Showing posts with label Review. Show all posts
Showing posts with label Review. Show all posts

Wednesday, September 3, 2014

"Waiting on Destiny..." pt. 2 - CounterSpy

Our Destiny is close...

 
Many have been counting the days, and we're down to four... and a bit. And as you can read or have read in Part 1 of this two-parter mini-series, with the impending arrival of something much anticipated, I always have that Jones for something, anything, to play, but am reluctant to invest too much in a bigger game. 

In Part 1, I subtly recommended Trials Fusion to pass the time (besides doing something really worthwhile with your life, but who DOES that anyway?) until Destiny arrives on Tuesday.

Today, here's another little Gem to ease your minds and itch those fingers, a Playstation Exclusive, Indie Cold-War Stealth-Action game named: 

CounterSpy

The first thing you will notice, is the art - because calling it an "art-style" would simply not do it justice. It's something between Spy vs. Spy and Cold-War Comic Books, and it's just stunning, both in its execution and its inherent, tongue-in-cheek character.

Granted, the Cold War was not necessarily a "funny" time - although in hind sight, the enormity of this most boastful of conflicts could seem a bit ridiculous. It's no coincidence that the biggest single thing that stopped the two nuclear superpowers from annihilating each other (and the world) was called "MAD": Mutually Assured Destruction. Gotta love those acronyms, you really do...

CounterSpy's Setup is not too historical. CounterSpy is meant to be fun, and does not take itself too seriously - but in its setup, it already makes a fair bit of a statement. 

As an agent of C.O.U.N.T.E.R., you work against BOTH superpowers, the Imperialist Aggressors and the Socialist Aggressors, who plan to launch a nuclear strike at the Moon (You know, where that Wizard came from...). It's quite refreshing to have you NOT fight the "Red Menace" for a change - or at least, not exclusively. 

Being with COUNTER, you are tasked with infiltrating Military Bases on both sides and recover secret plans to stop the impending doom of mankind. Because if the Moon goes "Boom"... yes, you get it: Doom. Helping you in that endeavor is, once you've unlocked the respective blueprints found on missions, a healthy mix of Weapons (Stealthy and Not-so-Stealthy), Boost-Formulas you can buy for one mission, and the most deadly weapon of all! No, it's not that Barbara-Streisand-Mech from Southpark, and Michael Bolton has nothing to do with it. It's your MIND!




At it's heart, CounterSpy is a 2D Stealth-Action Game, but it comes with a 3D twist: Once you get into specific Cover, things turn 3D, and previously unreachable enemies become members of an animated shooting gallery. Don't let yourself be fooled, though, this does not turn CounterSpy into a 3D Third-Person-Shooter. It's more of a "Puzzler", in that aspect. 
Since you cannot change the camera when in cover, and enemies you can't see or shoot can most definitely can and will shoot you, each encounter has to be approached with a bit more tactic than you might think, choosing when and where to go into cover, or use the wider, yet flatter, view of two dimensions. 

Here you will also encounter what might be perceived as one of the game's short-comings, but most of that stems from what we, the players, are used to expect when "going into cover". CounterSpy simply is not, and once you understand its quite unique boundaries, you'll have a lot of fun experimenting. 

Stealth is recommended (tip from the Devs: Holding the Roll Button will automatically snap you into cover when you get close enough, for quick and sneaky Stealthiness), and if that is not to your liking, a fast dispatch of alerted enemies will do you good. Because DefCon is rising (that's like "Winter is coming", only Cold-War-ish). Once you get detected or killed, DefCon rises in different ways(actually it goes down, with 0 being the maximum DefCon; hey, I didn't invent that system, blame the Imperialists!), and once it hits zero, you'll only have a limited time to reach the end of the level and stop the rockets' launch. 

The DefCon level is also persistent between missions for each side, and since the final mission will play out where the highest (numerically lowest) DefCon level is, you should do what you can to keep it low (i.e. high. Dammit!). 
One way to lower it, and another lovely comedic nugget, is to subdue an Officer instead of shooting him. Because, as every enlisted Soldier knows, officers are cowards, and without backup will quickly surrender in the face of adversity. And thus lower your DefCon Level by One.

