Monday Night Combat

Uh-oh. It seems like developers have really begun to exploit the secret to addictive gaming: a cool aesthetic, customizable classes and a deep leveling system all built on solid multiplayer gameplay. This time around, expect your life and soul to be eaten not by the next $60 AAA-budget title, but by Monday Night Combat, courtesy of Uber Entertainment, coming this year to XBLA (with an XBLA price tag to boot, around $15-$20).

Smash TV, Baseketball and Idiocracy all come to mind as some artistic inspiration here. MNC’s dystopian future has one purpose: to watch you shoot people and robots in sport for money. In the vein of Defense of the Ancients or League of Legends, two teams of 5, both accompanied by AI-controlled robot minions, start on opposite sides on a circular map (more map variants rumored to be included in the final release). Make your way around (or through or under or over) the circle, complete with hackable turrets and healing stations, to lead your robots to the enemy base, all while killing the enemy as hard as possible. Successfully defend your base’s shields and get your robots to take down their shields, then just rape, pillage, loot, repeat.

As the battle progresses, kill enemies and minions to earn money, which you can then spend to upgrade your character over the course of the game. Although those upgrades dissolve once the game ends, your account will level perpetually, giving you an increasing edge the more you play. All upgrades apply to one of six classes: Assault, sports an assault rifle and grenade launcher; Tank, the “meat shield” equipped with a Jet Engine (aka chain) gun and laser rail gun; Sniper uses the assumed and an SMG; Support, complete with Healgun and shotty; Gunner has a minigun and mortars; and Assassin backstabs with a dagger and shurikens. Additionally, each class has three unique (also upgradeable) abilities that deepen the combat and strategy considerably.

Included along with the core multiplayer are single-player and co-op modes, both pitting you against AI rather than humans. This doesn’t seem to really be the focus o f the game, but can provide tons of fun for fans of Firefight modes, those just not into competition or noobs looking to sharpen their skills. Though there’s no real plot to speak of, Uber Entertainment has done a great job of fleshing out the finer points of their world and their characters. Check out their site for more details and future updates on a release date and price tag. PC and PS3 versions are in the works, but nothing solid on that just yet.

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Sin & Punishment 2

The quality of a work of art is, by its nature, rather subjective. Scholars and critics are free to jargon up a critique in order to elicit the necessary recognition of “standards” demanded by their peers, but in the end, even the most eloquent appraisal is muted against the ears of the participant (which is what we are when we engage with games, and “art”) who is wholly satisfied with their own, equally valid assessment of, “crazy fucking awesome.”

While I would feel entirely justified in defaulting to the latter form of analysis in order to convey all that you need to know in order to be an educated consumer prior to the release of Sin and Punishment 2, my job description places me somewhere within the first category, which means that you probably demand more from me. Let’s do a bit “more” and see where we end up. Being able to come into the experience and absorb it as a standalone product (meaning that I haven’t played the original) leaves me without the tools for direct comparison, but I’m probably not alone given the history of the original. (I would be curious to know exactly how many people have actually downloaded and played the game via the Virtual Console). However, having a history of warm associations with Treasure (the developer) and the types of games that inspired Sin and Punishment 2, which now seem to be much more varied than I had originally anticipated, I certainly did have expectations.

Initially being flung into a world that felt so completely drab, sluggish, and derivative was rather distressing. Anticipating a one-two punch to the senses from the get-go, a natural hook-jab pattern for just about any media, the first stage left me more than a little concerned. What I didn’t understand at the time, however, was that this first level was actually coined “Stage 0,” better described as a “tutorial stage” – a ten minute jaunt which, I realize now, I could not have survived without. Sweeping aerial vistas flooded with projectiles from above (and beside, and below) with relentless turrets scattered across the tattered wasteland spread out before me, feel almost as Ace Combat as they do Space Harrier. Death trap corridors of reflex trials requiring unwavering concentration conjure up memories of 8-bit Contra on steroids. High-speed underwater tunnel dives had me thinking that someone slipped a little Endless Ocean into my Rez. Three hundred-sixty degree boss battles gave me a glimpse of what Mega Man Legends 3 might play like if Cave got their hands on it. Side-scrolling segments – yes, as in a true side-scrolling shooter, á laGradius – feel entirely competent, to the point where I found myself wondering whether it might be worth it for the developer to explore such a game type as a standalone product.

