar, the gothic-looking title is the brainchild of Tomasz Gop, the executive producer of the first two Witcher games. We first heard about the game last year, when Eurogamer secured an interview with Gop about his ambitious project.
"It's a challenging game, action RPG, which means a lot of advanced combat,” explained Gop. "When you walk through a location, and you have to fight 10 enemies, that takes around an hour.” He classified Lords of the Fallen as a mixture between Dark Souls and Borderlands, containing a challenging combat system that is laced with character customization and skill trees. The game is under development by the German studio Deck 13, but will be produced by City Interactive, which created Sniper: Ghost Warrior 2.
These screenshots are very Witcher-esque, boasting some very impressive visuals and lighting effects. We are not aware of which platform was used to create these stills, but the game will be developed for Xbox One, PS4, and PC. Lords of the Fallen is due out sometime later this year, barring any setbacks or delays. We don't yet have a solid release date, but these screenshots should help to keep your eyes entertained until we hear more.

Evolve details emerge: large open environments, dynamic wildlife

A wealth of new information regarding Evolve has emerged, including class types and back story.
Announced in the new edition of Game Informer, the accompanying feature details the Turtle Rock developed shooter.
The game is due to release this Autumn (Spring in Australia) for PlayStation 4, Xbox One and PC.
Originally set to be published by THQ when it was revealed in 2011, 2K Games will now handle the title.
The key points are below:
  • Turtle Rock has been working on Evolve for three years.
  • There will be a solo 'experience' in Evolve, though Turtle Rock is not yet willing to talk about it.
  • A studio spokesperson says Evolve will feature "very lush and large outdoor environments" with "a lot of AI wildlife"
  • The monster player will leave tracks for hunters to follow as well as other "visual and aural clues".
  • The monster player will be able to feed on wildlife in order to grow larger and more fearsome
  • The game is designed for 1-vs-5 multiplayer, though fewer than that can participate in a session, with AI filling out the team. Players can switch between AI characters.
  • The story of Evolve involves the settlement of humanity on distant planets. The biggest frontier planet is called Shear. Hunters are tasked with making these dangerous, alien-infested planets hospitable to colonists, though aliens of Shear have evolved rapidly during the course of humanity's presence.
  • While Hunt mode pits four human players against a human controlled monster until the death, the monster player can complete objectives in order to win.
  • Weapons have unlimited ammunition.
  • Hunters can only die and be revived three times before they're officially ousted from the game.
  • Classes include Assault, Medics, Support and Trappers. Assault focuses on aggression, Medics can provide health boosts to the team, Support can apply various power ups and shields to the team, while Trappers can contain the monsters.
  • Evolve will also bost a progression system for both characters and items.
  • In addition to Hunt mode, more modes will feature.
  • Evolve will be supported by post-launch content, but Turtle Rock stopped short of confirming DLC.

Samsung’s new launch- a GamePad for Android Smartphone with version 4.1 and above!!!

In the middle of gaming device's popularity in smart phones, Samsung has launched its own device named GamePad into every sector of Smartphone Industry. 
The Samsung GamePad is made of steel frame though it looks like a plastic and it also resembles the normal gaming controllers. The device has a circular directional pad, which doesn’t go too well with pro gamers due to the lower accuracy. There are also two analog sticks with four face buttons and two shoulder triggers. 
The specification usage of Samsung GamePad is that it can be paired with any Android Smartphone having screen size between 4 inches and 6.3 inches. It also requires Android v4.1 and above with Bluetooth 3.0. The controller has been optimized to run on Samsung devices running Android v4.3 and can be used for Screen Mirroring on the TV using an HDMI cable. Additionally it contains Mobile Console app that contains most played games. 


