Showing posts with label video game. Show all posts
Showing posts with label video game. Show all posts

Tuesday, 24 June 2014

Let's Play Death of the Augnob -- Squishy, squishy

Written By: Tyler

Hello everybody. This is my first actual Let's Play that I've done since this blog started (I've done a machinima with Goat Simulator), and I've chosen an indie game called Death of the Augnob... which was created by the wonderful Jake Clover.


http://youtu.be/cigIqK6PKu8



Wednesday, 30 April 2014

Keeping Me Occupied At Work -- A Wayward Souls Review

Written By: Tyler
Platform Played On: Mobile (iOS)






Rating: 7.5/10
Verdict: Wayward Souls is a completely solid Roguelike RPG but it doesn't quite live up to the apparent hype that it's getting in other reviews. 


I don't often review mobile games, and that's mostly because I don't play that many. There is a lot of crap on the App Store, and it's hard to sift through that and find the gems. The other day I was looking for a good game to play on my phone at work (when I'm, ahem, on break), and Wayward Souls had just come out and was getting rave reviews. I thought, "Awesome, an RPG to sink my teeth into." After hours spent dying and restarting, clawing my way through the game, I've come to the conclusion that it's a very good Roguelike RPG, but I feel like I'm missing something.



I have a built-in dislike of touch screen controls, and that's the first thing a lot of iOS games have going against them right from the beginning. Perhaps that sounds unfair, but I just don't feel like certain genres are ideal for the platform. Games like Sword and Sworcery work fine, same with Year Walk, but any game with action is less than ideal (though I'm sure there are exceptions). Wayward Souls has a few hiccups in the way it controls, like sometimes when you're trying to do one thing and you do another. I rarely feel like touch screen controls are intuitive.

Aside from that though, there's a lot to enjoy about Wayward Souls. You spawn as one of three characters intially -- a Mage, Warrior and Rogue -- but you can unlock others as you progress through the game. It's a paid app, which a business model where the price increases with each update so grab it now, and there are no in-game purchases to unlock the characters... which is a relief. These characters play differently than one another, but not in any substantial, original way. They have generic names and handle in ways that we've seen before. The warrior is a tank who can block, the Rogue uses quickness and backstabbing and the mage blasts from afar -- these aren't innovations or anything, but they're solidly implemented. The variety is nice because when you die, you lose everything and being able to switch your play style up is refreshing.

As you progress through the stages, you collect money and items. The money sticks with you even when you die so you can purchase upgrades that you will always have. This is a welcome addition because even when you die you're still building your character, but I've been seeing this feature in Roguelikes these days anyway.

The items you collect are mostly there to give you special powers, but health potions do drop infrequently. The Warrior has an ability where health potions heal more but it's useless because you rarely get any anyway. The only real way to get health back is by completing each level -- each time you proceed to the next level you get a little health back.

There are checkpoints, but you have to defeat the boss in each area first. This is also a welcome addition because I have a hard time constantly replaying areas, so just to know that there is a light at the end of that tunnel is nice.

The combat can also be pretty intense, even if it is held back slightly by the touch screen controls. Like I said above, each character has a different set of strengths and weaknesses, and due to the random nature of both the enemies and the dungeons, things can get pretty hairy quickly and you never know what to expect. You could walk into a room and get swarmed, while something else throws giant rocks at you. Since they chucked the turn-based genre conventions in exchange for real time battles, the action makes you adapt on the fly and this is where it shines brighter than a lot of games within the same stratosphere.

The visuals and music combine to create a pretty forboding atmosphere as you travel to the depths of the multiple dungeons. They have put care into making the areas seem more populated than a lot of mobile games would. There are lamps and other objects all around, mostly just to create that sense of atmosphere, but you can break them for coins and whatnot. Where the game shines though is in the soundtrack. It's a joy to dungeon crawl because every track is quite good. There's a lot of polish in this, and RocketCat Games should be praised for that.

A lot of Roguelikes don't offer much in the way of story. It's not the appeal, generally, but RocketCat Games have gone the extra mile to rectify that. Scattered throughout the game are plot moments that try to flesh out the reasons why the characters are doing what they're doing. I'm not going to sit here and say it's the most memorable and well-told plot since The Last of Us, but I appreciate what they have done to try to add more substance to the tried, tested and true formula.

