Showing posts with label Review. Show all posts
Showing posts with label Review. Show all posts

Monday, May 11, 2015

The Weekly Pull Review - Secret Wars #1

The Weekly Pull Review - Secret Wars #1

The Weekly Pull Review - Secret Wars #1


The Marvel Comics event of the year is finally upon us as Jonathan Hickman and Esad Ribic’s 8-issue Secret Wars event officially launched the beginning of the end for the Marvel Universe this week. This massive saga is a HUGE payoff to those, like me, who have collected Hickman’s work through Avengers (Vol. 5) and New Avengers (Vol. 3) totalling a whopping 77 issues, which together weaved an intricate story of how Earth’s Mightiest Heroes failed to not only protect their world, but the entire multiverse.

The Weekly Pull Review - Secret Wars #1

Although the premise seems daunting for those who aren’t up to speed, IGN has put together a fantastic recap of the events that have led up to Secret Wars, which you can find here. Take note that Hickman’s work isn’t for the faint of heart and tells a much darker and complex tale for such a mainstream title, clearly aimed at an older and more mature demographic.  


The Secret Wars event begins right where the Avengers finale concludes, with the final two worlds in the Marvel multiverse facing the incursion and imminent destruction. Earth-616, better known as the Prime continuity, and Earth-1610, the Ultimate Universe. As the worlds collide, beloved heroes fall in battle, lives are lost to scientific miscalculations and a Battleworld is formed, which will forever change the landscape of the Marvel Universe.

The Weekly Pull Review - Secret Wars #1
Worlds Collide


The scope and significance of this story also marks a historical event for Marvel Comics, as this is the first time in franchise history that the publisher has rebooted. With the exception of it's Star Wars titles, every Marvel book will see its final issue during the event, replaced by Secret Wars tie-in titles that will follow the incursion survivors. Very little is known at this point regarding how the Marvel Universe will unfold after the event reaches its conclusion. Some signs point toward a jump in time, while others suggest that some tie-in stories will evolve into mainstream ongoing titles.

The Weekly Pull Review - Secret Wars #1

Secret Wars is the must-read event of the year, and comes highly recommended by the NGP team. This is one of the boldest and most well-written story events to ever come from the House of Ideas and if every issue is as strong as the debut, we're in for a treat.


The Weekly Pull Review - Secret Wars #1
4/5 Toast Rating
This is the big leagues, and everything we know about the current Marvel Universe will never be the same.    


Questions or Comments? Sound off below, or find me on Twitter as @ArchangelEZE and for more exciting news and reviews, follow NGP on Facebook!  


Until next time True Believers,


Sunday, February 15, 2015

NGP Review: New Nintendo 3DS XL


NGP Review: New Nintendo 3DS XL


Friday the 13th was a very exciting day in the Mom 'N Pop household as we received a couple of sweet treats. The New Nintendo 3DS XL released and both Pop and I received purchased one. Pop, being the Zelda fan that he is, bought the very limited Majora's Mask edition and it is gorgeous. Check out the unboxing video below.

We wanted to provide our readers with a hands-on review of what we thought of the new handheld. Check out our review below to get my opinion on the New Nintendo 3DS XL. As a added bonus, I show off a bit of Monster Hunter 4 Ultimate.

New Nintendo 3DS XL Review




Majora's Mask New Nintendo 3DS XL Unboxing


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Sunday, February 8, 2015

NGP Review: Dying Light



NGP Review: Dying Light

The cultural phenomenon know as the zombie apocalypse has hit its climax. It seems now that the genre had been wearing thin on a culture that is proliferated with every form of zombie. From TV shows like Walking Dead to comic books like Marvel Zombies all the way to video games too numerous to count. Dying Light doesn't necessarily re-invent the wheel when it comes to the end of the world and re-animated corpses but what it does bring to the table is entertaining and definitely worth your time if you are looking for your next zombie fix.

Graphics

This game is truly next gen. I played it on the Xbox One and it looks amazing. Performance and framerate issues that would plague a lesser game with this many zombies on-screen are non-existent. In the imagined city of Harran you will kill, loot, meet interesting characters, all in the hopes of surviving. While doing so you can almost feel the Chrome 6 engine, the creative platform Techland has created, fighting to push out every pixel. Dynamic is the key word here. There are active day and night cycles as well as randomized weather patterns and each change is important to how you play the game. Every inch of the map is meant to be explored and there are always pay offs for doing so in the form of a new side mission or a sweet piece of loot. The setting, although fictional, feels very similar to the favelas of Brazil. There are a lot of metal topped shanties to clamber over as well as city centers complete with abandoned skyscrapers to complete the contrast of squalor and elegance.