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Nvidia says "PC is far superior" to any console gaming platform

Are you trying to decide between an Xbox One and a PS4? According to Nvidia you should just skip both consoles and grab yourself a PC. Matt Wright, consumer sales manager at Nvidia, is shaking up the console wars with some recent comments he made in an interview with MCV. According to Wright, "The PC platform is far superior to any console when it comes to gaming." This is an argument that has been made six ways to Sunday, and this isn't the first time that Nvidia has compared PCs to consoles.
The company is hopeful it can rope in some more customers who may be on the fence about what's best for them in this newest generation of gaming. Wright spoke about the company's plan during the interview: 
"We are proposing small form-factor PCs to be a viable alternative to the next-gen consoles. Enthusiast players want the ultimate games system and that is the PC. We want to make PC gaming as simple as possible and we think that it's already becoming much more relevant and appealing to casual gamers."
It seems that Nvidia has recognized that complexity is a real issue that separates PC and console gaming. Although some people may not feel it's a big deal, others certainly prefer a console for the simplicity of popping a disc in and playing. Wright went on to speak about Steam's influence on the market: 
“Steam now has more users than Xbox Live. There is a whole new generation who grew up playing on PC with titles like Minecraft or World of Tanks. There’s a huge community who love playing their games on PC.”
Consoles have been around for a long time, but I believe that Wright is talking about the most recent "generation gap," where games like Minecraft and WoW have caught the attention of adolescents. These kids will "grow up" loving PC, much like children grew up loving the NES or the Playstation. Complexity barriers won't be an issue for the generation that was adopted by PC.
As much as I enjoy consoles, and as often as I play them, there is a lot of truth to the statement that PCs offer advanced gaming. Between mods and upgrades alone, there is a lot of room for games to grow and flourish on PC, certainly more-so than the DLC packs we see on console. But there are also some key arguments that can be made for consoles, specifically on the fronts of exclusivity and price point.
One of my biggest quarrels with PC gaming is that I am unable to rent games. I use Gamefly to get most of the titles I play, and it allows me to enjoy more games, as I don't have to spend $30 - $60 on every title. Sure, Steam sales are great, but they don't offer sales on every game I want, and even at $20 a pop it still adds up over a prolonged period of time. I'll be the first to tell you that PC offers a lot more functionality over a console, although consoles appear to become more and more "PC-like" each generation, in terms of hardware. If I could rent games for PC like I do for Xbox One or PS4, I'd be much more likely to invest in a PC over anything else. 
Then there is still the argument of exclusivity. There are some games you just can't get on PC. Take for example Grand Theft Auto 5 and Dead Rising 3, two big titles that offer a lot of fun, but can only be enjoyed on a console. I am also a fan of JRPGs, and though some are starting to pop up on PC, you see most of them hitting consoles. 
I think as time progresses, the argument will become less and less about hardware superiority and more about how many exclusive games a specific platform has, or how expensive titles are to secure for a given system. I understand Nvidia's argument, and I'm not saying that they're wrong, I'm simply saying that they aren't seeing the entire picture here. 

