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sleeprockss

I started a youtube channel! https://www.youtube.com/channel/UCCEqeHi5qAfqJL8yANGkynA I've been working on it the past couple of ...

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sleeprockss

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#1  Edited By sleeprockss

Out of all of the games that were released last week Brink got the most attention, but not because of rave reviews instead its from the low reviews it has been getting. Brink wasn't a highly anticipated game in most circles but there was still a size-able contingent of people eagerly awaiting its release. I was leaning more towards the latter. Splash Damage had a good track record and I was hoping that they could bring a Team Fortress type of multi-player shooter to consoles while still supporting it after it's release (the opposite of how valve handled TF2 on consoles). They succeeded in bringing that type of experience to consoles but its too soon to say whether Splash Damage will support it more than Valve did with Team Fortress 2 on consoles.

So far I'm enjoying Brink more so than some reviewers but not by much more. Some reviewers didn't find the shooting to be fun, but the shooting felt

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good to me once I found a good combination of weapons and attachments. The main problem I had with the shooting was the lack of variety that came from all of the classes having the same weapons. For a shooter to be popular and stick around it has to have a factor that changes up the shooting once and a while, for example Battlefield has vehicles and Call of duty has kill streaks, Brink doesn't include anything like that except the different body types.

The game includes three different body types-- light, medium (default), and heavy. The Light body type can wall jump but has less health than the other body types which makes the wall jump useless in combat, while the Heavy Body type is slower and can use heavy weapons. None of that changes the game-play drastically considering the game only includes 5 different heavy weapons and they all feel the same with the exception of the Grenade Launcher, because its the only one in the game. The simple act of shooting still felt good compared to other shooters I've played recently (Homefront) I just wish they took some cues from Team Fortress and made every class have it's own unique weapons instead of sharing the arsenal across all classes.

It seems like every time I find something enjoyable in Brink something else comes up and changes that. For example I like the art style of the game a lot and the idea of customizing your character/weapon really excited me, but as soon as I started playing I noticed that your allies are coated in a blue aura and your enemies are coated in a red aura. That aura covers up the characters to the point where all enemies and allies look the same no matter how different they look in the customization screen. The game is also a first person shooter so you have no way to look at your custom character in the match. Problems like that really killed my excitement over time and if that wasn't enough, Brink also has problems that no online focused game should have.

Its been a week since Brink's release and the lag is still unbearable. I don't understand how you can release an online focused game without making sure the net code is good, there is no excuse for it. Splash Damage could have at least had a beta to test out their net code because Quake Wars even had a beta before it's release. They're an experienced developer with online shooters I don't see how this is even a problem for them, even the PC version is getting lag from what I've read. The lag got on my nerves so much that I just finished up the campaign with bots, which was in retrospect probably harder than fighting the lag. Even the design choices make me wonder what they were thinking while developing Brink.

The design choice that confused me the most was that the only way you could unlock weapons/attachments was to finish all 12 of the challenges in the challenge mode. After I heard that the first thing I did was the challenges and by the time I was done I had unlocked all of the weapons/attachments. Then I did whatever anyone else would do I found the best
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weapon, or what I was hoping to be the best weapon since there is no way to directly compare weapons, and picked the attachments that improved my stats the most. I completely the bypassed the other weapons and the whole time I was just thinking about how Splash Damage thought this would be a good idea. Not to mention that nowhere in the game does it tell you the only way to unlock weapons and attachments is to beat the challenges, because of that most people now are using the best assault rifle or the worst assault rifle depending on how much they read about the game. Decisions like that make me wonder what Splash Damage was thinking or maybe if it was rushed , although it was in development over 2 years. If I had to guess I'd say it was rushed considering there is only 8 maps and the single-player content is exactly the same as the multi-player content.

Brink has some interesting ideas and features but I wish they were in a better game, because the issues it has far outweigh the features i enjoyed. The interesting features like the customization and the S.M.A.R.T system seem wasted here and I hope more games in the future use them in much better ways. 
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sleeprockss

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#2  Edited By sleeprockss

One of the major complaints with Red Faction: Guerrilla was the repetitive nature that came from its open world elements. Volition addressed this issue in the sequel, Red Faction: Armageddon, by removing the open world entirely and by going with a linear story focused experience while still including the destructible environments of the past Red Faction games.

The more I read about Armageddon the less I was getting excited for it because it seemed as if they were taking more things out of Guerrilla instead of adding or improving things. For example, recently Volition announced that Armageddon wouldn't have any competitive multi-player but would only include a horde type of mode called infestation. The competitive multi-player in Guerrilla ended up being really fun while still differentiating itself from other online third person shooters thanks to it's destructible environments and "backpacks". I was still cautiously optimistic for Armageddon because whether it reached my expectations I had after Guerrilla or not I still knew it had a really good chance of still being a good game considering Volition's track record of late.


