Is God Of War As Good As People Say?

When God of War (2018) had finally been delivered to the masses, it was smothered with 9’s and 10’s out of adoration by virtually every respectable review outlet known to man. The praise was due to a culmination of the game’s great graphics, an in-game camera that never cuts away, a more measured approach to combat, its story, side-quests, and open world design. Just like that, any and all concerns associated with the studio’s decision to change the franchise so drastically had melted away overnight.

But is God of War really one of the best games of all time?

For those unfamiliar with God of War’s previous story, it was about a man turned demigod by the name of Kratos. He pledged his life on the battlefield to Ares, the original god of war, for victory in return. As a result, Kratos was granted great power and had a pair of blades permanently chained to his forearms. He used these to carry out the god’s bidding time and time again, but his thirst for blood was redirected when his wife and daughter were killed by his own hands. He destroyed Ares and became the new god of war, but was then forsaken by the remaining pantheon up on Mount Olympus. Needless to say, this didn’t go over well and Kratos went on his most destructive rampage yet, not stopping until Zeus was reduced to little more than a bloody pulp. This was the end of the main trilogy, leaving Kratos’ fate ambiguous to the audience.

2018’s God of War picks up many years later. Kratos has aged, settled in to the world of Norse mythology, had seemingly found a new love and had a son. The woman of his life recently deceased, to respect her wishes, he and the boy are tasked with releasing her ashes from atop the highest mountain in all the land. But before they’re able to set off proper, a mysterious stranger appears with an ominous message, something along the lines of, “We know who you are and you’re not welcome here.” With nowhere to hide, the demigod and his boy – a mere survivalist in training (you can’t quite call him a warrior, not yet) – decide to push forward with the task at hand before something worse catches up with them.

It’s a straightforward premise to be sure, but the heart and soul of this adventure is the relationship between Kratos and Atreus. It’s clear that Kratos was too busy providing for his family to be much of a father, and when he was around, the pressure he put on his son had strained their relationship. Kratos was all business and no play, and unlike his actions in Greece, we can sort of understand why. He knows the world is full of unsavory beasts and beings, and if his boy is to survive, he needs tough love.

Some of the more critical fans out there don’t care for Atreus’ inclusion, because he’s not just there at the beginning, but stays by Kratos’ side throughout. This isn’t unlike Ellie from The Last of Us, but she, wittier and wiser than her years let on, was a far compelling companion.

Personally, I don’t love Atreus but I don’t hate him. I appreciate Atreus because he’s roughly my son’s age and acts the part. When it comes to exploring the world he’s quite green but also acts like he knows everything. So, when the game wants you to explore every nook and cranny to find all the hidden goodies, Atreus attempts to pull you off the path… and I can’t understand why. Is it to remind us how to get back to the main quest? I’ve yet to get lost in God of War and certainly don’t need Atreus’ help. This game may be open world, but it’s not Skyrim. In fact, I question the ‘open world’ claim in the first place (more on that in a bit). We really don’t need Atreus to mimic Ocarina of Time’s Navi – “Hey, LISTEN!” – and that’s something that every developer should do their best to avoid.

Atreus is a handy extension during battle though… eventually. He’s useless at the beginning, but the more he learns (and the more you upgrade his skillset), the more he’s able to help. Halfway through the game the kid is a bonafide life saver. He’ll unleash arrows (at your command) that either stun or deal damage to foes, so he’s viable for reducing their health and managing crowd control. As he strengthens and grows, Kratos will acknowledge his child’s improvements and thus improves their bond. They still have their issues though. Kratos clearly wants to comfort his son but feels he can’t. Atreus wants a father figure but resents the one he has. This plays out in interesting ways.

Now, I’ve seen people say that the secondary characters are great, and they are… but only to a certain extent. They’re written and acted quite well, but God of War relies too much on recycling the few it has as opposed to presenting new ones. The two you’ll see time and time again are a pair of estranged dwarven brothers, and while they’re entertaining, you almost feel like they’re the only two characters you meet throughout the game. There are others, sure, but none as prominent as they are. The game does a good job of explaining how they manage to pop up in each location before Kratos and Atreus are even able to get there, but without an expansive cast to back them up, their inclusion makes God of War feel a bit hollow. You could certainly argue the previous games lacked in the same area, but they also weren’t nearly as story driven.

It’s worth noting that the story, by the way, is barely there. The writers do a decent job at exploring the world’s lore and providing some back information on its characters, but God of War never feels, at least narratively, as epic as its visuals. There’s some surprises, yes, but considering the slogging ‘slow burn’ technique employed – which I’m usually a fan of – those payoffs come way too late in the campaign.