Battlefield 4 Review

Battlefield 4 Review

Battlefield 4 Review
Let’s just admit it. Battlefield 4 was never a game you were going to play for the single-player. And thank god for that, because in DICE’s latest entry in their fantastic, consistently polished military first-person shooter series, the campaign is useless and forgettable.
There are these big set-piece moments—the Michael Bay explosions and extravagantly violent and precarious situations you and your squadmates find yourselves in—that set an exciting tone for all of a few seconds.
The world is on the brink of war, and it looks like you and the rest of the Tombstone squad are riding that fine, dangerous line that circles all around it. Like almost everything hinges on you carrying out one mission on top of the other.
It starts out simply enough, with some shooting and near-death escapes. Getting chased by a helicopter while grounded on four wheels, sliding out the driver’s seat to shoot the chopper down with a grenade launcher. Just a day in the life of a Tombstone marine. You’re grabbing intel on the imminent uprising in China and escorting VIPs stashed away in the country back to safety. All the while you’re unlocking new weapons as you fulfill each mission with a higher score. Basically the more you kill people, and the more artfully you go about doing it, the higher your score. I routinely unlocked the Gold score without much effort, though I consider myself to be a seasoned shooter, so take that how you will.
And then things get a little...monotonous, at least in terms of the level designs. There are repeat patterns of enemies. Large outdoor areas filled with roughly 20 enemies on foot, all with varying weaponry. Some heavy units armed with RPGs or machine guns. Some sharpshooters. Standard issue foot soldiers carrying assault rifles. And then a tank or two.
I did not quite enjoy the routine dance of laying literally dozens of mines on the ground to kill the tank and then slowly sniping my way through the rest of the enemies. See, there are ammo refill crates posted reliably throughout each level. It makes it easy and all too alluring to stand there and pick off enemies while you refill on ammunition like you’re constantly on a mission for the perfectly filled magazine.
I had a hard time having fun in one area in particular. A level about halfway through the game is literally a series of these exact setups. Either my checkpoint system wasn’t working when walking in between them or there just was no checkpoint. If I died, it was way back to the beginning. The first time I died, it was an hour’s progress lost. The next time I had to do it all over again it only took about 30 minutes—I started to get really good at that first clearing.
Occasionally in Battlefield 4’s solo campaign you’ll meet some variance. Jump out of a plane to land on a ship, ready to attack immediately after landing. Ride a speedboat while shooting down those of the enemies’. Hike around that quintessential snow level. You know the sort of thing if you’ve ever played any shooter ever.
There are moments where this campaign was fun, where I let out a squeal of delight for something awesome I’d just seen or pulled off. But that’s me: I still love first-person shooters. I’ll never get bored of watching a tank explode after I’ve sneakily loaded it with C4. I’ll never tire of placing that perfect headshot or going on a particularly thrilling killing spree.
That I can issue an order to my squad to lay heavy fire on a group of enemies while I swing around to attack them from the flank is also pretty satisfying. Because, really, your squadmates are useless otherwise. Battlefield 4’s campaign felt like I had to stay on my toes a lot more than I remember the series requiring. Your cover is being destroyed around you and the enemy AI moves around a lot. They’ll even try to flank you, come up from behind. Smart. They throw grenades frequently (seriously, how do they have so many), they work together fairly well, and they somehow know where you are at all times. And they’ll always aim for you. Your friends are not much of a distraction until you’re sending the order to engage. Eventually you'll start to really keep your eye on the directive's cooldown.
Battlefield 4 takes some cues from stealth games, as well. The new enemy detection warning meter coupled with the binoculars that let you tag spotted enemies in the trademark Battlefield-orange color might make you think of Crysis or Far Cry. You’re often encouraged by your AI squadmates to seek out the less destructive path by sneaking around, but let’s get real. You don’t make a game and tease all its cool qualities like buildings that can collapse provided you shoot its walls enough and expect people to take the slow and steady route. Plus, it’s pretty hard to play this game on stealth, which I suppose is a nice challenge to anyone who wants to make the campaign that much more difficult for themselves.
Now, I know that I’ve glazed over the characters and the story a lot, but that should automatically give you an impression of how the game treats them itself. There’s China, on the verge of revolt since the apparent death of its leader, Jié. There’s Russia, who the US believes may be planning on supporting the next Chinese leader, Chang, also known as the villain in BF4. There’s Tombstone, the fearless, reliable squad of marines. It’s made up of mainly you, who they call Recker, a young yet capable and loyal mate named Pac, and Irish, who is a spitfire but is equally dedicated and seems to be a good person. You’ll bond with these guys a bit throughout the game. You’ll have the usual conversations—the ones that alternate between military guy “oorah” speak and a few personal moments thrown in for good measure.
You are a silent protagonist. One of those whose personality and voice I suppose you are meant to insert into the moving arms you see on screen. That’s usually the intent behind silent protagonists—to give you the room to implant your own motives and thoughts and deep and foreboding voice if you so choose. But that’s not what happens here. Recker feels like he’s thoroughly incapable of speaking. You’re spoken to without any expectation to answer questions. You’re given at most an opportunity to gesture back, maybe once, throughout the entire game. Worse still is that you’re supposed to be this squad’s leader. And yet it seems like Irish is the one making the calls. Granted, it fits his personality some, as he tends to act on his own accord without much respect to anything but his own moral compass.
But the weird, unspokenness of it all is reflected pretty much everywhere else, too—except for the battlefield, of course, where you’re king. An example: we’ll go talk to Garrison, the guy giving us our orders throughout the game, and he’ll speak as if he’s talking directly to me, but my squadmates have lined up in front of the guy, literally not giving me any room to face my boss. Another example: someone will lay a map down on a table and I can’t swing around close enough to get a good view of it. A third: we’ll come upon a big slice of scenery, setting the establishing shot for the next mission, and I can’t get around my mates to check out the view they seem to be in awe over. Once they’re finally done talking, they run up ahead. I take a moment to stand where their boots once made footprints, in front of the perfect view, soaking it in. They’re already calling for me to hurry the hell up. I feel like I’m along for the ride when I’m supposed to be directing the show. I feel like I stepped into someone else’s game, with someone else taking charge, and I’m just there to kill people. I’m the tank. I’m a meathead who can’t even respond to a question with a simple Yes or No.
