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My bf4 multiplayer character. They aren't finish yet, I will ad some decals and other things like the camo web for the russian sniper.
Team Fortress 2
3449x1940 >> 1920x1080
In-game Replay Editor || cl_drawhud 0 || multiplayer (not posed)
Multiplayer - „Paracel Storm“ - Spectator Mode - Freecam / Maxed out / 7350x3150 (SRWE) / Downsampling (50%, Bicubic Sharper) / Console: ui.drawenable false
Multiplayer battle! Can you spot all the spartans?
The Warthog and Mongoose were made by Justin Stebbins (Saber Scorpion). If you want instructions for these awesome models, you can buy them in his store.
Avalanche is a multiplayer map in Gears of War, set in a mountainside resort. t has an avalanche that comes through the map randomly and periodically in the majority of Versus modes, killing everyone in the path of the snow. If you are uncertain of the time the avalanche takes place, listen for the sound of a siren. After the snow settles, the geography of the map is completely changed, allowing access to the cycled Torque Bow/Dropshot on top of the small pavilion in the center, and allowing quick access to the heavy weapon spawn point.
This is my new Halo Reach/Multiplayer Moc. It doesn't realy resemble a specific map, just some of the different abilities you can use on the video game: Halo Reach, such as running, jet pack, energy shield. Also, it can be opened to get a better (clear) view at it (Moc "semi- opened"right now). To watch it totally open click on the link: or to watch it totally closed click here: www.flickr.com/photos/53675253@N07/5196951224/
youtube channel: www.youtube.com/user/TheLegoReloaded
Brickforge (guns): www.brickforge.com/store/
TheLegoReloaded
Battleborn is still a thing, and if you are playing it then there’s a new multiplayer mode coming this month.
Hey guys! Its been awhile and I thought i'd tell you what i've been up to. I have decided to commit the majority of my time and resources into a new Youtube channel of mine called BanditReflex. Its a gaming channel centered around Minecraft, Call of Duty, Battlefield and of course, Halo. I have started a new series that looks back on all 23 Halo 3 multiplayer maps. It dives into details and information about each map and is presented in a cinematic style, with a focus on design and gameplay. I've invested a lot into this project and i'd love to share it with you guys! I would be honored if you would check out the first episode on Assembly and give me feedback! My next episode will be on Avalanche and release on Saturday! Thank you all for looking! To those who celebrate, I hope you had a fantastic Christmas! Happy Holidays!
Video link: www.youtube.com/watch?v=9hCxQBEZm5E
Channel link: www.youtube.com/user/BanditReflex?feature=watch
Yeah, I´m back from holidays and from fishing with a Loot.
What a start off...
Eh, well, those two games are from amazon, and the rest is from the gamescom today.
For tzhe gamescom stuff I payed nothing, because they are giving those things away as presents for the visitors. :D
And now I can play HALO! Yayz!
:D
Here I use a 12" Powerbook running KAID and have it connected to the Internet via ethernet. I run Wipeout Pure on the Sony PSP and start up a multiplayer game then pop back to my mac to look for the PSP broadcast on the "computer-to-computer" or ADHOC connection via my Airport Extreme. A little tricky, but once you get it going, it's so worth while! Get Xlink Kai from www.teamxlink.co.uk/
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Shot on iPhone XS.
We had a low scoring night at pub trivia - but I did turn around to take a picture of this game behind where I was sitting.
Rumored to be an online multiplayer focused Fallout with base-building and quests.
More PlayStation screenshots, trailers and trophies and everything for PS4, PSVR, PS3 and Vita: www.psmania.net/
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Multiplayer - „Altai Range“ („China Rising“ DLC) - Spectator Mode - Freecam / Maxed out / 6000x6000 (SRWE) / Downsampling (50%, Bicubic Sharper) / Console: ui.drawenable false
I always wanted to make a few forge objects in a vignette, this is the result.
The crashed falcon is an old MOC that I re-purposed for this scene.
My Battlefield Hardline multiplayer gameplay with live commentary ! . Enjoy! ○ Battlefield Hardline RTMR playlist …
ps4.infogratuite.com/battlefield-hardline-ps4-rtm-live-mu...