Wayward Souls is a very good game. I said it above and it was worth repeating, but I saw one reviewer state how this could be confused as a lost SNES era Square RPG. That's way too lofty a claim for this game, but it is a solid experience. It's possible that I should be judging this more on the fact that iOS doesn't have many games like this, but games like Year Walk, Sword and Sworcery or even Code Runner succeed as not just great mobile games... but great games in general. I'm not sure Wayward Souls can make that claim, but it's definitely worth buying.



Sunday, 20 April 2014

What Better Way To Celebrate Easter Than A Trip Through Hell! A Diablo 3: Reaper of Souls Review

Written By: Tyler



Rating: 9.5/10
Verdict: Despite the necessarily and decent tweaks, the leveling system still leaves a little to be desired. Outside of that though? With Loot 2.0, Act 5, the Crusader and other little additions, Diablo 3: Reaper of Souls is a drastic improvement on all fronts and has asserted itself as one of the best games in the Action RPG genre. Yes, I went there.


When Diablo 3 came out a couple years ago, it was the return of one of the most beloved franchises of all time. Players waited twelve years for the sequel to Diablo 2, though to be fair it seems like people just kept playing Diablo 2 up until the third came out anyway. But something stragic happened -- a lot of players didn't enjoy it that much. A lot of hyperbole was thrown out, as Diablo fans proclaimed it as the worst game ever, and the Battle.net forums were hard to read as people bitched and complained constantly, though I still read them anyway because I'm a boss and forums were my thing.

Diablo 3 was streamlined in a lot of ways, and lost some of the elements in Diablo 2 that fans enjoyed. I'm not a Diablo fanboy, I don't have those memories with Diablo 2 that a lot of gamers have, but even I can admit that it left a little to be desired. Not that it was a bad game, and I defended it at the time, but I will concede that it does some things better but some things worse. In retrospect I probably thought higher of it than I should have at the time, but that was because I put over a hundred hours into it with my brother and did enjoy my time.

Looking back at it now though, I'd still say Diablo 3 wasn't the disaster that a lot of fans declared it as... but Reaper of Souls stomps all over it. Seriously, the changes made with this expansion and the pre-expansion update are monumental.Very few games can make me put a hundred hours in and then rope me back in for what could be a hundred more at some point.

I am going to get on with the actual review now, but just know that I probably won't remember to tackle every single little detail of the expansion, but I am going to hit on the major points at the very least. This is mostly a full review, though I am well aware that items and whatnot may pop up that I have never seen before, but I felt confident that I could give it a final score regardless.


The first thing I have to talk about is Loot 2.0. Though it was released as a pre-expansion update that anybody can acquire, it is a massive upgrade. I don't think anybody could deny that a big selling point of Diablo and most ARPGs is the copious amounts of loot you will find during your adventure. With Diablo 3, legendary drops were few and far between so you'd have to replay Acts over and over again just to try to find a good weapon so you can proceed. Or you'd just get a bunch of crap you couldn't even use because while getting a lot of loot is great, getting quality loot is the most important thing.

With Loot 2.0, they dropped the "quantity over quality" mantra and reversed it. You may get less loot, allegedly, but you still get tons. Yet what you get is often better. Play it on the Normal difficulty and you'll find legendary items. I got more legendary items in the first few hours this time around than I did in my entire initial playthrough. I didn't even realize just how much the Auction House was holding everything back until it was gone -- now the loot flows freely.

On top of that, items can have different types of characteristics now. My brother has an item that summons a little guy that collects equipment for them and at a certain point has the chance of creating/dropping a legendary item. There's more variety to the loot, and you'll find better stuff more often.

They also changed how potions work. Gone are the multiple types, and now you only have one. Why any game has more than one type of health potion is beyond me, because it's often just confusing and unnecessary.  You can also get different items for crafting.

Loot 2.0 is a victory on all fronts and it drastically alters how fun the game is. There is no more slogging without reward... there is only reward.


I expect three things from an ARPG: an in-depth leveling system (such as Path of Exile of Sacred 2), massive amounts of enemies to murder, and tons of loot to satisfy my greed. I already talked about Loot 2.0, there were always lots of enemies to murder, and now I'll talk about how you level up.

The leveling system in Diablo 3 was a significant point of contention with me, and probably a lot of others as well. I am all for change. I praised a game like Killzone: Shadow Fall for bucking the trend and going their own route with how level progression was handled, but sometimes -- and this is the case with Diablo 3 -- traveling your own path is detrimental to the experience as a whole.

