Showing posts with label PS4. Show all posts
Showing posts with label PS4. Show all posts

Tuesday, 18 March 2014

Resogun (PS4) - Review



When the PS4 was released back in November its two big exclusive titles, Knack and Killzone, were pretty much universally panned by critics. Most of the big focus was on the multi-platform games being released anyway, but through all of the smoke and hype emerged a little gem of a game that I had seen barely any mention of in the preceding months. The critics loved Resogun and since it was a free game to PS Plus subscribers there were a lot of glowing reports coming from early adopters too.  I loved the look of this game and with all the praise I definitely wanted to pick it up, but I had a dilemma - Amazon were making me wait over a month for my PS4 by which point it wouldn't be a PS+ game any more! Solution - I bought a PS Plus membership and set up Resogun to download to a console that I didn't even own yet. And it was one of the best things I've done since jumping ship to Sony.

The hype surrounding Resogun reminded me a lot of the buzz for Geometry Wars when it was released alongside the Xbox 360 - another console that struggled early on for must-have exclusives. While I played Geometry Wars and enjoyed it I never really "got it" the way that most did - my total play time was probably less than an hour. I had no such problems in "getting" Resogun though. I was hooked instantly, from the moment I pressed start and the game delivered an absolutely room shaking thud to my subwoofer to the satisfying and exhilarating moment that I secured my first ever Platinum Trophy and everything else in between.

At a basic level the game plays like an old school side-scrolling shoot 'em up, but it has plenty of modern twists.  The most immediately obvious one is that the 2D plane that you play on is actually wrapped around on itself meaning that although it looks like you're just moving left and right, you're actually going round in a circle.  This isn't the first game to feature a game world that's "on a loop", but thanks to the PS4's powerful new hardware you're actually able to see the rest of the stage wrapping around behind you.  Although you can't see the whole stage in detail, this allows you to have a preview of what challenges you're facing next as well as allowing you to quickly spot an enemy on the other side of the map when you're frantically looking for something to shoot to stop your hard earned multiplier running out!



The guts of the game is controlled using just the analogue sticks - left for movement and right for shooting.  While some shooters allow you 360 degrees of aiming, Resogun restricts you to only being able to shoot left or right - meaning that the focus is on constant movement and manoeuvring your ship into the necessary positions to pick off the enemies.  At first this can feel slightly restricting, but honestly by a few minutes in I found it a bit of a relief.  I don't know about the rest of you, but my restrictive brain has always kind of struggled with the concept of using one hand to move and the other to control 360 degree shooting with any sort of synchronicity so only really having to concentrate on the movement helped me get to grips much quicker and probably kept me coming back for more, especially on the higher difficulties.

Your other tools in battle reside on the shoulder buttons and you'll need them all at some point to master the game.  R1 enables "Overdrive" which for a short period slows down time and turns your weapon into a wide blast that will eviscerate all who lie before it.  On the same side we have Bombs (R2) which can be really helpful when you're in a tight spot as they destroy not only all enemies on screen, but all the enemies currently spawned in the stage.  It's a weapon that's as visually impressive as it is useful.  Over on L2 you can throw a human (more on that later), but undoubtedly your most important ability resides on L1 - the Boost.  While boosting you destroy anything that you fly through and when you stop boosting you let off a blast that kills any enemies in your immediate vicinity at that time, giving you a small moment's breather to figure out your next move.

Your boost has a number of essential uses - the most obvious one being to escape to a pocket of space when surrounded by enemies with no other way out.  It's a more preferable than dropping a bomb because you get more points (and have more fun) by taking out foes with your lasers, but at the end of the level you also get bonus points for any bombs you have leftover and in arcade mode you carry them over to the next level where they may be more needed.   It's also necessary when chasing down a straggling enemy on the other side of the map in a desperate attempt to keep your multiplier alive.

Your boost isn't an unlimited weapon though - when you use it some of your boost meter is drained and you can't boost again until the meter completely regenerates.  This doesn't usually take too long but can seem an eternity when you're getting pinned down in a tough spot.  Naturally the longer your boost is, the longer it takes to regenerate so I found the most effective method was to use short boosts that got you out of a tough spot but didn't leave you exposed for too long.  And believe me, you become so reliant on your boost that when it's disabled you will feel incredibly exposed.



The core aim of the game is to defeat all the enemies that come before you and then defeat the boss of that stage, which can range from pretty easy to mind meltingly difficult.  The bosses get much tougher on higher difficulties and some of them will push your reflexes and boost management to the limit.  There's a secondary goal in each level as well, one that will ingrained into your mind after only a few plays - SAVE THE LAST HUMANS!

At the start of each level there are 10 humans trapped in boxes dotted around the stage - it's your mission to free each of these guys, pick them up and deliver them to a transporter.  This can prove a lot tougher than it sounds!  The majority of the humans are saved by eliminating a special kind of enemy known as Keepers.  Their arrival is marked by the voiceover announcing "Keepers detected", but it's up to you to find them and it isn't immediately obvious where they are.  Once you get to know them they're easy enough to spot (given that they are glowing bright green) but they can take the form of any type of standard enemy as well as a few that appear only as Keepers.  An added difficulty is presented by the fact that some of the Keepers need to be taken out in a specific order to free the human - take out the wrong keeper or fail to take them out in time and poor old humanoid will die in his or her box.