But let’s get away from the narrative and cast and talk about design.

There’s been a lot of buzz about God of War’s open world and how you’re able to return to old areas to unlock things that were previously forecasted as late game content.

Personally, I don’t see it.

You could technically call this an open world, but it’s not, at least not in the strictest sense. It’s more like The Legend of Zelda: Ocarina of Time (two references in one article… niiiiice). They N64 classic used Hyrule as a central hub area with each unique area branching off of that. God of War is quite similar as it uses a large lake as its central hub. Once you branch off to chase the story or side quests, things get extremely linear. The backdrops along the way are breathtaking and make your environment feel expansive, but from a travel perspective, you’re basically dealing with a bunch of corridors that are occasionally broken up by small battle arenas and puzzle rooms. This illusion of an open world mixed with the reality of linearity makes God of War feel like it has something of an identity crisis.

And by the way, even those linear paths can be a chore to traverse. Nearly every time you turn around, there’s a new chest just begging to be unlocked. There’s a few ways of doing this: by finding and smashing three vases with runes etched on them, by doing the same but with a strict time limit, or by rotating runic columns until you find the right combination. I applaud the developers for wanting to add more content to the game, but this is virtually all they offer until you’re at least halfway through the game. At that point, you have the option of going back to certain areas and engaging in battle with corrupted Valkyries, but the ‘open the chest’ variants are what make a good portion of this game’s ‘things to do’ list. You could blow past these time wasters to carry on with the main story, but then you have to live with knowing you probably passed up something that could have permanently increased your health.

Lack of variety also rears an ugly head with the adversaries you face. You pretty much go up against the same enemies over and over again, and that includes the mini-boss trolls. The surprising thing is that God of War seems to space out the major bosses few and far between. In my first fifteen hours or so, I think I’ve had three actual boss fights. Otherwise, the developers have said, “More trolls!” I believe Cory Barlog himself had stated that the reason there weren’t more epic boss battles is that they simply didn’t have time to include any. That’s a pretty big omission, considering the most memorable moments from previous installments had been going up against the Colossus of Rhodes, Poseidon, etc.

The combat itself feels pretty good, although it takes a bit of time before it finally gets to an appreciable state. The early game leaves Kratos with few moves and skills at his disposal, so it gets tiresome doing the same combination over and over again. But once you’re able to string more things together and can actually count on Atreus to help you out, it’s extremely fun to unleash upon the hordes of enemies that come your way. You can throw your axe, use it for melee, or drop it altogether and pound someone with your fists. The variety of ways in which you can approach your adversaries isn’t vast, but boy, does it feel good. But the fact that it takes some hours before combat feels fun is definitely a problem.

That’s really the running theme here, isn’t it? This game’s pacing feels off, mainly because while the game boasts about 30 hours of content (if you’re looking to do everything along the way), very little of what’s offered outside the main quest feels substantial. Instead, it’s just the same rigmarole on repeat ad nauseum. This game would have been much leaner, and for the better, if the developers stopped looking for excuses to pad things out. But they probably didn’t because despite what you’re led to feel with the ‘open world’ and all that ‘content’, most of the given areas in God of War aren’t very big… they just appear that way. These pacing issues are what caused me to take a break halfway through the game and come back a couple of months later, because I just got to a point where I felt like it wasn’t respecting my time.

That’s not to say that God of War isn’t a good game, because it most certainly is. It does plenty of things right, but for so many reviewers to overlook its flaws sort of baffles me. Some people say that God of War is the greatest game of all time. Some have said it’s the greatest game this generation. Others have said it’s the best game on the Playstation 4. I know my opinion is subjective, but I postulate that it’s neither of these things. I think what we’ve got is a game that didn’t have enough time in the proverbial oven to become fully realized, and that the studio was pretty darn lucky that everything shaped up as well as it did. With another year or maybe two, God of War probably could have reached the upper echelons of greatness that people already claim it’s at, but as of now, I think it’s just ‘pretty good’ with occasional flashes of greatness.

A 9 out of 10, in my opinion, it is not.

Advertisements

Greatness Delayed Podcast – Metal Gear Solid V

Michael, Gabe and Gus discuss MGSV and everything that goes with it… the incomplete feeling of the game, as well as all the controversy that came with it.

Audio Download

Bit-Review: Killzone-Shadow Fall

Yeah... it looks THAT good.

Yeah… it looks THAT good.

