Written by John Edward Betancourt When a particular franchise reaches its peak point well before the story has arrived at its ending, we often wonder just how the heck the saga is going to be able to top the story that in essence achieved perfection. And judging from the stories we’ve seen that try to out-do the juggernaut that came before it, the answer to our burning question is that…there is really no way to top a flawless story. If anything, all a group of creative minds can do is try and stay true to the spirit of the franchise and hope that it does enough to do that bigger story justice. But, more often than not, creative teams instead work to wow us and blow that other tale out of the water which ends in mixed or disappointing results and sadly, that’s precisely what happened with the Modern Warfare trilogy. For the third and final entry in the series, Call of Duty: Modern Warfare 3 tried real hard to overshadow the epic Modern Warfare 2 and well, this attempt didn’t make the game an outright disappointment, because there is a lot to like about this game, but it was evident early on that this game was simply trying too hard and that…definitely robbed the story of some of its power. Which is a crying shame because the story here is actually pretty darn good. I mean come on, this is the big push for Captain Price and the Disavowed 1-4-1 to hunt down Makarov and the script even allows for the madman in question to further his evil machinations by plunging the entire planet into World War III. But the gameplay and ultra-fast pacing of said script is where this game quickly falls apart because at times it often feels more like an arcade game than a first person shooter and important moments that should have gravity and depth are glossed over in order to wow us with bigger action and bigger moments and sadly, that takes you out of the game. However, make no mistake about it, there are some impressive moments to be found in this game. For the Battle of New York is chilling since it actually holds nothing back storytelling wise, even going so far as to answer the question as to what happened to civilians fleeing the Russian invasion and well, it’s not a pleasant answer to say the least. And the ending of this story is quite frankly as wild as it gets since it does feature a powerhouse final showdown between Price and Makarov and how that ends is satisfying to say the least since it brings perfect closure to the trilogy. But once the end credits begin to roll, something about this game simply feels hollow and that’s a shame, because this really could have been quite the incredible finale had the developers taken the time to slow the story down a bit and let the performances and the moments shine. However, this is a fun game to play regardless and some of the more over the top moments will still leave you hooting and hollering and well, while this wasn’t the perfect ending we hoped for, it’s nice that everything is wrapped up in a messy little bow when all is said and done and this trilogy really did serve as quite the grand experiment in video game storytelling and it definitely deserves credit for challenging the audience and the industry and the most satisfying part of this finale is that the story ends exactly as it should, with Makarov paying the price for chilling crimes…
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Written by Scott Murray Hitman 2 feels more like a massive level pack with a ton of patches than a true sequel, and that’s absolutely perfect. The reboot of the Hitman franchise, released in 2016 and titled simply Hitman, was a beautiful playground of assassination and controlled chaos. Each level, released slowly over time as ‘episodes,’ was a massive sandbox filled with people and things, all of which could be manipulated as the player saw fit. Whether that was for comedy or killing, or just to see how far you could push the game before it fell apart, the levels in Hitman really felt like they were toyboxes - the longer you spent learning all their little secrets, the more wonderful glorious fun they would give back in return. To that end, Hitman 2 is more of the same, with some improvements. But since the first game provided so many hours of fun, I was still playing it when the sequel came out, two years later, and that’s really all I could have asked for. You get a collection of new levels, each one even more detailed and full of fun than those in the first game, you get a bunch of new items and objects to play with, and you get some UI and Quality of Life improvements. Unspectacular, but delightful. Like eating a wonderful meal at a restaurant, then going back to that restaurant again for the same meal. You know exactly what you’re getting and that it will be the same as last time, but that’s exactly why you’re going back at all: the first time was so wonderful you simply want more. And, somehow, developer IO Interactive has actually managed to make it better while keeping it the same. The server remembers your name, and the presentation on your plate is done with just a little more care, so-to-speak. In game that translates to a better UI that more clearly shows what your options are, how to do them, and the potential consequences. You get better descriptions for your items and tasks, and a cleaner view that presents information more clearly without feeling overbearing or taking up too much of the screen. The game is prettier, too, but largely in the details. The lighting is better and more nuanced, the variety of colors pop just a little more, and the environments react more realistically to your interactions with them. The NPC animations are more fluid, and there’s more dialogue for them to use, whether it’s mission-critical or just idle chit-chat. Load times are noticeably shorter, and the menus are easier to navigate. My one quibble is, rather than releasing the levels over a time delay like they did with the first game, all of them are available to you from the start in Hitman 2. As a result, I feel myself pressured to finish them quickly and move on, rather than take my time to get to know each mission intimately and really squeeze every last drop out of it before playing the next one. I can always go back and wring them dry, of course, and I most certainly will. But it feels sort of like having all the courses of your meal placed on the table at once, rather than brought to you one by one to each be savored in turn. This is, as they say, ‘a personal problem,’ more a result of my own excitement than any actual fault in the game, but I feel it’s worth mentioning. Alongside the returning Contracts and Elusive Targets modes adding longevity outside the story missions, Hitman 2 does come with a couple of major new additions: Sniper Assassin mode, where two players work together to coordinate their efforts to eliminate a variety of targets and accrue the most points while doing so, and Ghost Mode, where two players play on the same level at once and race to get a higher score. This mode earns its name from the ghostly nature of your competitor: although the two of you share a map, and affect each other’s worlds, you cannot interact directly. Instead your opponent appears as a see-through specter, to be observed but never touched. Both these modes offer a breath of fresh air between the single-player sessions, and I’m particularly excited to see what the online community manages to achieve with Ghost Mode. In the end, Hitman 2 is exactly what I ordered: more of the same, with a few subtle improvements making my fun even more fun. I’m sure that, like the first game, I’ll easily get years of joy out of Hitman 2, and if Hitman 3 comes along and with more of the same, I’ll be eagerly lining up, hungry for more. Written by John Edward Betancourt ‘Age of Discovery’ Redux and a Bonus Command: |
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