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Gearbox has thus far done a great job of supplying Borderlands 2 fans
with DLC that's actually worth the price (Sharkey's a big fan of the
last chunk, Captain Scarlett and Her Pirate's Booty).
From what I played of the next chunk, Mr. Torgue's Campaign of Carnage,
it looks like the developers are determined to keep that up.
This time the excuse for general mayhem is that everyone's fighting to
earn the privilege of opening a new vault, in an area affectionately
dubbed as the Badass Crater of Badassitude. That's determined by the
winner of a series of arena challenges, and the ones I was thrown into
featured groups of enemies who wanted to kill each other just as much as
they wanted to kill me.
Welcome to the Terror Dome
It sounds a bit like Mad Moxxi's Underdome Riot, the least well-received
piece of original Borderlands DLC, but Gearbox says it's learned from
that, and MTCoC isn't all arena combat.
Can we drive the Badassaurus Rex? Pleeease!
The enemies there didn't strike me as new or innovative, but they did strike me pretty hard.
Notably, in one in-between section my sponsor double-crossed me and
forced me to fight my way out of a prison, then find a new sponsor. That
search took me through a new dilapidated urban street area, which
definitely didn't look like the other areas of Pandora I've seen thus
far. The enemies there didn't strike me as new or innovative -- mostly
the typical grunts, brutes, midgets, and occasional motorcycles -- but
they did strike me pretty hard. It's hard to gauge the difficulty of the
section I played, since it was as a pre-made character with pre-set
weapons (and to be honest, most of BL2 is on my to-play list due to XCOM
consuming my life, so I'm kinda a noob at this), but it definitely
killed me a bunch.
Set course for the Badass Crater of Badassitude!
Gearbox says we will see some new enemies and boss fights, including a
monster truck rally-inspired fire-breathing robot, and there'll be some
new heads available for character customization. There are also new
Torgue vending machines that only sell Torgue weapons and only take
Torgue tokens earned in the arena fights, but will always offer a
powerful legendary item as the deal of the day. And of course, there
will be some new legendaries added to the mix.
Can I Quote You On That?
But the potential break-out star of this DLC is Mr. Torgue himself --
basically an insane parody of a pro wrestler who owns his own sci-fi
weapons factory who's constantly shouting at you over the radio. He's
hardly the only foul mouth in Borderlands 2, but he's the only one who's
bleeped -- a random touch for comedic effect.
Are you ready to rock with Mr. Torgue?
The section I played, which is about a sixth to an eighth of the
approximately six to eight hours Gearbox expects this DLC to last the
average player, is packed with some great Torgue lines (perhaps the
funniest I've heard in a game this year), and what better way to end
this preview than to quote some? Of course, I'm going to label as SPOILERS for those who want to experience them in their intended shouted form.
"I'm here to ask you one question and one question only: EXPLOSIONS!"
"That sentence had too many syllables. Apologize!"
"You should go kill him and meet him, but not in that order!"
"Badass Crater of Badassitude!"
"I didn't want you to get bored, so I was like, BLEEP it, give everybody
guns! We lost half of our workforce in three days, but who gives a
BLEEP!"
"Is it just me, or does it seem like he's gonna betray the BLEEP outta you?"
Bonus spoiler: Gearbox says we can expect to see the return of Moxxi and
Tiny Tina. You'll be able to see them again when Mr. Torgue's Campaign
of Carnage DLC arrives on November 20 for $10.more.
Bloody affair, that Boston Tea Party. I murdered 15 Redcoats just to get
to the two merchant ships carrying crates of villainously taxed tea,
and hacked dozens more with my tomahawk as wave after wave of
Lobsterbacks attempted to prevent me from flavoring Boston Harbor with
the precious leaves. When all of the cargo was finally dumped overboard,
Paul Revere, Samuel Adams and I celebrated our victory. Colonials 1,
Kingdom of Great Britain 0! This is the 'Merican Revolution, Assassin's Creed 3
style. F' yeah! Ubisoft's action-movie spin on the Boston Tea Party was
just one my big takeaways from my hands-on with the campaign. Keep on
reading and I'll give you six more.