Killzone is the franchise that drew a line in the sand… even if it didn’t mean to. It’s not the best FPS series out there, but it has a strong following and for good reason, too – The graphics were jaw dropping and the gameplay actually felt fresh. Instead of merely complying with ‘twitch shooting’ mechanics, the devs opted for movement that took your weapon and armor weight into consideration. Furthermore, they implemented a realistic cover system which wasn’t some mere gimmick, but a vital tool for your survival. The Killzone Trilogy wasn’t a flawless experience by any means, but the alternative gameplay it offered over the likes of Call of Duty had been welcome with open arms. It comes as no surprise that Sony’s highest regarded FPS has made its way to the PS4, but now that it’s here, I’m afraid hype is probably going to work against it. It’s a fine entry in the series overall, but has some identity flaws that just can’t be overlooked.

You’re playing as a Shadow Marshal, which means you’re faster and more agile than the character in previous games. As a result, the controls are more in line with other shooters, as opposed to going against the grain with a weighted feel. As a fan, I was worried this would be a major detriment to the game’s enjoyment, but that wasn’t my experience at all. The gameplay is still heavily focused on cover and tactical maneuvers, so there really wasn’t much lost in translation. In fact, much has been gained – For starters, you have the ability to scan the area and detect and identify nearby enemies. Based on what you find, there’s a number of ways you can decide to dispatch them.

This is where the OWL comes in.

Your drone has been programmed to function in four distinct modes, each of which can be accessed by swiping the DS4’s touchpad (up, down, left or right). If you want to reach a ledge below, your OWL will provide a makeshift zip line. Enemies using high-tech shields? No problem, just have the drone blast an electromagnetic pulse, disabling your foes temporarily and leaving them open for attack. Furthermore, you can actually send your OWL in to attack for you. It’s capable of taking a couple of soldiers out on its own, but more than that, and it’s likely to come back for a recharge sooner, rather than later (it’s never completely destroyed). However, even in situations where the odds are against you, the drone’s attack mode is useful as a diversion so you can move into flanking position. Last but not least, it can set up a shield which will last as long as the OWL doesn’t take too many hits. As you can imagine, all of this brings an intriguing wrinkle to Killzone’s gameplay.

And I guess the best name for that wrinkle is ‘choice’, and the OWL offers plenty of that when it comes to dealing with the demon-eyed Helghast. The game actually tries to push us into the promise of freedom more often than not, but it’s merely an illusion. That’s probably the most disappointing thing about Shadow Fall in general – Lots of promise, yet never fully realized. The first level is semi-open and lulls you into thinking each level will be expansive and allow you to choose which objectives you’ll tackle in succession, but it isn’t long before the game sets you on a linear path that only LOOKS ripe for exploration. Some levels offer a fork-in-the-road approach to multiple tasks, but that’s hardly the sense of freedom this game hoped to evoke. The forks are often an illusion, too – Sometimes you can forego the obvious path by sneaking around in vents, but other times the vent is literally your only option to progress.

Don’t get me wrong – I don’t have a problem with linearity. It’s worked well for the franchise and continues to work in the latest iteration, but the game was touted as being something more, meaning those who ultimately expected more will be disappointed. Go in expecting more of the same however, and you’ll find the level design to serve its purpose well. You would think having the ability to scan environments and deploy a drone would make you unstoppable, but the devs have ensured the scale will rarely tip in your favor. As with previous installments, you’ll need to find cover from afar and plug away at the opposition methodically. While other games reward a pray and spray mentality, Killzone will put you down in a matter of seconds. So, use what’s at your disposal – Hide behind plants, walls or whatever else in the environment… but be snappy about it. A fair amount of cover options are destructible, which can work both for you and against you. Of course, much like the game’s ‘open nature’ (lack thereof), such freedom is only an illusion. Certain parts of the game allow you to blast through walls, but most of the time it’s only the small stuff that acquires battle damage.

Speaking of damage, health generation has been tweaked for Shadow Fall. As most other shooters nowadays, you’ll notice the outer edge of your screen going red if you’re close to death, and hiding is an effective way to get back in the green… and I mean LITERALLY back in the green. The light bar on your controller has been utilized by the devs as a health indicator – Green, yellow and red. In addition, you’ll find adrenaline packs littered throughout the game… and you’ll need them. If you’re low on health and can’t get to cover in time, it will boost your health and slow down time (think of the COD: MW3 round winning kill cam) while aiming down the sights. If you get sloppy and fall to the ground, your OWL can use the adrenaline to revive you. Of course, if it’s currently charging because it had to flee battle with its tail between its legs, then you’re SOL.

