Tuesday, 3 November 2015

My Comparison Between My Review And The Two I Found

My comparison of my review with the other two reviews:
I started my review like the two reviews I found by stating what the game. I also included backstory in the first two paragraphs in a similar fashion to the reviews that I found.

Unlike the reviews I found I did not mention the multitude of options you have when choosing your play-style. In my review I failed to mention the game's comedy aspect, this is interesting as it shows that i was more focused on talking about all of the stuff in the game and not the atmosphere that you are in while playing the game.

I provided an in depth look into the weapon system in the game and the trench customisation system in the game and i don't believe that the two reviews i found went at all into the same depth on that subject.

I talked about how the graphics of the game may be considered as dated by modern standards, the other reviews did not mention this but those reviews were probably written back when the game had just came out on the Xbox 360, before the game was ported to the PC with games for windows live then years later the abhorrent GFWL system was removed for Steam's better counterpart for GFWL. Also i did not mention that the game's change from GFWL to the Steam based system.

I did not mention the games length or the fact that it has a DLC pack in my review this is interesting given i have completed the game multiple times, this shows that while writing the review I was satisfied with the game's length without playing the DLC because of the game's great replay ability.

From my analysis of these reviews I believe my review is a critical review and not a biased review.

Sunday, 1 November 2015

My Review Of Iron Brigade

My Review Of iron Brigade:

iron Brigade is a third-person shooter crossed with a tower defence game by Double Fine. The game is set in an alternate history during World War Two where the main antagonist "Vladimir Farnsworth" and the protagonist's commander "Frank Woodruff" (both of whom are disabled) were at an allied listening post listening into axis radio signals, when a strange broadcast of unknown origin comes through the radios. This broadcast either kills or drives everyone in the listening post to insanity, except for Farnsworth and Woodruff who instead of dying or going insane gained super intelligence.

Woodruff used his new-found intelligence to create bi-pedal mechs for injured soldiers of the current conflict. This gained Woodruff much popularity But Farnsworth used his gift to create a network of machines that are very similar to television and the internet (called mono-visions in-game) so that injured/ disabled people don't have to go anywhere and can effectively bring the world to them. Farnsworth's creation is shunned and the fact Woodruff's invention is liked so much more than his drives Farnsworth to madness and thus creates electrical creatures( Nicknamed as Tubes) and declarers war on everyone so that he can force "The broadcast" onto everyone. in the maw of war Woodruff creates bi-pedal, tri-pedal and quadra-pedal war machines that are the equivalent of mobile trenches and therefore creates "The Mobile Trench Brigade".


You start the game in the tutorial level defending an ammunition depot from an onslaught of "Tubes". The way you can tell if something is a defence point at a glance is that defence points are surrounded by blinking green lights as well as having a HUD icon. The tutorial level as well as serving as the tutorial it also introduces the basic melee and ranged "Tubes" known as Resistors and Tommys respectively.

This mission also shows the power that Farnsworth has by ending with your bi-pedal base that is also a ship having to beach itself to save you from an insurmountable number of "Tubes" for the current "Trench" that you have as it is armed with the worst mounted machine guns and emplacements in the game.


As you progress in the game you will gain experience, collect new emplacements as well trench components by completing levels and opening randomly dropped "loot boxes". You can also purchase new equipment from a store on your ship/base. The game's difficulty curve is a little off as some loot drops randomly and that can mean that you are ill prepared to go into the next level for example the most powerful sniper cannon in the game (known as the Gungnir) can only be obtained from loot boxes and is the fastest way to kill the bosses in the game.


The system the game employs for trench customisation is that there are six different categories of weapons that you can mount to your trench, these categories are : machineguns that take up one slot(there are exceptions), shotguns that take up one slot, sniper cannons that take up two slots (the only exception being the Gungnir which takes up 3 slots), grenade launchers that take up 2 slots, artillery cannons that take up 3 slots and broadcasters that take up 3 slots.

There are 3 chassis types that you can employ: engineering chassis, standard chassis and assault chassis. these different chassis' vary in the amount of armour they have the number of weapon slots/ hard points the have and the number(up to a max of four) and type of emplacements they can bring on missions.