You couldn't upgrade your stats at all, which even Diablo 2 had twelve years before it and most games of this ilk include as well. All you could do is shift around the runes and skills that the game gave you each level. While creating a great build is appealing in some aspects, just allow me to put points into my base attributes and give me a skill tree so I can unlock whatever skills I want. Or give me a system like Path of Exile. Allow me control over my character. I'm less forgiving of this in the ARPG than I am in other RPGs, because to me, the stories in these games are never great or memorable.

They can't fix this problem without a complete overhaul of the game, but they've done just about as much as they can to try.

The level cap was upped from 60 to 70, and with it came more skills and runes, along with another slot for passive skills. You still just mix and match your skills and runes until you';re the best ass-kicker that you can be, but with Paragon Levels at least you have some control once you reach 70. I know Paragon Levels existed before, but they've been revamped a bit to the point that there are no limits to how many there are. In a nice touch,  you don't just level up your base attributes... there are four different categories with multiple statistics in each. This actually gives you a great amount of control, ultimately, but you still have to max level and deal with having all your skills and runes forced down your throat when the game wants you to. As a system, it is a little sub-par, but they made strides to fix it and I commend them for that.


Before I touch on the meat and potatoes of the expansion like the new Act, character class and the different modes, there are a few little aspects of the game I want to talk about -- the Mystic, the difficulty and the wave-based events.

The Mystic is a neat little addition to the game. She offers two different services, which are enchanting your items and Transmogrification. She allows you to re-roll certain magical properties of existing items, allowing you to ultimately gear your, er, gear more to your liking, while Transmogrification allows you to change how you look. It's a small thing, but I know cosmetics are important to some people because let's face it... looking like a badass is part of the appeal.

The enemies now level up with you, and the difficulty sliders just affect how hard the enemies are beyond that. I think this is a better system all around, so props again to Blizzard for that.

Events are a blast in this game because they drop a lot of stuff and you get a lot of experience. They've added events called "Cursed Chests" and "Cursed Shrines" which are essentially wave-based events where you try to kill all the waves in the time allotted. It can get chaotic and the benefits are worth it.


Now onto Act 5 and the other completely new features added within the Reaper of Souls expansion.

Act 5 is a blast. The basic story is that Death appears and you have to go kill Death. Like I said above, I actually don't think plot is that important in this sub-genre of the role-playing game, but it does a good enough job. I mean, you have to go bring death to Death. That sells itself.

There are a lot of events, lots of enemies to kill and loot to collect... but I really love the music especially. As I write this I'm listening to it, and I never listened to the initial Diablo 3 soundtrack because the music didn't overly stick out. However, the music seems to be perfectly placed in Act 5. When you're walking around in a dank, gloomy area, the music is appropriate and does a good job of making you feel that dread. Or when enemies appear, the music will get big and loud, making you actually want to fight. The music adds a lot to the atmosphere and mood of everything going on.

I never understood the complaints about how some of the other Acts looked, because I enjoyed traveling to different areas. I don't need every place I visit to be dark, full of decay, rotting trees, skeletons, zombies and other stereotypically evil beings. I know a lot of people did, but they can rest assured that Act 5 is dark. It is Diablo as they remember it.

After you complete Act 5, a whole new method to loot up is presented to you in the form of the Adventure Mode. While playing this particular mode, you do bounties, which are randomized missions that give you different objectives. You might have to kill a big nasty, or kill 100 enemies on a single map. There is variety, and when you win you obviously get equipment, but along with that you get blood shards -- which are used to buy specialty items -- and Rift Key Fragments.

Rift Key Fragments are where it's at, because they allow you to open Nephalem Rifts. The Rifts are where Adventure Mode shines, because you go in, fill up a bar by killing enemies and than a big boss appears. When the boss appears it is awe-inspiring, full of lots of colours flashing on screen. They actually feel like a big event. You kill them and get a ton of loot. I'm not sure if farming on a higher difficulty in the story mode is more beneficial than Rifts or not, but Rifts give a lot of cool stuff.

Adventure Mode offers a lot of replay value for those who don't just want to do the story.


The Crusader is the new character, and he specializes in defensive tactics while having a good array of offensive moves as well. I don't know if I'd use him if I were playing by myself, but as a support character he is pretty awesome. He has "Laws" that permanently offer him and his companions boosts in things like damage, he has a healing spell, a skill that allows him to revive if he dies (awesome!) but he can use skills like Bombardment that drop death on enemies. You could run him as basically a buffer, which I did for a bit, or you could transform him into a more deadly force. I play as a mixture.