If a silent protagonist is handled well, you’ll feel like it's right for him or her to not say a word. You’ll fill in the blanks of what’s going on in his/her head. But Recker feels like a drone. Like the only way he got to where he is today is because of his usefulness in battle and nothing else. You’re certainly not calling the shots. You’re certainly not moral support. You’re not smart or witty or a leader. You’re just a good shot.
But, really, who cares? Battlefield 4 could ship without a single-player entirely and I would not begrudge it. In fact, in a few months’ time when everyone is knee-deep in ranks and customizing weapons, no one will remember Recker and his meatheadedness. No one will care about the facepalm-worthy ending. Because no one gets Battlefield for the story.
It would be great—a breath of fresh air!—if we could have a quality campaign, but I was never really hanging on for one and I don’t think most Battlefield fans are either. We’ve certainly seen military first-person shooters succeed there in the past—perhaps, you’d argue, even in Battlefield itself—but it’s not something I expect anymore. Especially considering how much longer the shelf life is for something like multiplayer in a first-person shooter. There’s just no challenge quite like honing your skills against the kids that seem to have infinity hours to practice while you’re away at work.
Which brings me to, of course, the multiplayer. It’s a difficult thing to gauge when you’ve only had roughly two days of playtime with it, in which you’re still playing under a limited experience. I’m reserving judgment until I play on public servers, until I can meet all of you out there on the battlefield. But I do have some notes to share from my experience with it so far:
  • The new knifing system is interesting. First off, there are of course several knives to choose from. Eight, to be specific—shanks, machetes, that sort of fun thing. But more importantly there’s a new counter-knife prompt that if you hit just right you can knife your knifer. It’s one of the most pleasant kills you can get if you manage to foil your attacker’s knifing plans, and one of the most aggravating if you’re the one whose plans are getting foiled. You’ll never get a counter-knife prompt when you’re getting knifed from behind, though. It’s pretty neat and is especially fun to play around with in knife-only rounds.
  • There’s a new system that lets you peek over a ledge. It’s pretty useful, keeps you under cover, is not too far from other, similar features you’ve seen in other shooters, but it’s a nice addition. It’s hard to angle just right to get the prompt for it, so it’s kind of useless in multiplayer as far as I can tell. At least if you’re the kind of player that likes to be quick on their feet (which you kind of have to be in these games).
  • You’ll see all the same modes you’re used to, plus a few fantastic new ones. The standard Battlefield specialities that include capturing and securing areas or devices, as well as the go-to, straight up killing modes. Everything you’re used to, you’ll see here again. The pre-launch servers haven’t been too diverse, so I haven’t logged in enough time in all of them, but so far I quite enjoy the new Obliteration mode, which tasks you with grabbing a bomb and setting it off in the enemy’s base. It’s a game of tag and inspires more laughs at failures than rages, in my experience. I guess its smaller-scale brother, Defuse, is pretty fun, too. Once you’re dead in Defuse, though, you’re dead, and I didn’t feel like the mode was as robust as Obliteration because of that. Every mode can be tweaked, as well, with specifications ranging from whether or not there are vehicles allowed in that particular game to including a kill cam feature or friendly fire. It goes deeper, too, like whether you’ll spawn randomly or if you’re allowed to pick where you want to spawn or whether or not you have regenerative health. Changes like that can drastically impact the pace and feel of the mode.
  • Lots of crashes. A few bugs. I wasn’t unlocking anything (weapons, gear) for the first few hours of my playtime until the developers jumped on a fix for it. Of course, this is just the status of the game pre-launch, so they could be up and ready for the public by the time this review runs, but I can give a better impression after I’ve spent time checking out the post-launch situation. But the game has completely crashed more than a few times (in single-player, too).
  • Levolution is a dumb name for a cool feature. There are a handful of different maps—the ones that are more close encounter and the ones that are wide open, ripe for vehicular combat, including the brand new naval combat—but there’s more to the variation than just what you can pick and choose on a server. Everything from weather to the far cooler feature of being able to watch as buildings collapse because of the damage you and your battlemates unleash on it will impact what a map looks like. The side of a building crumbling to bits means you’ve got a new exit or attack point. An entire building falling to its death means a sniper can’t perch on top of it anymore. You can destroy levees and flood part of the map, forcing everyone to swim. You’ll block off paths and create new ones. Battlefield has always been a playground of death, and now DICE has given you even more play-doh to work with.
  • It seems like customization from guns to vehicles is pretty robust, and also fairly standard in games like these. I haven’t leveled up enough to play around too much, but there are all sorts of guns and things you can put on guns once you start playing enough of the multiplayer. You can also customize your field upgrade bonuses to change how your character plays. That last one works to reinforce Battlefield’s already naturally-encouraged team-based play (at least compared to most other games of its kind). Some of these bonuses emphasize your abilities as a medic, engineer, etc. and others change how you move or how much defense you’re getting. The better your team does out there on the field, the more upgrades you’ll have access to.
I’ll have a lot more to say about customization, the different modes and what kind of tweaks you can add to them as well as battlepacks that you can unlock to drop goodies mid-game. Hopefully soon we can talk about the more massive 64-player rounds that Battlefield 4 can support on next-gen consoles. But basically: I need to rank up a hell of a lot more to get to the in-depth stuff and see you all out on the killing field before I can give a firm judgment on Battlefield 4’s multiplayer, but it sure as hell isn’t getting a Kotaku-branded Yes for its single-player campaign. I’ll update with more impressions as soon as I’ve got them for you