The ability to engage with enemies in both the back and foreground from this perspective also proved that by applying the proper control scheme, the two planes can symbiotically coexist. (Yes, I am looking at you when I state this, Chair). The transition between all of these perspectives and play styles, which I am confident there are plenty more of, is fluid and engaging, demanding the player to adjust their stance with equal flexibility, only adding to the tension, and enjoyment.

While many of Treasure’s games are notable for their complex, multi-tiered boss battles, some games feel designed specifically to get the player to battle bosses, such as Gunstar Heroes. Now, imagine a game that provides lengthy, fully fleshed-out “stage” experiences, while regularly eliciting what can only be described as “boss fatigue,” causing the player to cry out multiple times at various points of each stage as their endurance is constantly taxed to the limit. Keep in mind that this is the good kind of fatigue, and that the “crying out” is as much an exclamation of rapture as it is exhaustion. You can draw your own parallels from there. 

Thankfully, the game offers both a forgiving and supportive auto-save system which always seems to work its magic with the most impeccable timing. Even though I was presented with a Game Over screen quite regularly (I enjoy these types of games; I never claimed to be good at them), I hardly ever found myself replaying areas, as even bosses have multiple checkpoints strategically scheduled throughout the showdown. This allows even the players who weren’t reared on some of the conventions of old-school difficulty to find success without having the experience dumbed down in the least. Attempting to predict the enemies, environments, or demands of Sin and Punishment 2 is a futile use of your senses. 

Treasure has crafted a world and an experience where the term “cohesion” manages to encompass anything under the sun while still managing to do the term semantic justice. Which brings me to an important point: I am unable to conjure from my memory bank’s trivial video game tidbit laden storehouse some other atelier from which Sin and Punishment 2 could have possibly been born. As we continue to debate over what a video game and the accompanying experience “should” be and who it is that is taking the “proper” steps in getting us there, Treasure shows us that maybe we ought to learn to be alright with letting a creator entertain us with his or her weapon of choice, leaving it up to the user to experience the creation on its own merits, and not on the “standards” of a medium.

You want me to gripe about something, you say? Fine. I cannot for the life of me determine the utility of the jump button. In a game that is essentially 90% aerial and where a simple tap of the thumbstick (which you are constantly manipulating into a frenzy, anyway) performs the same trick, I find the feature baffling. The end result, however, is one less button that I feel the need to concern myself with, which felt much more liberating than it did oppressive upon coming to this realization, allowing me to then allocate my limited attention on more important things – eminent lasers. Who knows, maybe the game will pull an Earthbound and utilize the profitless feature in some profound way that will prove to be the critical lynch pin against the game’s final terror. Honestly, I couldn’t care less. Either way, I’m going play lots of Sin and Punishment 2, which makes me the big winner, regardless. 

I’ll pitch you one more. A sense of immersion in the overall experience – maybe a “trance” is more appropriate – is essential for a game like Sin and Punishment 2, serving as both a more effective conductor of the narrative, as well as simply being an aid in assisting the player in their potential for success. Audio plays a major role in this. The sound in the game, whether it be the music, sound effects, or voice work, are all highly competent. My concern, and this is me being subjective, is in the lack of options allowing the player to tweak with this balance. I often find the music to be the auditory component that contributes most significantly to the trancelike experience that I pursue in these such titles, and while I appreciate what the game has to offer in this department, the overall balance just feels . . . off. This wouldn’t be an issue except for the fact that the music is what seems to have taken the back seat in the default audio balancing, sounding somewhat tin-y as part of the whole experience. The fact that all of the audio settings are maxed out by default at the start of the game means that there is no way to add “more” to the music without neutering the experience in other areas. I just couldn’t find a setting, whether it be in-game or on my television set, that would supply me with the auditory balance that I was looking for. Note the first-person in the previous statement.