Speaking of levels, the missions are randomly generated from existing "building blocks". Which means that you might see the many different rooms on each side of the Iron Curtain several times during a playthrough, but no mission will ever be the same - which is good for people that want to play again and again, but bad for those that want to perfect "runs" or something.
If you do like to beat other people's scores, the game gives you challenges from friends or others, score challenges you need to beat. If you do, you can find your beaten buddy in the guise of a deceased rival Agent somewhere in the next level for a big cash boost. And make no mistake. You might set out with the noble goal of saving humanity from its own folly, but everything, Weapons, Ammo and Formulas, everything needs cash.

In the following gameplay, I have tried to show as many aspects of the game as possible, going stealthy, semi-stealthy, failed-stealthy and loud. Yes, that was on purpose. I speaketh the Truth!




As much fun as it is, CounterSpy is not without its issues. Some smaller bugs, like wrong animations, enemies that see through walls or seemingly cheap "You could not help but be detected just by entering the room" moments, can be seen in the vid above, but my personal biggest gripe, are the loading times on the PS Vita (and, from what I read around the net, on the PS3, too). Because those are excessive. Like 60 seconds for a mission.

That said, it still looks awesome on the Vita, and even better on the PS4, something the videos do not adequately capture (as I don't have a PS3, I cannot judge on that). The gameplay is fun and diverse, often challenging, and only sometimes (mostly due to little bugs) a bit frustrating. 

With Cross-Buy on all three Sony Platforms (PS3, PS Vita and PS4), as well as networked cross-saves, the small-budget price and bite-sized missions of CounterSpy do make a great distraction from waiting on your... Destiny. Whatever it may be.

For a look at the skillful and stylish Moto-Cross Simulation "Trials Fusion" check out Part 1 of this mini-series Here. (There. At the "Here". It's a Link. Just trust me.)

I hoped you enjoyed what you read, and watching my (potentially embarrassing) gameplay (as always, please watch in HD). And if you want to show your support, why not use one of the links to Amazon UK before you want to buy anything there? I'd sure appreciate it.

... Or, I guess, you could tell me how awesome this was in a comment, but... well. You know.


For all your Playstation or Xbox or PC Gaming needs, especially the European needs, head over to Amazon UK - best deals in Europe (mostly). For TV or Movie Streaming needs, as well. Yes, I do buy there myself. Exclusively. Unless I find a better deal, elsewhere...   

(All content property of its respective owners)

Tuesday, March 11, 2014

Thievery, Zombies, and a shiny (but sinister) Future...

Where stuff happens!
It's been an interesting, and very enjoyable, two weeks on PS4. The long hoped-for Thief Remake made it's debut (on PC, PS4 and Xbox One), then F2P title Warframe drastically improved its look with new PS4 Update 12.0, and just a few days ago, addictive, top-down Zombie-Shoot-Fest Dead Nation: Apocalypse Edition made its way into everyone's PS Plus Instant Game Library - for free. Plus, other stuff.

And yes, the order of the Headline is intentionally chronologically incorrect - it's for dramatic purposes. And attention. Definitely attention. In fact, the whole headline is incorrect, as I will only be looking at Thief this time around.

So, let's start with Thief. Which, due to its extremely ambiguous title (Thief), was apparently expected to be an action title. At least, that's what it seems like, reading some of these reviews. "The combat is clunky, and facing more than one opponent becomes quite difficult," or some such could be read all over the net. And while this is, at least partly, quite accurate, there is a distinction between a Thief and an Assassin. Starting with the name. Obviously. One is supposed to be sneaky. The other, efficiently lethal, with "sneaky" being mostly optional.

And just to get it out of the way, yes, Thief looks and feels a lot like Dishonored. Prettier, and maybe a bit more shallow, but there are differences. Efficient Lethality being one of them.
The settings of Thief and Dishonored are quite similar: 18th Century Steam Punk World, a sinister Ruler, a plague in the streets, and a dark, brooding protagonist. In the case of Thief, that man is Garret, Master Thief with memory issues, inadvertently becoming the linchpin in an ever revolving, and very sinister, conspiracy. There's stealth and sneaking, ranged combat and Melees, story missions and side missions, and lots of places you never need to go to finish the game, but would be amiss to not visit at least once.

