IReview – CONTRAST -Shadows Within Shadows

CONTRAST

Publisher: Focus Home Interactive
Developer: Conpulsion Games
Platform: Xbox One
Availability: Xbox One, PS4, Xbox 360, PS3, Windows

Contrast is a game of shadows. Set in a noir type atmosphere, we play as Dawn, an imaginary friend to Didi, who is a little girl. Dawn and Didi are the only two characters in the game who appear as full 3D figures, and the rest of the cast is made up of shadows. The key gameplay mechanic in Contrast is Dawn’s ability to move between the 3D physical world, and shadows, the 2D world. Sounds like an interesting mechanic, right?

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The story follows Didi who has led a troublesome childhood. Her mother is a cabaret singer, and recently separated. Child support has threatened to take Didi away her mother if she doesn’t find stable work; that or reconciles with her husband Johnny. Johnny has been kicked out of the house due to his association with gangsters and racking up dept, which is not healthy behaviour for a family. Didi sneaks out one night to watch her mother perform at the Cabaret, and it is here where we watch the interaction between a shadowed Johnny and Didi’s mother Kat discuss their failing marriage and Johnny’s big plans to improve all their lives

Wanting to help her mother and Johnny reconcile, Didi follows Johnny to the bar where we witness the meeting between Johnny and Vincenzo, a famous illusionist. Johnny is trying to convince Vincenzo to perform at his new circus event. Simple enough, but Johnny doesn’t have enough money, so he returns to the gangsters to borrow more.

What follows is a tale of Didi and Dawn following Johnny throughout the night, and fixing his blunders, ensuring that his circus project gets off the ground, and that he makes good on his debts.

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The game is a puzzle platformer. As Dawn, we have the ability to transition between the real 3D world, and the shadow world. Using projectors, spotlights, and other maneuverable light sources, we have to navigate the streets and building interiors, getting from one checkpoint to the next.

The game is broken up into three chapters, the first being the largest and lengthiest. This chapter sets the stage and introduces all the mechanics, and tells the bulk of the story. Chapter two fixes the conflict revolving around the circus, and its three attractions that are of course broken or in disrepair. The last chapter concludes the events of the story and wraps up the relationships of the primary characters. This chapter ties all the mechanics together into more challenging and sometimes time-sensitive puzzles.

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The game is short in length and shallow in concept. And while it was released across both Xbox’s and Playstation’s platforms, it’s only OK looking. The noir theme and character design is fine, but the environments were fairly lifeless and stale. And just lonely, as Didi and Dawn are the only two physical characters in the world.

The shadow concept was unique, and I found it especially amusing that you can’t die in the shadow world – unless you fall off a platform – but in most instances you just get squeezed back into the 3D world.

But the platforming mechanics were not as smooth or refined as they could be. Oft times jumping led to falling as the character animation, and Dawn’s model in particular is not that agile to maneuver. The story was short and the gameplay was clunky. Some of the puzzles were excellent in design though, where the player has to maneuver two or three different light sources to cast shadows on the wall, that they then have to scale.

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In the category of achievements, this game made the list of Xbox One’s games easiest to 100%, and for good reason. Play it and you’ll acquire a nice 1000G. Only a few of the collectibles are actually hidden, where the rest are out in plain sight, and each part of the story will net you a couple hundred G’s

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Notable Achievements:
To The Heroes Among Us (Unlocked when the player finds the hidden Extra Life 2012 logo) – 25G
Not The Kind of Game (Unlocked when the player tried to enter the XXX door) – 10G

-iRogan

iReview – RORY McILROY PGA TOUR – You Get Bad Breaks From Good Shots

RORY McILROY PGA TOUR

Publisher: Electronic Arts
Developer: EA Tiburon
Platform: Xbox One
Availability: Xbox One, PS4

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Now you’ll have to forgive me, but I haven’t played an EA Golf game in a few years, possibly even an entire console generation. I do have fond memories of the Tiger Woods EA golf games on the PS2 and Xbox however, even on the PC. I also don’t typically review annual titles like Hockey or in this case, Golf, because they’re essentially the same game year over year, with minor improvements.

Nevertheless, the PGA Tour series has always had a place in my heart. I enjoy playing the game, even in RL, I’m just not that great. The PGA Tour games are one of those annual EA Sport titles that are justr shy of being an RPG, except you have to reset and recreate your character after every expansion.