PlayStation 4 will launch with 22 games, but few blockbusters

Sony has confirmed the launch day game line-up for the PlayStation 4 today, just a few weeks from the launch of the console. Gamers who purchase a PS4 on day-one will have the ability to purchase at least 22 titles, 12 of which will be also available on the Xbox One.
Five of the games are from Sony's first-party studio, Sony Computer Entertainment, while another five will be indie titles; the remaining games are from third-party publishers, two of which are PlayStation-exclusive. European gamers will have access to two additional titles not on the North American list, bringing their launch-day game count to 24.
PlayStation 4 launch-day titles
Exclusive to PlayStationAlso on Xbox
FlowerAngry Birds Star War
Killzone Shadow FallAssassin's Creed IV Black Flag
KnackCall of Duty Ghosts
ResogunFIFA 14
Sound ShapesBattlefield 4
DC Universe OnlineJust Dance 2014
Injustice: Gods Among Us Ultimate EditionLego Marvel Super Heroes
Super MotherloadNBA 2K14
WaframeSkylanders Swap Force
Escape Plan (Europe Only)Contrast
Flow (Europe Only)Pinball Arcade
 Tiny Brains
 Madden NFL 25
What may be a little disappointing to gamers who buy a PlayStation 4 on launch day is the lack of blockbuster titles for the console, especially PlayStation 4-exclusive blockbusters. Killzone Shadow Fall jumps out as a major title exclusive to the platform, however other AAA games such as Battlefield 4, Call of Duty Ghosts and Assassin's Creed IV will be available on other platforms as well.
In contrast, the Xbox One will launch with four major exclusive titles - Dead Rising 3, Ryse: Son of Rome, Forza Motorspot 5 and Killer Instinct - alongside a similar range of cross-platform games.
Of course, the PlayStation 4 still has a number of games set to launch during the console's "launch window", including DriveClub and inFamous Second Son, so buyers of either console will have a lot to busy themselves with over the holiday season.
The PS4 will launch on November 15 in North America and November 29 in Europe, while the Xbox One will be available on November 22 in a range of countries worldwide.

