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Wednesday, November 20, 2013

LifesAHammer Versus: The Legend of Zelda (3D)

It is time we tackled a major series in our Versus segment. However, since The Legend of Zelda has so many games, it is easier for us to break it up into two categories: 2D and 3D. This article will try and break down and determine the legacy of the 3D Zelda games.



The Legend of Zelda: Ocarina of Time
Platforms: N64, 3DS
First Released: November 21, 1998

Gameplay:
Ocarina of Time introduced 3D-platforming that had never been seen before. While some may say the Z-targetting system is broken or badly implemented, they must remember how this was the first attempt at something like this in a video game, and for what it was meant to do, it accomplished and set the standard greatly. The combat system was very basic, and transitioned well from the 2D games before it. The wide-array of items that were brought into a 3D context allowed for various new types of puzzles that set the standard for such in most 3D games today. Unfortunately, the one thing that was quite lacking from the gameplay of Ocarina of Time was the lack of significant side-missions. The few side-missions that were in the game offered little reward for the player to actually complete them and the ones that offered a good reward were tedious trade-sequences.

Sound:
Ocarina of Time introduced many memorable tracks into the series, such as the Serenade of Water, Ganondorf's Theme, Saria's Song and the Song of Time. It also converted songs from past games into a better quality, such as Hyrule Field or Zelda's Lullaby. It is also important to note that music is an important part of this game, as the tunes you collect throughout the game progress it in many ways. The quality of the soundtrack of this game is undeniable.

Characters:
Ocarina of Time brought a wide-range of memorable characters into the series, such as Saria and the Deku Tree. It also gave a new spin on many past characters, explaining the origins of series' villain Ganon. And let's not forget that this game was the introduction of Link's iconic horse, Epona. It was also nice to see how all the main characters were connected. Enemy and boss designs were top-notch, ranging from deadly looking creatures like Volvagia and King Dodongo to scary looking creatures like ReDeads and Dead Hand to funny looking creatures like Twinrova and Deku Shrubs. But let's not forget to mention the annoying little fairy Navi who gets in your head so much that you develop a love-hate relationship with her.

Story:
The narrative of Ocarina of Time is a timeless tale that will never die. While the narrative may not be as grand as some of the ones we see today, Ocarina of Time told a fantastic story of courage and adventure. It is hard to forget how this story bound the destinies of Link, Zelda and Ganondorf, creating the endless possibilities for the series that still lives on today.

Level Design:
Hyrule Field was the main overworld of the game, and consisted of five major areas: Hyrule Castle, Kokiri Forest, Death Mountain, Lake Hylia, and Gerudo Desert. Each of these areas had their own little towns and characters, as well as their own dungeons. Most of the dungeons in the game were very well-designed, save for the Water Temple which does not get any less confusing with every play through. For the time, the landscape was visually stunning and the day and night cycles added a depth to the environment. 

Charm:
Ocarina of Time has two main charms: Nostalgia and Grandness. Whether you feel nostalgic playing this game because you have played it before or you feel nostalgia because you have played another Zelda game, Ocarina of Time is the pinnacle of a nostalgic gaming experience. The other charm was the idea of the game being grand. When playing it for the first time, back when it came out, it was the grandest, most luscious game ever seen. Nobody had even imagined something on the scale of Ocarina of Time before its release, and it truly set the standard for what the industry has become.


The Legend of Zelda: Majora's Mask
Platforms: N64
First Released: October 26, 2000


Gameplay:
Majora's Mask took the gameplay of Ocarina of Time and mixed it up in a unique way that has not been seen in a Zelda game since. In a way, it is a good thing that Majora's Mask's gameplay was never used again, because it allows Majora's Mask to remain the standalone masterpiece that it is. By incorporating the mask system from Ocarina of Time and heavily expanding upon it, a new level of gameplay and puzzle-solving was introduced. Instead of puzzles being solely based upon using items, they were now also based upon the different abilities Link possessed as a Deku Shrub, Goron and Zora. It is also notable the mention the 3-Day system which was unlike anything ever seen in a game before. Players were forced to master what events took place at what time during each of the three days to complete their puzzles, which made the game extremely unique. The one thing that I mentioned was lacking from Ocarina of Time was a good amount of relevant side-quests, and Majora's Mask delivered on this account terrifically. Not only were there tons of side-quests, but the player felt truly rewarded upon collecting a new mask, and the side-quests actually seemed somewhat relevant to the plot rather than being isolated as tedious quests. Unfortunately, Majora's Mask's biggest negative are its uninspired boss fights. Most of the bosses in the game lack strategy or charm, and are some of the most underwhelming boss battles in the series.

Sound:
While Ocarina of Time introduced some of the most memorable and iconic tracks in the series, Majora's Mask introduced some of the best composed songs in the series. Tracks like the Song of Healing, Oath to Order, Clock Town and Deku Palace are some of the best composed songs in the entire series, and inspire more emotion than most game music today.

Characters:
Most of the actual character models in Majora's Mask are simply reused from Ocarina of Time, however, the dull personalities of many of the supporting characters are not simply cut and pasted. The character development in Majora's Mask is unlike any other game in the series. The Hero of Time's character is developed greatly in this game, as the quest is a more personal one than in Ocarina of Time. Skull Kid's motives are actually explained and his character is developed over the course of the game, as his misery and loneliness is uncovered to the point where the player sympathizes with the bad guy. Tatl, the new fairy companion, is far-less annoying than Navi and even has a nice story in the form of her sibling-relationship with her brother Tael. What is nice about Majora's Mask is that character development is not exclusive to the main characters, and even supporting characters have a strong purpose and presence in the game, rather than serving as simple figures that Link encounters. In fact, every character in the game had a routine within the 3-Day system that they would complete over each cycle, creating a unique sense of self for even the smallest of characters. Oh, and let's not forget the introduction of the creepy, yet likeable Tingle. 