In the same light as Need For Speed, EA took a year off from its annual Golf franchise to prepare for the latest console generation. Also, coincidentally, they took this time to make us all forget about the Tiger Woods’ name and brand, as he’s been stricken from the cover. For the first time since 1998, Tiger Woods was not used as the cover athlete, and his likeness is not used in the game whatsoever. He’s not the household name he once was. Rory McIlroy is the new face of golf, and our new cover athlete. Rejoice.

The 2015 iteration of the PGA Tour franchise was rebuilt from scratch for the latest console generation, and now uses the Frostbite 3 engine to render more realistic environments. An entire 18 hole course can now be rendered as a single map, so other fairways become playable whereas before, errant shots would have been considered out of bounds, when the course was rendered hole-by-hole.

Not only do the courses look better, but more information can be gathered from the different lengths of grass, tree branches and sand. Throughout, the engine just allows for more realistic physics and interactions between the ball and environment. That being said, while the courses may look nice, everything else about the visual presentation is lacking, from the static wildlife to the laughably minimal character creation and clothing options. Swimming ducks hover above the water, deer or foxes just walk a straight line with barely a hint of animation, and you’re stuck with a bare selection of generic faces when creating your own golfer, and only a handful of different “EA” labeled clothes, until more are unlocked through tour progression. You also can’t create a female golfer. But at least the AI crowd reacts as one would expect, when you aim a golf ball in their general direction.

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“Did that go in? I wasn’t watching, did it go in? I didn’t see it, could you tell me if it went in?”

The game offers up a few different swing mechanics to try: “Arcade”, which uses the analog stick to swing and allows the player to apply a spin to the ball mid-flight, the traditional “3-Click”, click once to generate the back swing, 2nd at the peak of the swing, to generate the forward momentum, and 3rd at the precise point of impact, and finally “Tour” which is for advanced users, similar to the “Arcade” method, but with higher sensitivity, and with no assists.  Additionally, the game has also seen some improvements in the aiming, and putting line.

The regression is also noticed when you take a look at the lack of game modes and courses, as most are notably missing from the game on launch. As previously mentioned, no female golfers allowed, so the Women’s events have been scrapped, as well as Best Ball, Skins, and Stableford gameplay modes. All you’re allowed to play is Stroke and Match, and restricted to back 9, front 9, and 18 hole courses. Online tournaments and a full proper career scheduled have also been removed.

The game at launch included eight real-world courses, with a few additional courses made available through free DLC, and a handful of fantasy courses. The PGA Tour event has the player playing through many 4-day events, to increase PGA Tour rank and level up our player’s attributes. What I noticed with this mode is you no longer play a full 18 hole course every day, but a smaller selection of 5 to 8 holes per day, and then the game simulates the rest of the day based on your attributes. This may have been the result of my choice in Arcade gameplay style, so I’ll have to dig a bit deeper. No visible calendar is available, so you just move from one event to the next. As we rank up, the attributes that improve our player are based on our play style, and will focus on areas that we excel at, or improve in, instead of letting the player manually pick where we want to see the incremental changes.

A new mode that they have added is the Night Club Challenge mode, which offers up about 200+ challenges across 3 maps. These challenges range anywhere from target practice, to putting challenges to trick shots, and utilize boosts and power-ups like a rocket-ball, double bounce, or speed spin. Each challenge grades you on a 3-star measurement based on points.

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“Lotta pressure. You gotta rise above it. You gotta harness in the good energy, block out the bad.”

Overall, while some improvements have been made to the engine as a whole, better visuals, life-like crowds, and better ball mechanics, the lack of features and courses, non-existent game modes, and character creator are what hurt this title the most. It’s clear that this is a 1.0 title again, for the latest console generation. And this is something that plagued a lot of the EA annual titles at the transition to this latest console generation. It’s just a little concerning that EA took a full year off from the brand, and we’re still left with an empty shell.

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On the Achievement side, like Need For Speed, the game is quite generous. At the time of this writing, I am only two locked achievements shy of 100%, and the remaining two are related to the Night Club challenge mode, where I’m left to finish each challenge, and getting the required amount of stars. Just time consuming. The rest are basically complete the PGA Tour season, and try the different game modes at least once.