"Clockwork Empires” Steampunk Builder Coming to PC in 2014

The guys behind the critically acclaimed Dungeons of Dredmor, Gaslamp Games, bring narrative-driven colony building sandbox game called Clockwork Empires. Players will be able to get their hands on it in 2014.
Players should know that the new game will take them into a brilliantly handcrafted steampunk dystopia, where they will get in the shoes of a Junior Bureaucrat (Colonial Grade) whose job is to seek promotions, fame as well as natural resources to feed the ever-hungry maw of industry and commerce. 

One will be able to experience the possibility of building immense colonies with magnificent and luxuriously decorated houses, cathedrals, pubs and so much more. 
Even the characters are created in a very interesting manner, each having its own personality, motivation as well as secrets.

When things go wrong, it is up to you to save everyone and you will be rewarded by the Empire with medals, promotions and titles worthy of a true politician or you can choose to fail, let everything crumble and still be rewarded in the true Bureaucratic fashion.

Lead producer and CEO of independent developer Gaslamp Games Daniel Jacobsen said that “The uniqueness of building this world inside the Empire is the ability of the player to do what they want, including the freedom to fail: we’ve given characters an incredibly intricate set of tools allowing them to construct a world and unleash cosmic horrors in vast, complex ways.” 

Furthermore, he went on to say “The player is left with their own choices for his or her characters - there are rewards and consequences for each action. Eventually it unravels into a remarkably entertaining character-driven cataclysm filled with incredibly horrifying-yet-delightful possibilities – death, disease, prosperity, science and more - without a true victory condition.” Therefore, one can see that gamers have a choice when it comes to how to play the game. You don't need to save everyone if that is not what you wish for as this world is dictated by you.

The powerful Sharing Technologies will provide players with the possibility of uploading their personal creation the Heliographic Aether. This will allow other Bureaucrats to continue building and expanding the linked colonial megaprojects.

If players want to sign up for future updates, they can do so via Clockwork Empires website.

Google Quantum AI team releases quantum mechanics mod for Minecraft


Google’s Quantum AI Lab team in collaboration with MinecraftEdu and Caltech’s Institute of Quantum Information and Matter has released a mod for Minecraft that enables quantum physics in the game. Specifically, the qCraft mod adds new blocks that exhibit quantum entanglement, superposition and observer dependency in an effort to get today’s youth thinking about quantum physics.
In a Google+ post on the matter, the AI Lab team believes that future quantum computer scientists may derive from Minecraft. That may sound silly but as they point out, millions of kids are spending a ton of hours playing Minecraft and they aren’t just digging caves and fighting monsters. Instead, they are building space shuttles, assembly lines and even programmable computers – all in the name of experimentation and discovery.

As seeing this specified video, qCraft users can “activate” a block simply by looking at it while others can disappear seemingly at any time. The team notes the full potential of what can be created with the mod is anyone’s guess and I imagine we will be seeing some pretty wicked creations in the not-too-distant future.The AI Lab team said qCraft wasn’t a perfect science simulator but it is a fun way for gamers to experience some aspects of quantum mechanics outside of lab-based experiments and dense textbook examples.

Malware Alert: Downloading the "GTA V PC torrent" is 18GB worth of bad ideas

About the only thing I can see that's wrong with this diabolical plot is the fact suckers have to download an 18GB torrent before the malware is unleashed. Otherwise, there's a bogus torrent of Grand Theft Auto V's nonexistent PC version that's claimed several victims of late.P
It bears mentioning one should not download this. But as none of us would ever do something this dumb, it's fun to have a laugh, right? The site WCCFTech reports that the thing comes with a legit-looking installer and a realistic 18 GB setup file. Once a user gets to the registration window, users are sent to a page where they are forced to perform surveys in order to get the key.P
Malware that exploits a popular game is a time-honored trick, even if the game hasn't been released yet. (Google Titanfall PC Torrent and you'll get rickrolled). This one sticks out because of the effort victims have to put forth in getting the malware. Cognitive dissonance up the wazzoo, I guess, is why they do it. You google "GTA V PC Torrent" and you find sites with people complaining about slow download speeds in the comments. This thing even has a Facebook page, which went up on August 1. Seems legit.P
While everyone is speculating that a GTA V version for PC is a matter of when, not if, for now such a thing exists only in the minds of half-a-zillion petition signers.
Republished with permission.