Story:
As stated before, the story of Majora's Mask is more of a personal quest of Link's. The main problem that many find with the story of Majora's Mask is that there is an introduction that provides an ultimate goal for the protagonist, and then the plot halts all progression until the conclusion. This is because the story of Majora's Mask is told through a major theme, rather than a big plot. The story is how each of the character's small stories relate to the overall theme of the game, so the game is almost less of a complete-story and more of a collection of small stories that are all tied to the same event, which is why someone who avoids the side-quests in the game will be left hungry for more plot development.

Level Design:
Majora's Mask's overworld is split into five main areas, not unlike Ocarina of Time. There is Clock Town, Southern Swamp, Snowhead Mountain, Great Bay, and Ikana Canyon. While Ocarina of Time had eight dungeons, Majora's Mask has the smallest number of dungeons of any Zelda title with only four dungeons: one for each area surrounding Clock Town. However, Ikana Canyon does have a wide-range of mini-dungeons and the overworld itself is much bigger with more to do than the overworld of Ocarina of Time, allowing for the game to be just as full as its predecessor. Majora's Mask has arguably the best dungeon in the series: The Stone Tower Temple. Everything about this dungeon was fantastically unique. However, it also possesses arguably the worst dungeon: The Great Bay Temple.

Charm:
The charm of Majora's Mask is a dark one. The entire game is mysterious and downright scary at times, and Termina is constantly in a state of impending demise. The game never lets you forget what is coming at the end of those 3-days and constantly reminds you of the stakes. The charm of Majora's Mask is definitely not for everyone, but if you enjoy a dark game, Majora's Mask is one of the only E-Rated games that is going to satisfy that desire.


The Legend of Zelda: The Wind Waker
Platforms: GCN, Wii U
First Released: March 24, 2003

Gameplay:
Wink Waker's gameplay used the general formula of Ocarina of Time and Majora's Mask, but also added certain aspects to the series that helped deepen the experience. The introduction of collectibles to trade for various items or potions was a welcome addition to the series and gave fighting enemies a little more reward. Increasing the rupee limit was also a smart addition, allowing for the player to not have to walk around with a full bag of rupees for 90% of the game. The controls and general flow of the game felt much smoother than previous entries, making it a great improvement for the series. Combat was heavily improved with the addition of counter-attacks. There were several memorable items introduced in this game as well, such as the grappling hook and the Deku Leaf. One of the most important parts of Wind Waker is the fact that the items generally did not become useless after their dungeons, as many items in other Zelda titles do, and instead seemed to serve a purpose throughout the game. The biggest addition in Wind Waker was the sailing mechanic. While it could quickly become tedious and annoying, as the sailing could take a while, after obtaining the warp tune, the sailing felt like less of a hassle. In Wind Waker HD, the introduction of the swift sail made sailing much less annoying as destinations would be reached much more quickly. Another fine addition in the game was the introduction of controlling another character through command tunes, which made three of the dungeons in the game unlike any in previous games, requiring the player to work in sync with both Link and another character in order to progress through the dungeons. Finally, Wind Waker had some of the most memorable and epic boss battles in the series with consistently great designs and fights.

Sound:
Wind Waker introduced some fantastic tracks into the series such as Grandma's Song, Dragon Roost Island and Legendary Hero. Very few of the tracks were reused from past games, aside from the iconic tunes like Zelda's Lullaby which got a nice new rendition. The tune for the Great Sea always made sailing much less annoying as the song was quite inspired.

Characters:
Wind Waker is the first Zelda game to have a family dynamic. Link, Aryll and Grandma are all introduced as a loveable family, which allows for players to instantly make connections. Old characters were given new twists such as Zelda actually being a pirate named Tetra, as opposed to being the traditional princess. Ganondorf was given more of a sympathetic approach, and his actions in Ocarina of Time were explained as the game explored his character more deeply than before. There was also a great cast of new characters such as the King of Red Lions, Medli and Makar. Unfortunately, the supporting characters lacked the depth of the ones in Majora's Mask, which was a step-back for the series.

Story:
The story of Wind Waker is a fantastic one. As mentioned previously, this is the first Zelda title with a family dynamic. That family dynamic sets up the story, as Link is presented as a caring brother trying to save his sister, but ends up getting involved in a much greater journey as he discovers the legacy of Hyrule and its demise. While the narrative is nothing award-winning, it is fun and transitions the game nicely, making for a grand adventure that spans an entire ocean and beyond.

Level Design:
Wind Waker definitely had some of the most innovative dungeons in the series, with the Earth and Wind Temples requiring the use of two characters to progress. While the temples are innovative and well-made, there was nothing truly amazing or stand-out for the series. The overworld is the biggest one we have seen to date, however, this came with a price as many of the islands along the great sea were barren with little more than a cave with a chest. The few islands that did have towns on them were fun and filled with lots to do, but unfortunately, the Great Sea felt very lifeless and almost too big for its own good.

Charm:
Wind Waker's charm is one of the most fun in the entire series. The cel-shaded, cartoony graphics may seem unnatural for the series, but they make for an absolutely unique experience. The entire journey of Wind Waker felt fun because of the atmosphere, and it was easy to isolate oneself from the fact that evil was impending, because Wind Waker's atmosphere was so bright. Wind Waker feels like an isolated, stand-out experience from the other games in the series because of its undeniable liveability and charm.


