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January, 2017:

Review – Battlefield 1 (PC, PS4, Xbox One)

2016 – EA DICE – Single Player/ Online Mutiplayer

The Good

  • Visuals are top notch and dense
  • World evolves and changes as the battle continues
  • Massive miltiplayer battles that really feel like a war.

The Bad

  • Dense visuals can be extremely confusing most of the time
  • Leveling process is extremely slow
  • Price (Game, Micro Transactions, DLC, etc)

Note, I generally try to use my own screen shots but despite my best efforts with several tools, I couldn’t get this game to TAKE screen shots.  Chock that into the negatives if you want.  These shots are pretty indicative of what things look like, if anything, they are too sparse.

tl;dr Review

This isn’t the first Battlefield Game and it won’t be the last.  It is the first one that I’ve personally played however.  This sort of title isn’t really my type of game but I’ve found that I ended up enjoying it a lot and really stuck with it despite it’s flaws.

Most of these flaws are in the level progression, which is extremely frustrating and slow on all fronts.  Also, being an EA title, it’s kind of ridiculous how expensive this game is in order to get the “complete experience”.

It’s a lot of fun though and definitely a different play experience than the types of FPS games I generally play (think, TF2).  It’s much more grounded in a realism aspect, there isn’t any kooky power ups or super abilities, and you die pretty quickly if you get shot.  The game is pretty much built around the idea of dying a lot, the opening tutorial style missions says this right off the bat.  The line is “You aren’t expected to survive”.

The battles also feel huge, despite the massive open areas of each map.  You will almost always be surrounded by fellow soldiers with gunfire and explosions all around.  It’s easy to get lost and killed without even seeing the enemy.

It’s not likely a game that will appeal to everyone given it’s frantic nature but it’s a lot of fun to be sure.

In Depth

I want to start off with the problems, which are things that could be patched and fixed but reading around online about the history with other titles from the same folks, it’s not likely to happen.

The biggest annoyance is how slow progression is on all fronts.  Your account has an overall level and rank which progresses the quickest, you gain points for how you perform throughout each round.  I can tell you from experience that you don’t have to be the best shot and get the most kills to progress this rank.  I’m pretty terrible at killing the enemy and often have a Kill/Death ratio in the range of 1/10+.  I also still finish in the top ten players on the team often, since points are also earned for how much team work you do.  Kill assists, Medic healing, and control point capturing all help push up your score and rank.

As near as I can tell, this rank is mostly just good for earning money to unlock weapons.

There are also 4 classes, Assault, Medic, Support, Scout.  Each class has it’s own rank up system.  This system feels like it runs extremely slow and has the most impact on gameplay.  After fifteen hours of play across all classes, I only managed to level up one class to Rank 1.  I believe there is a maximum of Rank 10 on the classes.  Ranking classes allows you to unlock (via in game currency) new weapons and equipment to expand how you can play your classes.  Based on my experience, the new weapons work much better than the earlier ones.  I may or may not be an awful shot, but I find I often will unload 4 shotgun blasts into an enemy without a kill only to get killed in one shot in return.

This actually makes things kind of discouraging for new players getting into the game.  Dying is part of the game, but dying constantly despite what seems like a good effort starts to get discouraging.  Leveling up classes seems to be done by getting kills and such with the classes, which means it’s slowed even more when you are fighting stronger enemies with weaker weapons.

I don’t expect to be Rank 10 after a week of play, but it would be nice to see SOME progress.

Then there are the medals.  It’s not super clear within the game how Medals work and they don’t seem to really affect gameplay other than being a nice fun side mission to work towards.  Essentially, they are like achievements, only not (he game has it’s own separate achievements).  A different set of 5 medals become available each week.  They involve things like “Get 10 kills with the shotgun”.  Each medal has 3 stages.

Problem One, you must select which of the 5 medals you want to work towards before a match.  If you select an Assault based Medal, you can’t earn the Medic medal just by switching classes, which is pretty lame.  The 3 stages also need to be earned in order, which is also lame, since many of the later stages are tricky enough to earn.  For example, the above metal will have the stages, “10 kills with shotgun”, “5 headshots with shotgun”, “5 kills in one life”.  Killing ten people with headshots in one life with the shotgun, will only earn the first stage.

This is the biggest issue, because it really discourages newer players from getting into the game.  It encourages older players to always be more powerful which only results in a constant stream of death which just drives people away.

This isn’t helped with how confusing things can get, especially early on.  The maps are huge, there are enemies running everywhere and friendly players running everywhere.  There is a constant stream of noise and explosions, and the terrain changes drastically as the battle rolls on.  This is really both a plus and a negative actually.  It makes the game harder, but it also makes things way more interesting and it’s a nice realism effect.  War, especially this kind of on the ground war, is confusing and bloody and overwhelming.

