Tuesday, September 22, 2015

Steam Game Review: Eron

Steam Game Review: Eron


     Since the blowup of the "Indie Dev" scene there have been many successes, many mediocres, and plenty of flops. In this "BTN Gaming Review" we are going focus on "Eron" by Red Splat Games which, unfortunately, falls into the category of mediocre at best.

     This game called "Eron" really strives to add a new perspective on Platform games. It does a pretty good job for the most part. It uses a feature that makes the player have to shift between realms in order to complete the levels. The controls are rather simple as it uses the keyboard arrows, space bar to jump and Shift to well... shift. Now upon first glance, it's easy to see that it is inspired by the olden times of Atari and that is a wonderful starting point. It makes the player almost feel like they are holding that oblong, awkward controller as they make their way through the levels. The "shifting" aspect of Eron is unique and it really makes the player think on how to approach each obstacle. Each movement needing to be calculated and precise, otherwise the poor tribesman of the planet is sent right back to the beginning to try it once more. Although this can be frustrating, it pays a certain homage to the games of old, which is also a nice touch.

    The overall challenge of Eron can be described as both irritating and satisfying. Games today seem to be drifting to the edge of boringly tired in order to reach out to a broader crowd. Eron, although simple, is in fact a challenge to work through and though it may get more than frustrating at times, it's exceedingly rectifying when a level is finally conquered. Combine the simple controls with this fact and there is so much potential for Eron to become a truly great game.

    Now, on to the reasons why this little game can't quite make the cut. For starters, there is very little story. The only story that the player gets is in the Steam store page and even then, it's just a little snippet. There is no true development. This is sorely detrimental because although the environment tells a little bit of that story, there's no real element of purpose as to why the protagonist needs to carry on. It slowly becomes a mundane challenge of overthinking levels and dealing with the frustrations of failing more than succeeding. By no means should the game be easier, but there should be some sort of motivation put in place for the player to feel like there is progress being made.

    While story would add some motivation to the overall gameplay, the idea of adding some sort of "enemy" or even active ability to compliment the "realm shifting" would add so much more depth to the interaction between player and environment. This in turn would help the levels fortify a story as well. From the Steam store page, the story snippet explains that Eron is being destroyed, but destroyed by what? Is it self-imploding? Is it an invasion? Is it an infestation of a nuisance gone out of control? There is nothing in the levels that clarifies this. That is why a hostile element would a welcome addition.

     The final reason as to why Eron falls short of a stellar review is the simple fact that there are numerous glitches or bad environment interactions. The idea of causing the black spheres to rocket jump the player is great, but sometimes, even though hit perfectly, there is a disconnect between the jumping player and the sphere. Add to this the fact that there are places in the game where the player can be stuck in  "permajump," unable to move whatsoever makes it difficult to play without the need to add that frustration.

     Given all of the information above, Eron has so much room to grow, and Red Splat Games has a great idea. All they need to do is expound on it and show Eron a little more love. Work out the kinks, the glitches and bugs. Try adding some sort of story-driven concept and/or possible a "hostile" environment aspect. Once those are in place and perfected, there is no doubt that Eron could be all that it was intended to be: a modern day homage to Atari Platform games.

For more information on Eron, or to buy it for yourself, please visit:




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PC Gaming Equipment Review: XBOX 360 Controller

PC Gaming Equipment Review:

XBOX 360 Controller


     In this "BTN Gaming Review" we are going to shed some light on the wireless XBOX 360 Controll hookup for the PC. Now while this review will be pretty straightforward, there are some pros and cons that I would like to talk about when it comes to this product and its operation on the PC.

    While some things are obvious about the XBOX 360 Controller, there are some very real points of value to choosing this type of gamepad for those computer games that just simply require a gamepad to use. The first and foremost valuable reason that a 360 Controller can be so useful is: Steam. The reason why Steam ranks as number one on the list for the fact that any game in the Steam library that supports gamepads, automatically supports the XBOX 360 Controller. Even those games that say "Partial Gamepad Support" mean that they only support the XBOX 360 Controller. This is extremely helpful because within the realm of Steam games there are several that simply just require the use of this option.

    The second main reason why an XBOX 360 Controller is a great choice for PC gaming is the simple fact that since it is made my Microsoft, it will automatically be compatible with the operating system without little or no configuration/calibration. There might be some drivers that need to be downloaded, but once those drivers are installed (and this usually happens automatically when plugging in an XBOX 360 Controller to the usb port) you are on your way and ready to duke it out with your weapon of choice. It's actually as simple as that.

    The only major drawback to using an XBOX 360 Controller is that although it is convenient, it can be hard to discern what games would be best played with it vs. using the keyboard. Now while this might seem menial and insignificant, it is worth pointing out. Sometimes the convenience of using a controller can overshadow the utility and advanced, more precise usage of the keyboard and mouse. This problem of course is easily corrected by simply experimenting with both options on the games in question and making the decision from there.