What's different is, Garret is not a killer. "Steel and Thieves don't mix well", he says. "Are you going to use those shadows?", he asks. Despite the misleading, action-heavy title (Thief), the game tries very early on to impart to you a certain attitude, which can be summed up by: "If you have to hit, hit quietly." Yes, that does sum it up, you nay-sayers. It's one of those "reading between the lines" things.
"If you have to" implies it's not strictly necessary, but an option. "Quietly" intimates that big and raucous bar-brawl melees might not be in your own best interest. Because you're a Thief. It's like a common theme throughout the game (that game being named Thief). And thieving is what it does best. No, not that kind. Fine, it might "borrow" from Dishonored, but Dishonored in turn "borrowed" a lot from the original Thief games, which makes it a bit confounding to ascertain exactly who the egg and who the chicken is, here.

The Stealth mechanics are solid, the movement fluid, the thievery often exhilarating. The enemy AI is mostly competent, but, sadly, still pretty confined in their ways. What combat there is, is a bit repetitive, but it works well enough for something that is clearly meant to be avoided.
 "Repetitive" is a thing with Thief, though, but in a slightly weird way. Weird, in that part of the things you do over and over again are great and a lot of fun, while it is the movement through the city from one objective to another, that can definitely become a bit tedious after the 10th time. And the fact, that apparently every small path between crates or something else you can squeeze through has one support beam you have to move out of the way by tapping a button, is quite annoying, at least to me.

And yet, that beam is preferable to the unfortunate prevalence of loading screens when moving between areas of the City. It's not as bad as Dishonored, but it's close. The loaded areas are bigger in Thief, and feel a lot more... well, alive, for the most part, but with this generation of consoles being the "next-generation" after all, it's not something you'd expect from a game of only 21 GB.

Especially looking at the not so much jaw-dropping visuals. Thief really shines when it's dark and gloomy (Ha!), with ominous and coherent lighting, but up close things get clunky. Then there's the lack of really interactive objects. While some bottles can be picked up, and some more glass wares destroyed by arrows (sadly, excluding windows of any kind), the majority are indestructible and/or immovable filler material.



Some things you think you should be able to climb you simply can't, and the wonderful rope arrow needs a very special kind of crossbeam to work.

And then there are the bugs. Nothing world changing or game-breaking (yet), but they are a bit annoying at times, mostly because they do rip you out of the immersion that is so essential to enjoying the game.

Thief is not the prettiest or the biggest or the most unrestricted "mini-sandbox" game, ever. But what it is, is a very immersive, and very gratifying, First-Person Stealth experience. It lives from exploration and experimentation, with an addictive sense of discovery - and the Thieving is simply exciting. Finding a hidden trigger in a bookshelf or behind the frame of a painting, in the few more seconds that the guards are distracted by the now dark and damp fireplace you just shot a water arrow into, is quite a blast, really.
Not to mention the superpowers. Yes, there are powers, like a sort of "Important-Stuff Vision", additional eyeball zoom, quicker lock-picking and slo-mo targeting, but I never played with any of that.

Which brings us, neatly, but by total accident, really, to the wonder of custom difficulty. There are a lot of options, from the above mentioned eschewing of your Focus-Powers to Alerts or Damage causing instant Game Over to no checkpoint saves to no aiming reticule to... oh, well, you get the point. If you want the challenge, try experimenting, but be warned: Those options can only be set and changed when starting a new game, and finding out after 15 hours that you cannot work without knowing where exactly your bow is aimed, is a bit of a drag.

The way I play it? Master Difficulty, No Focus Powers, Damage results in Game Over, Only Specialty Arrows. And, as a further tip for the immersively interested, I turned off the interaction prompts in the graphics menu. It makes looking for and finding hidden switches a lot more gratifying, if there's no huge "Over Here" button prompt once you get close to anything. Not using the Mini-Map (you can switch that on and off with a simple D-Pad Down press), is another thing to add to the feeling of genuine exploration. Just don't expect to find everything on every mission, though. Even feeling like you had a complete and proper look around will most likely net you only half the special collectibles hidden in safes and chests around the game world. But don't be disappointed - be encouraged to know, that there is still so much more to discover.