At Home in the Forest
I look forward to going Bear Grylls in the forest -- minus the urine drinking. (Well, maybe a little urine drinking.)
I began my three-hour tour of Assassin's Creed 3 in the year 1773 in the
homestead of Davenport, on the coast of present-day Maine. The village
acts as Connor's home base, and with a harbor and clipper ship on hand,
it was quick and easy to jump on board and sail down (aka teleport) to
Boston or New York. Before I checked out the Colonial-era cities, I
jaunted through one of the much talked-about forest areas. All around
Davenport, I scampered up trees, swung on branches, pulled a few
poachers to their hanging death with my handy new rope spear, and just
missed taking down a 12-point buck with my bow and arrow. The forest
felt alive and ripe for adventure. In past Assassin's Creed games, the
areas between cities and towns always felt vacant to me -- those
slightly annoying open expanses I had to pass through to get to the good
stuff. In AC3, I look forward to going Bear Grylls in the forest --
minus the urine drinking. (Well, maybe a little urine drinking.)
Ubisoft
promised it would deliver a fun new Assassin's Creed experience with
its sea missions, and if this one is any indication, I have to say it's
delivered.
While docked ships can serve as instant-teleport taxis, they're also
jumping off points for AC3's new seaborne missions. After the debacle
that was the promising but ultimately tacked-on tower defense missions
in Revelations, I took the helm with cynicism. Moments later, I was
escorting a merchant ship through pirate-infested waters, simultaneously
navigating the sizable vessel through rock-filled coastal waters and
targeting and firing on the enemy as the seas surged. Ubisoft Montreal
promised it would deliver a fun new Assassin's Creed experience with
its sea missions, and if this one is any indication, I have to say it's
delivered.
Once I got the hang of the tank-like steering with one analog stick,
aiming cannons with the other controls (only console versions were
available for my preview), I not only felt confident as captain, I
actually felt a bit too powerful. I was able to obliterate pirate
ships with ease and guide the merchant ship to safety while taking
minimal damage. Then I was tasked with taking out a coastal fortress
packed with defensive cannons as enemy ships swarmed. Let's just say I look forward to trying that particular naval warfare mission again.
Boston, You're My Home
Ubisoft says it's a one-third-scale version of Boston based on historical documents, and it's an impressive recreation.
First thing I did when I arrived in Colonial Boston was run to the
digital version of the North End and scamper to the top of Christ Church
(aka the Old North Church of "one if by land" legend). It was right
where it should be. I've lived in New England my whole life, including a
couple years in an apartment right around the corner from the landmark
church, and I marveled at the time-machine-like experience Ubisoft
managed to create, transforming the neighborhood I knew so well in such
an authentic way. Ubi says it's a one-third-scale version of Boston
based on historical documents, and it's an impressive recreation.
Assassin's Creed 3 also does a terrific job capturing the tone of Boston
in 1773. Put it in historical context, this is after the Stamp Act of
1765 that forced the colonists to pay a hefty tax on printed materials
despite the fact they were not granted any representatives in the
British House of Commons. (Hence "No taxation without representation!")
It's also not long after Crispus Attucks became the first person killed
by British soldiers in the Boston Massacre in 1770. There was a huge
British military presence in Boston, colonists were seriously pissed
off, and tensions were high. Walking the narrow cobblestone streets as
Connor, I felt that tension in overheard heated conversations and
whispers of fighting back.
Fingers Crossed for a Real PC Version
Here's to hoping AC3 on PC gets the high-res textures, and enhanced lighting, shadows, and draw distances it deserves.