    Again, this review is really quite straightforward, and some things might be obvious to most, but for those of you out there who are looking for a great, convenient option for PC gaming, I hope I was able to shed some light on this otherwise Dark Horse.

For driver information or to purchase an XBOX 360 controller for yourself, please visit the links below:
https://www.microsoft.com/hardware/en-us/d/xbox-360-controller-for-windows  (Drivers)
https://www.microsoft.com/hardware/en-us/p/xbox-360-controller-for-windows  (Store)




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Monday, September 14, 2015

Multi-Platform Game Review: Titanfall

Multi-Platform Game Review: Titanfall



     While EA (Electronic Arts) is known mostly for their sports games and their quite successful "Sims" series, they have quite a few other blockbusters that they have cranked out. Among these titles is that of "Titanfall," which will be the focus for this BTN Gaming Game Review.

     Titanfall, upon it's release, was a refreshing change to the fast-paced and competitive FPS scene. The idea that the player could rack up points to summon a giant robot from the orbits of space is without a doubt an intriguing idea. In fact, that's what makes Titanfall so much fun in the first place... Well that and the fact that the player can run and gun with a jetpack, as well as some crazy wall climbing maneuvers. Add that to the fact that the player can also climb on to a Titan and "rodeo" it, all in the hopes of ultimately bringing the multi-ton beast to its knees, and there is a game that presents itself as big and as epic as the Titans themselves.

     To go into a bit more depth on Titanfall's gameplay style, it packs a bit more punch than the average "team deathmatch" of pretty much any other FPS out there. The player is given the option to either engage enemy "Pilots" (aka other human players) or take the fight the game's A.I. counterparts, whether it's "grunts" or "spectres." Granted, Pilots grant the player more points towards the spawn of their Titan, but the grunts and spectres provide a bit more cannon fodder for those times when pinning down an enemy pilot is sluggish. Another great addition in the gameplay (and possibly the BEST addition to combat) is the fact that the player can hop up into their gigantic steel beast of carnage and go toe-to-toe with the enemy titans, which can lead to some pretty messy fights. Ultimately, it's this concept that makes Titanfall what it is: absolutely crazy and unpredictable.

     As mentioned above, the point system and the actual concept of calling down a metal behemoth is exciting, but the next point of focus is the wall-running, double-jumping, frenzy-causing idea of the anti-gravity suit. This idea pretty much adds a whole new depth to the way the player is allowed to fight. Now instead having to worry about just running and gunning, the player is given the privelage to perfomr some highly skilled maneuvers. The options are endless and the maps provided in Titanfall give an extremely large "arsenal" of buildings and surfaces to exploit for every advantage thinkable and/or unthinkable.

     Titanfall also offers two different types of in-game currency: "credits," which can be used to purchase icons and other goodies from the black market; and "burn cards" which are a combat currency that amp up the player's abilities in various ways. The player can use the credits earned to also buy more burn cards, or even sell burn cards to the black market to get more credits. Everybody can get rich in one way or another!

     While the Titans make for intense battles, and the combat system makes for an immersive and creative way to make that money, there is one aspect of Titanfall that EVERYBODY should be concerned with: The Smart Pistol. This one item, this very miniscule detail, is absolutely detrimental to the gameply of Titanfall. Why? Because it takes the idea that "skill is required to play" and chucks it right out the window. This one weapon (although I'm sure intended to be a good tool for beginners) completely trashes the skillcap aspect of the game. Sure, there are ways to get around it and even minute ways that one can use the smart pistol to their advantage, but all it seriously takes about three seconds of steady aiming and anybody is dead to rights. Again... This weapon was probably intended to guide "noobs" through the game until they could get the hang of running and gunning, but it's become more of a hindrance, than a help. For crying out loud, it doesn't take ANY skill whatsoever to just wait a few moments for the pistol to lock on to a target and pull a trigger. Anybody can do that, including my year and a half old rabbit who doesn't know a controller from a head of lettuce. EA made a huge mistake catering to the "FPS handicapped" with this weapon and in my honest opinion ruined the maximum potential that Titanfall could have had.

     All in all, Titanfall is a great game and the action is so fast paced that it will cure the average adrenaline-junkie's fix. The game is definitely worth adding to your game collection if you are in the market for a unique competitive FPS. Buyer-Be-Warned, however, because the smart pistol with make quick work of ruining the game if you let it get to you.