Discovery is the word, really. I'm about 30 hours into the game, and I have just about finished a bit
less than half the story missions. I did a lot of stealing and exploration though, about 10 small and three bigger side missions, and playing with my constraints, necessarily adds definitive (but forced) replay value - since I'm also going for a "no man or animal touched" and "no alarms or detections" playthrough. And once that is done, there's the Challenge mode (I never played), which will probably get some DLC maps, to chase high-scores by chain-stealing or finding hidden stuff, real quick like. As I said, 30 hours, about half the game. But then again, my first Dishonored playthrough took over 55 hours, so if that`s your kind of thing, you will know what I mean.

Dishonored was an amazing game. Thief is not quite up there when it comes to deep and varied gameplay, but is undoubtedly the superior stealth experience. The higher the challenge, and the smaller the help you accept from the game, the more wonderful the experience.

Don't expect a First Person Assassin's Creed. Don't expect Dishonored 2. Don't expect medieval Splinter Cell or Hitman: Absolution. Your job is to steal - and that's best kept in the shadows.

Know your role, and Thief won't pick your pocket. And while the console versions are not really a "steal", it's still well worth to rob your piggy-bank.

So, I was forcing it a bit, there. I got excited.

But, here's some gameplay, for those still interested:



And, as you can see: First, it's dark. Maybe too dark, and I don't know why, really. Second, turning off the Interaction Prompts and Loot Glint in the Options/Graphics menu turns "walking quickly around, looking for prompts" into "searching slowly and thoroughly for whatever you can find or interact with". It's a completely different experience, and, if I may say so, a better experience.

For all your PS4 or Xbox One needs, especially the European needs, head over to Amazon UK - best deals in Europe (mostly). For TV or Movie Streaming needs, as well. Yes, I do buy there myself. Exclusively. Unless I find a better deal, elsewhere...



Tuesday, November 20, 2012

Arrows in Smallville and a Trip into Video Game Future

Hole made by Arrow (aka: an impression)

[for my prescient review of the Arrow Video Game, scroll down]

Smallville was... strange. What started out as a teen-dream TV-version of Superboy and spent its first few years trying to tell the same "green-meteorite-affects-Smallville-person-in-evil-ways-and-makes-Clark's-heroics-a-little-more-difficult", matured (if you can call it that) to at least a semi-respectable comic adaptation, holding a steady prime-time slot for no less than 10 seasons. Granted, it never outgrew the feeling that even after 10 years it was still being made for a 10-year old, and its pathos, plot twists, "dark secrets" and tedious relationships rivaled at times the most bubbly of soaps.

So when fans of Smallville tuned in to Arrow, CW's re-imagining of DC's Star City vigilante Green Arrow, a show made by some of the same people as "the Struggling and Overly Complicated Relationships of Clark Kent - and Some Heroics in Cheap-Looking Costumes", they may have been surprised. Arrow is dark. Mysterious. Morally ambiguous.
Arrow kills people. With arrows. It was impressively refreshing. Superheroes don't kill people. Yes, sometimes they may choose not to save someone really evil and be forgiven, but generally it's a big "no-no". Additionally, Arrow chose to limit the spoon-feeding of plot-points to a bare minimum - which is a nice way of saying that the first few episodes left people a bit confused. Where did that list of villains for the Arrow to punish come from? Why would he choose such a strangely colored vigilante outfit in an Urban environment? Whose kid belonged that cheap rubber Deathstroke mask to that was staked out on the beach? And why would he wear so much eye-liner all alone on an isolated island? Some of these questions have by now been answered, and the way those answers came supports Arrow's claim of a more sophisticated (and darker) look at "The Superhero".