Multiplayer - „Dawnbreaker“ - Spectator Mode - Freecam / Maxed out / 6000x6000 (SRWE) / Downsampling (50%, Bicubic Sharper) / Console: ui.drawenable false
Helikopterden indirtmediler... King of the Hill Abonem Olur Musun? Youtube : youtube.com.tr/c/pikselpikseltv Facebook: www.facebook.com/pikselpikseltv Twitter : twitter.com/pikselpikseltv Websitesi:http://www.pikselpiksel.tv/ Oyunlar: Valiant Hearth, Schein, Grand Theft Auto 5, Skyrim, Counter Strike, Minecraft, Heartstone, H1Z1, DOTA 2, League of Legends, Alan's Wake, Rocket League, Borderlands, Heroes of the Storm, World Of Warcraft, Destiny, Terraria, Path of Exile, Fifa 15, DayZ, youtu.be/r45gJU7_quY
Drydock is a multiplayer map in the form of a ship breaking scrapyard. It features an industrial-urban environment with a raised section bisecting the middle, which frequently becomes the main defense area in Horde Mode. Heavy weapons such as the Tri Shot can prove devastating against enemy forces moving in the open areas in front of the raised section.
Full set of in-game level badges from 1 - 80 (XXX).
Learn more about the level cap increase and the new skins at NaughtyDog.com:
www.naughtydog.com/site/post/multiplayer_level_cap_increa...
Hurtworld is a multiplayer sandbox FPS (First Person shooter).
Screenshot:
Game Description:
Hurtworld is a survival sandbox game that is often compared to Rust. However, it is one of the easiest games in the genre to play on a older or less powerful PC. You start off in your undies and have to ...
Multiplayer Starter Pack Call of Duty: Black Ops 3 free to play gadgets.saqibsomal.com/2016/02/27/gaming/multiplayer-star...
Alright, since I probably won't take another photo of all my Xbox 360 games until Spring of 2010, I thought I'd take a quick moment to review Borderlands and Call of Duty: Modern Warfare 2, since they both deserve it.
The MW2 review will be longer than normal, but I have strong opinions on it.
Call of Duty: Modern Warfare 2
★★☆☆☆
This game was absolutely disappointing. I will speak about the single player and "Special Ops" game modes briefly, but the main reason I purchased this game was for the multiplayer, and the multiplayer component of the game will be the main topic as a result.
Multiplayer
First off, let me say that in theory, the changes and additions from COD4, overall, look like good decisions. Things like HQ being up for a while before you can capture and changes to perks are all things I either outright like or things I am open minded about. It's the matchmaking, UI, netcode and Party Chat restrictions that I have the most issues with, and that frustration is likely having an impact on how much I actually enjoy the multiplayer games themselves.
None of the three dozen or so people (friends and friends of friends) that I have played with have seen issues like this with COD4 or COD:WaW, and every single one of them has experienced issues with Modern Warfare 2. Those of you who have been following Modern Warfare 2 for a while now may remember that back in September, Infinity Ward's community manager, Robert Bowling (aka Fourzerotwo), said the following:
"Alright, let me attempt to clarify as much as possible as its clear that there is some misunderstanding on how matchmaking works in Modern Warfare 2 for international users. The functionality you're asking for, the ability to connect to BEST connection rather than first available game aka quickest match, is already built into the matchmaking. There is no need to include an additional toggle where you manually have to ask it to put you in the game best suited for your connection, that should all be done automatically without requiring you, the player, to go through an extra step to request it. That's what I was referring to in the tweet of, "you don't select a region or country, it is auto-assist". Meaning, matchmaking will automatically put you in the best game for YOUR connection."
If that's true, why is MW2 the only game where I've spent upwards of 30 minutes with five other friends, all within 20 km of each other, with each of us on fiber internet connection, being unable to get a game started, despite regularly gaming together for quite a while?
(To give you a background on what that "YOUR connection" would mean to me, SpeedTest shows I'm on the following connection: Download 94.63 Mb/s, Upload 65.67 Mb/s, 3 ms ping, Open NAT dedicated IP that is MAC tied exclusively to my primary Xbox 360 )
The matchmaking isn't necessarily fast, I've seen it be very fast, and I've seen it take several minutes. Regardless of whether it is fast or slow, my friends and I find ourselves losing party members more than half the time. That is unacceptably bad.
I fail to understand how, with my connection, people who connect to me with no problems, who play COD 4 and COD:WaW with me with no problems, don't even have a 50/50 chance of joining a game with me successfully.
When we do lose people, they have no way of telling us, as you might have already heard about Infinity Ward's controversial decision to restrict Party Chat from all but a few maps. That means we have to visually scan for who is and who isn't there. If Modern Warfare 2 would allow Party Chat, they'd be able to say, "Hey guys, I got booted." But virtually every game mode requires you to leave party chat to play. Even game modes where you can speak to living teammates while waiting for your respawn.
I understand there will be those people who prefer the lack of party chat, in hopes that it will encourage team communication between strangers, but literally everyone I know who's playing MW2 either mutes everyone or now has their 360 set so that they can only hear people on their friend list.