The Legend of Zelda: Twilight Princess
Platforms: GCN, Wii
First Released: November 19, 2006

Gameplay:
Twilight Princess retained many of the additions added in Wind Waker, while playing more similarly to Ocarina of Time. The collectibles were further expanded on by adding collectible bugs and poe souls as a quick and easy way to make rupees. Epona and horseback riding returned and was greatly improved upon from Ocarina of Time and Majora's Mask, with the addition of horse-back combat and enemies giving players a new way to fight. Counterattacks did not make a return from Wind Waker, however the mechanic was reused as special combat moves that could be executed at any time after Link learnt them, making the combat more fluid than before. There was a wide-range of new items introduced in Twilight Princess, however, many of them suffered from the "one-dungeon use" problem where they became extremely insignificant upon completion of their dungeon. The biggest gameplay change in Twilight Princess was the addition of Link's wolf form, which made puzzles in later temples much trickier as the player would need to determine when was the right occasion to be a human and when was the right occasion to be a wolf. Despite these welcome additions and improvements, Twilight Princess also took a step back in many ways. The addition of tear-collecting was an extremely tedious part of the game that had the player run around aimlessly killing beetles in order to progress. While Zelda games have never been difficult, Twilight Princess' difficulty was pathetic, and it was extremely easy for a player to go through the game never having a game over. The removal of the magic bar was a poor choice, and made both combat and items have much less variety. Finally, many of the early bosses were extremely lacklustre despite their fantastic designs, and one of them never even actually attacks the player. However, Twilight Princess does contain the single most epic and innovative boss battle in the series, which makes up for terrible opening bosses.

Sound:
Twilight Princess relied slightly more on the tunes of the past games than Wind Waker had. However, there were some beautiful pieces of music in the game, such as Midna's Lament and Ilia's Theme. Twilight Princess also had the first instance of pseudo-voice acting, with Midna actually speaking in what we assume to be Hylian whenever she spoke. While the score for the game was definitely a fantastic one, it did not have as many stand-out and memorable tracks that previous entries had, but did give us some great renditions of older tunes.

Characters:
Twilight Princess did not have as many colourful and memorable characters as previous games, focusing almost solely on the main characters. However, the character of Midna was one of the greatest in the entire series. By the end of the game, Midna felt like a fully developed character, having her origins explained as well as undergoing a personal journey and shift in character throughout the game. It is easy to become attached to Midna because of how intricate of a role she plays in the story, and compared to other companions, she definitely comes out on top. We also get to see Zelda in the form of a strong dictator for the people, rather than just holding the title of Princess and doing virtually nothing to lead the people of Hyrule. The addition of Zant was a welcome new threat to the series, and his story and conflict with Midna was well-explored as his mysterious character unfolds throughout the game. However, Twilight Princess does suffer the same problem Ocarina of Time had, with supporting characters being virtually lifeless and serving next to no actual role in the game. 

Story:
The narrative of Twilight Princess is easily the best-written and most engaging of the series. The narrative never truly halts, and seems to progress through the entire journey. Where Ocarina of Time or Wind Waker would send you on a path to find three relics, and halt most of the narrative until after the relics were found, Twilight Princess slowly progresses and unveils small truths and mysteries of the narrative throughout the entire game. The narrative also has the characters of Hyrule playing an active role in aiding Link, as they are not as oblivious and ignorant to the impending doom as they were in Ocarina of Time and Wind Waker. The ultimate conclusion to the narrative is moving and gives a great sense of closure to the story, making the game feel like the beginning and end of a complete story, instead of blatantly leaving it open like Ocarina of Time and Wind Waker had.

Level Design:
It is evident that the overworld of Twilight Princess was inspired heavily by Ocarina of Time. However, Hyrule has gone through major change since the Hero of Time, and the landscape and landmarks pay homage to the fact that certain places from Ocarina of Time were moved and destroyed for certain purposes. Some complain that the overworld of Twilight Princess is too large, however, this seems like a minor problem when there are warp points in nearly every area of the map, meaning the player does not have to walk by foot (or horse) if they so choose. Where Twilight Princess really shined  was its temple design. Twilight Princess introduced environments never explored in previous Zelda games, such as the Temple of Time and a City in the Sky. The three earlier temples seemed to pay homage to the past Zelda games, being fairly straight-forward, yet quite well-designed. The second-half of the game was where innovation began to be more dominant. Arbiter's Grounds, Snowpeak Ruins and the Temple of Time all changed up the regular formula of the previous dungeons in the series, and made for some fresh experiences. 

Charm:
The charm of Twilight Princess relies heavily on past games. Twilight Princess gets its charm from merging the style and environment of Ocarina of Time, the dark atmosphere of Majora's Mask, and the grand journey of Wind Waker. The end result was a game that truly did not have a charm of its own, but mixed together the best parts of the legacy of the franchise.


The Legend of Zelda: Skyward Sword
Platforms: Wii
First Released: November 20, 2011

Gameplay:
Skyward Sword's gameplay was probably the biggest change in the series. With the addition of Wii Motion Plus, Skyward Sword became reliant on gameplay that used motion controls. This lead to many innovative and fresh new ideas in the series, but also took away from many aspects of the series. For instance, combat was now more focused on learned enemy blocking patterns than learning enemy weak-spots, which made it hard to just walk through the game finishing a group of enemies off quickly. Puzzles were almost always reliant on motion controls, which made them much less about problem-solving and more about getting the controller to do what you wanted it to. The addition of weapon-upgrading gave the items in the game more use and made them more effective, but took away from their individuality. Shields also had their own health bar, and the player could no longer turtle behind a shield, but had to actively counter with the shield or risk it breaking mid-battle, which made battles more challenging but was also an annoyance. The stamina bar was a great addition, but the removal of rolling without using up the stamina bar made traveling by foot extremely slow, especially with the lack of a mount. The Loftwings were easily the most boring form of travel in the series and were quite slow from getting Link from place to place. The items in the game were quite unique and did each have a presence throughout the game, however, the lack of an actual offensive weapon until the bow is obtained late in the game was unfortunate. Tear collecting made a return from Twilight Princess, but was much less tedious and was implemented better into the game. Side-quests were implemented much better into this game, with many of the quests having as much personality as the ones in Majora's Mask, but lacked a reward great enough for the player to actually do them. One place where MotionPlus truly shined was during boss battles, with some of the best boss battles in the series taking place during this game.