Notable Achievements
All I Do Is Win (Win a PGA TOUR event) – 15G
Now you’re golfing with Portals (Hit through a portal for the first time) – 15G

-iRogan

Day ?? – A Diary Divided: The Division

What follows is a chronological order of events that take place in a series, written by an Agent within The Division who shall remain anonymous. He shares his nickname at the end of each entry, so that his friends and family will recognize, that they may keep up to date with his journey. The entries are date stamped the day they are received, which may not reflect the day they were written, as some entries may cover multiple days. They are posted as they come in, unaltered.

04-17-16

DAY ??

I don’t know what day it is, how long I’ve been here, or if this nightmare will ever end. The gangs are just getting stronger. Day turns into night and night into day in a haze. Most days I don’t even leave my apartment unless I need to stock up on food.

One of the last missions I remember taking part in was scanning medical containers on the rooftops, and now I’m starting to wonder if all these trips into heavily contaminated areas are starting to have an effect on my health, or maybe my memory. I haven’t felt sick, but the doctor said that we wouldn’t see  symptoms immediately. Maybe I’ve contracted a different strain of the virus. Who knows. 

I did want to check in today and explain the delay in my recent letters deliveries. A couple weeks ago we got the call to take out the Cleaners Headquarters. They’ve held themselves up in some sort of Power Plant or Napalm Plant along the river. The place was huge and inside housed numerous propane and gas tanks that were supplying the cleaners. ARCHITECT and PIKEY joined me to clear out the Plant and destroy the tanks. The plan therein would limit the number of Cleaners on the streets as they were burning a lot of the buildings down.

TOM CLANCY'S THE DIVISION (7)

The mission went smooth enough with the help of ARCHITECT and PIKEY but my Chromebook was destroyed when my backpack got torched. I snagged it on some scaffolding in the construction site that flanked the Plant, and that’s where we came across the first wave of enemies. I’ve since gotten a new pack from HQ but lost my means to write letters. Most of the city has been looted, so it took me a week or so to find another Notebook that was halfway decent and compact enough to lug along with me. I also lost my USB drive, but after scouring a few PC shops in the heavily destroyed mall, I was able to locate another. So we’re back up and running at least.

I’ve since parted ways with ARCHITECT, and I haven’t seen PIKEY in ages. Hopefully he didn’t die. The Divisions crew has been hurting for new members, so losing any is a big blow. I did meet up with a new Division member who goes by ILLESTRADER. Hopefully by teaming up we can survive longer.

I split up with ARCHITECT because I felt his mind was starting to go the way of the Cleaners. Everyone we came across was an enemy. Even the dogs in the streets. He would just shoot them, without mercy. And more oft than not he’s been spending time in the Dark Zone which is where we’ve lost a lot of agents. It’s essentially a huge quarantined area with tall walls. This is where the outbreak hit heaviest, and no one is supposed to enter. Think Chernobyl. There’s no power either. But a lot of Agents have taken to it. They no longer help the Division, and have taken the gear and supplies and setup shop. Without allegiance to the remaining Division Agents either, they’re considered another Gang and must be either eliminated or avoided at all cost. But if ARCHITECT wants to stay in there, so be it. 

-iRogan
01261985

Revisted iReview – SHADOW COMPLEX REMASTERED

SHADOW COMPLEX REMASTERED

Publisher: Microsoft Game Studio and Epic Games
Developer: Chair Entertainment and Epic Games
Platform: Xbox One
Availability: Xbox 360, Windows, Xbox One, PS4

I played the original release of ChAIR’s Shadow Complex back in 2009 as an Xbox 360 Arcade title. The title at the time  broke the mold as far as 2D side-scroller action games were considered. The world is actually fully three-dimensional but the player can only move on the 2D plane. Mixing up the genres, the player can shoot in the 3RD dimension as some enemies will be in the background. Luckily the game’s shooting mechanic are pretty forgiving in these instances, knowing that the enemies are actually in the background, and will assist the player when aiming. Now Epic Games has remastered it and released it for the PC, Xbox One, and PS4 in the summer.

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The game is a 3rd-person action platformer and follows Jason Flemming and his new girlfriend Claire. They’re out on a camping expedition and stumble across some caves that lead to a hidden underground base filled with enemy soldiers and futuristic technology. Claire is captured and we are tasked with navigating the complex to save her and uncover the story behind the massive complex.