The lack of Party Chat irks me as I am one of those people who mutes everyone. I would prefer not to eliminate game chat from every other game I own just because of Infinity Ward's restrictions on Party Chat. I do want the option of people able to talk to the people I play in fighting games, most recently Street Fighter IV, so often times I will use game chat in games like Street Fighter IV. But when it comes to a social team game like the Call of Duty titles, I want to jump on with a group of friends as a team and socialize with them while playing. No one else wants to hear the details of how work is going, and I don't want strangers listening in while I'm socializing and talking about game strategy concurrently.
You do have the option to mute people rather quickly, but as Tycho said in his Penny-Arcade news post, "There are playlists that support Party Chat, identified by a black asterisk, but players who are just beginning to play don't have access to any gametypes that actually support multiple party members. it wasn't a dealbreaker, in that we could mute people (everyone) in either the lobby on the in-game roster, but anytime you take a process that involves zero inputs and substitute fourteen, it's something you should take pretty f**king seriously."
Again, just the lack of Party Chat wouldn't be a deal breaker, but coupled with the ridiculous difficulty of getting five friends into a single game successfully does make it extremely frustrating.
When we did finally get into a game, over half the games we entered were yellow connections or worse, and the majority of those were quit out of because the connection was so bad it was unplayable. The same problem plagued Call of Duty 4 but wasn't nearly as pronounced as it is here.
Treyarch was able to add a "Local" and "Locale Only" search option to Call of Duty: World at War, which allowed my friends and I to wait for a good game. If it took 10 minutes to get a game going, it was better than spending 30 minutes jumping out of unplayable games that we were repeatedly thrown into, losing friends on the way, and constantly having to re-invite people to the party but being unable to talk with them half the time due to the lack of Party Chat. (Party chat allows you to talk during loading screens and when people are booted or trying to join.) The "Locale Only" search option was a key reason World at War was my group of friends' game of choice over the last year. After a full year of caring about each win (2,747), and loss (645), in World at War, I very quickly hit the point that I no llonger care about taking a loss in Modern Warfare 2, because the number of unplayable connections and friends lost when joining games means that dropping out of games is a regular occurrence, and win/loss stats mean nothing as a result.
Treyarch's World at War was also smart enough to include a "Leave with party" option that meant the party leader could pull everyone out of a game together. If someone was getting a drink or using the restroom, the party leader didn't need to wait for them to return to change game types. In MW2, everyone needs to quit out individually, and again, without Party Chat, people sometimes get lost. This may not seem like a big deal for many, but for those of us who work and have families, we're rarely all jumping on or logging off at the same time, and what was a brief wait in World at War has become a point of dread in MW2. (Jumping out to get someone means there's a possibility that you'll spend the next 30 minutes unsuccessfully trying to enter a playable game without losing a party member again.)
Now you may wonder why I'm waiting so long to talk about the game play. The truth is that I've yet to formulate a final opinion. There are really fun games and there are really frustrating games...but the game community is still evolving. If camping seems problematic or levels seem unfair, those issues may change as players become familiar with the maps, other people's tactics and the vast majority of people have seen all the perks and weapons. I'm giving Modern Warfare 2 a much longer look than I would give most games, because I truly do want it to be great. I want it to be more fun than World at War with a larger active community than World at War had. However, truthfully, I'm not sure how enjoyable this game will be, nor how many people will stick around after the first month.
Here are the things I think urgently need to be addressed, as they're easy to fix but complete game breakers for many:
1. Party Chat: Put party chat back in for everything but S&D. Put in an MLG game room or whatever alternative rooms you want for angry young racists with a mic that don't want anyone using Party Chat, and let them yell at each other in there. Those of us who view online games as a social outlet to play with friends want this...BADLY. Even Penny-Arcade is wondering why this decision was made. If it was to keep us from talking after we die...why can we still talk after we're dead in game chat in every game type I've played so far? (I have not played S&D yet) Is it technologically impossible to prevent people in Party Chat from playing on the other team? I would love it if Party Chat guaranteed that people in your party would be on your team.
2. Match Making - Lost Team Members: I'm still repeatedly losing party members when trying to get games going. Is this really that difficult to fix? I can understand there are bugs that need to be worked out, but thanks to the lack of Party Chat, there's no way for dropped people to let their team know they've been dropped. A message like, "Party Members were unable to join the game, would you like to back out and get them or continue the game without them?" would be helpful. Baring that, making your squad members easy to visually differentiate (possibly a blue background or text for everyone in the party) which would make it possible to quickly confirm all X number of party members made it. Also, just enabling Party Chat would make it easier to communicate in cases where some people don't make it.