Sound:
Skyward Sword's soundtrack was a bit lacking compared to other games in the series. The main theme of the game is actually Zelda's Lullaby backwards, and unfortunately, it is overused in the game to the point where it becomes annoying. Ghirahim's character theme was a fantastically composed song, but other than that, most of the tracks in the game are quite forgettable.

Characters:
Skyward Sword introduced a fantastic cast of characters. Link and Zelda were introduced as childhood friends, so the bond between their characters is stronger than it has been in any game. Zelda's character was also much more independent and strong than in previous games. The villain, Ghirahim, was easily the best new villain since Majora, and his sadistic yet dramatic personality made him a fun, yet deadly threat. The character of Groose was also a welcome addition as he had some great character development throughout the game, starting as the hated, bully and turning into the jolly giant. Residents of Skyloft also seemed to have more character and presence similar to the characters in Majora's Mask, but lacked the same development and routine. Despite all these wonderful characters, Skyward Sword also introduced the single-worst character in the entire Zelda franchise. Fi, the spirit of the Master Sword, was an absolutely disgusting joke for a companion, not only pointing out the obvious to the player and halting the gameplay, but also speaking in a robotic way that did not fit the universe at all. 

Story:
Since Skyward Sword is a prequel, it was unsure of how it would create a new story within the universe without becoming inconsistent with the chronology. However, Skyward Sword pulled off a fantastic narrative that paid homage to future games in the series, while also explaining the origins of the Master Sword, Hyrule and Ganondorf. It also had quite a few well-placed plot twists. The story was definitely one of the more engaging ones in the series but did suffer from halting at various points in the game.

Level Design:
The dungeons in Skyward Sword were well-designed and took place in some unique environments, such as on a Pirate Ship and in a Heaven-Hell type dungeon. The overworld was broken into four areas: Eldin Volcano, Lanayru Desert, Faron Woods and the Sky above it. The most disappointing aspect of the overworld was the fact that no towns existed in the game aside from Skyloft and that everything below the clouds was separated, and the only way to journey to a different area was to return to the Sky. The Sky had many floating islands, similar to Wind Waker's islands, but suffered from the same problem of being barren. 

Charm:
Skyward Sword's charm comes from how fresh it feels. The game feels like something completely new compared to the other games. The visuals, atmosphere, and overall appeal of the game feel more stand-alone than previous games, and the experience is definitely a different one.


The Verdict

Best Gameplay: The Wind Waker

Best Sound: Ocarina of Time

Best Characters: Majora's Mask

Best Story: Twilight Princess

Best Level Design: Twilight Princess

Best Charm: The Wind Waker


The Definitive Legend of Zelda Game is...



I spent a long time pondering which game I would choose to be the "Definitive Zelda Game." I found it extremely difficult to choose, because each game has so much to offer, so how can you determine which game perfectly defines the series?

The Legend of Zelda is a grand series, and each entry stands as its own and offers its own unique qualities to the series. None of the games I have talked about in this article can truly define the others, because they offer different experiences and have their own strengths and their own weaknesses.

To say any of these games is the "definition" of The Legend of Zelda would be an absolute shame. Therefore, my answer to the question on which game is the "Definitive Zelda Game" is this:

There is none.

Despite how similar each game may play; despite how similar the premises sometimes are, each Zelda game is a masterpiece of its own, and what one man may see as an improvement, the other may see as a  step-backwards. None of these titles truly define this grand series and it would be a shame to actually suggest than any one of these games is definitively better than all the rest.


Article By: 
Giuliano V.












Friday, November 8, 2013

TOP 10 Mass Effect Characters

I know it is a little bit passed the deadline, but Happy N7 Day everyone! In case you are not familiar with N7 Day, it is basically Mass Effect Day because November 7th translates to N7, an important part of the Mass Effect franchise.

To celebrate, I want to post this special Top 10 Mass Effect Characters list. Please note that I chose not to include Commander Shepard on this list because his/her personality may vary depending on your choices in the game.


Number 10
Aria T'Loak
First Appearance: Mass Effect 2 (2010)
Party Member: Mass Effect 3 (DLC-Only)
Species: Asari

Aria T'Loak was first introduced to the Mass Effect universe in Mass Effect 2 as the leader of the space station Omega. Aria is somewhat of a "head mobster," and while she proves to be a powerful and resourceful ally to Commander Shepard, she never fails to remind the commander that should she ever be crossed, bad things will happen.


Number 9
Saren Arterius
First Appearance: Mass Effect (2007)
Party Member: Never
Species: Turian

Saren Arterius is the antagonist of the first Mass Effect that we all love to hate. Sometimes when playing through the series, we forget just how big of a threat Saren was, and just how fantastic of a villain he turned out to be. Saren used to be a Spectre before going rogue at the beginning of the game. He then spent the entire game ravaging planets with his armies of Geth in order to find the Conduit that would help him conquer the Citadel along with his ship, Sovereign.


Number 8
Urdnot Wrex
First Appearance: Mass Effect (2007)
Party Member: Mass Effect, Mass Effect 3 (DLC-Only)
Species: Krogan

Wrex is a famed Krogan mercenary and bounty hunter who happens to join Commander Shepard in the first Mass Effect. Wrex, despite his vicious and savage nature, is shown to be a very civil and understanding ally. Wrex also personifies one of the biggest decisions the player needs to make in the first Mass Effect, where his life is left in your hands and you can choose to either put him down or keep him alive. Of course, if the player chose to let him die, they will never experience his rise to power on Tuchanka and his role as a powerful politician in Mass Effect 2 and Mass Effect 3.