However, once Ollie had returned to civilization and met up with his former love after five years of legal death, Smallville veterans were back on solid ground. Dialog that was probably meant (or hoped) to be profound and touching, sadly most often played out as that same 10-year old's take on Batman Begins.
Still, Arrow is not bad. It's actually quite good. It's just a bit schizophrenic. Stephen Amell is charming enough and holds his own despite the green make up, the action is actually impressive for weekly TV, but surprisingly (or maybe un-surprisingly) Arrow's best moments consistently happen without the Arrow-persona actually being involved. At the very least, Oliver Queen and the characters surrounding him are definitely not as bland and boring as Clark Kent's Smallville was.

http://images3.wikia.nocookie.net/__cb20120603090948/arrow/images/b/b0/Portal-LaurelLance.pngExcept for his counterpart Laurel Lance - at least until now. And can I just say that a re-imagining actually gives you the right to break with certain ridiculous traditions, like the "Double-L" love interest? Lana Lang, Lois Lane, Laurel Lance... There's a thin line between tribute and tedium, and when it comes to the Double-L's, these producers have tedium down pat. I didn't like Laurel Lance the first time I heard her name. It was an instinctual reaction, as those two Ls instantly dragged up all the things I hated about Lana and Lois. I disliked her even more when she started to talk - it all felt like things I had heard a million times before, and much better phrased at that. If the killing was refreshing, how much more refreshing the absence of a moralist love-interest, possibly with a dark side waiting to break out would have been, I could not even begin to tell you. On the other hand, she is quite beautiful, so allowances can be made... Seriously though, I will withhold final judgement until the end of the first season. Katie Cassidy is a good (fine, and hot) actress, that should be allowed to show a much deeper... uhm depth of character as Laurel Lance seems to have. But maybe that will change as the season progresses. I should not (prematurely) rage on a character simply because the writers and producers failed to try something they haven't done before ad nauseam. Maybe it's one of those things you "just have to do" I never seem to understand. I will however reserve the right to tell you "I told you so."


Still, Arrow will probably be quite successful, and should the writers eventually to decide to add the same wit, brains and finesse to the "heroic" dialog as Oliver's conversations with his little sister so often contain - and tune down on the soap opera moments and the painfully obvious "this line will lead straight into a flashback"-lines - it might even become thoroughly enjoyable. Right now though, despite the mostly strong performances of Arrow's leading characters, it still feels a bit like the small and slightly annoying teenaged brother of Chris Nolan's Batman, jumping around in his home-made Robin costume.

http://i.telegraph.co.uk/multimedia/archive/01862/ncis_la_1862552c.jpg
It could be really good. All those two guys need are some better scripts.

Oops. Right. I meant those two guys:

http://images.wikia.com/greenarrow/images/0/0d/John_Diggle_David_Ramsey_and_Oliver_Queen_Stephen_Amell-2.jpg
Well, arguably, I could've meant both. I mean, all four. And no, they're not the same people. Just look at the hairlines...
(See what I did there? Robin, Chris O'Donnel and the Hooded archer Green Arrow?)
Anyways... with my freeze ray I will stop... uhm. You know. Stuff.



Arrow, the Video Game

One potentially very good thing we might get out of Arrow's success though, could be a possible Arrow Video Game. Now, until a few years ago, most license games were admittedly terrible, Riddick's Escape from Butcher Bay being probably the most notable exception. Then there was Arkham Asylum. And then there was Arkham City. And suddenly the faithful conversion of fan-favorite content into an interactive experience did not seem so impossible anymore.

If you think about it, Green Arrow is basically Batman with a Bow. And Arrows that kill.
Now imagine what homicidal vigilante-fun you could have in an Arkham City environment, with a Bow and Arrows - some tricky, some lethal - and no restrictions when it comes to how much damage you can actually do to your adversaries. Think of a modern-day Assassin's Creed III with Batman's Utility Belt, parcour-style movement with zip-line arrows and grappling-hook arrows, coupled with Batman's stealth and combat mechanics, all built around the central pillar of the Bow. Indoors and outdoors missions, stealth missions, detective missions, the options are many and various, especially with Starling City not being bound to any authentic architectural or historic entity.

Or you could go the obvious way, and make a game about the five years Oliver Queen spends on a remote island fighting mercenaries, the five years of "Learn or Die" Training that made a playboy billionaire into a Deadshot with a Bow.
The overgrown and heavily forested island would offer the open world-setting, the forest itself Queen`s main avenue of movement, and the mercenaries led by Deathstroke the evil to be vanquished.