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The whole game takes place in the underground facility, and mountainous region directly above. As the player progresses through the game, we start to get access to some of the future tech, starting with a jump pack to allow us to double jump, then grenades, and assault rifle. We then find an advanced suit, a foam gun, missile launcher and hook shot. The player’s flashlight will highlight objectives and colour-coated hidden areas. Each weapon allows the player to advance into new areas:the gun can shoot through yellow grates or floor panels, grenades can blast through green walls or rocks, the foam gun can freeze or explode purple paneling, and the missile launcher explodes through red blast shields. Each unlock is staggered throughout the facility while exploring, but will also encourage re-treading the map and exploration later one when everything is unlocked to find all the game’s many collectible collectibles. The hidden key cards are required to unlock the suit’s last upgrade – however this is not required to complete the game.

The gameplay and visuals really stood out at the time, for a 360 Arcade title, and it still stands up today. The remastering has brought brighter colours, and some better lighting and textures – Jason’s face especially. Claire has not seen that same upgrades though -maybe it’s true that men age more gracefully. The facility textures have been upgraded too, but with that, the land above in the mountains have not seen the same attention. There are still some hiccups in frame rate when a cut-scene initiates or in an especially large area with a large number of enemies.

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The game has a diverse set of enemies from the foot and rocket + shield soldiers and special ops with a hook shot of their own. Then there are some mechanized walkers and a few spider tank bosses, and a huge bi-pedal boss with a shield.

*spoilers ahead*

The bulk of the story is only revealed at the end. The whole time in the facility we get the impression that this base is meant as a staging ground for something bigger, but our main focus is tracking down Claire and escaping. When we finally get the chance to do so, Jason lets Claire escape and we go back to shut the operation down. The final section concludes with a large airship leaving the base as we confront the leader, and find out that they’re going to invade San Francisco. Having unlocked all the suit’s perks and weapons, we attempt to survive the final stage while taking down the airship with some programmable nuclear warheads and shooting them at the airship – that the base has active warheads, and the player is able to initiate their launch notwithstanding.

The COBRA-esk villain approaches Jason threateningly, and in turn ends up with a bullet in his head thanks to our returning friend, Claire. Turns out she’s NSA and used us as a cover to infiltrate the base. She killed the boss in an attempt to save us from killing him in cold blood. Are you kidding me? The game tallied it up for me: I killed 798 soldiers to save you and the world! But thank-you Claire, my conscience is clean. I’ll sleep easier.

“LUCKILY THERE ARE PLENTY MORE FISH IN THE SEA”

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The controls are smooth and intuitive, and aside from a few visual glitches the Remastered Edition is just as fun as I remember the original being. My only gripe is some inconsistencies in the enemy AI. In some of the larger stages, enemies off-screen will see the player without being provoked and start shooting immediately, before we can even see them, but other cases the player can walk up to enemies completely unaware, and do a stealth take down.

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The game should be lauded for its gameplay: it’s built around the idea that you can infiltrate the facility with minimal weapons and perks a la Metal Gear Solid, so there are a lot of sneaky paths and creative ways to attack each section. Or you can go in guns blazing, removing every foe in your path. Choose your own adventure.

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The remastered edition also brings with it a slew on new achievements encouraging playing the game in creative ways, collecting all the collectibles, and killing the bosses in different ways.

For those that like remastered games, 2D Metroid/Castlevania/Mega-Man Games, or those that wished they could abandon the princess half-way through the story.

Notable Achievements
Status Update: Single (Complete the game by abandoning Claire to her fate) – 30G
Hook, Line, and Sinker (Kill an enemy with the Hookshot) – 20G

-iRogan

 

 

Day 4 – A Diary Divided: The Division

What follows is a chronological order of events that take place in a series, written by an Agent within The Division who shall remain anonymous. He shares his nickname at the end of each entry, so that his friends and family will recognize, that they may keep up to date with his journey. The entries are date stamped the day they are received, which may not reflect the day they were written, as some entries may cover multiple days. They are posted as they come in, unaltered.

03-30-2016


Day 4

I was somewhere around Chelsea, on the edge of the park when I got the call over my Comm. I remember the voice saying something like: “JTF Officer trapped inside computer shop North-East of your position – Pennsylvania Plaza”. And suddenly I was standing, and my feet were me carrying off. 

How is it that we’ve been doing this for only a few short days, and yet it feels like a lifetime? I can’t sleep. That probably has something to do with it. My body moves me from one task to the next, mission after mission, my SCAR-L rifle is dead weight in my hands. If I came across a group of rebels, I don’t think I’d be able to defend myself. I robotically check the magazine anyways.