Story

The narrative is the only place where Dying Light falters. The main storyline leaves a lot to be desired. Cliched villains and cookie cutter protagonists run rampant. This by no means makes the game a pain to play I just feel like with a little more story development it could have been really good. There is however a plethora of side quests that are often more interesting than the main story. Luckily there is a lot of gameplay when it comes to side quests and they will eventually eclipse the main mission as you turn into a well known hero of the quarantine zone. Saving everyone you come across and running missions for random people in need. Total gameplay averages around 40 hours to get through the main quest and about another 15 hours to 100% the game.



Gameplay

While the story might falter the gameplay is what matters the most, given that this is a video game. Dying Light is really a spiritual successor to Techland's previous zombie romp Dead Island. This is, in a sense, that game but turned up to 11. Combat is fluid and violent as hell. You will very rarely stumble across an actual firearm so most of the game is spent bashing in zombie skulls with pipes, baseball bats, and machetes. The combat often goes into slow-mo to highlight just how amazingly you bludgeoned that last zombie. There is also a brutal x-ray slow-mo that shows you how you just turned that corpse's ribs into toothpicks with a sledgehammer. Not only is the combat great but the way you get around is amazing as well. Your character is a parkour master allowing everything in the environment to be climbed up, hurdled, or slid under. The game tracks your progress in both combat and agility and each time you kill a zombie or make a sick jump you get experience points RPG style. Ranking up allows you to spend points on those abilities to make you more proficient at running, jumping, and decapitating. Weapons and loot are also handled in a very RPGish way. All loot has a color assigned to it highlighting how rare and awesome each weapon is. Loot is plentiful as well making you want to upgrade your backpack to carry more as soon as possible. Each weapon is also upgradable. Do you want a firemans axe that electrocutes enemies doing shock damage? Do you really need a butchers knife that has a zippo lighter attached to it doing burning damage? Why not, this is the apocalypse get creative with your killing.




Innovation

 I don't typically get into horror games, or movies for that matter, mainly because I don't think they are scary. Dying Light takes something as simple as the sun going down and turns it into the most intense gameplay I have ever experienced. During the day you are free to run around taking out zombies at will and as long as you don't get caught in a crowd you shouldn't have too many problems. However when night arrives the game turns that around and makes it all about stealth and survival. The zombies at night are stronger and more lethal and to add to that there is a class of zombie that only comes out once it is dark. This particular zombie has to be alerted to your presence and once it starts hunting you your best option is to just run like a madman to the closest safe house. It is fast and has the ability to traverse the landscape as well, if not better, than you can and once it catches you you are dead within a matter of seconds. The penalty for dying, and ultimately what makes the game so scary, is that you lose a large chunk of the experience you gained, setting you back a ways from your next level up. So why even go out at night? Just go to a safe house just as it turns dark and sleep through the night. That is often the tactic you will take but the carrot on a string is that experience gained during the night doubles and loot drops are often better. So it's a conundrum you will often come across. Do I just push through the night and gain a massive amount of experience and just deal with the huge difficulty spike or do I sleep through the night and save myself the stress?



Verdict

Dying Light is one of the best open-world zombie games in recent memory. Pulling off crazy parkour getaways and going toe to toe with hordes of zombies with just a shovel that does toxic damage is an amazing gaming experience. The dynamic day and night cycle ramps up the thrills and is an excellent risk/reward system that is challenging while still being fun. There isn't really a whole lot of things you've never seen before in other games and the main story suffers from some unoriginality. However there is so much content here and everything works so perfectly (this is not one of those broke-at-launch disasters) that all of that becomes a minor issue as you are just having way too much fun running up the zombie body count.
 
4.5 out of 5 Pieces of Toast



What is your favorite Dying Light moment? Let us know in the comments!

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-Demo


If you want to check out our partners in crime Mom 'N Pop Co-Op this is the first game play video in their Dying Light series. Check it out!

Tuesday, October 7, 2014

Dungeons and Dragons Fifth Edition Monster Manual Review


Sometimes, life gets in the way of gaming, or in reviewing games as well. Alas, we are back without further delay in an in-depth review of the Dungeons and Dragons Fifth edition Monster Manual!

Find here your Carnivorous Compendium, Nefarious Novel, Vicious Volume,
Lascivious Lexicon, Despicable Dictionary, or Bestiary Bible! 