Another thing you’ll notice, is that the AI isn’t very smart. Yeah, they’ll chew you up and spit you out if you leave yourself vulnerable, but their movement is limited. They pretty much get in position and hide, only peeking out on occasion to squeeze off some rounds. The AI in previous Killzone titles had been substantially better, so it’s disappointing to see it take a back seat to all the action.

Anyway, outside of the normal ‘infiltrate – cover – attack’ scenario, Shadow Fall gives you plenty of other objectives throughout its 10-12 hour campaign… and some of them are jaw-dropping cinematic pieces you have some control over. You’ll hang on to a rope dangling from a helicopter, free-fall through the air, fortify and hold down a small base, maneuver and battle through zero gravity, use small bots to sabotage equipment and more. The variety of gameplay is definitely welcome, and helps to keep things from getting repetitive. The only thing they recycle time and time again is using the OWL to hack into computers. This is first utilized to deactivate alarm systems, but quickly devolves into a ‘get to this terminal and hack it so you can get to the next objective’, which gets tedious.

Anyway, I’ve rambled on enough about the gameplay. As one of the first exclusive PS4 titles, it’s absolutely gorgeous and really makes me excited for the future of console gaming. Graphics aren’t nearly as important as the gameplay, so I won’t prattle on forever… but the graphics go a long way in helping to sell this tale of a ‘world that’s been divided’. You fly over a city, and the draw distance is just… nuts. No lack of detail in distant buildings, no artificial haze to hide details, no tricks whatsoever. I noticed the OCCASIONAL pop-in, but this only occurred with minor details. Lighting is amongst the best I’ve seen in a console title to date, and the colors? Shadow Fall isn’t nearly as drab as its predecessors, that’s for sure. There’s plenty of bright tones this time around, and even when the game is at its darkest, there’s still color being used to bathe us in atmosphere.

Last but not least – I have to address the story. It’s some time after the events in Killzone 3 (30 years, I believe?), and each side of the opposition is basically separated by their version of the Great Wall. Of course, there are some things at play that hope to change all that, and you find yourself smack dab in the middle of it. As a soldier, you were raised to believe in the black and white scenario – You’re good, the other side is bad. Fortunately, the plot attempts to put us in a position where the line between right and wrong is blurred, but it doesn’t do a great job of driving it home. It’s conceptually sound, yes, but much like the previous Killzone titles, the central cast are mostly unlikeable (with the exception of ‘Echo’).

So far, my experience with the multiplayer has been fun, but there’s nothing new or innovative to write home about. If you want a variety of standard multiplayer modes with a control scheme that feels good, and with graphics that look phenomenal… then you’ll have fun. I know I did, but once Battlefield 4 is working the way it should, I expect most players to gravitate towards that.

So, as I said in the beginning – The game wants to provide this and it wants to present that… but Shadow Fall never reaches the heights it strives for. It’s just another shooter with a mediocre plot that’s driven by dull characters… but that’s not to say it’s a bad game. For all the negativity I’ve spouted, it’s only because I have a responsibility to give it to you straight. Still, it’s important I stress that most of the negatives were outweighed by the positives, because Killzone Shadow Fall is still fun as hell. There wasn’t a single time I said, “Come on, just end already.” I legitimately had a good time, and wouldn’t mind going back to play through the campaign again. In the end, that’s what a game is all about – Being fun. If it plays great and I have great time playing it, what’s left to say? I recommend Shadow Fall for anyone who picked up a PS4 (unless you simply aren’t a fan of shooters). It’s not a ‘killer app’, but is certainly leaps and bounds above most other launch titles I’ve played in previous generations.

Keep an eye in the not-too-distant future for my review of Knack. For the time being, I’m compelled to share that the game isn’t the downer that most reviewers made it out to be. It’s simple, but a lot of fun. That’s all I’ll say for now! Until next time!

Congratulations Xbox One – And A Reminder On Perspective…

First and foremost, congratulations to Microsoft for their release of the Xbox One, and congratulations to anyone who picked one up at launch. Thanks to the launches these last couple of weeks, Christmas has come early for many of us, indeed.