There are three different types of emplacements that you can bring into missions, there are light turrets like machine gun turrets(can attack air and ground targets), shotgun/camo shotgun turrets(can only attack ground targets) and anti-air flak turrets(can only attack air targets). There are also heavy turrets like sniper turrets (can attack air and ground targets), mine dployers( spit out a ring of anti- ground mines) and mortar turrets(can only attach ground targets).

Finally there are support turrets like repair cranes to fix your trench, dampening generators that slow enemies in a small radius around them and collection prongs that automatically collect the in-game resource know as "scrap".

The only missions in the game that do not subscribe to the tower defence theme of the game are the boss battles as you do not have to defend an objective, instead you have to destroy a very large opponent while being assaulted by smaller enemies.


The graphics style of the game is cartoony drawing with realistic details for example: dirt on you trench or askew sandbags surrounding your trench's pilot. By today's standards the graphics style has not aged to badly and it runs adequately on my computer which I would consider to be the average power of a modern computer.

Something that has not aged so well is the quality of the models, there are allot of obvious edges and corners on the character models when on the mission select screen but when on missions it is much less noticeable as the camera is much farther away from everything.


The multi-player aspect of this is very basic, it uses a matchmaker to create groups of players instead of having a list of available game servers, but this is excusable as the game was originally on the Xbox 360 and was ported to the PC.

There is also the option to directly invite players from your friends' list into a group. the matchmaker can either match you with others immediately, after a few hours or anywhere in-between.

Finally there is also the chance that when loading into a mission that the connection between players could drop and you will either be sent back to your ship of put into the mission alone, but when the multi-player works it works beautifully and is a very enjoyable experience.

Personaly I believe that this game is more than worth anyone's time as it can provide a good laugh with the jokes that it makes and is quite challenging even with a full group of four people.

My comparison of the 2 reviews. Reviewing reviews.

Review Comparisons:

The most obvious comparison between these reviews is that the first review i chose is much longer than the second review i chose as it goes into greater depth and explains more.

The biased Review Starts With A loaded Sentence that is "Double Fine’s fantastic take on tower defence", this sentence is loaded as it tells you that the game is good before the review has begun, while the More Critical review starts with"...a humorous tower defence game..." and this implies that the game has a deep rooted comedy aspect to it like most other games that Double Fine has made.

The critical review begins with a introduction to the back story of the game as well as some elements of the game that is being reviewed in the first 2 paragraphs whereas the more biased review mentions the other versions of the game and the fact that you get what was DLC on the box 360 version of the game for free( The rise of the Martian bear DLC) and mentions some of the game's back story it is interesting that neither review mention the points that the other makes as it shows that the reviewers took different approaches to their reviews.

both reviews mention the many different play-styles that you can use in game as well as the satisfaction that can be had from the trial and error that may be needed to find your specific play-style for example the second review specifically mentions the "sit back and watch type" type of play and the "shooter" play-style and the first review mentions the multi-player game play in its seventh paragraph.

in the second review the final paragraph factually states that the campaign of the game, even with the DLC extending the campaign, is very short as well as the fact you can not remove your own emplacements so it is possible to mess up the placement of turrets. I mention this as the first review does not mention the brevity of the game and the inability to replace miss placed turrets.

Friday, 30 October 2015

Reviewing reviews Coursework. 2 reviews

Reviewing reviews Coursework.

The game I have chosen for by coursework is iron brigade, formerly known as trenched.

Critical Review:
Review can be found at: http://www.gamespot.com/reviews/trenched-review/1900-6320401/

The name of the game in this review is "Trenched" but it is the same game.



More Biased Review:
 

Review can be found at: http://uk.ign.com/articles/2012/08/15/iron-brigade-pc-review

Wednesday, 14 October 2015

Chess Project Final Render

this is my final render form the chess project and it has all of the pieces, board as well as textures and lighting

Tuesday, 6 October 2015

Lighthouse_Project_Pt.5


Final Renders of My Lighthouse Scene and Evaluation.

This render shows the glowing of the crystal the star spheres and a radar like spike on top of the crystal tower as well as the light from a spotlight I put next to the crystal to make it emit light.
Evaluation:
I believe my lighthouse does represent the Sci-Fi theme I chose as there is a lot of shine on the model and the abstract shapes and curves fit within the type of Sci-Fi I was aiming to portray. The lighthouse is based in what most of real light houses look like with the tower like shape of the base lighthouse but goes Sci-Fi with the 3 towers that split off from the centre.