Rolling into the positives, I really do like the crazyness of everything as much as I hate it.  Many of the buildings and structure can be damaged, so as more tank fire and canon fire rains down on the maps, the builds fall apart or get destroyed, walls will be missing sections, there will be huge craters to hide inside dotting the landscape.  You can take a tank and drive it through a small house and a wall and it will leave a permanent huge hole.  You can bombard a building with cannon fire and it will start to collapse revealing the structure and any enemies inside.  You can pummel a checkpoint from a one of the giant airships into a flat wasteland removing all cover for anyone trying to capture it.

This all makes the game pretty graphics intensive, though it’s worth mentioning even on under powered hardware it seems to run pretty well.  I get a warning that my video card is under the minimum but everything still runs fine and looks great.

The result is the battle feel HUGE.   Though admittedly sometimes they are huge.  Often there will be 64 players running around on a map making little ad hoc teams to drive tanks or defend or capture control points.  Everyone has a place as well and though there are only 4 classes, you can select different sets of equipment for different play styles.  For example, you can select trip mines and such as a Scout to try to snag enemies at choke points, or you can use the flare gun to help reveal enemy locations for your team mates.  The Assault Class can use different grenades for dealing with troops or heavier artillery to deal with tanks and armored cars.

There are also the limited “other” classes.  Such as piloting one of several types of planes across the battlefield, or jumping on a horse and running around shooting and swording people.  Occasionally the losing team gets a massive overpowered bonus in the form of a massive battleship, a zeppelin or an armored train, these have gun emplacements which can be used by the players to decimate enemy locations.  It adds a lot of variety, though it’s a shame some of it is behind the slow leveling gatekeeping mechanic.

You can also earn unlocks with “Battlepacks” which are your pretty standard fare micro transaction random loot boxes.  You can earn them through regular gameplay or by purchasing them in the store.  The gate keeping mechanism also kind of discourages low level players from purchasing these packs however.  The weapons still have a Class level limitation, so you may find a good weapon drop and still be completely unable to use it.  This is kind of a shame since, though it costs money, it would be a good way to help give newer players and edge if they so wanted if the weapons were instantly usable.

This leads into my last point, though it’s more a critique of modern gaming, especially EA.  This game is really expensive.  The base game is $60, the Deluxe version that contains some weapons and cosmetics is $80 and the Ultimate edition which includes all (eventual) DLC packs is $130.  Now, the base game does go on and has been on sale, but that extra $50+ for the DLC isn’t likely to go away anytime soon.

Review – Marvel Legends – Juggernaut Wave – Rogue

I’ve always really liked Rogue as a character.  She’s generally fun, she has an interesting power with interesting positives and negatives, her overall design is nice as well.  It probably helps that in the old cartoon series she was always paired with Gambit, whom I also really like as far as X-men go.  The point is, I am kind of biased towards Rogue, especially this particular design, which in general is one of her more popular designs.

Unfortunately, there has only been one other figure of this design in this size, back in the Toybiz line, and it is god awful.  Ok, the basic figure isn’t that bad, the face sculpt is god awful.  She looks like a 90 year old woman pretending to be Rogue or something.  She has been much overdue for an update.

This update certainly does a good job.  I kind of miss the cloth goods jacked of the old figure but the face sculpt this time around is a lot better to be sure.

She even has appropriate accessories to replicate her power, she comes with an ungloved hand.  In case you’re not familiar, Rogue absorbs other character’s powers through physical contact, so having an ungloved hand allow her be able to touch other figures, so to speak.  Her design even allows for the wrist bit of the glove to be removed, which is a nice touch.

My only real complaint is the usual hit or miss derpy eye look that is a problem across the board on Hasbro’s female figures.  I don’t even understand why this tends to lean towards females vs males.  Otherwise it’s a welcome update to a popular design for a popular character.

 

 

 

Review – MCU – Iron Man (2008)

05.02.2008

Way back in 2008, you kind of have to wonder just how much was really planned for the Marvel Cinematic Universe, or MCU.  It seems like there was at least a general idea for Iron Man, Thor, Captain America and Hulk to get movies, then team up for The Avengers.  How much farther did it go?  Did they have plans for Ant-Man or Guardians of the Galaxy or Jessica Jones?  Did they know they would want Paul Bettany to become an onscreen character eventually in Vision when they cast him as Jarvis?

Regardless of the ultimate plan, Iron Man marks the official start of what would eventually become known as the MCU, as well as a new start to how Super Hero movies would be conducted.  Super hero movies aren’t anything new, but they tended to embrace their comic book origin whole hog and go for the super fantastical designs and effects.  The MCU, especially at the begging started off with at least some level of explanation behind everything, even if it was just a made up explanation, it would be one that worked in universe as explained.

There was also so much that just worked with Iron Man as well.  Robert Downey Junior very much fits the style and look for genius playboy Tony Stark.  The special effects are exceptionally well done, with care taken to lighting and little extra bits like shrapnel and general background visuals.  Even right out of the gate we get some hint at what’s to come and how these movies will be #ItsAllConnected with SHIELD showing up briefly trying to recruit Tony.  Iron Man is also one of the highlights of the MCU, and it holds up well with time.  It’s a basic origin story of course but it doesn’t linger and drag with the origin part which is a trap many comic movies fall into.  The best part is that the Origin itself ties in with the over arching plot across this movie and even across the entire Iron Man trilogy to some extent.

