Showing posts with label stealth. Show all posts
Showing posts with label stealth. 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...



Wednesday, January 15, 2014

Warframe - I'm Ninja (you can't see me, you can't hit me, I murder you)

... or, "The Bow, the Knives and the Sword"

Warframe, Warframe, it's all about Warframe (click the Links, for more Warframe). So, what? I do like it. It's fun, it's free, and it's a lot deeper and more versatile than you might think. Different weapons, different Frames, and different approaches, can turn Warframe into a totally different game.

Case in point (if that is the expression, which I am totally unsure of), Warframe has a Stealth System. Yes, you, Tenno Space Ninja, can actually be really, really sneaky. Be sneaky enough, and you can finish whole missions without setting off an alarm. Why would you want to? Well, if you, like me, enjoy a good sneak, stealth kills, sniping silently from the shadows, why would you not?

Warframe does throw you in at the deep end, and especially playing with randoms mostly lacks the necessary coordination to go about things sneakily - which invariable leads to running around really quick and competing for who can shoot more things dead. But once you get along with the game, Sneaky Gameplay - and Open Combat with Sneaky Gameplay Weapons - can be an amazingly gratifying change of pace.




You can go solo, at your own pace, you can explore, collect resources, and all that, level up the "slower" weapons, farm bosses - all the while trying to hide and only be seen, if ever, far too late. If you have buddies that are willing, you can have even more sneaky fun. And the game? Plays completely different. So if you ever feel like you're getting tired of the gung-ho, run and shoot Warframe, give the slower pace a chance.

The Stealth System is surprisingly robust. Note though, that stealth requires not being engaged by a mindless Infestation. Infestation does not work with stealth. At all. I think. Anyway, every Corpus or Grineer mission, every location you first infiltrate unseen. Some missions do require you to make yourself known, but the majority does not. You can decide when to reveal your presence, or to reveal it at all.

Unaltered Enemies will follow their regular patrol patterns, and not that attentively. Hiding, crouched, in a dark corner at a right angle to a patrolling enemy walking past will not get you caught. (Once you run headlong into patrolling enemies because you didn't check your corners, they will see you and shoot at you, however, as the video above shows quite impressively.)

Being crouched does make you harder to spot, but it is not a requirement for the one stealth aspect most that played the game, specifically those that chose Loki as the "Free Starter Frame", will be familiar with: The Melee Stealth-Kill. Sneak, Run even Slide up behind an unaware enemy, and you get a free shot. On anything that offers "shots". Robotic Walkers do not. Don't try. Any melee strike is silent, the stealth kills silent and deadly. But they do not guarantee a kill, unless you do enough damage. Not so important early on, but on higher levels it will be.

Another way to kill silently, and the way to go unless you really, really like endless "sneak behind the one lone guy" missions, are silent ranged weapons. There are several options, from the throw-able melee weapons Glaive and Kestrel, to the Ninja Secondaries Kunai and Hikou, to the Bows. There are mods that can basically put a silencer on many others, but I've never seen one, so I run with the Paris bow and the Kunai throwing knives, both with high Puncture Damage against the armored Grineer. Enemies will react to missed arrows, killed enemies within their sightline, and, well, you. So try to go for the last one in line if you can, then work your way forward. You know, that scene in movies, where the three-man enemy patrol gets slowly decimated, until the leader says something, waits for a reply, then turns to find out he's all alone? That's what you're going for.

Should you, like I do quite frequently, mess up and get into a firefight, all (stealth) is not lost. Things only get irreversibly hot, once an alarm has been sounded. Enemies will very often run towards the next control console instead of shooting at you to raise one, so if you manage to kill them all before the alarm goes off, you will still be undetected. Enemies in nearby rooms, near enough to have heard the gunfire, might come to investigate, or take cover and wait for things to happen, but, being sneaky, you can still go on sneakily. Once you get far enough away from the point of disturbance, enemies will be completely oblivious, and on goes the sneakyness.

Until you really mess up, get caught between rooms so both people in front and behind you are running towards alarms, and once the sirens wail, all out war happens. That's when you get things like lock-downs (which is not a bad thing in certain situations, since if you cannot get out, no new enemies can get in), too. Any kind of alarm goes off, and all enemies in the whole level will be alerted to your presence, location and general dislike of their endeavors. Alert enemies are aggressive, vigilant and generally almost superhuman in their knowledge of where you are - or will appear.




Now, if the alarms are blaring, stealth goes out the window. There's no point to it anymore. Oh, sure, you can still try and flank enemies, or get behind them, and Loki's Invisibility is still very handy, but at the very least melee stealth kills are off the table. You don't even get the prompt anymore. So don't crouch-walk around with the alarms on, all it will do is make you an easier target. Enemies will track you down, and attack relentlessly, so the gloves come off. Now, if you're thinking "never bringing a knife to a gun fight - or a bow, for that matter" - I say to you: Bad Ninja! Look at that Green Hooded Arrow guy.

Granted, the bow requires a bit of skill, skill that I do lack most of the time, but once you get used to the travel time, the slight arc of the arrow, the relatively long wait between "shoot, reload and charge", and haven't thrown your controller into the TV in frustration, the bow is very cool. The Kunai knives might be even cooler, especially in close quarters, although I'm even worse with them than with the bow. They fire and reload pretty fast, though, so I can deal. And, as opposed to the bow, you will rarely run out of secondary ammunition. The bow's arrows come from the Sniper Ammo pool, and those are the rarest ammo drops in the game. Thus, I run with the Arrow Ammo Mutation, converting every unused ammo of any other kind into at least one arrow.

You can't see me. I hit you.
In open combat, it's the bow for the distance, the throwing knives for close range, and the sword (swords/daggers/club/axe/axes/boomerang) when things get personal. Charge attacks, and of course the Loki-Invisibility melee attacks with the inherent critical multiplier, can make short work of most enemies, even with mid-level weapons. And while that might not be immediately apparent in the boss-fight in the vid above, that dude has an insanely quick shield recharge, and I had not really brought any Impact or Electrical Weapons, so I had to "chip away", as they say. I did get the finisher in with the bow, though. Of which I am moderately proud. And so are my parents. Yours will be, too. Trust me.

When Councillor Hek was done in, and the reinforcements laid to rest, violently, all that was left was escape. Just me. And my bow. Her name's Paris. And did I mention, she can shoot through several people in one go?





And those that might ask themselves, why did I have to write all that, and not include some witty commentary on the videos? I did. I really did.

I just didn't turn on the darn microphone...

For all your PS4 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...