Because of him, there are specialized crusader shields and a new weapon type -- flails. I've always been more of a giant sword type of guy, but it's cool that they added a new weapon type for him. All-in-all I think the Crusader was a worthwhile addition to the roster.


I love Reaper of Souls. I could just be high on the game since I've been playing it currently, but it brought me back into Diablo 3 in a big, bad way. With that said, because of the leveling system not being up to snuff, I give this game a "light" 9.5. What I mean by this is, I think the game deserves better than a 9, but I operate on a .5 system so I'll up it to a 9.5. It's basically everything I could want from the genre, except for that one nagging issue (which would have made me drop the rating more had they not tweaked it a bit), so if you were turned off by the initial release, you should give Reaper of Souls a go because Blizzard changed a hell of a lot.

Friday, 24 January 2014

A World Full of Scientists, Robot Dogs and the Most Badass Janitor (Ever?) -- An MDK2 Review



Written By: Tyler Selig


I feel like just seeing the box art is enough.

Rating: 7.5/10

Verdict: MDK2 shows its age in how it controls and the checkpoints are too few and far between in the Dreamcast version, but I can understand why MDK2 is so loved because it does everything else right.


            MDK2 is a game originally released in 2000 to mostly great reviews. It starts three very memorable characters who are entirely different from one another – Kurt the Janitor, Dr. Hawkins the Scientist and Max the six-legged robot dog. During the celebration of their victory in the first MDK, they are informed that there is another minecrawler in Edmonton (of all places), and Kurt goes to destroy it. From then on, things go from bad to worse, because well, video games.
            I like to gush about the positives in games first, most of the time, but I got some negativity that I want to get out of the way. Some people can’t look at an old game and give it a high rating if it’s their first experience because games have come a long way in a lot of aspects, while some people are able to appreciate a good game regardless of their age. I fall into the latter, but it’s important to acknowledge that there are some limitations from the old school that have been improved upon in the modern era. I could spend all review explaining what I mean but I’ll keep it at that. I will repeat this again someday when I review another old game, I’m sure.
                The reason I brought it up is because I bought this game for Dreamcast as opposed to playing the remakes or even the PC version because it technically was originally for Dreamcast. I wanted to experience the first version. I feel like I may have played the wrong version, though, because there is one issue that drives me up the wall and that’s the problem this game has with checkpoints. What I mean by this is that they seem so far away because this game is so difficult.
                Stop Internet, I know what you’re thinking! I’m whining because I suck. I’m not terrible at the game, but I’m not great. Maybe I would have been more forgiving back in the day to having to replay areas, but at this day and age it’s just not for me. Completing a section only to die and repeat the same section is not good gameplay to me. Some will argue that games like Dark Souls thrive on that, and sure, maybe that’s your thing. I can’t remember what the checkpoints and whatnot are like in Demon’s Souls (that being the only one I’ve played), but this is a personal preference so of course I’m going to knock the game down a little bit for it. Any critic who claims to be 100% objective should be shot and fans shouldn’t expect them to be. So I feel like the PC version or one of the remakes may have been a better choice because I know the PC version at least has a quick save feature so it would have saved me some unnecessary grief.
                Another problem I have is the controls, which is more of a problem of its time than a problem with the game itself. I once proclaimed that the N64 controller was awesome, but these days the limitations of single-stick controllers are really evident, and unfortunately MDK2 suffers from that. I just have a really hard time getting used to using the A, B, X and Y buttons to move, even though theoretically, using those to move and the stick to look around is the most efficient system possible. Because of this, my movement just wasn’t as fluent, the game was harder than it should have been (note: the game would be really hard regardless), and platforming and whatnot was more difficult. The move from 2D to fully 3D worlds was an awkward transition for certain genres, and MDK2 does prove that with how it controls.
                With that out of the way I can lather this game with praise. I mentioned it above but the characters truly are a thing of beauty. All three of them have their quirks, whether it’s the eccentricity of Dr. Hawkins or the fact that you’re playing as a Janitor. And who doesn’t love the idea of a robot dog with six legs who can hold a bunch of guns at a time and blast fools? Their conversations are often silly and some are downright comical, and the fact that the game doesn’t take itself silly lends itself to an amusing and enjoyable time. My appreciation for the characters grew as the game progressed.
                The story follows the tone set by the characters. Sure, something massive is happening but the game presents it in a comic book style, and it makes it less dark. It adds a lot of charm to the experience, and was definitely a good move by Bioware (though it may have also been that way in MDK, which I haven’t played).
                I have to give special attention to the music. It always adds another layer to what you’re doing. Some of it is dark, some is downright creepy, some makes you feel like a badass, but it always captures the mood of what’s going on perfectly. It’s one of those soundtracks that manages to stand out right from the beginning and I mean that because I sat and listened to the main menu music for a bit before I started playing.
                The visuals look good for a 2000 game, and it’s clear that they put some work into making the stages. Each one has its own unique style that compliments the characters and their own attributes, and technically speaking, the game did use the Dreamcast capabilities well.
                The level design is linear, but I don’t usually mean that as a negative. We live in a world of a lot of open-world, and when a game is linear (like Remember Me), people get on their high horse and speak badly about it. I appreciate both methods because sometimes I just want to play a linear game, and MDK2 has a lot of baddies to shoot, some puzzles to solve (especially when you’re Dr. Hawkins), and some giant boss battles. The way MDK2 uses its three protagonists offers a lot of variety because they have different styles – Kurt snipes a lot, Max just straight up murders chaotically and Dr. Hawkins is more puzzle based.
                In closing, this is one of the weirder 7.5s I’ve ever given because as much as I respect and admire the game design, there are those two matters that dampened my actual enjoyment a fair amount. I give a better breakdown of what my mindset is when rating anything in my biography under the Contributors (still waiting on other contributors) tab, so check that out if you want to understand where my head is.  MDK2 is undoubtedly a great game, and had I played a different version it’d be an 8 or an 8.5 at least, but I chose Dreamcast so that’s what I have to stick with.