Akin to Just Cause, the island will have to be liberated by sabotaging the enemy's evil machinations. Outposts will have to be cleared and defended, convoy's ambushed, disguises used to infiltrate bases and "pacify" and high-ranking mercenaries. Raids on Supply Depots would provide the tools to improve weaponry and create new custom arrows out of different combinable components, experimentation with plants provides poisons and "potions", while hunting in the woods provides nourishment and resources. You could even secure your hideouts by using camouflage or placing cunningly concealed traps.

And this is the way I would like to review it:


http://img9.imageshack.us/img9/1552/arrowislandarrival.pngYou begin the game washed ashore in a small lagoon on a remote tropical island. You have nothing but the clothes on your back and whatever can be scavenged from the remains of the life raft that brought you here.
As you explore the environment, you find that you are trapped in a small area, limited by steep cliffs too sheer to climb. Still, there are animals in that area, and some are not too friendly, but for now your only course of action is to run from these encounters. Until one day, you find next to the little hut you built a primitive bow and a few arrows. You spend some time training with the bow, and notice that the more you practice, the better you get, the stronger you get. In a simplified version of Skyrim's "Leveling by Doing" system, every shot with the retrievable arrows increases your aim, range and power - quite fast at first, but becoming a Master of the Bow will of course take a considerable amount of time.

http://cdn2-b.examiner.com/sites/default/files/styles/image_content_width/hash/ec/98/ec989b3efa7dee49563e2654d630c3dc.jpg
After using your new-found skills to bring down some hopefully edible critters and regain your strength, your next task will be to escape the lagoon. Somebody must be up there, hopefully the mysterious benefactor that provided bow and arrow.
The idea is to use a rope or vine attached to an arrow shot at a tree on top of the cliff, a shot the untrained Queen could not have made. Getting up high enough into the forest to find a sufficiently long vine introduces the climbing mechanics, that in a way similar to Assassin's Creed III has you tentatively scaling the lofty heights to reach the jungle canopy. Your movements will be awkward at first, and you will fall, but it's part of the learning experience. Eventually having vanquished the vines of your immediate world, you will find that a small rodent sized monkey has made off with your bow. Chasing him down will introduce you to a way of speedy locomotion by swinging and jumping from tree branch to tree branch, but as with everything else, you start out helpless and only practice will make you better.

When you've finally managed to reach the top of the cliff, you encounter the mysterious man in the hood, who subsequently goes on to kick your a$$. The a$$-kicking is witnessed by the little monkey that had stolen your bow, apparently the man's pet and obviously part of a sinister conspiracy to make your life miserable.
http://img.gawkerassets.com/img/184ngpu1si758jpg/original.jpgThe intent of this demonstration was, of course, to drive home the point of your utter helplessness. The second part of the game begins with your advanced training in combat, archery, stealthy stalking and speedy movement, conducted by both the Hooded Man and his monkey. Once again, you will only be able to exit this training area if your skills have sufficiently increased to actually do so - and even then you have to figure out the way.

With your training progressing, you soon gain access to a bigger part of the island, and the Hooded Man will take you on a few hunting outings, providing you with the knowledge necessary plant deadly traps, skin and butcher caught animals, use plants to make poisons and potions, and in general forage the woods for raw materials to make weapons, arrows, clothing and other things of use. He will also teach you a few nifty tricks, like shooting multiple arrows, as well as introduce your first trick arrow, the Snare Arrow, that lets you trip and bind animals (of all kinds) from afar. The most important part of your hunting training however is your newly gained ability to focus, to slow down the time around you for precision and special skill shots.

http://img.gawkerassets.com/img/184neuqzz6br9jpg/original.jpgIt is also around that time that you first realize - and quite painfully so - that the two of you are not the only inhabitants of the island. A group of vicious mercenaries has made it their base of operation, and control most of the territory through a multitude of outposts and guard stations. You find out that your hooded friend has led a private, solitary war against those mercenaries, who, despite diligent attempts, have not yet managed to kill or even find him. But in you they have found a possible chink in the Hooded Man's armor, a weakness they will try to exploit. Especially after the Hooded Man rescues you right out of their evil clutches.