For some who haven’t read back in my blog, I’ve been asked if I plan on picking up an Xbox One to sit next to my PS4 – No. I can’t really afford to dump money on two consoles at once, and Microsoft made me pretty upset with their DRM policies early on. They’ve reverted, but the damage has been done. In terms of features and games though, the Xbox One seems like an awesome machine for those who want (mostly) full media integration in the living room, so all the power to anyone who prefers it to the PS4. Personally, I just don’t care about any of that stuff. I want a simple gaming machine, and that’s what the PS4 delivered. Games? I figure Sony is going to have the better exclusives, so I’m pretty excited to see what’s yet to come.

Anyway, there’s something I want to address – The internet hate. Holy shit, it’s been absolutely bananas. When the PS4 launched last week, Microsoft fans were jumping on Sony’s willy for having some issues… issues which were allegedly under 1%. Furthermore, fake reviews were written across the net in an attempt to make the PS4 look bad. There were those of us who said, “Media integration in our society is making this sound wayyy worse than it is… just relax, and enjoy your new console people. Xbox One will have issues when it launches next week as well… and not because we wish harm on the Xbox One, but because that’s just the nature of the beast.”

Well, here we are one week later, and guess what? The Xbox One has issues as well… and you know what? It isn’t a big deal. It sucks for anyone to have a bum console on day 1, but the vast majority are enjoying theirs. There’s no need to drag company names in the mud for errors which obviously happened in a variable manufacturing and shipping process. These things happen, and no product launches at a zero percent fail rate. Ever. Last week, I told many that the PS4 seemed to be well in line for a low rate of failure, and the Xbox One issues appear to be isolated as well.

This just goes to show you folks, that there’s no conspiracies and nothing sinister going on behind the scenes… this is product launch 101. If you’re that concerned about what awaits, get the extended warranty through your company of choice. But please, stop all the bickering online and stop trying to blow minimal fail rates out of proportion.

With that said and out of the way, I want PS4 and Xbox One owners alike to have a great time with their recently acquired games and consoles… I know I have.

Stay tuned to the blog for a review on Killzone Shadow Fall’s single player campaign in the next day or two!

Bit-Review: Playstation 4 – Greatness Has (Almost) Arrived

"Sorry, I won't be coming in to work today... or all next week... or the week after that... or... you know what?  I'm sorry, but I'm deathly ill and have to quit..."

“Sorry, I won’t be coming in to work today… or all next week… or the week after that… or… you know what? I’m sorry, but I’m deathly ill and have to quit…”

The Playstation 4 has arrived to usher in the next generation of console gaming, and if you’ve been paying attention to the internet – like, at all – then you know it’s been a rocky start. The big name review sites have been unimpressed with first party and certain third party titles, and everyone’s in a tizzy over what’s become known as the ‘blue pulse of death’. I’m not here to provide opinions on the games just yet – as I’ll cover them in future updates – and I don’t think I need to discuss the blue pulse of death just yet. Is it an issue? Of course, but we really don’t have much statistical data to go on. No, I’m merely here to describe my experience with the PS4 thus far.
For those who don’t want in-depth impressions, here’s the short and thick of it:

PROS:

-The Dualshock 4 is the most comfortable controller I’ve ever used.
-The ‘Options’ button is an effective replacement for ‘start’ and ‘select’… and then some.
-Ability to view detailed list of updates and what they fixed/added is a huge step forward.
-‘Share’ is easily my favorite feature at the moment. Live commentary is fun… even if nobody is watching (I’m a sad, sad man).
-The user interface is simple, and gives you easy access to everything you want/need to know.
-Streaming video and switching between multiple apps has produced zero hiccups… like, at all.
-‘What’s New’ is a brilliant cascade that reminds you of your accomplishments, as well as your friends.
-Games have run with zero lag in my experience.

CONS:

-The included mono headset is functional, but that’s about it. Horrendously cheap addition.
-The charge on the DS4 doesn’t last as long as the DS3.
-There are some easy things that Sony missed – How about the ability to import Facebook friends?
-The UI overall will eventually need a better way to sort your apps.
-Certain features that were advertised are not yet live at launch (‘taking over’ someone’s game, for example).

User Interface:

I pulled my PS4 out of its box around 12:15 am, hooked it up to my A/V receiver and turned it on. The moment I finished setting up the network, it began to download the day 1 patch, and by the time I finished the overall initial setup it was already 1/3 of the way complete. It wasn’t long before I was up and running.

Finally playing around with the user interface, I was pleasantly surprised at how simple it was. I didn’t think I was going to like it at first, but it won me over and then some.

There are two reasons the UI will likely appease the masses – Information and social integration, and there are only two rows for accessing all the PS4 has to offer. That said, I can already foresee a problem looming in the distance based on this two row approach.