Having freed the human you often need to zip round to the other side of the map to pick them up before they get killed while out in the open - another scenario where your boost will come in very handy.  Once you've got them in your grasp they still aren't safe - if you get killed while carrying them they die also.  Here's where the L2 button can come in handy as you can throw a human safely into the transporter from a good distance away - though miss the transporter and they'll end up splatting on the ground.  Saving the humans is useful for points and also for trophy hunting but there are tangible benefits for each one you save as well, ranging from an extra life to bombs and weapon upgrades.

Once you're a bit of an experienced Resogun player you should be able to fly through the campaign mode in about 45 minutes, but there's so much replayability here that my final game time clocked in at around 13 hours.  When I first started the game I found it pretty tough going, even on easy mode, but this is one of those games where the more you play the better you get.  Each increasingly difficulty level will feel like a sharp spike to you and on each level up I felt like I had reached my limit and there'd be no way I could take on the next level.  The learning curve is so smooth though that while it was pretty much always a solid challenge I never really ran into a major problem.  There's also an online co-op mode if things ever get too tough for you but I can't vouch for how that plays.



The overall presentation of Resogun is fantastic - it has the vibe of a futuristic 1980's movie (think Tron), but with today's production values (think Tron Legacy).  It's got a relatively simple graphical style but with some stunning particle effects and all the neon you could ever ask for.  The electronic soundtrack and effects are perfectly matched to the game and would be a grand showcase on a good surround sound system or pair of headphones.  That bass!  My word.

So, if you have a PS4 and haven't picked up Resogun I implore you to do so - you definitely won't regret it.  Similarly if you're on the fence about a PS4 but aren't taken in by the sheer amount of ports on offer, maybe this will give you something else to think about.



9/10


Thursday, 27 February 2014

flOw (PS4) - Review


So I got a brand spanking new PlayStation 4 and the first game I completed on it was an 8 year old Flash game.  Funny how things turn out.  flOw (no idea why it's written like that) was later ported to the PS3 with motion controls and has now fully evolved into a shiny 1080p PS4 launch game.  I mention this because that's the gist of the game - you start out as a very basic underwater creature that slowly grows and evolves before your eyes as you make your way through the levels becoming the most advanced version of you possible.

flOw is a very minimalistic game - there are no menus, intro videos or tutorials here, you're just landed straight into the game with no instructions on what you're meant to do.  You just start messing around and figure it out as you go.  This is all part of the game's charm - there's no pressure on you to achieve anything and playing it is a very relaxing and therapeutic experience.  Figuring out the purpose of the game is easy enough - eat stuff, grow bigger, repeat - but figuring out how the controls work might take a little longer.  


Your creature's movement is handled entirely by motion controls - although a button press will give you a boost.  Personally I found this all a bit fiddly and ended up twisting my hands in uncomfortable positions for short periods.  Eventually I did become accustomed to it and could move my character around the screen at ease, but it still felt a little gimmicky.  For such a relaxing and immersive game the controls were a bit of a pain and I don't really think they added much to it, given your movement is restricted to a 2D plane.  I can understand that they were added to show off the new features of the PS3's "Six Axis" controller, but given that the game was getting a facelift seven years down the line I would have liked to see the option of a more traditional control system implemented.

With that niggle out of the way, on to the good stuff. As I mentioned before flOw is a very relaxing game, so don't go in expecting to be hit with a bunch of challenges that will perplex your mind or test your reflexes. Calling the game "easy" would be an understatement, but it would also be doing it a disservice. This is more like a casual walk in the park rather than a mountain trek and if you approach it in this way there's plenty to enjoy.


The atmosphere adds immensely to the experience, created mostly by the subdued soundtrack that gives you the feeling of slowly drifting along in the ocean, washing away your worries.  The sound effects that are triggered by your creature's actions - simple movement or devouring other organisms - fit this tone excellently and sound quite musical themselves, so as you work your way through the levels it feels like you're creating your own soundtrack.  There are more sinister moments in the game as well and the music does an excellent job of shifting the tone with a single note evoking the isolation and the feeling of "the great unknown" that exists at the bottom of the ocean.

The graphics are pretty simple but the art style used is absolutely fantastic, often having only two to three bold colours on screen at one time but creating a brilliant contrast that will really show off what your HDTV can do.  The creatures on screen resemble balls of light more than solid objects and the effects are really impressive.


Overall flOw is a well put together game, but to be honest it just isn't that fun.  It's the kind of thing I'd much more enjoy having a gameplay video play on my TV in the background while I do something else - like one of those Christmas Fireplace or Tropical Aquarium DVDs - some kind of autoplay mode would really increase the chances of me loading it up again.  It's not an expensive game by any means and I did enjoy it for a while, but working through five different levels using the dodgy motion controls felt like more of a chore than I think playing video games should be.  There's no real climax or sense of achievement at the end either and I can't help but feel it may have worked better as just a freeplay game with no start or end points.

It takes less than two hours to see everything on offer and after that there's no real desire to go back and actually play the game again, but I still have a lingering desire to revisit the fabulous underwater world it created.  A real mixed bag of a game - not one that I would widely recommend to people, but if you like the sound of the ambience it creates and go in with low expectations of the actual gameplay then you'll find something to enjoy here.  Also, if you're on drugs it'll probably be an incredible experience.