Sunday, 15 December 2013

The Little Indie Game That Could - A Call of Duty: Ghosts Review



Written By: Tyler Selig

"AH I CAN'T SEE, EVERYTHING IS BLACK. Oh wait.."


Rating: 6/10
Verdict: Call of Duty: Ghosts is not a new experience. It changes up the formula a tad here and there, but not enough for me to get back into the series. Fans of the series should eat this up as a fun, fast, action packed game… while people who hate the series will find yet another bland military shooter that feels like paper. Pick your side, because Call of Duty is here to stay.

            I’m of the mind that a reviewer should embrace his or her biases, and make them known. I’m not trying to start an argument here (or maybe I am, I don’t know), but I don’t understand this obsession with objectivity. I’m not trying to say that you can’t try to break down the pros and cons of a game in the most unbiased way that’s possible, but a game that is boring for one may be an intense experience for another. Objective turns subjective pretty quick in a lot of cases, and that’s why I will always be upfront with anybody reading this about my own personal prejudices and desires (sounds sexy). It’s also the reason I’ve always enjoyed a system built upon multiple critics reviewing the same game, because that will give a more balanced opinion. Nobody reads my blog, so as much as I’d like to have multiple people reviewing things, it’s just not possible right now.
                So with that out of the way, let’s talk the newest entry in the blockbuster series – Call of Duty: Ghosts. Most people will know what this is, but for those few who don’t, Ghosts is a first-person military shooter based around an elite group named Ghosts, who are known for their great war skills, be it stealth or gunplay.  There’s also a tiny, insignificant sub-plot where the game takes place a few years after the US of A has fallen and the soldiers are fighting to get their country back.
                Call of Duty: Ghosts should please CoD fans, unless they’re the jaded kind that haven’t liked a game in the series since the first Modern Warfare but keep playing each new entry anyway -- there is no hope for them at this point. For the rest of them, I can’t see them being overly unhappy with the game as a whole. I got out of Call of Duty during Modern Warfare 3… just one day I stopped enjoying it as much as I had, and I wasn’t even a massive fan to begin with.        
                This is a major reason for the 6 out of 10. As a Call of Duty, I’d rate it very highly because the developers do what they do really well. If you want a more arcade-style twitch shooter, then CoD is fantastic. For people like me, who now feel that the game just feels like paper and doesn’t feed me like a heavier shooter like Killzone does, then it’s not that enjoyable. I do like it, just not that much, and I feel the game does some things better than previous entries, and some things worse.
                Firstly, I would say the campaign is a step down from what I feel is the best campaign in the series – Modern Warfare 2. I felt this way during MW3 as well. Many have criticized MW2 for its length, but I felt that it was fast-paced and exciting, partially because it didn’t really have time to wear out its welcome. Ghosts is a normal length campaign (8 – 12 hours like most games), but there’s a lot of “been there, done that” going on. There are action set pieces galore, but somehow it just manages to not be thrilling. When I wasn’t so familiar with the series, I could handle the format, but I have a harder time now.
                For example, the series has pretty much always told you what to do. “There’s a helicopter coming, get down,” and so you do. Rinse, repeat. It would be nice if it could get changed up a bit so we have more control over what goes on in the single-player. Let me call some shots outside of, “waiting on you, take the shot.” The game is linear and just gets you from Point A to Point B. Some don’t mind this, but after a game every year, it drains me. I don’t even find the big action movie-esque action as much as I used to. The one level where they open up the game a little bit for you is a welcome change, and I give them props for including that. However, in the end, I’m just a little tired of their brand. I feel that a lot of it just ends up falling flat.