Having only a few days initially to thumb through some pages here and there was alright and all, but it was a bit of a tease for myself. And I'd be doing a disservice to myself, everything within the text, and everyone else by cranking out a "review" after only spending a few short distracted hours with the book. After taking some time to really dive in, and even compare a few monsters between v3.5 and 5e hopefully here's a review worth everyone's time.

Behold Indeed!

Inside we find everything, literally EVERYTHING one could hope to ever encounter on an adventure. From Angels to Zombies; to Bugbears, and Basilisk, and Beholders; Chuul and Chimera; any demon you could conjure from your worst nightmares and more. This is but a tiny sampling of what is contained within; from the classic mythological creatures to recently concoctions, you name it, and I'm sure it or it's equivalent can be found in this very book.

A beaut to behold up close... at least in print.
If you see one IRL, it's probably better from a distance.

From cover to cover this book is, simply put, spectacular. Wizards has done it again and not disappointed the masses. It's very clear that they spent a lot of time in the design of not just the new fifth edition, but in the look and feel of these new books. The 5e Monster Manual is no exception to this at all. With only a mere 54/352 pages having no artwork on them whatsoever, it is easy to see what I mean here; and for tabletop RPG books an artwork page ratio of 6.5:1 is nothing short of impressive, and I literally couldn't be more pleased with this part. Don't believe me? The v3.5 Monster Manual has an astounding 136 pages without artwork out of 319, that's over one-third of the book without any art! And to top it off, the artwork in the 5e book ranges from 2x2 inch line sketches to full-page, full-color splash pages of artwork; while the best the v3.5 book has are barely one-third of the page at the largest. But why is this important, right? Well it's simple when you get down to it; roleplaying is a game of improvisation and imagination, but even the most creative mind will seek reference for what it cannot see. By providing newcomers and seasoned adventurers alike with an image for nearly every single creature, race, fauna, and inanimate that could be encountered within the world of D&D, it is now very easy to become immersed in that game. Another great feat of this terrifying tome is that literally every single entrant has flavor text, including backstory, for one to utilize in their own story building. Which, once again, only ensures that this edition stays focused on story and world building, as opposed to the stats-heavy bound-to-the-rules previous editions. And these are both VERY good things!

"You want terrask me a question!?"
Get outta here with the puns!

Lets take a look at a few different creatures we might stumble upon. "You open the door, and the torchlights ignite to reveal a GOBLIN."
In the 5e MM, goblins get a little boost from their v3.5 counter parts; 7HP (2d6) as compared to 5HP (1d8), and attacking with either scimitars (+4, 5ft, 5(1d6+2)) instead of morningstar (maces) (+2, n/a, 2(1d6)) or shortbow (ranged +4, 80/320ft, 5 (1d6+2) piercing) to javelin (ranged +3, 30ft, (1d4) piercing). But that's just one of the li'l buggers, imagine if this were a whole band of them with a couple bosses/sergeants and it gets complicated quickly!
"Here, food, you'll need this."
Not quite our goblin, but who cares?!

Or without further adieu, the biggun, the ANCIENT RED DRAGON!
Comparing once again 5e to v3.5 we see the "always chaotic evil" ancient red stripped down a bit but with more HP, 546 (28d20+252) compared to the 527 (34d12+306) ancient in v3.5, and with less AC (22 v 39). STR: 30 v 39, DEX: 10 for both, CON: 29 for both, INT: 18 as apposed to its old 24, WIS: 15 v 25 (ouch!), and CHA: 23 v 24. So in a nutshell we have a dumber, slower, weaker (except in terms of HP) ancient red, but still no less magnificent in terms of stats. Maybe everyone in the Beta wanted to slay dragons and had too hard of a time in previous editions, or maybe Wizards just wanted to make the attempt on a dragon marginally achievable. Who knows?

And then there was fire, there was DEATH!
Heading into the month of October we can look forward to the release of the next piece to the Tyranny of Dragons storyline, with The Rise of Tiamat on the 21st. So be sure to head on back here to New Geek Protocol to catch a review of that within the week of it hitting the shelves. In the meantime, tune in next week where I'll be going over the basic necessities every would-be RPG-er needs to play D&D, as well as a few more posts from yours-truly in the days to come! And be sure to comment below with how your campaigns are going, what's exciting you with the latest edition, and what you're hoping to or looking forward to seeing!

Until then; role true, brave and weary travelers!