While I marveled at being able to walk from Faneuil Hall to The Green
Dragon Tavern and to the North End based on my own real-life knowledge
of Boston, I didn't marvel at the visuals themselves. Playing the Xbox
360 version, I was instantly aware of what a step down console visuals
are compared to PC. I was disappointed when I climbed to the North
Church's steeple and performed the classic Assassin's Creed sync and
discovered short draw distances covered up with the oldest trick in the
book: mist and fog. With its lush forests, explosive naval battles, and
densely populated cities, the PC version of Assassin's Creed 3 could
be a stunning visual experience. Here's to hoping it gets the
high-resolution textures, and enhanced lighting, shadows, and draw
distances it deserves. (Note: those pretty trailers you've seen up to
this point are from the PC version of AC3. Seems Ubisoft is well aware
which is best looking version, as well.)
The fog comes rolling in before you can see too far in the console version.
Connor is a Ninja Tank
It's
a big improvement on combat, but I noted there's still too much of the
"I'll wait until you're done killing my friends" behavior from enemies.
While the intuitive core attack and counter controls remain, Ubisoft has
layered on a dual-wielding weapon system and a host of new animations
to make combat in AC3 more brutal than ever. The developers recently
described Connor as a "ninja-tank with a wolverine inside," and when I
took on my first Redcoat patrol, I learned why. Outnumbered five to one,
I planned on making a quick kill with my Assassin's blade before making
my parkour escape. But the first kill was quickly chained into a second
kill, and before I knew it, I was tomahawk-chopping my fifth enemy
(that tomahawk is one mean weapon, btw). More patrols came scurrying in
on all sides, including one that lined up for a musket volley. No
problem -- that's what the new bullet-shield move is for. I grabbed the
nearest Redcoat, held him in front of me, and watched a flurry of musket
balls explode into his chest. Ouch. Casting the meat shield aside, I
pounced on the soldiers who were scrambling to reload. Ring up three
more Redcoats.
It's a big improvement on combat, but I noted there's still too much of
the "I'll wait until you're done killing my friends" behavior from
enemies, and if you're the type who enjoys sneaking, surveying,
planning, and executing attacks Batman-style, combat in the cities --
and there is a ton of it -- might not be for you. Thankfully, there's
plenty of the sneaky stuff to do in the forests.
Cold Blooded Missions
I was surprised and disappointed by the tasks I was assigned: kill tax collectors, kill tea smugglers, destroy all tea!
After wiping the gore from my tomahawk, I got back on the main questline
trail by meeting up with Samuel Adams in the Green Dragon for my first
Boston-based missions. Excited by the prospect of taking part in the
revolution I've learned so much about and battling for freeee-dom, I was surprised and disappointed by the tasks I was assigned: kill tax collectors, kill East India Trading Company smugglers, destroy all tea! I was hoping to infiltrate British strongholds for info or to take out a target. Sigh. Alrighty then, let's do this.
It turns out Boston is downright infested with Templars, who are working
with the Brits to collect taxes for the King. It was my job to, well,
kill 'em all. Might seem odd to say about a game where you play as a
killer, but it felt slightly sociopathic. Whether the many tax
collectors and tea smugglers throughout Boston are supposed to be
working for the Templars or not, they come out in the bad guy wash as
thieves. Was murdering them (I killed more than 20 during my short time
in Boston) really the appropriate response? Maybe it's my personal ties
to the area, the more recent-history timeline, or Ubisoft's stellar
recreation of the city I know so well, but as remorselessly as I've
killed countless aliens, monsters, Nazis, and more in my lengthy gaming
history, I felt downright cold-blooded chopping tax collectors like cord
wood in the streets of Boston. Here's to hoping the overall storyline
sets them up as enemies worthy of my blade instead of IRS agents on the
wrong side of a looming war.
I obviously didn't feel too bad about it, though, because after
my three hours of play time I walked away impressed by Assassin's Creed
3. Ubisoft is definitely playing fast and loose with history here --
more so, it feels, than it has in the previous Assassin's Creed games.