Number 7
Liara T'Soni
First Appearance: Mass Effect (2007)
Party Member: Mass Effect, Mass Effect 2 (DLC-Only), Mass Effect 3
Species: Asari

Dr. Liara T'Soni is an Asari researcher and daughter of the Mass Effect villain, Matriarch Benezia. Liara is the last party member the player will meet in the original Mass Effect but she makes a strong impression. Her knowledge of the Prothean species and its past serves as an important element to stopping Saren and finding the Conduit. In Mass Effect 2, Liara shows her darker side as she takes on the role of the Shadow Broker, managing an entire criminal database on her own.


Number 6
The Illusive Man
First Appearance: Mass Effect 2 (2010)
Party Member: Never
Species: Human

The Illusive Man is the leader of the human-survivalist group Cerberus. As opposed to Citadel which was concerned with the safety of all races, Cerberus only ever had humanity in its best interests, which is why the Illusive Man took an interest in Commander Shepard. He funded extensive amounts of research to rebuild and revive Shepard in Mass Effect 2 and served as a powerful, yet secretive ally. His slow descent into corruption by the Reapers made him an interesting adversary to follow as the events of Mass Effect 2 and 3 unfolded.


Number 5
Jeff "Joker" Moreau
First Appearance: Mass Effect (2007)
Party Member: Never
Species: Human

Joker is the humorous and skilled pilot of the SSV Normandy voiced by Seth Green. While Joker does not often leave the ship, his conversations, as well as backstory and developing storyline throughout the series makes him easily one of the most likeable characters. Joker is also one of the only characters to give a constant "comic relief" to the dark undertone of the game, while also able be serious and capable at times such as when the ship is attacked by the Collectors. It is also funny to see him pursue a relationship with an AI.


Number 4
Legion
First Appearance: Mass Effect 2 (2010)
Party Member: Mass Effect 2
Species: Geth

Legion is a special character in that he is the first instance of a Geth having both personality and morals. Legion's complicated character that develops through Mass Effect 2 and 3 is representative of the main theme of the game: the importance of life. He poses as a constant reminder that synthetic life is just as valid as organic life once a personality develops, and ultimately makes the final decision of the series a difficult one.


Number 3
Tali'Zorah nar Rayya
First Appearance: Mass Effect (2007)
Party Member: Mass Effect, Mass Effect 2, Mass Effect 3
Species: Quarian

Tali is a young and talented Quarian who is often shown to be a mechanical genius. She joins Commander Shepard after he/she saves Tali from being assassinated after she found incriminating evidence against Saren. One of the biggest questions revolving around Tali was: what does she look like under the helmet? In Mass Effect 3, if one had pursued a relationship with her, the question is answered and the player would not be disappointed. Tali is also one of the most responsible members of the team, always trying to right the wrongs of her people and her father.


Number 2
Mordin Solus
First Appearance: Mass Effect 2 (2010)
Party Member: Mass Effect 2
Species: Salarian

Mordin Solus is a Salarian scientist who joins Shepard in Mass Effect 2. While Mordin has a very quirky personality, he is also a very dark character, shown to have no problem killing those in the way of his research and also being responsible for the genophage that wiped out part of the Krogan species. Despite this, Mordin is shown to cherish life of all things very dearly, and only agreed to create the genophage to preserve life, not destroy it. He always takes responsibility for his mistakes and is one of the most courageous and deep characters in the series. He also has a lovely singing voice.


Number 1
Garrus Vakarian
First Appearance: Mass Effect (2007)
Party Member: Mass Effect, Mass Effect 2, Mass Effect 3
Species: Turian

Garrus is the epitome of "best friend" in the series. He is there with Shepard from the beginning to the very bitter end and never stops fighting. Garrus met Shepard when they both found a common enemy in Saren, and Garrus felt he owed Shepard ever since. Throughout the series, Garrus proves the be the most loyal and developed character in the story, having multiple plot lines and serving as a great advisor, soldier and friend to Shepard. No matter what the situation in any of the three games, the player could always rely on Garrus to pull through for them.


Article By:

Giuliano V.



Wednesday, November 6, 2013

TOP 10 Dragons in Gaming

Dragons are some of the greatest mythical beasts of all time. Gaming has many different ones. Here are the Top 10 best Dragons in gaming!


Number 10
Valoo
Series: The Legend of Zelda
First Appearance: The Legend of Zelda: The Wind Waker (2003)
Element: Fire
Role: Guardian


Number 9
Ender Dragon
Series: Minecraft
First Appearance: Minecraft (2011)
Element: Blocks
Role: Final Boss


Number 8
Nozdormu
Series: World of Warcraft
First Appearance: Day of the Dragon (2001)
Element: Time
Role: Aspect


Number 7
Bahamut
Series: Final Fantasy
First Appearance: Final Fantasy (1987)
Element: Various, Commonly Fire
Role: Summon


Number 6
Akatosh
Series: The Elder Scrolls
First Appearance: The Elder Scrolls: Arena (1994)
Element: Time
Role: God


Number 5
Spyro
Series: Spyro, The Legend of Spyro, Skylanders
First Appearance: Spyro the Dragon (1998)
Element: Fire, Lightning, Ice, Earth, Time
Role: Protagonist


Number 4
Dragonite
Series: Pokemon
First Appearance: Pokemon Red & Pokemon Blue (1996)
Element: Dragon
Role: Pokemon


Number 3
Charizard
Series: Pokemon
First Appearance: Pokemon Red & Pokemon Blue (1996)
Element: Fire
Role: Pokemon


Number 2
Deathwing
Series: World of Warcraft
First Appearance: Warcraft II: Beyond the Dark Portal (1996)
Element: Earth
Role: Antagonist


Number 1
Ridley
Series: Metroid
First Appearance: Metroid (1986)
Element: Space
Role: Antagonist


Selections By:
Giuliano V.
Matteo C.
Gino C.
Riley D.





Tuesday, November 5, 2013

TOP 10 Doctors in Gaming

It's been a while since we've done a Top 10 list, so here is one we've had at the back of our database for a while but never posted:

Doctors can range from many things in video games. From Mad Scientists to Nurses for colourful creatures. Here is our Top 10 Doctors in Gaming.