Anyway, going forward is the Spoiler filled synopsis section, so if you’re behind on your viewing, feel free to stop here.

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Review – Transformers – Titans Return – Hardhead

Of all the Headmasters, Hardhead is one that’s really been hurting for an update for a good while.  There was a repaint of the old SWAT truck Onslaught that looks nothing like Hardhead.  Not much else other than the original toy.  Part of the travesty of his lack of an update is that Hardhead was a major player during the early runs of IDW’s Transformers comics, back during the time they were on Earth.  He was one of the core handful of Autobots on earth, though he wasn’t a headmaster in that storyline.  That was back before Hasbro constantly made direct nods, or any reference really, to the IDW books.  These days the two run together pretty heavily both in general plot and design queues.

We almost got an updated Hardhead a few years ago as a remold of Generations Warpath.  Occasionally leaks or mistakes are made, around the time of Generations Warpath, there were instructions being leaked, with alternative heads, one was Warpath as Hardhead.  It would have been a pretty good use of the mold too, they have similar vehicle modes and transformations, the turret chest doesn’t quite match but it would have been forgivable.

All that’s moot now though, we have a real update to a pretty popular character.  It’s one of the better Titans Returns figures for sure as well.  The design is right out of the comic and essentially is an update to the original with modern engineering.  Plus he’s a headmaster again.

Part of what makes this figure one of the best is the overall solid playability of both modes.  A lot of this comes from the large cannon.  It moves up and down, springs up to rotate, in robot mode, it can convert to be a shoulder canon, it’s removable, it opens up and converts into a seat for a Titan Master.   It’s even removable to be held or attached in other ways.  This seems a bit mundane on paper but it really makes both modes a lot more interesting since it can be adjusted for a lot of variety in poses.

It helps that the robot mode is also really solid despite the simple transformation.  He’s well articulated without any major hindering factors.  He doesn’t seem to be plagued by any of the looseness issues on joints or the head attachment that other figures in this line seem to have.

It feels a bit like cheating talking about a toy that has no major issues, but sometimes it happens, and Titans Return Hardhead is one of those times.  He’s just a good solid figure all around.

S.H. Figuarts – Sailor Moon

Someone at Bandai must have realized that there is a lot of easy reuse potential in a highly desired show like Sailor Moon or something, because there has been a slew of releases in the Figuarts line for this popular anime in recent years.  Sailor Moon is definitely one of the most well known classic anime properties.   It seems to have opened up the gates a bit for other older titles.  We’ve been getting figures from Ranma 1/2 as well.  It makes me wonder how long until they start doing Figuarts of Tenchi characters, another popular title from that era with a ton of characters.

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The Sailor Moon line up started of course, with Sailor Moon herself.  Which is of course the obvious choice, Usagi is the title character after all, if there was only one figure, she’d be the one to be made.  There have been a few rereleases of the original figure and a few variants such as Super Sailor Moon and Imposter Sailor Moon.

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The figure stands around 5.5″ tall and has all of the ball joints and double jointed articulation you’d expect from a Figuarts toy.  There are 6 faces included 5 pairs of hands.  One of the hands has a disk effect part attached to it to simulate when Usagi removes her crown to throw it for an attack.  She also includes 2 Moon wands, one lit up and one not, and a special Sailor Moon themed Figuarts stand.

Usagi also include a little figure of her cat Luna.  Luna has a bit of pose ability in her tail and neck, though getting her to stand up is trickier than it really should be.

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You’re going to need that stand too.  As nice as the figure looks, her long skinny legs and heels don’t give her any stability.  It’s possible to get Sailor Moon to stand up on her own, but it’s not always easy.

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A few other downsides I’ve come across.  First, her hands have a tendency to fall off sometimes.  It’s not a constant problem, but it happens.  Second, I seriously worry about breaking her hair off.  Usagi has her trademark Odango hair with long ponytails.  They are made from a very stiff slightly transparent plastic, a type of plastic that, in my experience, tends to easily snap off if pressure is applied in the wrong direction.

SH Figuarts Sailor Moon

Overall it’s a nice figure, but I worry a bit about it’s long term survivability.  There isn’t a lot that could be done about the balance issue, the design looks like the character on the show, giving her different shoes wouldn’t match what Sailor Moon is supposed to look like, and that’s about the only solution there is to that.  Mostly I kind of wish there was a bit of give to the hair pieces, so I wouldn’t have to worry about them breaking.  In the end, it’s just nice to finally have an option for a good figure of an iconic anime character.  Most of what has been put out for Sailor Moon in the past were Barbie style dolls with a pretty mediocre likeness, even in the Japanese market.