=Opaque=

Tuesday, September 30, 2014

Dungeons & Dragons Fifth Edition Player's Handbook Review


Dungeons & Dragons 5th Edition Player’s Handbook Review

Come one, come all! Gather and hear! We have a review of the recently released Dungeons & Dragons Fifth Edition Player’s Handbook right here!

Since this game has been in existence for nearly a full decade prior to my birth, I do not even remotely claim to be an expert for two reasons; 1. where there are those whom have been playing since the game’s inception from TSR and the legendary late Gary Gygax first printings were released in 1974, and C. while I have played, I’ve not yet ever completed a single game. Ever since I was introduced to the game and the genre of tabletop RPG I have been enthralled. To my dismay, nary a single chronicle, campaign, or adventure have ever fully been seen through from beginning to end however. From lack-luster, disorganized and unimaginative (reads: boring) DM’s, to poorly timed IRL happenstance, for one reason or another I have still yet to play a full game of any tabletop RPG to completion. One can only hope that I may soon find some willing companions in the mood to guest for honor, treasure, and glory! But I digress...

Despite the lack of a full campaign and the wealth of XP that typically accompanies it under my belt, what I do know of D&D is that the current iterations of D&D are more re-tooling of Advanced Dungeons & Dragons that have been packaged and worked into such a manner that literally anyone can get a hold of the materials necessary for a campaign and dive right in after some familiarity. On the advent of 3rd edition, AD&D ceased to exist in a “new format” under its original name but continues on in a more widely approachable and accessible series. A few short years later, we received arguably the best set of comprehensive rules and resources with v3.5, which were then replaced by Fourth Edition in 2008. Most gamers and fans of the game abhor this edition as over-simplified and too stripped-down, so it’s no surprise that 4e is hailed by most as an utter failure. Now, six-years later we see the release of Fifth Edition (originally called D&D: NEXT while in-development) products hitting the shelves. A new format, with upgraded and shiny-new styling, plus an all-new story.
Just check out that ampersand! Ain't she a beaut?!

Of course, when I heard that Wizards was offering the Basic Rules for free via pdf from their website, I was on that download faster than a dragon to its treasure hoard just to see what we would be dealing with. Inside we find that three of the 110 pages are a blank character sheet, the rest are exactly what you would expect, the basic rules and information needed to get any D&D neophyte started in the game. Come to find out, week’s later they released the 5e Starter Kit; complete with everything you need to start a campaign including ready-made pre-generated characters, as well as the newly-designed blank character sheets, a 64-page booklet for the DM which includes a sample adventure ("The Lost Mine of Phandelver") and all the info you’d need to play in that adventure, a 32-page booklet for playing levels 1-5, and a shiny set of blue dice. The differences between the free pdf and the Starter Set are significant but here’s the catch; if you’re looking to get into D&D for the first time or are playing with new people who have no experience playing the game - and have decided to start with 5e - I’d recommend getting your hands on both for the amount of included info that’s especially geared toward beginners; contrarily if you are quite familiar with D&D already, just pass right by them and head onto the books. Which brings us right back to our topic at hand!

It comes of no surprise to my friends that I was quite eager to get my hands on this new tome in the hopes of creating a new game for us to at least try out, but while the ultimate plans have since been squashed I am still excited to at least receive the new books of fifth edition moving forward. I kind of event went all out at this release, in addition to the Player's Handbook I also picked up the Horde of the Dragon Queen (the first supplement to the Tyranny of Dragons storyline for 5e) as well as a set of Moleskine graph notebooks for mapping and not one, but TWO new sets of dice to celebrate. (I’ll dive deeper on RPG essentials in a later article.) I have to admit, I’m pretty impressed with some of the updates WOTC has done with this latest edition. They said “streamlined” ad nauseam in the press leading up to the release, and they meant it every time. With a whopping 25/300 pages devoted to the most important, hard-set rules, the rest of the Player's Handbook is geared toward getting an adventurer ready to play the game as it’s namesake intends; roleplaying. While roleplaying and getting into character really ultimately depends on how your group plays, building a solid backstory on your character in 5e is integral to how the game is played. Case in point, if you build a good backstory for your new character, the game rewards you for it; offering skill proficiencies, related equipment, and other bonuses right out of the gate.