 
This render uses the composition technique of avoiding the centre as the subject of the image is to the right of the image with the island and the water at the bottom and the blank sky to the left and at the top.

The images do portray the image of cleanness that generally comes with Sci-Fi as it looks as if the tower has just been constructed in the final renders as it has very obvious reflections. It also shows advanced technology like the ability to shrink stars to the size they are in the renders or that humans can make stars easily so they can easily use them in lighthouses that assist water ship as opposed to stopping space ships from crashing into asteroids.


The composition of my final render is similar to this image’s composition as it uses the rule of three most of the important things to see in the image follow one of the dividing lines E.G. the lighthouse in the foreground of the image is on the right most dividing line and the landscape follows the bottom most dividing line. This image uses a non-standard viewpoint as it is very far away from the subject of the image. Whereas my final render is very close up to the image’s subject my image does not have a background unlike this image which has a background of a planet. If I had some kind of background, my image would look better as it would have balanced the image. It would have balanced my image as there would be something interesting to see on the left of the image and my lighthouse on the right of my image.

 

Lighthouse_Project_Pt.4


This is my lighthouse after I added a texture to the base of the tower, materials to the crystal and upper tower parts as well as bump mapping to the tower tops and base. I also added 2 spheres to act a shrunken stars in the 2 towers in the right of the image. The stars are spheres with very basic star textures on them. I also made star spheres glow so that they look as if they are actually emitting light.
 

This is my lighthouse with textures lighting. I added water to the previous image by setting the material of a plane to an ocean shader.



Lighthouse_project_Pt.3


Because I wasn’t getting screen grabs at regular intervals this is the first screen grab I have. This is after I made the island that the tower is on. I made the island by creating a sphere, deleting the bottom half of its faces and moving and rotating random faces with soft selection

I created the base of the tower by extruding a cylinder up and scaled it in, I made the point on the central tower by making a pyramid shape through extrusion and scaling in view mode 3. I made the upper 3 spires by creating a new cylinder, deleting its bottom and top faces, rotating and placing it partially inside the top of the base tower as shown in the picture, the I moved the top edge out and made it level with the grid the extruded and scaled until I got to the top where I contracted the edges so that the hole was very small then I just filled the hole and changed some of the faces (left most tower) so that they looked like glass. Then for the other 2 towers I duplicated the first tower and modified 1 of the duplicate towers it into the tower with the crystal like thing in it (right most tower.). I made the crystal by creating a sphere and changing the number of sub divisions, I set subdivisions axis to 6 and the subdivisions height to 8, the I rotated it 90 degrees in the x axis then I duplicated it and rotated the duplicate 90 degrees in the y axis and used combine to make them the same object.
 

Lighthouse_Project_Pt.2


I then used the mood boards to help me to create my concept art:




These images are of the light dome(s) were the lights will be housed the crystal that will focus the light from multiple light sources and the basic and revised shapes for my lighthouse tower design.

Lighthouse_project_Pt.1


Lighthouse project

In this project I was tasked with making a 3D model of a lighthouse based upon a theme, the theme I chose was Sci-Fi.

I have chosen the theme of Sci-Fi because I like games like War-hammer 40k and borderlands, the specific type of Sci-Fi I will be trying to portray is a utopian style of Sci-Fi futuristic lighthouse. The research I have done on lighthouses is that the light in a lighthouse have to spin so that people don’t mistake it for some kind of bright star or another ship at night or in fog.

The Sci-Fi theme presents the unique challenges of what type of materials would we have in the future and how would the architecture change in the future.
Before I made any concept art I made these 2 mood boards:


Monday, 21 September 2015

Rules of composition work Pt.2



this drawing is an example of a image using a different point of view as it shows a reflection of a room and the person who drew the image.


this image is an example of a composition patterns as every other shape is different to the previous shape.

Rules of composition work Pt.1



  This image shows an example of leading lines because the lines of the gun lead your eyes to the main character.



This image uses the rule of odds as the water melon has an odd number of seed