The ‘home row’ is made up of large icons that come with their own drop-down menus. The first of which is labeled ‘What’s New’, and gives you a nice and blocky mosaic that details what trophies you’ve earned, the games you’ve downloaded or updated, and what you’ve decided to share on Facebook and/or Twitter. It also shares what your friends have been up to. The following icons in the home row are for games and other apps/services. The drop-downs for games will show you how many trophies you have, how many of your friends have the game, provide a direct link for add-on content, and more. There’s even a ‘like’ button similar to what you’d find on Facebook.

Also in the home row is the ‘Live on Playstation’ icon, and this allows you to browse through live streams and spectate to your heart’s desire. You can also participate in text-based chat. Eventually, you’ll also be able to ‘take over’ someone’s game when they need help, but this feature wasn’t live at the time of launch.

The uppermost row is the stuff we’re already (mostly) accustomed to – The PSN Store, Profile, Friends, Settings, Notifications, etc. The Notifications section is probably the most appealing for me, because it’s more like a hard breakdown of what we’ve done as opposed to the pretty ‘What’s New’ layout. You can see when you’ve earned trophies, when you’ve updated games and when installs are ready, and it’s also where you can check your current upload and download status.

So, what exactly is the downside to this two row approach? Whenever you install a new app or game, it obviously makes the row longer. Any time you use a game or app, it puts it at the beginning of the row. After buying lots of games on disc or PSN, it’s going to end up being a chronological mess. Here’s hoping Sony comes up with some sort of grouping option in the future.

Sony also missed some features which have already been well integrated into other (mostly mobile) platforms. Facebook integration is heavily transparent on the PS4, so why not allow people to import friends from their Facebook profile? It’s small stuff like this that makes it almost painfully obvious that this is ‘just the beginning’… a work in progress. The potential is almost there, but there’s still a lot of stuff they can tweak to make the experience perfect.

Game Installation –

First time you put a game in the PS4, you’ll see its icon pop-up on the home row with a small status bar beneath it. This indicates that the game is currently installing on the hard drive, and the process is surprisingly fast. You’ll also be able to play a game while it installs…

Dualshock 4

This controller is my new favorite. The sticks have convex bowls that are surrounded by a raised circular ridge, which offers a firm grip for our thumbs. Stick movement is somewhat stiffer than those of the DS3, and in-game control is greatly enhanced as a result (no more ‘overshooting’ your target). The top triggers are wide and concave, and are by far the most comfortable fit on a controller to date. All hard buttons (directional and X, O, etc) have eliminated the ‘squishy’ feel from the DS3.

The major draw is going to be the touchpad, and it’s incredibly responsive. Its implementation is disappointingly sparse at the moment, but the promise is there. In Killzone, you have to swipe a certain direction to change the ‘mode’ in which your OWL bot operates (electro-shock, zip cord, attack, shield), and AC IV uses it for map navigation. Knack – as fun as it is – doesn’t use this feature at all. I’m sure other games will get around to it in the not too distant future, but it’s disappointing to see a lack of day 1 support. One thing I was hoping for, was that it would be utilized for mouse functionality in the PS4 web browser, but that’s not the case. You can’t even use the touchpad to navigate the PS4’s UI, despite Sony having showed that off at one time. As with many other things, I’m sure that will change with a future firmware update… which is a wise move on Sony’s behalf (so they can work out the kinks before implementing more features), but it’s still disappointing nonetheless.

And then there’s the light bar – It’s very, very bright, and each player will have a different color assigned – Blue, red, yellow, or pink. The light helps the PS camera identify which player is which, and if players manage to change their seating position, games can switch the split-screen to coincide with where players are sitting. Killzone made terrific use of this light in-game, though – The light indicates health, and changes from green, to yellow, to red. This isn’t much help during the day since you can’t see the light reflected in front of you, but it was helpful at night as I was far better able to gauge when it was time to take cover.

Let’s not forget the in-controller speaker, which I guess takes a cue from the Wii-mote. In Killzone, I picked up audio logs, and I was surprised when they came through the controller for the first time. In Knack, you can hear the blocks mixing together when collected. It’s a neat feature…

But there’s one thing the light and speaker aren’t good for – Battery life. Don’t worry, you can still sit down and marathon for hours at a time, but the charge just doesn’t last as long as the DS3. The upside? The DS4 charges faster than its predecessor. There’s also an aux jack on the bottom for headphones or the included mono headphone with mic, and as wonderful a feature as it can be – it’s awesome to hook some headphones to the controller instead of laying a lengthy cord across the living room from my receiver – I’m sure it doesn’t help matters much, especially when you decide to route all sound to the headphones exclusively.