In Soviet Dungeons, Dagrons Roleplay YOU!
Lastly, I want to touch on what's really brought me into the life of a card-carrying geek; the artwork. Imagination printed and bound for all to see and admire, the stuff of legends made just that much more tangible. Rangers and wizards, elves, dwarves, and men who battle skeletons, orcs and goblins, and of course, DRAGONS! Well, 5e does not disappoint. From the cover design, which is less of an archaic grimoire and almost more of a graphic novel in style, and two-toned both in high gloss and flat textured printing, to the interior illustrations provided by 60+ artists and ranging from small line and shade vignettes to full-page, full-color illustrations, the Player's Handbook and Horde of the Dragon Queen do not disappoint artistically. I am really looking forward to the future releases of the Fifth Edition, and hopefully getting some play in with the new ruleset! For those yet unaware, the remaining schedule for 5th Ed. releases are as follows, all are available for preorder from Barnes & Noble, amazon.com, or your Wizards Play Network supported LGS;
September 30 – Monster Manual, that’s TODAY?!?
October 21 – The Rise of Tiamat 
December 9 – Dungeon Master’s Guide (originally Nov. 18)
January 20, 2015 – Dungeon Master’s Screen (expected, originally Jan. 6 '15)

And I'll be here at NGP to review and share my opinions of each release with the masses! So come on back this Thursday, where I’ll have a break down and review of the 5e Monster Manual with how it stands up agains previous editions. Now, if you’ll excuse me, I hear the sound of dice rolling and weapons clashing in the distance!

=Opaque=

Friday, September 26, 2014

iPhone 6: A Week In Review

iPhone 6: A Week In Review



On Friday, September 29, Apple started selling the iPhone 6 and 6 Plus. I was lucky enough to get one (64GB, Space Gray) and, after an entire week, have realized it is an amazing device. Although I will not go into great depth, I will hit on what matters most to the majority of users. Here is my review.

Design

To start, the design is flawless. The rounded sides, the sleek screen and front glass, and button shape and placement all come together to create a beautiful piece of art. It feels good in your hand and is easy to handle. The camera sticks out of the back just a little bit, but does not interfere with any use or storage of the phone.

Function

Fast. The iPhone 6 is stupid fast. Everything seems to have pep when you click it, move it, or just plain use the phone. It is amazing how much better the new processor is.  If you’re like me and have way too many email accounts or emails in general, the speed is a great thing when searching or scrolling through 100s of emails. It also comes in handy while trying to get through all of your photos or videos. There are no ‘burps’ when scrolling through anything.

Speaking of videos and photos, the camera is awesome. Yes, I know there are bigger cameras on phones and that there have been bigger cameras for years. However, Apple excels in internal components and doesn’t disappoint when it comes to photo and video processing. The photos are crisp and clean and the auto focus is just plain fast. The slo-mo feature works well and is fun to mess around with, although I haven’t found a real-world application for it yet.

iOS 8 is fast, blazing fast. Are you convinced on how fast this thing is yet? If not, let me assure you that it is fast. I like being able to use different keyboards and having a little more control over the entire experience as a whole. Messaging has changed significantly using the new fill-in feature, where the iPhone tries to figure out what you’re trying to say. The first few days of this feature where rough, but after a week, it’s starting to learn who I am and how I talk and is becoming more useful.

Another great feature of iOS 8 is the family sharing. With my wife and I using different devices at different times, it’s nice to be able to share purchases across devices, as well as calendars, photos, and videos.

The biggest feature of iOS 8 that I will use is Handoff, which won’t be fully available until OS X Yosemite gets released in October. This feature will allow you to push items from one iDevice to another, as well as from iDevice to computer. All of this will happen through iCloud, which I’m becoming a big fan of.


Tip of the Hat,


Friday, September 19, 2014

Top 5 iPhone 6 Reviews

Top 5 iPhone 6 Reviews
Engadget

So the time has come for flocks of people to stay home, sit by the door, stand in line, or hope that that an iPhone 6 magically appears in their hands. It is iPhone release day. You can be sure that I've got one in my hands and have been using it for the majority of the day so far. In lieu of a full review, below you will find my top 5 reviews from a range of sources.


iPhone 6 and 6 Plus Review: Bigger and Better, but with Stiffer Competition - Engadget

First Impressions of iPhone 6 and 6 Plus: Sleek Look, Great Display, Unoptimized Apps Blurry, Loud Vibration - Mac Rumors

Apple's iPhone 6 and 6 Plus: The Reviews Are In - Fortune

iPhone 6 and 6 Plus Review: Bigger and Better, But Still Your Old iPhone - Fast Company

Next week, you can expect to have a nice review and experience write-up about my first week with the iPhone 6.

Tip of the Hat,