3. Match Making - Bad Connections: I'm still regularly being thrown into games where we have unplayable connections (people in our squad will be all red and yellow connections, even when there's six of us geographically within 20 km of each other jumping into a 6-on-6 game). A "Locale Only" option would be very welcome. I'm happy to sit around for minutes waiting for a playable game. I doubt a patch will come soon enough to make me care about my W/L stats...so I will continue jumping out of games with bad connections...but again, I'm more than willing to wait for a game where everyone on both teams has a reasonable playable connection. Net code improvements? Server upgrades? You guys can do whatever you want there...but until I see a "Locale Only" or "Maximum acceptable ping" or similar option, I'll be of the assumption that you really don't care about my interest in a playable connection, and my team will keep jumping out of matches with bad connections, which is a less than ideal solution when it isn't an issue in other games...
The following are improvements that seem obvious to me, most of which are probably seen in the majority of online games:
1. Leave with Party: This one is obvious. If a group of friends playing together wants to change games types, the party leader should have the option to leave with group. The group can enter games together...why can't they leave games together? COD:WaW did this, so it can't be hard to implement. Everyone dropping in and out separately is annoying enough when you are able to use Party Chat. It's horrible without Party Chat.
2. Add to Squad: There were squads in COD that meant we didn't all have to jump out every time a friend jumped on. They could join the game and if they were on our team, they could join our squad and stay on our team without everyone having to drop out and try to jump back into a game again. Again, this was in COD:WaW, so it can't be that hard to implement and it keeps people playing instead of having them search for games...(with the currently inevitable booting of people randomly and joining games with unplayable connections.)
3. "Invite" option: Why would I want to invite people from the game menu and then play against them? The only benefit I can see for this is people who spam invite people they've played against and beaten... If I use the invite option to invite a friend, I want to play with them. Why not have invites sent this way automatically add them to your squad when they accept? I don't want random spam invites to play against people I don't know, and I was excited at the possibility that we could just invite friends to our team without quitting out of the game.
4. X to skip: I'm not big on skipping levels, and I haven't played enough to dislike any levels enough to skip, so I didn't notice this at first, but why make skipping more difficult than it needs to be? Neither this or the items the follow below are nearly as important as the first six points in my mind.
5. Volume control: Another option I used in World at War that disappeared is the ability to adjust individual volume sliders for the game sound effects, music, and other noises. I have A40 headphones now, so it's no longer an issue for me personally, but if someone's trying to keep the volume at a reasonable level, let them lower the BGM slider and other non game sounds while keeping the SFX (the important game sounds) at the highest setting. When I did adjust these settings, I never felt it gave me any sort of advantage in hearing people in the game, it just lowered the pre and post game music enough to placate my wife.
Lastly, improvements that I'd like to see when getting into games with friends and having fun is taken care of:
1. Barracks Leaderboards: Where did the breakdown by game type go? I could care less about K/D in any game type other than Deathmatch, as that's the only time it's the main point. Even in Free-For-All, killing 25 people and dying 20 times is better than killing 15 people and not dying if you're playing in the spirit of the game...so why create leaderboards that encourage people to focus on kills in game types that focus on objectives? (In the last COD game, I'm 2.27 k/d in TDM and 1.5 in Headquarters, but I believe I have a better win rate in HQ because I play the game...) The new stat system leaves a lot to be desired. It would be great to see a lot of information available, and I understand this may be coming in the future.
2. Lobby Leaderboard: Something to look at between matches when you aren't adjusting classes, and wondering who exactly you're playing with and against.
3. Online Leaderboards: Again these are all things that can be added in the future, and would add to the fun, but aren't as important as the points above: Online stats, iPhone app, Web based challenges you can complete in game, being able to compare accolades with friends, being able to compare individual gun stats with friends, stats by game type, trending stats (k/d average for each hour of a given game type, etc.), etc, etc, etc. There's plenty of data people would love to gobble up, and stats added to my enjoyment of Halo 3 and Call of Duty: World at War. But really, it's secondary to all the multiplayer issues I listed above, and I'd be very happy if IW took those points into consideration and made changes to improve the multiplayer experience for everyone.
Honestly speaking, if every single one of the improvements above had been included out of the box, my rating for multiplayer would almost certainly be 3 or 4 stars, with the potential for a 5 star rating depending on how multiplayer holds up over time...but even if there's a great game under all the BS, the BS is currently getting in the way.
Single Player
I honestly enjoyed World at War more than COD4 for multiplayer, and I doubt that was just due to the improved matchmaking, but I will also say that COD4's single player is probably the greatest FPS campaign I have played. Even though I bought MW2 for the multiplayer, I was hoping that the single player would also be amazing.