The ‘Options’ button is a real treat, too. People cried foul when there was no sign of a ‘start’ or ‘select’ button, but this button is pretty much an all-in-one. Press it within a game and it will pull up the game menu. Press it outside of a game, and you’ll see options that are specific for a game or app. One of my favorite features of the ‘options’ button, is that I can pull up a game’s update history… and not just the dates of update, but the specifics as to what each patch fixed/implemented. People will need to remember to start using the ‘options’ button instead of looking for some sort of ‘settings’ menu, but once they do… bliss.

There’s also the ‘Share’ button, but it’s a major software feature and I’ll discuss that in a bit.

Last but not least is the audio jack, which allows you to use any headphones with standard audio plug, even if it has a mic. A nice feature on the PS4 is that you can actually choose to route all in-game audio to the headphones through the DS4. I found this to be preferable to dragging out a long extension cable to plug into my receiver.

All in all, a massive improvement and probably the best controller I’ve ever had the pleasure of using.

Included Mono Earpiece and Mic

It gets the job done, and will do in a pinch for anyone who doesn’t want to scramble and spend money on a better headset with mic… but what the hell was Sony thinking? The hard, rounded ear piece design is terrible and reminds me of the original ipod ‘phones… minus the soft pad. This thing won’t stay in your ear if you’re prone to moving around while you play, and when they do, they can get uncomfortable after a short amount of time. Couldn’t Sony have opted for something that would at least fit in our ear? Would it have been difficult to give us a basic bud with a rubber piece that would keep it in place? You’re going to want to replace this, no questions asked.

Console Design

The PS4 is sleek and surprisingly small. You think people may have lied when they said it wasn’t much bigger than a slim PS3 model… but if you haven’t seen the PS4 in the wild yet, wait until you do – The box is really slender and left me scratching my head. “My PS4 is in there? How in the…” Unlike the Xbox 360 or the upcoming Xbox One, Sony not only squeezed all the pertinent hardware inside the small machine, but the power supply, too.

Anyway, enough of my gawking – Let’s address this ‘wobble’ that everyone has been freaking out over. I’ve decided to use my PS4 in a horizontal position, and the wobble is a non-issue. If I push the front left corner of the machine done, it does have a teeny tiny wobble, but who cares? I won’t be pressing on the top of my console… ever. I put in a disc, the machine doesn’t move. I take out a disc, the machine doesn’t move. I hook a USB cable up so I can charge my controller, and the damn thing STILL doesn’t move. It’s stable, and nobody should listen to the hyperbole on the net.

I love the light that runs down the center of the top of the console (right side if you store it vertically). When the machine is turning on, there’s a blue pulse and when the UI launches, the light turns a solid white. Putting the console in standby – the mode in which USB power still works and will allow the PS4 to gank and install updates from PSN while you’re away – is indicated by a dim yellow light. I think Sony have really outdone themselves with the sleek slanted look, too – This makes the power and eject buttons much easier and natural to use, and it just looks so modern, if not somewhat futuristic. It’s certainly leaps and bounds better than the original, fat PS3 design… and I’m sorry, but the PS3 looked terrible. Major thumbs up to Sony.

Share

I know that sharing video feeds over the net isn’t exactly new, but including such a feature in a game console is something of a revelation. If I sound overly excited about the Share functionality, it’s because I am. It’s another one of those things that I thought I’d never really use, but it’s causing my inner-geek to leap for joy. Any time I’m not using bandwidth on my PC, I’m streaming my gameplay on the PS4… for now and ever more. But I’m getting ahead of myself:

How does sharing content work? Hit the ‘Share’ button.

Once you do, a menu pops up with three options – Share a screenshot, share a video, or stream.

Screenshot is self-explanatory.

When you choose to share a video, you’ll be brought to a screen where you can scroll through your last 15 minutes of gameplay and trim to your heart’s content. If you want to share all 15 minutes, you can. If you only want to share 10 seconds worth, you can. And just as an FYI – People have widely reported that you can’t include commentary over your gameplay for video sharing… but YOU CAN. By default the PS4 doesn’t record mic audio, but if you hit the ‘Options’ button in the Share menu, you can enable this feature. Upload your video – which currently only supports uploads to Facebook – and wallah, there’s your video WITH commentary. Youtube support is supposedly coming in the future… here’s hoping it’s sooner rather than later.

