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	<title>Cornfed Gamer &#187; First Person Shooter</title>
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	<link>http://cornfedgamer.com</link>
	<description>Freelance Video Game Journalist</description>
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		<title>A Cooperative Borderlands Review</title>
		<link>http://cornfedgamer.com/2009/11/a-cooperative-borderlands-review/</link>
		<comments>http://cornfedgamer.com/2009/11/a-cooperative-borderlands-review/#comments</comments>
		<pubDate>Thu, 12 Nov 2009 06:30:47 +0000</pubDate>
		<dc:creator>Aaron Klein</dc:creator>
				<category><![CDATA[Above the Fold]]></category>
		<category><![CDATA[Features]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Borderlands]]></category>
		<category><![CDATA[Cel Shading]]></category>
		<category><![CDATA[Co-op multiplayer]]></category>
		<category><![CDATA[First Person Shooter]]></category>
		<category><![CDATA[First Person Shooters]]></category>
		<category><![CDATA[FPS]]></category>
		<category><![CDATA[Gearbox Software]]></category>
		<category><![CDATA[Hybrid Games]]></category>
		<category><![CDATA[Open World Games]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[Playstation 3]]></category>
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		<category><![CDATA[Role Playing Games]]></category>
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		<guid isPermaLink="false">http://cornfedgamer.com/?p=476</guid>
		<description><![CDATA[Note: I enlisted the help of OXCGN's Arthur Kotsopoulos in Australia to take a different look at the time sink that is Borderlands.  This cooperative effort at reviewing the cooperative game also ran on OXCGN.com. ]]></description>
			<content:encoded><![CDATA[<p><em>Note: I enlisted the help of OXCGN&#8217;s Arthur Kotsopoulos in Australia to take a closer look at the time sink that is Borderlands. </em>This cooperative effort at reviewing the cooperative game also ran on <a href="http://www.oxcgn.com">OXCGN.com</a> with even more screenshots.</p>
<p><span style="color: #339966;"><strong><img class="alignright size-medium wp-image-468" title="Borderlands-3" src="http://cornfedgamer.com/wp-content/uploads/2009/10/Borderlands-3-300x168.jpg" alt="Borderlands-3" width="300" height="168" />Aaron Klein:</strong> The more I heard about Borderlands the more I got excited to check the game out. The tone of the press had been mostly doubtful, touching on how Gearbox was almost desperately racing to distinguish itself from a saturated release season populated with established gaming titans like Rock Band, Halo, Uncharted, Mario, Call of Duty and other anticipated new intellectual properties like Dragon Age: Origins and Brutal Legend.</span></p>
<p><span style="color: #339966;">A relatively late switch of gears in artistic direction to use hand-drawn textures, a controversial portrayal of a stylized suicide as cover art and the inclusion of a catchy, popular tune from Cage the Elephant in advertising trailers combine to illustrate just how badly 2K Games and Gearbox want you to pick up Borderlands.</span></p>
<p><strong>Arthur Kotsopoulos:</strong> Funny you should say that because before they changed the art style and serious tone of the game I also wasn&#8217;t interested. Sure, there were hundreds of thousands of variations in weaponry, but other than that the game offered nothing to really make me want to buy it</p>
<p>It wasn&#8217;t until they changed the graphical art style and started to post up viral videos with that comedic touch to them. From this point on I got interested in the game from reading previews, viewing screen shots to watching video walk through of game play, It was a marketing strategy that worked for me.</p>
<p><span style="color: #339966;"><strong>Aaron Klein:</strong> And none of this is bad. I agree the roll out has been a masterpiece of marketing and has been as successful as possible at carving out a niche for Borderlands to have success. The big question is whether or not the actual gameplay can capitalize off this attention.</span></p>
<p><strong><img class="alignleft size-medium wp-image-467" title="Borderlands-2" src="http://cornfedgamer.com/wp-content/uploads/2009/10/Borderlands-2-300x184.jpg" alt="Borderlands-2" width="300" height="184" />Arthur Kotsopoulos:</strong> I wasn&#8217;t expecting much from this game other than it being unique. Having had time to dig into it, I have to say I am loving it! The chance that any weapon I find could be my new favorite weapon is great. You will never find the exact same weapon twice.</p>
<p>Sure the game starts off slow, but this just gets you comfortable with the basics to get you ready for the long journey ahead in the barren wasteland of Pandora in search of the Vault.</p>
<p>How are you in all finding the integration of game play, travel and missions within Pandora?</p>
<p><span style="color: #339966;"><strong>Aaron Klein: </strong>The weapons are awesome, and that is a great observation. Your character is never totally optimized. There is always a better weapon out there somewhere. That keeps it interesting for the exact reason you stated: The next weapon you find on your ground could end up being your favorite.</span></p>