During your daring escape from the Base, the Hooded Man will show you another very useful tool, this one aimed at speedy transportation across long distances: the Paraglide-Arrow. Basically this arrow, attached to a rope and fired high into the sky, will deploy a para-chute to catch the strong winds prevailing above the island and quickly whisk you out of harm's way. The Para-Arrow is your primary means of traversing long distances, but to actually reach your destination you will first travel to an area below the wind stream going where you want to go. It sounds complicated at first, but you soon find yourself traveling across the island with ease. Of course you will be able to hijack and drive enemy vehicles, from motorbikes to Armored Personnel Carriers, but it's just not as satisfying (or impressive) as floating high above the islands.

Now that you are part of the war effort, your attacks on mercenary camps and supply depots will gain you access to technology and resources you can use to enhance your equipment and create custom trick arrows with different effects. From Stun-Arrows, Binding-Arrows, Gag-Arrows or Explosive-Arrows, the right ingredients allow you to make an arrow for every occasion, and grants a certain degree of individuality, catering to your own play-style.


The most important development however comes when you are deprived of your hooded teacher quite early in the game, and long before you have learned all there is to know. You have the basic skills to survive and fight, but are nowhere near good enough to take on Deathstroke himself.
http://www.accesshollywood.com/content/images/175/400x400bd/175838_stephen-amell-as-oliver-queen-in-arrow-episode-1-season-1.jpgAs you are now using your mentor's old hideout, you can use your old training equipment (or build new equipment) to improve your skills. During the game, you will gain access to more hideouts, all of which you can improve with the right resources. You can also spend some time camouflaging your hide-outs from spying eyes and, in a nod to the popular Tower-Defense games a few years back, can plant traps in the area around it, granting you additional time to defend or flee a hideout in case of an attack.

There are also quite a lot of different skill and trick shots you can still learn, their availability depending on your Bow Proficiency Level. Those are not just handed to you, though; they have to be earned. Opportunities to learn shots available at your current level will present themselves in semi-random events you encounter while playing.

http://www.blogcdn.com/www.comicsalliance.com/media/2012/10/arrow13.pngThese events basically present you with a challenge, a chance to figure out a new shot by doing it, but contrary to common quick-time-events, there are no button prompts - the things you have to do just all make sense once you figure the out. As an example, stirring up a trio of birds will give you the opportunity to learn the Triple-Arrow Trick Shot, by first marking two birds like a usual double-shot and shooting the third bird manually, after quickly pulling out another arrow. It's a really satisfying experience, and since the opportunities will return until you've mastered the shot, failing an event is not the end of the world. In fact, it will have you thinking about ways to pull it off. Similarly, hitting a target at extreme ranges will increase your accuracy and permanently steady your aim. It's a challenge-reward system that actually encourages exploration and experimentation in a way most tangible, since the game offers almost no hints as to how you are supposed to achieve those rewards. Granted, you could enable hints for the game to hold your hand, but the most gratifying reward is often knowing you figured things out yourself. If you think you should be able to do that, if you think it makes sense, more often than not you will find that the game will reward you for figuring it out.

The island of course offers its own secrets, from ship wrecks and tunnels to ancient ruins, and it's quite satisfying to simply explore its vast and diverse areas without sticking pointy things into bad people. But eventually the game will force you to continue the war your mentor started.

As the conflict escalates, and you liberate the island one arrow at a time, the mercenaries will bring ever bigger guns to the bow-fight, make more concerted efforts to find your hide-outs and attack you while you rest from your injuries, and every so often, a highly-skilled operative will be dispatched to deal with you. These boss-fights easily are some of the high-points of the game, as they are both diverse, yet still manage to present options of dealing with your enemy according to your preferred play-style and arrow loadout. A boss fight equipped with Net- and Stun-Arrows will play differently than the same fight with Explosive-Arrows.

And so you slowly fight your way through the mercenary hordes, hoping to get a shot at the top dog, while at the same time figuring out the secret of the island and why Deathstroke and his employers are even here. Admittedly, since the game stays pretty well within the established confines of the TV series, we do know how it will eventually play out, but how you get there is one of the most engaging, imaginative, gripping and beautiful gaming experiences I've ever had the pleasure of playing.
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