Streaming is also simple. At first you’ll have to setup a Twitch or Ustream account – which you can easily and quickly do from the PS4 – but after? Just tap ‘Share’, select the ‘stream’ icon, and then you’re greeted with a few simple options before telling the PS4 to start your stream. You can actually share a feed link with Facebook and/or Twitter, and you can select whether or not you want to include yourself via the camera or mic audio. Hit the ‘Options’ button and you can even change the quality of the stream.
Honestly, prior to launch, I didn’t see myself using the Share feature much. I figured it would be a hassle… but once I saw how simple and intuitive it was, I was hooked. If I’m playing, I’m streaming. End of story.

App Switching

How many times have we tried to do something on the PS3, only to be told, “Are you sure, because you’ll have to get the hell out of your game if you want to do that, dumbass.” Well, the PS4 hopes to rectify that… and so far, I’m impressed. I’m playing a game, and all of a sudden I randomly decide I need to do something else. I press the ‘PS’ button on the controller and go out to the main menu. Or, I double tap the PS button to immediately switch to the last app I was using. The transition is smooth, and that’s all I can really ask for, isn’t it? There’s no stutter, no slowdown… nothing. Just pure performance.

I’ve probably missed some stuff, but this wasn’t meant to be a full review. These are my initial impressions from the first week, and I only see the PS4’s features improving as time goes on. The fact that they don’t support other multimedia support out of the box (from external hard drives, for example) is really unfortunate, but mp3’s will be supported in the future, and I hope other video files will as well. Outside of that, this console is definitely a sharp contrast from what the Xbox One offers – If you want an all-in-one living room experience, the Xbox One will fulfill that (and reviews in this regard have been good, with the caveat that you should wait until certain kinks are worked out). If you want a pure gaming experience… well, here’s the PS4.

In short? Greatness has arrived… almost. The PS4 is a solid machine and runs as smooth as a baby’s behind, but it still needs a little work from a firmware standpoint. Outside of that, it’s definitely worth picking up now. Enjoy!

By the way – My experience with the games has been pretty stellar thus far. Killzone Shadow Fall isn’t a perfect title, but it’s gorgeous and still a solid Killzone title. Knack has been bashed by reviewers… but it’s a perfectly competent and FUN action platformer. Battlefield 4 has way too many issues to even think about playing at the moment though, unfortunately, but the devs should be issuing a patch early next week. Resogun is a free title on PS+ at the moment, and it’s ADDICTIVE. Think of a Gradius meets Geometry Wars, and you’ve got a grasp on what to expect. There’s also other free to play titles, but I haven’t had a chance to get to them. I’ll update on those in the future.

Congratulations on a Successful Launch, Sony!

"Sorry, I won't be coming in to work today... or all next week... or the week after that... or... you know what?  I'm sorry, but I'm deathly ill and have to quit..."

“Sorry, I won’t be coming in to work today… or all next week… or the week after that… or… you know what? I’m sorry, but I’m deathly ill and have to quit…”

I just wanted to congratulate Sony for a successful launch – Over 1 MILLION units were sold within the first 24 hours. The Playstation 3 had sold shy of 200,000 units in its first couple of weeks, and the Xbox 360 I believe was around 300-350 thousand. The problem with each launch? The supply just couldn’t meet demand, but it seems that Sony were on the ball and made sure to produce as much as possible. This obviously paid off, because they sold all they put out in the US. 1 million in week is pretty impressive, but Sony has higher hopes – To sell 3 million before end of the year, and 5 million by the end of their fiscal year (spring 2014). Considering the fact that there are still other regions of the world – including Japan – that have yet to receive a PS4 launch, I’d say they’re well on their way to making those goals. We’ve heard a lot about console problems, but that’s normal for any launch. Sony projected there was a .4% fail rate, but that was before the actual launch. The number is certainly higher than that, but there are PLENTY of people who are enjoying their PS4 without issue. The average fail rate on electronics in general is about 15%, so… there’s a LOT of wiggle room out there. There are tons of reports of issues, yes, but considering there’s over 1 million units out there… well, I’m sure the issues aren’t as widespread as they may appear to be.

Here’s hoping the Xbox One has a successful launch at the end of the week, and without much issue on the technical side of things. I think Microsoft probably learned their lesson though, and consumers should buy without a heavy conscience. We ultimately pay some kind of price to be early adopters, so even if you get a bricked console out of a PS4 or Xbox One box… that’s part of the risk.

Anyway, I beat Killzone Shadow Fall’s single player campaign last night, so expect a review of that soon. Happy playing everyone!