<p><span style="color: #339966;">I get a little OCD about the weapons, though. When new guns are so plentiful I tend to spend a lot of time tweaking my arms and making tiny decisions between the rifle with more power but less accuracy and the one with an increased firing rate but low power.</span></p>
<p><span style="color: #339966;">This is both good and bad. A couple of times I wanted to set the controller down just because this micromanagement was overly taxing. But then I realized, &#8220;hey, you don&#8217;t have to do this. Just run out there and shoot.&#8221;</span></p>
<p><strong>Arthur Kotsopoulos:</strong> Exactly. It&#8217;s has enough RPG elements to keep you swapping out the weapons in your backpack as you level up. Yet at the same time not overly taxing to the point where you have to organize which weapons have this scope, barrel, handle and ammo capacity.</p>
<p>It&#8217;s an FPS that&#8217;s challenging, yet easily accessible. Borderlands blends the genres in a way I haven&#8217;t seen done so well since Bioshock. You have an open, sandbox world, a light RPG skill tree for each of the four character classes and hundreds of thousands of weapons with various stats and augments such as fire, electricity, poison and so forth.</p>
<p>My main gripe with this is the driving. It follows the Halo-esque driving controls except it doesn&#8217;t do Halo justice. If you clip a tire on the road or small rock the car just lifts in the air funny like it weighs barely anything. I tried to avoid the driving as much as possible because even when you do master it, it still becomes annoying.</p>
<p><span style="color: #339966;"><strong>Aaron Klein:</strong> I was worried about the driving heading into this game, and my worries were warranted. The driving is not very intuitive. Having the car go in whatever direction the camera is pointing means you can&#8217;t look off to your peripheral without driving off the road. Plus the vehicle gets hung up really easily on the environment. And when it gets stuck, it&#8217;s stuck. There&#8217;s no rocking it out.</span></p>
<p><span style="color: #339966;">Driving just tends to be a pain. Gearbox was already trying to do so much with the role-playing shooter dynamic. The vehicle was the darkest cloud over this game.</span></p>
<p><span style="color: #339966;">The map itself is laid out with different &#8220;levels&#8221; connected by a common area. It&#8217;s open, sure, but it&#8217;s also constraining because the map is mostly the land between canyon walls and not a wide open plain, like Fallout 3. I say this type of map is not conducive to the driving.</span></p>
<p><strong><img class="alignright size-medium wp-image-466" title="Borderlands-1" src="http://cornfedgamer.com/wp-content/uploads/2009/10/Borderlands-1-300x168.jpg" alt="Borderlands-1" width="300" height="168" />Arthur Kotsopoulos:</strong> Sure the map isn&#8217;t open like Fallout 3, but it is still massive. I&#8217;m currently only on my first play through, taking my time, and I have still to enter a few sections of the game. At the moment I&#8217;m in awe at how many areas there are and exactly how big each of them is.</p>
<p><span style="color: #339966;"><strong>Aaron Klein:</strong> But you need to have some way to get around the world. And driving, as bad as it is, is still better than walking. And it is more interesting when you team up in co-op mode to have someone in the gunner&#8217;s nest.</span></p>
<p><strong>Arthur Kotsopoulos:</strong> Yeah in co-op, especially four-player co-op, the game really shines. The game becomes much more fun. You receive better loot and acquire more experience points as enemies become harder.</p>
<p>Loot must be shared accordingly though, as any player can take any loot. That can make for frustrating times if you found an awesome weapon and someone nabs it from under your nose.</p>
<p>It is also very hard when you are levels apart from your co-op partners. The game can become quite brutal and unforgiving.</p>
<p><span style="color: #339966;"><strong>Aaron Klein:</strong> I agree, the game is pretty solid as a single player title. But it absolutely shines in the co-op. I&#8217;ve been trying to put my finger on why exactly that is&#8230; and I think it works so well because the challenge and number of enemies ramp up to coincide with the number of players and their levels. The fight for loot afterwards also contributes to the fun, as it gives everybody something to talk about. &#8220;Check out this sweet sniper rifle, does the Hunter want it?&#8221;</span></p>
<p><span style="color: #339966;">Plus sharing XP and gold means players level up at relatively the same level.</span></p>
<p><span style="color: #339966;">A testament to the different ways to play the game: while you planned and shared the loot, when playing split screen with a friend we were having fun rushing to beat each other to the glowing gun on the ground, and even waiting to revive each other until the other had picked the battlefield clean of ammo &amp; mods.</span></p>
<p><span style="color: #339966;">But I can see how that could be annoying when playing with strangers.</span></p>
<p><strong>Arthur Kotsopoulos:</strong> Whilst it does feature a form of dueling in co-op with fellow teammates it&#8217;s a shame the game doesn&#8217;t feature online multiplayer.</p>