After playing the demo for Armageddon I'm more optimistic for the full product than I was before but now I'm also worried about some issues I didn't even think about. The destruction in the demo is limited compared to Guerrilla's open areas but the destruction is just as impressive in Armageddon as it was in Guerrilla. For example when a section of a pipe falls from the ceiling in Armageddon it has just as much of an impact as when a two-story building crumbles to the ground in Guerrilla, due to the sound and visual effects they have added since then. Also In the demo there seems to be a much higher focus on destruction based weapons, 3 out of the 4 weapons you get are used more for destroying the environment (Magnet Gun, Singularity Cannon, Charge Launcher) rather than just killing enemies. The shooting doesn't end up suffering from that focus either, I can only speak for the assault rifle but it felt fine and had a good kick to it.

Destruction has been the big feature in all Red Faction games but Guerrilla suffered from it towards the end due to the repetitiveness that came from destroying the same looking building over and over. Armageddon fixes that issue with the addition of the Nano Forge and the Magnet Gun.

You can guess how a Magnet Gun would work and you would probably be right. It lets you stick one dart on a structure/enemy then stick another dart on another structure/enemy and whichever the first dart was attached to goes flying towards the second dart. As you can imagine this lets you send a wall flying at a enemy or an enemy at a wall and it increases the amount of destruction you can pull off while also giving you more ways to tackle a combat situation. It reminded me of Psi-Ops, an old Xbox/PS2 game, in which you could throw people around with telekinesis but the Magnet Gun lets you throw the environment at the enemies and it ends up being just as fun. With all of the destruction the Magnet Gun can cause the Nano Forge (A feature only available in Guerilla's competitive multi-player) is needed to repair any stairwell, ladder, etc. you accidentally destroyed to progress ahead.

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Guerrilla only had a few structures in it that were complex most were the same two-story or one-story building but with the inclusion of the Nano Forge in Armageddon Volition can build complex environments that can be torn apart completely since you can repair them whenever you want. It also gives you the option to infinitely destroy things unlike Guerrilla where once you destroy something it stays that way throughout the rest of the game. I enjoyed the feeling of having no repercussions for the destruction in Armageddon where in Guerrilla most of the time I was thinking about how to make this building blow up in the best way possible since I could only blow it up it once.

Armageddon also has vehicles in it such as Mechs and Aircraft which is a change from Guerrilla's focus on off road vehicles. Mechs seem to have a bigger part in Armageddon since they now are more mobile and powerful than the few construction mechs in Guerrilla. The high point of the combat portion of the demo had to be the mech section towards the end which also brings up one of my worries for the full game.

The mech portion was the only part in the demo where I felt the enemies were actually a threat and that's not to say the mech felt underpowered, the enemies in that section actually seemed like they were swarming and trying to kill me unlike the earlier portions of the demo in which they would just hang on the cave walls and spit acid at me. Their A.I. wasn't very smart either for example I came across enemies getting stuck behind obstructions multiple times. It seemed as if the demo takes place early in the campaign so hopefully later on the aliens get harder and switch up their tactics, but if they stay the same in the full game it will hurt the combat portions. 

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My main issue with the demo that hopefully will be fixed in the full game is that the alien enemies in the game aren't much fun to fight. They just go splat when getting hit against a wall with the Magnet Gun and the same happens when they get hit with any object. When fighting human enemies in Guerrilla they would react in multiple ways when getting knocked through a building or being blown up and it made the destruction look even cooler when that happened, but with the alien enemies in Armageddon they just explode instead of having actual physics attached to them. The aliens might end up being a small portion of the combat in the full game but judging from the footage Volition has shown they seem prevalent throughout the campaign.

I'm still looking forward to Armageddon's release because I still enjoyed the demo and the destruction is still just as fun as it was in Guerrilla. The alien stuff they added in doesn't drag the game down much but I hope they at least improve upon the potential of the aliens in the full release. If anything the demo made me look forward to the Ruin mode (Watch the video above) the most and hopefully the game has a tolerable storyline while still being lengthy since Volition took out the competitive multi-player modes.
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sleeprockss

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#3  Edited By sleeprockss
I just checked my account record for the credit card I use on PS3 and there was a $22 charge for something. I'm pretty sure it has to be because of this PSN business because I haven't used it in a week, but luckily my bank saw the charge and noticed it was suspicious and put a hold on my card.
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sleeprockss

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#4  Edited By sleeprockss

tight i mean cool

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sleeprockss

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#5  Edited By sleeprockss

Yeah I want to say if its as massive and actiony and gamey as they promised

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sleeprockss

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sleeprockss

273

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sleeprockss

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#8  Edited By sleeprockss
@anarchyzombie9:  hey hes friends with tyrone smithers hes not rascist
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sleeprockss

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#9  Edited By sleeprockss

Just Cause 2 looks awesome and that new 10 minute walk-through just sold me on it. I'm really glad they improved the shooting from the first.
I'll post more stuff of my favorite games and things of E3 throughout the week

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sleeprockss

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#10  Edited By sleeprockss

as someone said earlier you take video games preeeeety seriously