Visually, this game is amazing. The sound and music are excellent. If a grade were as simple as rating how it looks and sounds, the single player would be a home run. However, this is a poor successor to COD4. The game has bugs, is short, and the story is feels like a roll of duct tape used to connect different environment and mission types.
A friend of mine said, "If you're going to make a highly detailed game, expect people to focus on the details." One such detail is the checkpoints. Multiple times I would go well past a checkpoint, yet at my death I would spawn back at a prior checkpoint, only to have the checkpoint triggered on the second time through. Near the end of the game, I was in a house on a staircase with an enemy just outside the front door (straight ahead, but just to the side of the door frame) and in the room to the right (just behind the door leading to the base of the stairs) and the game saved my check point with a flash bang about to go off at my feet. Every time I spawned, I was flash banged. After dozens and dozens of tries, I eventually was able to kill both enemies while completely blinded and continue with the game, but I knew that if I didn't make it to the next checkpoint, that I would need a lot of time and luck to pull that trick off again.
The HUD is minimalistic, which I appreciate, but multiple times the verbal directions and on screen directions are either difficult to follow or a complete lie. I don't remember my own specific examples, but a friend of mine tells me that one such point is being told to jump off a building. If you actually jump, you die from the fall. However, if you just run off the building, you're fine. (That may not be the best example, but I'm not going to bother playing with single player again to be reminded of the ones I encountered.)
While you have almost certainly already heard about the terrorist level, consider this warning for anyone who hasn't, as the next three paragraphs mention it. It occurs in the first quarter of the game, and I think any potential purchaser of this game should know about it. Discussing the game story as little as possible, I will say that it essentially ruined the game for me. First, even if you do not kill any innocent people, you cannot clear the level without attacking soldiers. I had attempted to knife terrorists in the back when they separated from the others. I attempted to shoot the terrorists. I attempted to run to the end of the level without engaging the army...despite the fact that the story could progress at my death without forcing me to play to the end of the level, the game shoe horns you into a movie that I personally wouldn't pay to see. You die at the end of the level regardless, but the game forces you to kill the soldiers trying to stop terrorists. The single player campaign lost me at this point.
The reason is simple. Good stories require the viewer/user to have empathy for the characters. If you follow the "They're not real!" school of thought, you're left with apathy for these characters, and the experience of the game suffers a result. So yeah, they're not real, and that notion stayed with me for the rest of the single player campaign. Moving my character through the level was what I did. In Modern Warfare, I crawled past the troops in the sniper level, and II felt the tension. In MW2, my character did what ever the developers demanded to progress from one checkpoint to another.
What surprises me about the terrorist level is not the people with empathy or the people with apathy, but rather the large contingent of what seems to be angry young males with antipathy for their fellow man who will tell you how they enjoyed shooting the people because it was "fun". If that was the demographic that IW was going for with this game, than it's no wonder that it missed the mark with me.
Having me select a "No, I will not be offended" option the first time I start this game up doesn't mean I won't be offended by a short, disjointed game with a bad story, mostly uninspired levels, buggy checkpoints and unclear objectives. Dying doing what I'm told to do in order to figure out the hard way what I'm actually supposed to do is not my idea of an enjoyable game.
That said, breaching was fun (and they certainly realized that, as they included more than enough), the snow level was fun, and the final cinematic quick time event ending would have been great if I cared about the characters or the game at that point. Unfortunately, a few enjoyable moments do not make a sub-par game enjoyable. As a single player game, it's several notches below World at War and a flight of stairs below Call of Duty 4.
Special Ops
If someone asked me to criticize Special Op, my response would be that you can only play with one friend at a time. Special Ops is the best part of Modern Warfare 2 in my opinion, which is shame, because it's the part of the game I was least interested in.
If you have exactly one friend you want to play with who's roughly near your skill level and wants to play bite sized portions of co-op player vs. computer scenarios, Special Ops is fantastic fun. There are 15 separate challenges with no check points, and you and your friend must work together to complete them. (With the exception of the sniper level, which was fun alone, these games really need a friend to give you the proper experience.) There are a few minor design issues, such as the fact that if a friend hasn't unlocked a specific level, they won't get credit for completing it with you, and not all levels are created equal, but there's some very good fun there.
I'm not sure what the rational was for restricting the Special Ops levels. It meant that in order to play with a friend who hadn't tried it yet, he either had to play without getting credit, or I had to play through several games I'd already played so he could unlock the levels I wanted to play. All that did was confirm that these are great fun the first time, but not something I enjoy enough to want to go back and play again after completing them on Veteran difficulty.