<p>I supposed it wouldn&#8217;t work seeing as not 1 gun is ever the same so having the ability to take in your weapons from single player to multiplayer would be greatly unfair.</p>
<p><span style="color: #339966;"><strong><img class="alignleft size-medium wp-image-465" title="Borderlands-4" src="http://cornfedgamer.com/wp-content/uploads/2009/10/Borderlands-4-300x168.jpg" alt="Borderlands-4" width="300" height="168" />Aaron Klein:</strong> I have a co-op cautionary tale to share, too: Make sure any characters your friends build on your system are associated with a gamertag. My buddy was playing without signing in to one, and when we tried to continue the next day his level 11 Hunter was gone.</span></p>
<p><span style="color: #339966;">Luckily I had a level 20 Soldier, and we were able to power level his new character up pretty quickly, but not before he got tired of the game because he felt so underpowered against the enemies we were up against in the current missions.</span></p>
<p><strong>Arthur Kotsopoulos:</strong> Still, I believe co-op is where Borderlands truly excels. Whilst other reviewers think it doesn&#8217;t work as well as It should, I believe it works flawlessly as the enemies become more tough and much better loot is dropped.</p>
<p>It&#8217;s a battle of who can find the better loot, that battle is always fun, time and time again. What&#8217;s even better is the fact you can duel each other at any time by a simple melee attack to see who is the better of the Vault hunters.</p>
<p>It&#8217;s great fun to have your team mate bragging about an awesome weapon he just found only to have dueled you then defeated by your awesome level 30 combat rifle with corrosive damage.</p>
<p>It&#8217;s satisfying and enjoyable all in the one package and I feel Borderlands is probably one of the most fun and unique games to have been released in the past year.</p>
<p><span style="color: #339966;"><strong>Aaron Klein:</strong> I agree. It captured the “one more level” draw of RPGs and has earned itself a place in my disc drive for quite a while.</span></p>
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		<title>Wolfenstein [review]</title>
		<link>http://cornfedgamer.com/2009/10/wolfenstein-review/</link>
		<comments>http://cornfedgamer.com/2009/10/wolfenstein-review/#comments</comments>
		<pubDate>Wed, 28 Oct 2009 09:47:11 +0000</pubDate>
		<dc:creator>Aaron Klein</dc:creator>
				<category><![CDATA[Editorial]]></category>
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		<category><![CDATA[id Software]]></category>
		<category><![CDATA[Nazi Killing]]></category>
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		<category><![CDATA[Wolfenstein]]></category>
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		<description><![CDATA[Throughout the history of video games, few enemies have made more appearances or better targets than Nazis. It is not implausible to estimate at least a trillion digital Nazis have met bloody ends on gaming systems worldwide since Wolfenstein 3D kick started the first-person-shooter genre 17 years ago.

Wolfenstein-3DWolfenstein 3D blazed the trail for id Software’s 1993 release of Doom, which took the gaming world by storm and cemented the genre’s place as a pillar of video game design. While the latest reimagining of the franchise is nowhere near as revolutionary as the original, it sticks close to the proven formula and delivers a fun, adrenaline-filled Nazi extermination experience.]]></description>
			<content:encoded><![CDATA[<p>Throughout the history of video games, few enemies have made more appearances or better targets than Nazis. It is not implausible to estimate at least a trillion digital Nazis have met bloody ends on gaming systems worldwide since Wolfenstein 3D kick started the first-person-shooter genre 17 years ago.</p>
<p><img class="alignleft size-medium wp-image-394" title="Wolfenstein-3D" src="http://cornfedgamer.com/wp-content/uploads/2009/10/Wolfenstein-3D-300x187.jpg" alt="Wolfenstein-3D" width="300" height="187" />Wolfenstein 3D blazed the trail for id Software’s 1993 release of Doom, which took the gaming world by storm and cemented the genre’s place as a pillar of video game design. While the latest reimagining of the franchise is nowhere near as revolutionary as the original, it sticks close to the proven formula and delivers a fun, adrenaline-filled Nazi extermination experience.</p>
<p>Wolfenstein carries the franchise banner well. The player fills the shoes of OSA agent BJ Blazkowicz as he investigates Nazi occult research activity in the besieged town of Isenstadt during the height of World War II. But the first time you encounter an invisible blade-wielding Nazi assassin you will realize this is not your typical WWII shooter.</p>
<p>Along the way, he finds allies in the Kreisau Circle resistance movement and the secret Golden Dawn society as he battles Nazis in the streets and sewers of Isenstadt. The Kreisau Circle is fighting to liberate Isenstadt from Nazi control. The Nazis are investigating a mysterious energy called the Black Sun through occult archeological sites. The Golden Dawn is a secret society tasked with protecting humanity from the corrupting influence of the Black Sun. The story is uninspired, and the characters are forgettable. However, the marriage of Nazism and the occult provides a dramatic contrast to typical World War II shooters, which makes Wolfenstein, stand out in a saturated market.</p>