Number 10
Dr. Halsey
Full Name: Catherine Elizabeth Halsey
Game Series: Halo
First Appearance: Halo: The Fall of Reach (2001)
Type of Doctor: Biologist


Number 9
Dr. Von Kripplespac
Full Name: Professor Von Kripplespac
Game Series: Conker
First Appearance: Conker's Bad Fur Day (2001)
Type of Doctor: Genetic Engineer


Number 8
Dr. Neo Cortex
Full Name: Neo Periwinkle Cortex
Game Series: Crash Bandicoot
First Appearance: Crash Bandicoot (1996)
Type of Doctor: Mad Scientist


Number 7
Dr. Kleiner
Full Name: Isaac Kleiner
Game Series: Half-Life
First Appearance: Half-Life 2 (2004)
Type of Doctor: Physicist


Number 6
Dr. Nefarious
Full Name: Doctor Nefarious
Game Series: Ratchet & Clank
First Appearance: Ratchet & Clank: Up Your Arsenal (2004)
Type of Doctor: Mechanical Engineer


Number 5
Dr. Mario
Full Name: Doctor Mario
Game Series: Doctor Mario
First Appearance: Doctor Mario (1990)
Type of Doctor: Medical Doctor


Number 4
Dr. Emmerich
Full Name: Hal "Otacon" Emmerich
Game Series: Metal Gear
First Appearance: Metal Gear Solid (1998)
Type of Doctor: Mechanical Engineer


Number 3
Dr. Mordin Solus
Full Name: Mordin Solus
Game Series: Mass Effect
First Appearance: Mass Effect 2 (2010)
Type of Doctor: Geneticist


Number 2
Dr. Eggman
Full Name: Ivo "Eggman" Robotnik
Game Series: Sonic the Hedgehog
First Appearance: Sonic the Hedgehog (1991)
Type of Doctor: Mechanical Engineer


Number 1
Dr. Wily
Full Name: Albert W. Wily
Game Series: Mega Man
First Appearance: Mega Man (1987)
Type of Doctor: Mechanical Engineer


Selections By:
Giuliano V.
Matteo C.
Gino C.
Riley D.






Monday, November 4, 2013

LifesAHammer Versus: Assassin's Creed (UPDATED)


Hello everyone! So in light of Assassin's Creed IV: Black Flag's release, I have decided to update the Assassin's Creed Versus article. This article remains the exact same as the original posting with the addition of Black Flag and changes to the "Verdict" section, so if you read the original article feel free to skip forward to the Black Flag section. Changes to the Verdict section will be shown in RED. 





Assassin's Creed
Platforms: X360/PS3
First Released: November 13, 2007


Gameplay:
Assassin's Creed introduced a new level of stealth gameplay that had never been seen before. Easy to pick up controls and straight-forward missions made it an easy game to get into. Unfortunately, the games missions never changed much, and the only thing pushing gamers forward was the unique Assassination missions at the end of each DNA sequence. 

Sound:
The music of the game matched the Middle-Eastern tone, and really added to the feel of the game. There were not many memorable or iconic tracks, but the soundtrack overall was fitting for the game. The voice acting was also top-notch, with Nolan North and Kristen Bell making us fall in love with Desmond and Lucy from the very start. The only odd part was that Altair, the titular character, had an American accent as opposed to a Middle-Eastern one, which maybe would have been fine had he shown more emotion in his voice.

Characters:
While the present day of Assassin's Creed introduced us to memorable and lovable characters such as Desmond, Lucy and Warren Vidic, the past portion of the game lacked an abundance of memorable characters aside from Altair and Al Mualim. Despite this, the characterization work of all the assassination targets and of historical figures like Robert de Sable and Richard the Lion-Heart was performed admirably.

Story:
Assassin's Creed was unique in the sense that it had two simultaneous stories for gamers to follow: the past and the present, and how they relate and affect one another. While the present story of the game was short, it was mysterious and engaging for the player, constantly trying to figure out clues to Desmond's situation using email clues and dialogue with Lucy. The past portion of the game also had a fantastic story, which really fit with the period they were following. It was simple, believable, and intriguing, leaving a thirst for more as the game ended on a major cliffhanger.

Level Design:
Assassin's Creed featured three main cities: Acre, Damascus, and Jerusalem. The landscape of the game was absolutely stunning and believable. A player could have fun simply climbing atop a high building and scouting out the beautiful scenery of the Middle-East around them. It was truly a marvel for video games in 2007.

Charm:
The charm of the first Assassin's Creed game was a sense of helplessness. As Altair, players never felt safe, as people were being killed without warning in the Middle-East during the Third Crusade, which was a very dark time in history. This matched the present day when the player feels helpless as Desmond, only being able to travel between three rooms and kept in the dark for most of the game. This sense of helplessness worked perfectly, and made for an engaging game unlike any seen before.

Assassin's Creed II
Platforms: X360/PS3
First Released: November 17, 2009



Gameplay:
The gameplay of Assassin's Creed II improved heavily on the first game. Missions became more unique and were not the same tedious quests given over and over again. New weapons such as the hidden pistol and dual-hidden blades gave players more freedom in assassinations. In addition, Glyph Puzzles made their first appearance, which tested the player's analyzation skills as if they were an assassin themselves and Assassin's Tombs added a platforming experience for those who enjoyed the climbing of the first game.

Sound:
Like the first game, the voice acting was top notch. The titular character, Ezio, had a voice-actor who was able to purely capture the emotions and appeal of the character, and the many other supporting characters around him did not decrease in quality. The music of this game was also much more memorable than that of the first, with the theme "Ezio's Family" becoming iconic among fans.