I can't imagine anyone buying this game specifically for Special Ops, but it's a nice addition to an otherwise disappointing game so far, although I finished the 15 challenges rather quickly.
I believe that I've outlined why I've had more frustration than fun with the mutliplayer, how I felt about the single player, and what I think about Special Ops. While also disappointed with the single player, I bought this game primarily for the multiplayer, and expected that the matchmaking, UI and feature set would reflect the fact that this game had a humongous budget and that the previous iteration of Call of Duty had so many matchmaking improvements and additions. Instead the feature set and functionality feels barebones and buggy, and the problems are so bad that the ability to enjoy the game suffer. A controversial decision to restrict Party Chat from almost every game type compounds things even worse. To quote a friend:
"It's such a damned shame. Some small details are killing a fantastic game. The thing is that those small details add up freaking fast and it makes the game sooo much less fun."
That friend has spent his last 24+ gaming hours playing COD:WaW and Borderlands because, in his words, "I just want to get online and play a fun games where I can talk to my friends."
Gaming details: Completed single player campaign on Hardened, completed every Special Ops on Veteran and played +19 hours of multiplayer with an additional +8 hours trying to play multiplayer games, but with matchmaking failing to put the entire party into a game successfully.
I've done reviews for the majority of the games I've owned. Check out my March 2009 collection, my April 2008 collection or my Borderlands (★★★★★) review by clicking on the links if you're interested.
Update: You can now see my August 2010 Xbox 360 games collection photo here, and a list of my XBLA games along with ratings for each here.
Yes, I play this game in case you didn't know. I got close to finishing this and a whole late 1920's style city on a good public server, but the world was erased because someone lagged the map so much it got corrupted. So I ask you, my fellow Minecraftians, what are some good servers to play on?
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When I first learned that Conker's Bad Fur Day was being remade for the Xbox I just about dropped my pants doing the happy dance. One of my all-time favorite games, the N64 version of Conker was an irreverent, foul and hilarious genre-busting extravaganza. Having the single-player campaign and an all-new Xbox Live multiplayer feature seemed to make Live & Reloaded destined for greatness. And yet, after running through the single-player twice and playing a healthy dose of the multiplayer, I'm left somewhat disappointed. This is not the greatest game ever. In fact, the multiplayer, which was Rare's big focus, is a letdown. As Conker might say, "What the f*@&!?" Meet Conker, a foul-mouthed squirrel who is the definition of a hedonist. His interests focus on finding a good beer, getting some action and pocketing cash. He's a guy's guy, only he's a squirrel. The fact that he's so damn cute plays perfectly against his boorish behavior. This isn't the best friend of all the forest creatures, the cute fuzzy animal you snuggle in bed at night. Conker only cares about himself, everyone else be damned.
Conker's Bad Fur Day, the single-player component of Live & Reloaded, begins with the cantankerous squirrel awakening from a bender and in need of a way home. Pretty much the rest of the story goes into orbit from that point. Unlike most games, which focus on things like a complex plot or a battle against villainy, Conker's journey spawns from stupidity -- both his own and others. See, the Panther King has a problem -- his three-legged table keeps spilling his milk. The solution? Find a red squirrel to fill the gap and keep the table steady, of course.
No, seriously, that's the plot. From there it degenerates into a wondrous madness that seems almost born from free association. Those who hate British humor or, well, humor in general will hate the single-player, but it cracks me up every time I play. There's really no end to the lunacy. Along with a giant mound of poo that sings a scatological parody of a Disney musical, there's a caveman with "size" issues, a devilish vampire, a sexy flower in need of pollination and lots of cursing (bleeped out to make it even funnier).
Not everyone will grasp the raw sense of humor in Conker. There are some who will wonder, why the hell am I rolling this giant ball of poo up a dung hill? But honestly, who cares about those people? At the time of its release five years ago, Conker was revolutionary. Few games had dared to merge multiple genres and certainly not while offering simplistic controls. Live & Reloaded is a shooter, a platformer, a puzzler and a cart racer all wrapped into a ten-hour single-player experience. That amount of divergence can make a game difficult to sell and, like the humor, can prove a turn-off to some. There aren't many games on Xbox that ignore the majority of buttons on the Controller S, but Conker is made with ease-of-use in mind. If you can find the B Button on your controller, you're well on your way to mastering the controls.
Conker was one of the first games to utilize context-sensitive controls, something that is so commonplace in today's gaming that it's easy to take for granted. Conker plays a lot like a Looney Tunes episode. Get into a situation where you need, say, a slingshot and a light bulb dings over Conker's head. Hit the B Button and Conker pulls one out of his back pocket. The majority of weapons, item switches, and interactions all come down to the B Button. It's simple, but it's fun.