It was almost noon by the time I reached the corner of Barren Street and Empty Boulevard. There is no going back, I had an obligation to see the mission through, for good or ill. I almost stumbled over PIKEY and ARCHITECT who had arrived moments before. My solo expedition had expanded after I met a few Agents during the Benitez mission yesterday, they were the ones that helped me get back to HQ, and I’m forever grateful. We have our GPS’ linked up so we can track each other in case we need some backup. I had a nervous feeling this would be one of those cases. Not that I thought we’d need three agents to rescue the JTF Officer, but once you become reliant on someone watching your back, you kind of want that to be the permanent case.

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The only thing that really worried me was ARCHITECT’s eagerness to “defend” himself. It seemed that he was starting to look for trouble. There had been some reports of some of the Agents going rogue, taking advantage of this situation, and their access to goods and weapons. Even as far as providing intel to assist the enemy groups. I’ll have to watch him.

The computer shop, it turns out, was not heavily defended. Two rebels inside, and one outside that showed up when the first chatter of gunfire echoed around the block. After calling HQ to request a pick-up for our rescued brother, we started off towards Manhattan Mall, the main mission for the day. Equipped with heavy duty filters, our mission was to extract some physical evidence from the teller machines in the shopping mall. The Medical Wing at HQ believes that we’ll be able to find some quality samples for testing. 

Continue the good fight, soldier.

How long can we maintain though? I realize its only been 4 days, but there’s rumours that no more help is coming from outside? That’s hard to believe. The outside world has got to start coming to the same grim realization that I am. There is no coming back from this outbreak. Are those of us in here doomed? We’re helping the medical teams in here so they can relay the information outside the quarantine to come up with a cure. But will that help us in here too? Or just the rest. Maybe that’s why some of the agents are going rogue? Making their stay worth it. While the rest of us remain oblivious.

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We arrived at the Mall without hassle, but there was already smoke billowing out. The Cleaners had likely arrived and were torching everything.  PIKEY checked in with Comm and relayed that the power to the sprinkler systems needed to be restarted. He started off on his own, and left ARCHITECT and me to start the attack. 

Let’s get to the heart of this one: this is a very ominous assignment, with obviously an extreme amount of personal danger. Cleaners, Concentrated Contagion, and Fire. Triple checking my mask’s filter, which for all I know is just for show, I braced for the heat and ducked into the smokey Mall entrance. Comm had given us a short list of shops to check – those that deal in smaller transactions, hoping for more physical evidence – so ARCHITECT and I split up to cover more ground.

Three shops each had been cleared out when the Cleaners became aware of our presence, or more specifically – mine, and lets get the record straight: The Cleaners use flamethrowers. These handy filters of ours can block the smoke in the air, but not the heat. I needed to find an escape quickly. I started by calling PIKEY and ARCHITECT to my position to flank the attackers. The sprinklers erupted from the ceiling and started dousing some of the fires, but the Cleaners would not be deterred. Hell stilled spewed from down the hall in my general direction, and I was trapped. When the first Cleaner neared the entrance to my shop, I shot at the fuel tanks straddling his back, ensuring that he was now his own problem. PIKEY and ARCHITECT arrived shortly after to eliminate the others.

I’m sure adding fuel to the fire didn’t help what happened next. 

The vibrations shuddering the first floor announced the inevitable structural damage, and our need to leave. We bagged what bills we could get from the teller machines and escaped through another entrance to the bright, brisk, fire-free sunlight. Hopefully Medical can make use of what we did end up grabbing before the fire took the rest. Our primary responsibility, after all, is the survival of the rest of the human race. I will have to remind myself that when the next bleak news hits.

I’m back at HQ now. If anyone asks, I’ll just say that I’m writing a field report. They haven’t caught on to our little devious plan in dropping off the USB in the secure mail boxes. We change it up each day. I get the USB back in the same box as I dropped it off in, but inside the USB is a new file with a new mailbox number and code. It’s pretty smart. I guess I’m revealing my plan to those that cared to look, but I’ll take my chances.

Getting some extra rations for tonight and tomorrow took some extra negotiating but I got what I asked for. I have a rest day tomorrow thankfully, but I understand why they are trying to limit my take-home. The civilian rations are being controlled now, so it would seem unfair if an Agent walked out with more. I’ll just make sure I’m not followed home. Wouldn’t want any trouble.

-iRogan
01261985