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UltraN0V4
Favorites: Interstellar, Shutter Island, Into the Wild.
Top games: Far Cry 3, Saints Row 2, Cod: WaW.
Reviews
Saints Row 2 (2008)
Play this game.
If you're playing it for the first time in 2023, don't mind the graphics. The game has this weird glow or blur filter on that makes your screen look dirty. The story has a good balance between fun and a serious tone. The radio/song selection, Yes, you can drive to a music shop and curate your playlist, has to be one of the best things in gaming history. Having been released a couple of years before we were graced with GTA: V's radio stations. I never understood why they removed the aspect of crib customization with almost every installment after this release. I liked having a luxury penthouse downtown and the option to live in a lighthouse. That brings me to the map too. For a game that came out a while ago, Stillwater has to be one of the most interesting. You could explore museums, find secret entrances to military bases in said mountain, raid an Alcatraz-type prison, grab some burgers, gamble, and even pretend to be on the show 'Cops.' I could go on, but I'd rather save it for anyone who hasn't taken a trip to Stillwater.
So, play this game.
Battlefield: Hardline (2015)
Battlefield: Vice
I think this game might be the equivalent to CoD: Ghosts, meaning it's sorely underrated. I know most players didn't find the cops vs robbers aspect of the game amusing and I get it. Recently I've been throwing Hardline's campaign/multiplayer modes on due to the lack of content and change in direction in Battlefield 2042. The multiplayer runs pretty similar to BF4's but with new gadgets, a currency system, and the whole cops/robbers twist. The gameplay however feels just right, almost like butter on a warm pan. New gadgets like zip-lines and grappling hooks opened up new ways of movement and verticality. The grappling hook must've been inspired by R6: Siege and I didn't mind that at all. Hardline uses the same engine BF4 used, Frost Bite 3. The 2 year difference in titles allowed the devs to sharpen up and perfect the movement and visuals used in Hardline. I'm glad they did not number this title. The vibe I get from playing this spinoff resembles something from Miami Vice or GTA Online even. Chasing bad guys down in the LA River, launching firefights in the Florida Everglades, and raiding Hollywood mansions felt surreal when playing. The campaign offered some nice upgrades too. A new stealth system, similar to the Far Cry games, allowed players to complete missions their way. The score/music in the background matched perfectly with what was happening in game, whether it was sneaking through a cartel meth lab or driving down the streets in Miami. Ultimately, I'm finding a lot of fun in this old Battlefield project. In the future, I'd hope to play a new battlefield game that was built like Hardline. Meaning, it took the best aspects of it's previous titles and used it as a foundation.
Saints Row (2022)
Not a Saints Row game
Map: 5/10
Story: 2/10
Coop Features: 2/10
In this "reboot," Volition mainly introduced cringe-worthy characters and dialogue that stray far from the essence of any Saints Row installment. The unexpected absence of key features like 4-player co-op, cheats, and customization, which were prevalent in previous titles, is disappointing. One would anticipate a reboot to reintroduce these old features.
The new "crew" of Saints takes pleasure in activities like drinking chocolate milk, larping, and even getting kidnapped. However, the campaign lacks the impactful moments seen in previous games, such as taking down Dane Vogal, avenging Aisha/Carlos, and building a gang. Notably, the only character resembling a true tough gang member is ironically the final boss. His sudden change in character and motives feels unnatural. At the end, his desire to take over the Saints and lead the life of the boss is puzzling, given that he already possesses his own gang and crew from the outset.
The character development among the main set of friends is lacking. One might hope that they evolve and grow stronger in the face of loss, similar to Jason Brody in Far Cry 3 (2012). Regrettably, they remain dependent on the player and require saving in the last mission. If these friends can be kidnapped within their own headquarters, surrounded by numerous Saints, it raises questions about their suitability for street life.
Beyond the underwhelming story, Santo Illeso's world offers a desert sandbox but falls short in terms of interactive elements. The vibrant colors and diverse districts provide variety compared to Steelport. However, the map remains smaller and less detailed than Saints Row 2 (2008). Notably, few buildings grant access indoors apart from a handful of stores. It's worth mentioning the limited availability of services like Rim Jobs. Constantly driving across the map just to save a single car becomes tiresome. The expectation was that Volition would blend the best aspects of Sr2 and Sr3 to deliver a more comprehensive experience.
Revisiting iconic features like Freckle B*tches drive-thru, purchasing a 40oz at the gas station, and customizing new houses, which were prevalent in older titles, was anticipated. In order to recapture the essence of the earlier games, Volition should heed the feedback of their original fans. After all, they have successfully achieved this in the past. With improved listening and attention to their core fan base, they have the potential to create another hit like they have before.
Halo Infinite (2021)
"Infinite" What?
Halo: Infinite's lack of content and replayability led me to stop playing just a few months after its release. Despite being nearly a year since launch, essentials like forge mode, special ops, and a meaningful rank-up system are still absent. The absence of firefight mode and the substitution of actual coop missions with infrequent cutscenes further exacerbate the issue.
The game's priorities seem off-microtransactions hinder basic multiplayer customization, demanding payments for simple armor colors. XP distribution based on match performance is skewed, making it possible to achieve 30 eliminations and still earn negligible XP. In contrast, I fondly recall the challenge-based system of the earlier franchise entries, allowing players to earn helmets, visor colors, and other customizations.
Considering that it's been nearly a decade since 343 Industries took the reins of the Halo series, it's disheartening to see the regression in content and development. The substantial gap between Halo: Infinite and its predecessor Halo 4's content delivery raises questions about the studio's efforts over six years. Ultimately, I yearn for the engaging cooperative experiences of the past, desiring diverse gameplay, exploration, and camaraderie that were once central to the franchise's appeal.