Characters:
The present-day portion of the game brought back Desmond and Lucy, the two lovable characters from the first game, and added to their side Shaun and Rebecca, who were worthy additions to this duo of lovable characters. In addition, the past-portion had a wide array of memorable characters, ranging from original characters like Mario Auditore, to historical ones like Leonardo de Medici and Rodrigo Borgia. The biggest point Assassin's Creed II gets for character is Ezio. Ezio is one of the most charming and lovable protagonists to ever be introduced to the world, so much that he got three full games devoted to him.

Story:
The story of this game was very similar, yet entirely different from the first. The present-day story had less development aside from the major plot points, and simply focused on Desmond learning to become an Assassin while trying to discover a secret that his ancestor Ezio held. The past story was an epic quest for vengeance, that had Ezio running around Italy for almost thirty-years trying to find the man who put his family to death. Unfortunately, the ending of this game changed the entire tone of the series, making it from a believable, yet mysterious historical game into a strangely odd sci-fi quest riddled with inconsistencies and far-fetched present plot-lines.

Level Design:
Assassin's Creed II had two major cities to explore: Venice and Florence, with smaller cities like Tuscany and Forli making up a minority of the game. The setting of the game itself was enough to warrant the games purchase. The landscapes of the first game were stunning, but Venice and Florence were absolutely unbelievable and purely spot on. The landscape was simply a visual flurry of magnificence.

Charm:
The charm of the second game was entirely different from the first. While the first focused on desperation and helplessness, the second moved to a more secure and humorous tone. Desmond is moved to a safe-house, where the player can feel more secure and Ezio's story, while dark at its base, is filled with hilarious characters and funny Italian gestures. 

Assassin's Creed: Brotherhood
Platforms: X360/PS3
First Released: November 16, 2010


Gameplay:
An enhanced Assassin's Creed II engine made for a very familiar gameplay type. Additions like full-synchronization and replaying missions were great ideas while the more offensive-based combat and kill streak made the game too easy and less stealthy.  The main component of the game that was introduced was the Brotherhood system, which allowed for Ezio to recruit and train new Assassins who could help you in the field, which became an intricate aspect in later titles. 

Sound: 
While the soundtrack was great, it was mostly recycled tracks from Assassin's Creed II, which reduced the uniqueness of it. The voice-acting was, once again, top notch but nothing we had not already seen in Assassin's Creed II.

Characters:
Brotherhood did not introduce many new characters aside from the Rodrigo Borgia's children and some new assassination targets. The new antagonist, Cesare Borgia, was very underwhelming and did not feel like much of a threat when compared to Al Mualim or his father Rodrigo Borgia. This game, however, did introduce Erudito, who became a mysterious character that appeared in many of the Facebook titles and other parts of the Assassin's Creed universe.

Story:
The story of Brotherhood was once again, a quest for vengeance. After Mario Auditore is murdered, Ezio once again embarks on a quest to avenge his fallen family members, so there was not much new here. The best part of the story was the present storyline, which had major development and went back to being more mysterious like in the first game, leading up to one of the biggest cliffhangers ever in gaming.

Level Design:
Unlike the previous games, Brotherhood only took place in one city, but what a city it was. Rome was massive compared to previous cities, being almost as big as the entirety of Assassin Creed II's landscape. Once again, this game proved that the Assassin's Creed series is a visual masterpiece, and Rome was the perfect way to show this off once again.

Charm:
The charm of this game was split between the charm of the first and second games. While the present had the mysterious, helplessness that the first game provided, the past kept up the Italian humor that everyone loved so much about Assassin's Creed II, leading to the perfect compromise in charm.

Assassin's Creed: Revelations
Platforms: X360/PS3
First Released: November 15, 2011


Gameplay:
Once again, Revelations was simply an enhanced engine of Assassin's Creed II. Unfortunately, all the amazing additions that were in Brotherhood were taken out in this game, which made the game feel rather dull. The combat went even further into the offensive, eliminating almost any trace of stealth in the game, which was a poor choice on the developers.

Sound:
The music of the game was entirely original, unlike in Brotherhood. Similar to the first game, Revelations' soundtrack fit the tone of the game, but did not produce anything memorable. The voice-acting also took a huge hit as veteran voice-actor Kristen Bell did not return, but the quality was still there. One good thing was they actually gave Altair a Middle-Eastern accent in this one.

Characters:
While almost every character in the game was new aside from Ezio, there were not too many memorable ones. By this point in the series, Ezio also diminished in quality, where it felt like "okay, Ezio again?" Thankfully, we got to see more of Altair, even if it was only five short missions.

Story:
The story of this game was absolutely butchered. The plot seemed like it served no purpose, as it did not advance the plot of Desmond in the slightest, and ironically, did not provide any of the "revelations" the fans were seeking. The game felt almost like a way to give gamers closure to Ezio and Altair's characters as it ran them both to the end of their lives, which felt a little too tedious.

Level Design:
While Revelations had tons of disappointment, this aspect was not one of them. Once again, the developers delivered by creating a beautiful Ottoman landscape unlike any other place we had ever seen. The contrast between Italy was different, yet refreshing, as the city of Constantinople provided a fresh feel for gamers.

Charm:
To put it simply, the charm of this game was non-existent. The Italian humor of the previous games in Ezio's trilogy was gone and there was no mystery, as Desmond was in a coma the entire game and the story was simply to lay closure to Altair and Ezio. 

Assassin's Creed III
Platforms: X360/PS3/Wii U
First Released: October 30, 2012


Gameplay:
Assassin's Creed III completely refined the gameplay, using a new engine and new ideas which did not feel recycled. A new seasons system was added, a wide arrange of weapons were made available, and for the first time, players could climb trees. New hunting systems and naval missions provided a fresh and unique way to play that was not present in previous titles and the game felt very new.

Sound:
Unlike the previous games, the soundtrack of Assassin's Creed III was really nothing special. It could be debated on whether the tracks even matched the tone of the game. In addition, while some of the voice-actors were fantastic, the titular character Connor had a horrendous voice actor that was completely reluctant to show emotion at any point in time. 