That's not to say you won't have some times where you'll need more than just a B Button to save your ass. The later portions of the single-player campaign are heavily focused on third-person shooting, where you'll need to master the triggers to blast away Nazi Tediz or grotesque zombies. The shooting portions, in fact the last few hours of the game, are much more action-packed and faster paced than the earlier stuff. It's a little odd that Rare didn't think to mix these things up so that the game had better ebb and flow, but as it stands, you begin with little action but end with non-stop firefights. Conker really does hop around genres and there's some out-of-this-world stuff you're required to do in order to beat the game. There's not one but two instances where you need to get drunk and piss on things in order to get past stages. You'll hop on a hoverboard and race against a bunch of caveman hoodlums, jump in a tank and destroy teddy bear monstrosities and fly around as a vampire bat, dropping guano on villagers. Conker has it all.
OK, to be honest, it doesn't have it all. For example, there's no road map, no definitive clues to help you in many of the areas. This may just be the game that forces you to use a guide or a FAQ for the first time, because there are many times where it's unclear what you're supposed to do next. Accomplishing those goals isn't so bad, but the puzzle elements involved can sometimes prove confusing. Confusion leads to frustration, frustration leads to cursing. And we all know cursing leads to controller tossing. If there's one thing Rare could have improved over the original, it would be adding some better guidance. They did not. Here's the sad news: The Conker single-player experience on Xbox is not as good as on the N64. To its credit, Rare has done some fantastic things to the single-player. First and foremost, the graphics are unbelievable. Running at a generally solid 30fps, Conker is a lush, gorgeous world with some phenomenal textures and effects. It's only ugly aspect comes from some of the character models. A T-Rex, even a baby one, should really make you crap your pants on Xbox. Certainly when it tears someone in half it should be impressive, but many of the more gruesome scenes prove the ugliest, with basic textures and simplistic effects.
The camera, which was a real problem on N64, has seen some slight improvements. In tight spots the camera is very problematic, particularly when Conker is on a ledge against a wall, but overall it performs well. The third-person shooting controls and just some other minor tweaks have also been made to make the game a little more manageable. And yet, the N64 version is better.
Sometimes you can tinker too much and mess up a good thing. That's how my relationship with Martha Stewart disintegrated and that sort of tampering hurts Conker as well. In an attempt to make Conker more accessible, Rare has made the game a little easier and removed a few sections. One missing section that really stood out to me comes in the last third of the game. In the N64 version you need to get a power source turned on. To do this, you need to get a charge going by diving into the water and leading an electric eel through several power circuits. It was a pain on the N64, now it's gone. I'd rather Rare found a way to make sections like this better with tighter swimming control rather than just cutting them out. It's a cheap trick.
My real issue, however, is with every little thing still wrong with the game. The pacing in the beginning is too slow, all of the great movie parodies come in the second half and swimming is still a pain in the ass. These things weren't fixed. Some things that seem so obvious are still broken and it's been five years. What is the holdup?
While I still love the single-player, it's shorter and easier on Xbox. What I considered a 9.9 experience on N64 is more like a 9.2 on Xbox -- still great, just not as great. As a bonus, Rare has added a merger between the single-player and multiplayer. Chapter X is a single-player mission that is played with bots. In this way you can still have some fun playing alone, but can also learn the ins-and-outs of the complex multiplayer. Chapter X has some damn hard parts and is a nice little addition that turns out to be a bit more fun than the actual multiplayer. Rare's focus for Live & Reloaded was the online multiplayer (and yes, there's also system link and offline two-player split-screen support). Apparently the focus wasn't balancing. There are some really great ideas in Live & Reloaded, but there are also some shortcomings that can make for a sometimes frustrating (and worse, boring) experience.
The options are a little limited online and boil down to either deathmatch or objective-based missions. Along with selecting which team to be on, either the SHC (furry animals) or the Tediz, you get to choose your class. No matter which side you choose, the classes remain the same. It's merely your objectives that will alter (either to infiltrate or to defend).
The class-based system is more complex than Return to Castle Wolfenstein, but also allow for a lot more variety. It's actually a very admirable set up. Each of the classes has its own set of unique weapons, abilities and piloting skills. You can be a Sneeker and turn invisible or be a Demolisher and do some real damage with the bazooka. Each class alters the way you must play and further each weapon you use will change your strategy as well.