Batman: Arkham Origins Review

Batman: Arkham Origins Review

Troy Baker's Joker voice is one of the best things about Batman: Arkham Origins. But it’s also a disturbingly reverent impersonation of Mark Hamill's take on the Clown Prince of Crime. Therein lies the conundrum of the latest video game featuring the Dark Knight.
On multiple levels, this game is about finding one's voice. Players inhabit a Bruce Wayne who's been Batman for two years, as he faces a crucible that will test his resolve as never before. The Christmas Eve drama starts with eight assassins out to collect a $50 million bounty on Batman's head—set by crime lords and gets complicated by a first run-in with future arch-foe The Joker.
The people making Origins are trying to establish their creative voice as well. The game has been made by a new studio who are following up two well-regarded games by originating studio Rocksteady.
Playing Origins feels like listening to a great cover band. As you glide, sneak and brawl your way through Gotham, you'll remember the rhythms that made you fall in love with this playable adaptation of Batman. But that same experience reminds you that this is a tribute act—often a convincing one—but still a tribute. And like any tribute, it's wise to worry when new interpreters try to put their own spin on the familiar.
There's a lot of new in Batman: Arkham Origins. New gadgets, new voice actors, new villains and, most significantly, new developers. New gadgets like the Remote Claw tether and Shock Gloves serve dual purposes throughout, with combat and traversal applications that let you vary up strategies. New enemy types—like burly, hit-sponge Enforcers and nimble Martial Artists who can counter your counters—also make for a nice change up from the last two Bat-games. Indeed, for the most part, the infusion of new gameplay elements meshes well with the established ones that have won hundreds of thousands of fans for Batman's most recent video game outings. But sometimes, the new stuff feels like so much nervous fiddling.
Take the Crime Scene Investigations. When Batman comes upon the site of a murder, players will need to scan for multiple pieces of evidence that will eventually congeal into a virtualized version of what happened. But all you're really doing is looking for glowing indicators in Detective Vision. There's no real sifting through possibilities, no red herrings to lead you astray. It's just turn the camera and click on the red thing. What would Harvey Harris say?
Then there's the Dark Knight System, which is a bit of a split offering. It's sort of like the synchronization tiers that the Assassin's Creed series added as it annualized, a subset of challenges that task you with fulfilling the role of The Dark Knight in a specific way. So, you'll have to do stuff like take out two enemies in one slide or finish a stealth encounter without ever being seen. The system isn't invasive and acts as a set of passive objectives that unlock XP points as you clear them. There's also a related scoring system that feels like an attempt to make players care about how they fight and sneak in Origins. I never cared about that stuff in previous Bat-games, though, and while adding this tweak here doesn't seriously hurt anything, it mostly feels like distracting clutter. Every fight judges your performance and grades you, so instead of the world being immersive, you're constantly being reminded of the game-iness of the whole thing.
However, boss battles are one significant area where Origins feels like it's better than its predecessors. The Bane showdowns—yeah, there's more than one—are less of a goad-charge-dodge-attack endurance affair than in previous games. You feel like you're actually fighting and out-thinking the 'roided-out mercenary rather than reacting to his brute force. The fight with Firefly is a nice departure, too, changing up camera angles to top to side and creating a larger playfield for the flying pyromaniac to torment Batman. The reliance on quick-response prompts hasn't gone away but at least it's embedded in duels that show some varying approaches.
The fast-travel feature is yet another thing emblematic of the changes that WB Montreal is implementing to the Bat-Arkham game recipe. You need to unlock the travel points in each section of the map by hacking security consoles. Where hacking puzzle sequences were more or less elements unto themselves in previous games, here they're more embedded into the gameworld. So, it's "defeat one node, fight the guys guarding another, solve the traversal conundrum making the last node impossible to reach." It's a lot of busywork and it'd be worth it if it unlocked a cool story beat or impressive cutscene. But after all that effort, all you're getting mostly is a way to get around faster. Other subquests open up, too, like the option to track down and destroy the relay network that Enigma (a pre-question-mark Riddler) uses to collect blackmail information. But that, too, is tertiary, just more busywork that adds nothing to narrative momentum. You don't have to do any of it, of course, since it's pinned to an auxiliary but still helpful procedure. But the alternative is much slower travel across the map.