Actually, my only real concern, and this is neither the fault of Nintendo, Treasure, the nature of Sin and Punishment 2 as a product, or the consumer, is that in the current marketplace where the fierce battle for gamers’ time and dollars is becoming a sea of experimentation, a great disturbance in the force has severely skewed the end users’ concept of value. With once flourishing genres (like arcade-style shooters) now being relegated to a sub-ten dollar downloadable marketplace, a ninety-nine cent standard developing as the expectation for gaming on-the-go, the growth of free-to-play options, and packaged product “value” increasingly being interpreted in terms of “high-definition” and “completion time,” I fear that even many of the most dedicated gamers for whom a game like Sin and Punishment 2 was essentially created for, may end up being swayed by the turbulence of current mass-market and economic tides. The forces acting here are formidable and complex, and the consumer alone cannot be viewed as the scapegoat for what may wind up being a less than ideal rollout of the game. My hope is that pointing this out might just prove more significant than my examination of the product itself. With that, let’s recount the notable suggestions from our critique:

Less Good:

  • Largely useless jump mechanic
  • Lack of control over audio settings

More Good:

  • Crazy fucking awesome

Feel free to apply what you feel to be the appropriate weights for each of the items in the checklist above using your own logical discretion. Well, I’ll be damned if we didn’t end up right back where we started.

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Shattered Horizon

It's not very often a competitive online shooter will make you rethink how you look at the entire genre. Shattered Horizon, on the other hand, forces it upon you. Set in the near future, all of the battles take place in zero gravity, around space stations, mining facilities, and asteroid belts. Since there is no 'up' in space, everything is relative, and thus combat tactics become almost limitless. 

A lot of unique elements have been incorporated into a game like this for it to function properly. Players can land and walk around on any surface (in any direction). This is a necessity to be able to have accurate aim, especially when sniping. Simply floating around, the recoil will cause problems. Normally sound cannot travel through space, but since audio cues of gunfire or explosions are so important in a game like this, the developers have sidestepped the problem with your suit's 'audio simulation' which effectively gives you sound. 

However you can engage in a 'Silent Running' mode. This shuts down your entire suit, your audio simulation and major maneuvering abilities, along with your HUD. This allows for a lot of stealth abilities, especially if you stay in shadows, but without your suit powered on recoil is brutal. With the audio simulation turned off, all you hear is your breathing, blood pumping, and vibrations of your gun firing. This adds an eerie level of realism, and when used properly you can sneak around anywhere. 

All of this combines into a very enjoyable game that really takes some time to get used to. There is only one weapon, the assault rifle, which converts into a sniper once you are zoomed in and doesn't need extra ammunition, just reloading. The use of grenades are also done well, seeing as they don't do direct damage but have more tactical uses, such as smoke, EMP (which shuts down anyone's suit in the blast radius) and the MPR which sends out a shockwave pushing everyone further into outer space. 

Instead of a skirmish depending on the weapons used, they rely more on the player's skill. While this was intended to provide a more strategic approach to combat, it doesn't expand up to the entire team. Without voice chat, most players simply strike off on their own, and the entire team suffers. When a team does pull things together, miracles can happen, and battles are intense. Until that though, battles that are intended to be coordinated are naturally messy. 

Shattered Horizon excels in its simplicity. It's easier than it looks to pick up and play, and the sheer uniqueness of it will keep you coming back for more. More maps are promised to the four that come with the game, and the entire game is well balanced. Once you get used to the idea of zero gravity combat, it suddenly feels quite natural. At a price tag of only $20, Shattered Horizon worth getting. 

 

Likes

    • Beautiful visuals and sound
    • Well planned out maps and locales
    • Unique gameplay

    Dislikes

      • Mean system requirements may lead to crashing
      • Slight learning curve
      • Long loading times to join games

      Level 42 Review Score

      4 / 5

      You can also win a free copy of Shattered Horizon. Find out more here.


      The review scale at LevelFortyTwo is between 1 and 5. A score of 5 is considered an amazing game, 4 is a well-done game with only minor issues, 3 is in the middle; not great, but not bad, 2 is a very problematic game, and 1 is absolutely terrible.

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