Deathmatch is pretty standard in terms of application, but it's damned hectic. Hop into a live game of Conker and things are exploding left and right, warble and heat effects fill the screen, gunfire echoes from everywhere. It's a madhouse, which is great. That's if you have a full room. The fewer people you have, the faster Conker drops off the excitement level. Forget about playing with a small group, even in one of the small maps (of which there's basically one), it's just no fun at all with less than eight people. All of that frenetic action can be exciting, but it's going to take some time before you're ready for it -- At least for Mission play. Everyone who's played Live & Reloaded has offered the same comment: It's God damn confusing at first. The HUD is overcrowded, the controls are anything but intuitive and mission objectives are a little obscure. Over time, with more and more play, things snap into place and gameplay becomes no problem, but pick-up-and-play this is not. The missions are varied and success is rewarded with some hot cut-scenes. All of the standards are there, including variations on capture the flag and domination. There are also some really clever instruments for mayhem, including moveable teleportation nodes and ordinance terminals for upgrading weapons and refilling grenades. The vehicles can also be a blast, but it is a little frustrating that vehicles are tied to specific classes.
When you first start a fracas, more often than not you are going to suck. The reason doesn't have anything to do with skill, it's that your weapons and specialty items require in-the-field upgrades. Dead enemies drop upgrades and these are vital, because without some upgrades you just aren't going to get the job done often enough.
All of this makes for a very complex game. Perhaps even too complex and too smart for its own good. Rare has put in tons of clever tricks and a very in-depth system of upgrades and weapons, but it just isn't that much fun. This isn't just my declaration, but the feelings of everyone who's played in the office. Where is the f@&$ing fun? There are just too many frustrating aspects to Conker that hold the multiplayer back. It's often impossible to tell when a hit registers and sometimes attacks are completely meaningless anyway. Even right out of the gate a sniper needs to be able to kill with headshots -- that's just a given for any game. Not in Conker. For fun, I took some direct headshots at standing targets and it would take two, three once even four bullets to kill the person. You need to hold and power up your shot (creating an easy-to-see laser that can be avoided by most). Conversely, any a$$hole with a bazooka can kill indiscriminately with shots that merely get close to the target. I can't possibly express the frustrations of trying to play with other classes only to see myself and others continually smoked by bazookas. Fortunately, you can change classes at any spawn point -- but at a price. Changing your class requires some idle time. The kicker is that your character is immobile but vulnerable to attack. So a spawn-camper can kill you while you wait on the idle countdown. You respawn but must begin the countdown from the top again. At least the camper can keep shooting you with those instant-kill bazookas so you can never move again. Now I know why Conker curses so damn much.
Further adding to my gray hairs is the weapon-swapping system. Conker uses a system similar to Rainbow Six, where you hold down a button and a four-option menu appears. Just move the cursor to the weapon or item you want. But it's not just one menu, there are different menus for everything. It's weapons, specialties, even different types of weapon fire. It's too much, especially in a game that moves fast. This is a twitch shooter trying to be a tactical shooter. While I have my frustrations with Conker's multiplayer, I will say that those who stick with it will be rewarded. Stats are kept for everything, including the number and types of kills with each class. As you gain kills and campaign points, your character earns different upgrades. These upgrades greatly improve game enjoyment, because they cut down on some of the nagging issues. The crappy rate of fire increases, you can hold more grenades, you gain cooler skills. But you have to invest the time. I imagine many won't.
My guess is that about half the people who play this will love it. They'll write in angry letters about what an idiot I am (and admittedly, I am an idiot). The other half will find it boring, slow and no fun at all. I'm actually excited to give Conker a second go once it's out in the mass market, just to see if a massive pool of gamers makes the experience any better. But for now I have to maintain that the multiplayer isn't much fun. Clever, yes. Fun, no. I really, really, really wanted to love Conker: Live & Reloaded. I've been dying for this game for more than a year, both for the single-player and the multiplayer. Ultimately, I still think the single-player is a unique and awesome experience. Perhaps it's a little outdated and the cutting of certain aspects bums me out, but overall it's still great. The multiplayer is a very solid concept with some good and some bland maps (but too few all around). It's created with a lot of thought, but the balancing issues and, frankly, the lack of fun hurt it a lot. The single-player is a 9+ experience and the multiplayer is more like a 7. So, Conker: Live & Reloaded falls somewhere in the middle overall.
Dutch is an exclusive skin only available to players level 70 and above in UNCHARTED 2 multiplayer.
Learn more about the level cap increase and the new skins at NaughtyDog.com:
www.naughtydog.com/site/post/multiplayer_level_cap_increa...
Blaine is an exclusive skin only available to players level 80 and above in UNCHARTED 2 multiplayer.
Learn more about the level cap increase and the new skins at NaughtyDog.com:
www.naughtydog.com/site/post/multiplayer_level_cap_increa...