Connor is no mere historical participant like Altair and Ezio, he is the
spearhead of liberty whose actions directly shape major historical
events. I suspect that will rub some players the wrong way. In the end
though it's a minor criticism -- hey, it's an action game. Assassin's
Creed 3 is huge, with a ton of stuff to do, and it appears Ubisoft is
adding a healthy coating of polish to it all. We'll find out when AC3
hits PC on November 23. Got any questions? I'll do my best to answer
them in the comments section below.more.
Different doesn't automatically mean worse. It also doesn't necessarily mean better. With that understood, I can tell you that Hitman: Absolution
is unquestionably different to its predecessors. Whether that's an
improvement, though, mostly comes down to whether you enjoyed the prior
games for what they actually are, or the ideas behind their glitchy
executions. Either way, this is certainly the easiest of the Hitman
series to dive into. The question remains, though, whether IO
Interactive has sacrificed too much to give Agent 47 a triumphant
return.
Just once, Agent 47 wanted someone to laugh. Just once. It wasn't much to ask.
Hitman isn't so much a series about murdering for money, as it is about
the joy of professionalism. As Agent 47 -- a bald, bar-coded clone --
it's possible to walk into many situations with guns blazing and escape
by the skin of your teeth. That's amateur hour. The satisfaction I take
from it is in stepping into a living world and figuring out how to use
it to your advantage. A little rat poison in a cup of coffee. A loud,
gunshot obscuring firework. A quick tap on a car to sound the alarm that
draws nearby police to investigate, and enabling my quiet getaway. With
disguises, stealth and ingenuity, I do my job and nobody even knows I
was there.
Hitman and Hmmm...
The preview version of Absolution I'm playing still offers this, but its
approach to it is very different. The scale, for instance, is much
smaller. Previously, you were simply dropped into a world that could be
anything from Mardi Gras to a wedding and simply left to get on with
business. By Blood Money, levels were effectively designed as one-act
plays with as much adventure game in their DNA as third-person shooter.
Now, that's gone. Levels are carved into discrete chunks -- the ground
floor of a building for instance, and the office above it, treated as
two micro-stages. You do one. If nobody's chasing you, you move on, with
no backtracking afterwards.
I sure hope that cougar is a fake.
This has definite advantages. It's easier to focus on specific
objectives and find alternate solutions, allows for natural checkpoints
(though there are extra in-game ones too on most difficulty settings)
and stops an AI frenzy screwing up the whole level. The more restricted
environments also mean much more glitz and environmental detail, though
almost all of it purely there to walk past rather than use. This is a
very pretty game indeed, even if the levels I'm able to play in this
version are mostly set in places like grimy street markets and strip
clubs. Crowd scenes especially are excellent, with Absolution wheeling
out armies of NPC extras to fill space. A scene set on Chinese New Year
is especially impressive.
A Shot in the Dark
The catch though is that while anyone coming to these stages from
something like Max Payne 3 or Kane and Lynch will find Absolution's
freedom a breath of fresh air, it's a big step back from Blood Money.
It's tough to go from whole worlds to isolated areas, even if they do
still play in the same freeform style and offer enough rooms,
characters, and ways to go about murder to make exploration and
experimentation worth doing.
Bad guys sure like leaving their weapons lying around.
At least, most do. Unfortunately, some levels just skip that completely,
swapping the freedom for a pure stealth bit or chase. They seem
pointless -- there's no shortage of games that let you flee a burning
building, but essentially nothing else has ever tried to beat Hitman at
its own game. Adding more of a plot is fine, even more cinematic
missions, but so far I can't say it's a good trade-off. When it kicks
in, too much control is lost.
47 does at least one spectacularly stupid thing during the first act that no Hitman player would even dream of.