But this deeper interconnectedness feels good in other portions of the game. The Most Wanted missions are threaded tangents that form a sort of mini-campaign away from the main plotline. They're standard open-world side missions, like tracking down and destroying Penguin's weapon caches, defusing Anarky's scattered bombs and foiling Mad Hatter's kidnapping. But, whether it's the psychedelic sidescrolling of Mad Hatter's mindscape or the philosophical orneriness of Anarky's speeches, they're presented in ways that experiment. Yes, finishing a Most Wanted campaign unlocks even more gadgets but—combined with the tougher Crimes in Progress pop-up encounters in the open world—they all congeal to make the game feel like Bruce Wayne's final exam in Batmanology.
Speaking of Batmanology, Origins' story will ring familiar for longtime fans. It's a mix-and-match buffet of Significant Bat-Moments, with Barbara Gordon hero worship, Alfred pleading with Bruce to stop his crusade and the earning of Jim Gordon's trust all nestled in the Story mode. If you've absorbed seminal Bat-lore like The Long Halloween, The Dark Knight, The Killing Joke, Batman: Year One and the previous Arkham games, many scenes and plot threads—psycho-criminals supplanting mobsters, for example— will ping off of your memories. There's also WB Montreal's take on a fateful first meeting between Batman and Joker, where each comes away realizing that their lives are going to be much different because of each other.
Some of the proceedings reek of formulaic thinking, though. Oh, look, it's another sequence where Batman's stumbling around hallucinating because he's been drugged. Oh, look, more guilt-ridden visions. Oh, look, Batman being terse and dismissive of allies. It doesn't matter that this is a prequel and that these moments may be chronologically justifiable. They may meant to be homage but feel like required assignments on a Batman 101 syllabus.
Baker's Joker is an amazing if occasionally strained Hamill impersonation. You can almost see him clenching his jaw to get the killer clown's cadence just so. To his credit, Roger Craig Smith doesn't try to ape the legendary Kevin Conroy with his Bat-voice. His Bruce and Batman are essentially the same, a medium-rumble growl that occasionally breaks into shouts. It's a safe Bat-voice but I found myself wishing for more enough emotional inflection in Smith's performance.
It needs to be said that there's a ton of stuff to do in Origins. When the credits rolled on my Story Mode playthrough, my completion percentage stood at 21%, after about 10-12 hours of playtime. It'll take some digging to root out all the characters lurking around Gotham as some of the assassins are buried in side missions. For example, I went through the entire story mode without encountering Deadshot or Lady Shiva, even though I know that they're in the game.
Origins makes me think about what I want out of a Batman game. The answer has always been a deeper, interactive understanding of what it's like to be Batman. But Rocksteady's efforts had it easy. The first one oozed atmosphere and established Batman as a stealthy opponent, fearsome combatant and observant detective. Arkham City showed us the scope of his crusade, giving us a whole chunk of Gotham to prowl and adventure through. This one? It has the burden of showing you how it all started.
Maybe the name of this latest Bat-game bothered you. Arkham Asylum and Arkham City were places, locales that the games bearing their names brought to life in expert fashion. Arkham Origins doesn't have the same clear-cut messaging and it has the unfortunate ring of prequelitis, that disease that makes serial entertainment go backwards when it can't figure out how to go forward. But, in its latter third, Origins does illustrate why there needs to be an asylum for the new breed of criminal. There had been thugs and mobsters before but not sheer insanity.
Origins is an incremental installment, not a transformative one. It doesn't have the massive leaps forward that differentiated City from Asylum. It's almost understandable since WB Montreal have been tasked with harmonizing along to someone else's lead vocals. Right here, right now, the result is good enough. But the very success of theBatman video game franchise could prove to be its biggest limitation. And decisions to ever so slightly vary the template could be a slowly contracting deathtrap that not even the Caped Crusader can escape.
Note: Arkham Origins also includes an asymmetrical multiplayer mode which I haven't yet had a chance to try. Look for an update to this review once I've been able to log some time online.