Characters:
The characters of Assassin's Creed III were actually a refreshing batch. Templar characters felt less "evil" and more "misunderstood," which made an internal conflict in the player on who was right and who was wrong. The game is initially started as Haytham Kenway, Connor's father, and when you lose control of him you actually miss him, as Connor is so horrendously boring that you beg to go back to Haytham. 

Story:
The past story of the game was simple and expanded on the Templar/Assassin conflict like never-before. As I stated above, the players now see a gray area in the conflict, where neither is right or wrong, and both simply have different ideals. Unfortunately, the present-time story is what made the game's story go wrong. Players were promised closure in this final game of Desmond's arc, and were provided with even more questions than answers by the game's unsatisfying ending. 

Level Design:
I have gone on about how beautiful the landscapes in the Assassin's Creed games are when I talked about the previous games. Unfortunately, the cities in this game were boring. When you pick a period like the American Revolution after Renessaince Italy, you are obviously going to leave a bitter taste in the player's mouths when you have boring Western landscapes compared to things like the Colosseum in Rome. Thankfully, the landscape of the Frontier, the game's naturistic environment, were very beautiful and more than made up for the boring cities.

Charm:
Once again, Assassin's Creed III failed to reach the level of charm that the previous games had, and it was partially because of the boring time-period the developers chose. The period lacked any form of charm, no humor, no mystery, no beauty. The present day also lost the sense of mystery that the previous games had, as answers began to be answered in silly, far-fetched ways that have lead the series on a horrid path I am afraid it may not be able to return from.  

Assassin's Creed IV: Black Flag
Platforms: X360/PS3/Wii U/PS4/X1
First Released: October 29, 2013

Gameplay:
The gameplay of Assassin's Creed IV is an enhanced and heavily modified version of the gameplay found in Assassin's Creed III. While the game feels very similar to Assassin's Creed III, it is notably better. The combat is smoother and seems to flow much better than it did in Assassin's Creed III. Also, getting money in this game is much less of a hassle than it was in III and much more fun, as it mainly requires you to ransack ships. The biggest gameplay addition in Assassin's Creed IV is the naval system. Using an enhanced form of sailing that was found in Assassin's Creed III, Black Flag puts you in an open-world filled with glorious amounts of missions and things to do, as well as fun and refined naval battles and contracts. The addition of harpooning and underwater missions was also a welcome addition to the franchise. Furthermore, another big addition in this game was the modern-day "Hacker" missions, which felt very similar to the Glyph Puzzles in Assassin's Creed II and were just as well executed.

Sound:
Assassin's Creed IV: Black Flag has an extremely memorable and well-written soundtrack. The many Pirate-themed songs that range from the main theme to the background music of the ship battles really help the mood and theme of the game. The voice-acting was also excellent, as the voice actors for Edward Kenway, Blackbeard and James Kidd delivered stunning and believable performances. 

Characters:
Black Flag introduces a great cast of characters. While there are no Assassin characters in the game that are actually interesting or likeable, the many pirates such as Blackbeard, James Kidd and Bonnett are fantastic characters, as portray a different side to piracy than may be associated with most interpretations. The Templars also remain the way they were in Assassin's Creed III, having some degree of "gray" motives that do not portray them as entirely evil. The modern-day characters such as John, Melanie and Olivier are also fantastic additions and are unlike anything else we've seen from the modern-day thus far. Melanie and Olivier in particular give the player the feel that not everyone working for Abstergo may be a bad person, like Warren Vidic was. Finally, the titular character of Edward Kenway is a fantastic protagonist, whose quest for self-motivation, love and fulfillment is one of the most relatable and well-portrayed protagonists in the series. 

Story:
As usual, Assassin's Creed IV: Black Flag is split into two storylines: Historical and Modern. The Historical storyline detailing Edward Kenway's grand adventure is one of the best and most relatable in the series. Edward's quest for self-fulfillment and freedom seems to perfectly personify exactly what the Assassin ideal is. The story also has some very touching moments, comparable to the death of Ezio's family in II, and while some of the game may be humorous, other parts are serious or sad. The historical events also seem to have significant relevance to the modern day plot, something that has been strayed from since the first game in the series. The Modern day storyline is less of a narrative than the other games, and relies heavily on hidden files, recordings and videos to understand what has happened post-ACIII. However, these hidden segments of the game do answer outstanding questions about the universe and give the player a little bit more closure to the events of ACIII. Also, the small narrative the game does have makes the best of ACIII's bad ending and steers it into a more interesting direction. 

Level Design:
The level design of Black Flag creates a new depth for the series. Not only are the major towns in the game as beautiful and full as the towns from previous Assassin's Creed games, but the many small islands, jungles and temples accessible by the vast and open sea are an incomparable experience. Each little island has its own things to do and its own secrets to find and the sea is a much better open-world experience than found in any other Assassin's Creed title.

Charm:
There is only one thing that could have as much charm as the hilarity of Italy: Pirates. Black Flag's wide array of characters add to its humour and appeal. While the game may not be as mysterious as some of its predecessors, the charm of the Caribbean is fresh and unmatched. The game has no problem being hilarious at times, but also grim and sad at other times, which is the perfect medium for a story. 




The Verdict

Best Gameplay: Assassin's Creed IV: Black Flag

Best Music: Assassin's Creed II

Best Characters: Assassin's Creed II

Best Story: Assassin's Creed

Best Level Design: Assassin's Creed IV: Black Flag

Best Charm: Assassin's Creed: Brotherhood



The Definitive Assassin's Creed Game is still (by a very small margin)...



ASSASSIN'S CREED II

While Assassin's Creed IV: Black Flag is an outstanding game, Assassin's Creed II still seems to be the "definitive title." This is because, despite Assassin's Creed IV being arguably the best in the series, it is evident that it is built on the foundation that was set by Assassin's Creed II. 


Article By:
Giuliano V.