Worse, it's lost in the name of a story that, so far, feels like it was
written by a 14-year-old whose mommy will be very disappointed by all
the naughty words. 47 does at least one spectacularly stupid thing
during the first act that no Hitman player would even dream of, and the
big set pieces in the preview code are often seriously dumb. The first
mission is especially awkward, with 47 hunting his former handler Diana
and opting to shoot her in the shower for maximum fan-service points.
Much naked exposition follows, somehow avoiding her last words being
"Thanks. I'd really hate to have died with dignity."
A Knife to the Back
If it's not obvious, I'm a bit down on Absolution. I didn't want to be. I
really wanted it to be the instant, natural successor to Blood Money,
and so far I don't see that happening. It is, however, still definitely a
Hitman game rather than some pretender wearing the name, even if it
makes a number of changes that are more simplification than refinement.
"Didn't the janitor have hair a minute ago?"
That's not necessarily a big deal though, or even a bad thing given how
glitchy and unforgiving the original games can be. It's now much easier
to read the environment for instance, and know at once when a disguise
will fail. The new system is that like knows like -- if you're dressed
as a guard, other guards will make you if you get close, while chefs
will be oblivious. A chef with a gun, however, will draw everyone's
attention. It's an easy system to track, with far fewer grey areas to
trip up on.
Being
told you can use poison detracts from the entertainment of finding out,
and I'd rather it was just a blank box until you found it out for
yourself.
Absolution also offers a wide range of five difficulty levels that
affect more than just how tough the enemies are. Those five levels can
be broken down into two categories of game: one for newer players who
want assistance, and one for older ones who want to play a bit more
realistically. Both give Agent 47 psychic senses, which is a little
silly, but you can only really abuse them on the easier modes where
everything is switched on and your Instinct bar regenerates.
Other changes, like the Notebook offering specific suggestions of how to
kill targets, also have ups and downs. Being told you can use poison
detracts from the entertainment of finding out, and I'd rather it was
just a blank box until you found it out for yourself. The descriptions
are pointers rather than instructions though, and it's up to you to
figure out how to turn a general hint like "Private Dance -- it's how he
would have wanted to go" into a battle plan. Or, you can ignore them
and just do your own thing. So far at least, Absolution only cares that
you complete your missions, not how.
Contract Killers
One new feature I'm very much looking forward to though, with no real
reservation, is the new Contracts mode. Using the basic levels, any
player can build custom assignments (unlocking game elements with
in-game credits) and challenge the world to complete them. 47 can start
with any disguise and weapon, with his trusty suit and Silver Baller as
the default loadout. Successfully completing one to spec earns in-game
cash.
"Someone stole a cushon from this couch. Find them!"
To begin, you go into an unlocked map like normal, and mark up to three
targets for assassination -- the ones whose kills Absolution will
remember. Instead of then saying "kill that guy with a knife," though,
you play it out yourself and your method becomes the requirement. If you
use a disguise, disguises are allowed. If you hide the body after the
hit, anyone who plays the contracts will need to as well, at least for
full completion points. Most importantly though, you need to get to an
exit. Contracts are only valid if you complete them yourself. It's an
interesting system for player-generated content, even if it would be
nice to be able to quickly change a few minor details afterwards.
Before the Saints Go Marching In
So, back to that original question: different better, or different
worse? First, it's worth noting the levels in this preview are from the
start of the campaign, so there's plenty of potential for later levels
to get bigger and more ambitious. Overall though, it feels that what
Absolution is shooting for and what I as a Hitman fan want are very
different, and that straight comparisons to the last game won't
ultimately end up in its favor.
Not the best hiding place in the world, but it'll do.
Taken on its own terms though, there is a fair amount to be optimistic
about. Absolution's straight stealth and chase bits seem a waste of
everyone's time, but the core assassinations and settings have promise.
Against the odds, I am actually looking forward to playing more at
release on November 20th... even if I can't promise it won't be through
slightly gritted teeth, wishing it was the sequel I was hoping to see
after the Blood Money's credits finally rolled.more.