<p><img class="aligncenter size-full wp-image-395" title="Wolfenstein-3" src="http://cornfedgamer.com/wp-content/uploads/2009/10/Wolfenstein-3.jpg" alt="Wolfenstein-3" width="500" height="281" />Wolfenstein is not a strategic shooter, requiring the player to duck excessively behind cover and conserve ammunition, but is more in the “run and gun” school where you charge most enemies without much fear. There is also no need to search for health packs, as Blazkowicz regenerates health after taking cover for a moment.</p>
<p>Early in the game Blazkowicz attains a Thule medallion that grants him the ability to enter the “Veil.” The Veil is an overlay that casts the screen in a greenish tint that allows you to find hidden doors and ladders, and makes enemies, hazards and collectibles easier to see.</p>
<p><img class="alignright size-medium wp-image-396" title="Wolfenstein-4" src="http://cornfedgamer.com/wp-content/uploads/2009/10/Wolfenstein-4-300x168.jpg" alt="Wolfenstein-4" width="300" height="168" />While in the Veil, Blazkowicz has access to super powers, including the ability to slow time, increased speed, a protective shield and increased attack power to the point where he can snipe enemies behind concrete walls. You initiate these powers with the directional pad, which seamlessly enhances combat.</p>
<p>Instead of a linear mission structure, the developers divided Isenstadt into three common areas from where the player can access the missions and even go back and replay missions to sniff out hidden items. The levels are still relatively linear, although the player has some choice in whether to tackle a Golden Dawn or Kreisau   Circle mission first, or to take on a side mission.</p>
<p>Between levels, Blazkowicz has to shoot his way through the streets of Isenstadt to an allies’ safe house where he can accept another mission, or to the Black Market to purchase weapon upgrades. As you complete more missions, the enemies that populate Isenstadt become more advanced and aggressive, reminiscent of last year’s Prince of Persia.</p>
<p>A compass at the top of the screen that points to the next objective guides the player through the game. A map of the common area is accessible from the objectives menu, but it is impractical and of marginal utility because the path finding with the compass works so well.</p>
<p><img class="alignleft size-medium wp-image-397" title="Wolfenstein-1" src="http://cornfedgamer.com/wp-content/uploads/2009/10/Wolfenstein-1-300x168.jpg" alt="Wolfenstein-1" width="300" height="168" />Wolfenstein borrows heavily from some aspects of two-year old Bioshock. The story is somewhat narrated through collectibles dispersed throughout every level much like Bioshock. These pieces of “Intel” can communicate tactics on taking out Nazi defenses, unlock weapon upgrades or simply add flavor.</p>
<p>Additionally, Blazkowicz’s Veil powers are reminiscent of Bioshock’s genetic plasmid enhancements. However, where Bioshock waxed philosophical on economics and free will in a setting with personality, Wolfenstein simply tasks the player with killing Nazis in a drab, war-torn eastern European city.</p>
<p>Cut scenes are the other primary narrative device used in Wolfenstein. While the opening cinematic is jaw dropping, the quality of subsequent cut scenes never manages to top it.</p>
<p>Enhancing your favorite weapons at the black market is a necessity. Upgraded weapons are substantially more powerful than originals. In between headshots, Blazkowicz loots the occupied city for Nazi gold to trade to trade for upgrades. There is a limited amount of money in the game, and it is not enough to purchase every improvement, meaning players could have vastly different characters as they play through depending on their style and favorite weapon.</p>
<p>In addition to the single-player game, Wolfenstein offers a robust multiplayer mode. The multiplayer is class-based, meaning you will have to select between an engineer, medic or soldier, each adding to the team dynamic in a different way. Soldiers, of course, are combat specialists, while engineers handle explosives and medics can disperse first-aid pack to teammates.<img class="aligncenter size-full wp-image-398" title="Wolfenstein-2" src="http://cornfedgamer.com/wp-content/uploads/2009/10/Wolfenstein-2.jpg" alt="Wolfenstein-2" width="500" height="281" /></p>
<p>Borrowing from the Call of Duty model, every action in multiplayer earns money, which you can spend on upgrading your weapons and abilities in multiplayer. While Call of Duty does not stand a chance at being knocked off its multiplayer throne by Wolfenstein, upgrading and tailoring your character is addicting while the extra dimension of Veil powers creates a distinct multiplayer experience.</p>
<p>The developers at id Software, Raven Software and Endrant Studios, who all collaborated on the project, successfully blended old-school shooter action with several more recent conventions in the genre to create a modern game that remembers its roots.</p>
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