P.S. If you use the smart pistol... GET A REAL GUN! :P

For more information on Titanfall, please visit:
http://www.titanfall.com/




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Sunday, September 13, 2015

Steam Game Review: Dirty Bomb

Steam Game Review: Dirty Bomb


     With the rise of the MOBA (Multiplayer Online Battle Arena) gaming genre, the FPS seems to have taken a backseat and this has caused some adverse effects on major titles such as Halo or Call of Duty. These adverse effects have caused these mainstream titles to fall from glory because the developers feel as if they must change the mechanics and overall feel of these once heavy hitters of the gaming industry. That said, Dirty Bomb tries to deliver where most other FPS games can't.

      First off, the graphics of Dirty Bomb are absolutely gorgeous, especially for a free-to-play game. The graphics are also quite easy to read, even in the heat of battle. On that note, Dirty Bomb deserves credit for this because for the general player (nowadays) if a game isn't aesthetically pleasing, nine times out of ten it will fall to the bottom of the barrel, never to be looked at again. So thank you Nexon/Splash Damage for noticing this particular detail and expounding on it.

     While good graphics may get the player hooked and intrigued, it takes a combination of gameplay and decent features to keep the attention of the gamer. This is where Dirty Bomb is both unique and shining in some aspects, but also where it seems to fall short. Before this review hashes anything out, I would like to point out that this is not about the rumored "hackers" of the game or the presumed "Pay-to-Win" model. Rather though, Dirty Bomb's objective system is somewhat muddled. In some situations, it's incredibly easy to win, while in other scenarios it is just seemingly impossible to get even a leg up on the competition. Now understandably, there is a certain amount of experience or teamwork that makes these situations present themselves. That's great! That's wonderful, but there are also some points on every map that can be exploited and in some cases abused for the advantage that they give. One such "point of exploitation" is on the map Chapel where the defending team must prevent the EV from reaching it's destination. Countless times, I've seen this map won right within the hanger where EV must park. All it takes is a Proxy player standing right inside the hangar where they are completely sheltered from every possible angle, and then all the player has to do is drop mines continuously on the front end of the EV which in turn decimates the chances of the offensive team's victory. While small, this is quite significant.

     Another critical point that really sways the gameplay is the actual classes that are offered to the player. Granted, while some of these classes are quite unique and others are simple in playstyle, it's these exact differences that make it hard to play certain classes. The example chosen for this review is the Fire Support Merc, Skyhammer. Skyhammer is without a doubt fun to play. His run and gun style mixed with his airstrike special ability makes for quite a fun experience, however, when it comes to actually achieving anything for the team, he really falls off. Other than hanging around in the back with a rifle and just chucking out air support strikes, he just doesn't deliver the "aggressive" playstyle one would expect. On the other hand, Proxy, who is an Objective Specialist, can be considered absolutely overpowered. Proxy is a force to be reckoned with and can single-handedly win an entire match by herself. This is all due to the fact that she is an engineer, and can therefore build fortifications, or destroy them, and her speed mixed with her mines make her efficient at holding said objectives. As far as the mercenary classes, there could be some work done to make things a bit more balanced.

     While the gameplay does need some work in the areas of exploitation and actual mercenary class power, the objective system that Dirty Bomb offers is wonderful. It feels almost as if the developers took the feel of the typical RTS MOBA and mixed it with the high-paced action of FPS games. This is a great combo as it makes the player feel like there is in fact a time crunch. The "Stopwatch Mode" is a shining example of this. In "Stopwatch Mode" both teams are given the opportunity to defend and attack, and the team that does this in the fastest time is the winner. What makes "Stopwatch Mode" so unique is the fact that it requires the team to come together as one and actually strategize in order to win the game. In some cases, the game can be won in a matter of 20 minutes, and other times it takes a whopping hour just to get past the second objective. On that note, Splash Damage/Nexon must be commended because it really focuses on the need for strategy and teamwork, rather than running around and dummy-gunning just hoping you get a kill.

      The final stop for this review on Dirty Bomb is the unique shop system that it has in place. The player is able to gain battle cards from cases (which are won in matches or can be bought for a certain amount of in-game currency) and these battle cards give your mercenaries certain "upgrades" to their abilities. Whether it's faster run speed, a special knife, cooldown reduction on abilities (and so much more) the battle cards are the icing on the proverbial cake for Dirty Bomb. This card system has stirred up much controversy in the idea that it makes the game "Pay-to-Win" but there is very little evidence to support this theory. At least in my own experience, I've noticed that it's not about the card you are holding, but rather, about the skill it takes to play.

     Overall, Dirty Bomb offers a unique experience, and it does have it's gameplay flaws. However, it is also still in Open Beta, so these flaws are to be expected. Once the map exploitations get fixed and the mercenary classes become a bit more balanced, there's no reason why Dirty Bomb shouldn't be at the top of the list when it comes to competitive FPS games. 

For more information on Dirty Bomb, please visit:




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