                 The premise of the fallen Amerika is a good one. Setting you up like an underdog fighting for your country should make the game a little more personal and interesting, but it only achieves that mildly. Right from the beginning they stress the idea of family, but really, I couldn't bring myself to care that much because I know that Ghosts is focusing more on blowin' shit up. That's fine, but it just means another Call of Duty campaign with a story I don't care about.
                And you might as well forget about the dog. The dog was an unnecessary addition. There wasn’t really much potential to be extraordinary there, anyway, but you only use him in a couple missions. One of them is a boring stealth mission, however most of the time you just press a button and he attacks enemies. Okay, cool, I guess? It’s not bad, but it’s not good.
                Fair enough though, Ghosts, I know that multi-player is where you excel. Some people don’t even play the Call of Duty campaigns. So does the multi-player hold up? I would say yes, again, if you like what the series has always done, there’s a lot to like here.
                I give the series props for being like Halo and offering a bunch of interesting game types. As much as I love Killzone and their warzones, I’ve always hoped that Killzone would do a little more like Call of Duty in that regard (but only that regard), and offer more choices of games to play… even if I mostly play deathmatch, having the variety is nice. There is variety here. They’ve added some new games, and kept the classics. I can’t criticize them at all for this. There is still a lot of excitement to be had here.
                They also shifted the levelling system around a little bit, and this too is a positive, because using their new point system, there’s less of a gap between level 50s and level 1s, outside of skill. Never found Call of Duty to be as much of a skill-based shooter as some others, and this does a decent job of rectifying that a little bit. Good job on that too, but I still get murdered by everyone because I suck!
                They’ve also made environments a little more destructible. I’ve always said that making things more destructible is a next-gen idea that I can get behind, because it vastly improves the gameplay. Ghosts is no Battlefield, and even the combustible environments are a bit scripted and unimpressive. But they aren’t bad… they are an improvement, ultimately. Shooting a pipe and having smoke fill the area is a welcome inclusion, so I won’t hate on it or make fun of it.
                They also have online split-screen, which I loved about MW3 (and was the main reason I played it as much as I did), and since it returns, I have to say, thank you.
                If you are into the multi-player in the other games, you will like this. I enjoy it, but like my 6 indicates, I don’t love it. I probably never will again. I wasn’t even going to play Ghosts but life took me down this road anyway.
                The most interesting feature to appear in Ghosts is Extinction Mode. Instead of zombies, like in Black Ops, you have to drill hives and kill aliens. Even though it’s played mostly straight (god forbid they be funny), it’s nice to see Infinity Ward include a left-field choice like aliens in their military game.
                The best aspect is that it’s not just a copy of zombies, but it is similar. The aliens are more interesting rivals than zombies here because zombies are usually predictable and aliens jump up on things and attack in different ways. You can scavenge for things to help you out, and use the environment to aid you in your fight against them, and all-in-all, I’d say Extinction is better than Spec Ops in every way.
                Just as a final remark before my closing statement, Ghosts doesn’t push the system graphically, but I’ve never felt that CoD really wanted to anyway. It’s a good looking game, but it’s not awe-inspiring. I often forget to even talk about graphics because graphics matter so little to me in relation to everything else, but I know some people do so there you go.
                Call of Duty: Ghosts is a good game. Hell, it’s probably a great game, just not to me. At this point, Call of Duty can go fuck itself. Until it offers something new, or at the very least stops getting released every year, it will probably continue to get scores like this from me. But to the fans, I’m happy that you get another game.