Wednesday, 27 November 2013

Final Round Gaming has a WEBSITE!

Hello to everyone who may read this!

Final Round Gaming has finally gotten a website up and running and will now post all Reviews, Previews and everything else we do on there from now on (we even have videos!).

You can find our website here: Final Round Gaming.com
You will find us on Youtube here:  FRG Channel 
And we are also on Facebook: Facebook

Thanks to everyone who has been reading our work and enjoying our opinions (or not, we are cool either way) and we hope you like our website.

- Final Round Team



Friday, 8 November 2013

Battlefield 4: Multiplayer - Final Round Review


Battlefield 4 is one of the top dogs for online multiplayer.  Not wanting to change the formula for their successful shooter, DICE have decided to put a major emphasis on altering maps rather than gameplay, keeping the game from becoming repetitive and stale; the most essential thing for a regular releasing title to be weary of.

First and foremost, multiplayer bugs.  There have been a lot of reports of random and strange bugs occurring during matches, such as: a certain silencer used will mute the entire battle including the other team!  I am yet to encounter anything noteworthy (though being told I have ranked up so many times in a row can be annoying), but they are present and will hopefully be patched out soon.

The core gameplay remains the same, with a few tweaks and changes that make the game slightly more accessible for newer players, allowing those who are late to the game a fair chance to fight back.  The starting equipment is much better this time round, but you will still be itching to get your hands on some new equipment, fast, to customise your weapons to better complement your soldiering style.  With a greater selection of weapons and equipment, there is bound to be something that suits your needs.

Using cover and going prone is a reliable move in multiplayer, granted it won’t last long if stay still (destructible cover duh!) but ducking and diving actually helps you stay alive, it also helps curb the simple run-and-gun mentality many multiplayer shooters promote.  Another high point, for me as a player, is the range at which combat can take place; regularly alternating from short, medium and long distance combat is a pleasant occurrence, leaving assholes with nothing but a knife and a pistol out of luck.  An added bonus is that the only reliable way to kill someone with a knife is via back stabbing, if you run head first at an enemy they have a chance to counter.

Taking your time getting familiar with the maps does not mean you are a dead weight to your team, spotting enemies gives your team mates a heads up on location and is more helpful than expected.  I took my time getting into Battlefield 4 by playing recon, sitting high on a tower or building, taking pot shots at people and spotting anything that moved; I was only getting a few kills per match but I felt like I was contributing to the team, not holding them back.

The game modes available cover all the important gameplay types (and no doubt more will appear as DLC), ranging from larger scale warfare with tanks, jets and helicopters to the much tighter spaced and fast paced Death Matches.  My personal favourite is Squad Death Match, which pits you and your squad against three other squads all battling each other to be the first to reach 50 kills; it is more structured than a free-for-all match, but can be much more hectic.  Each game mode has specifically sized map, infantry combat is localised to the inside of a building or on the rooftops of a town, while Conquest opens the maps up to accommodate for vehicles.

DICE put a lot of emphasis on its unique “Levelution” maps that alter the match both visually and tactically.  These Levelutuions are either a timed event or triggered by the players; some will flood the ground level of a map, bring a huge storm over the islands or, most famously, destroy an entire skyscraper which wipes out almost everything around it.  The effects can be helpful, driving players into smaller locations or giving your helicopter more manoeuvrability than the unfortunate lot stuck on jet skis with a storm knocking them around.  These dynamic maps are a great addition to an already solid competitive first person shooter, adding a much need angle on a tried and true formula.  DICE has not revolutionised multiplayer just yet, but I can tell the idea is here to stay, and these maps are just so damn fun.

Being a multiplayer game, I feel it is necessary to mention the community.  During my extensive time with Battlefield 4 I have met with a large number of pleasant and positive players, and only on occasion have I heard someone acting like an 11 year old.  It is impossible to escape the jerks and assholes entirely, but I have to say that I have had a very positive time playing online with the Battlefield Community.

FINAL ROUND RATING  -  8.5/10


- Will Flynn

Thursday, 7 November 2013

Call of Duty: Ghosts: Single Player Campaign - Final Round Review


When I first started the Call of Duty: Ghosts campaign, I expected a short and boring affair.  I was wrong at least once.

The single player for the 9th entry to the main series has pushed the story from its usual 3 hour long explosion fest to an eight hour mix of unexplored characters, clichés, and recycled explosions. There are so many plot holes that even the biggest action fan will be left scratching their heads.

The game opens with a tale about the Ghosts, how 60 men held off an army 500 strong to defend a hospital.  It is never explained whether there is anything important in said hospital, whether documents, VIPs or otherwise.  This then begs the question, why the hell did they not just blow the damn thing up? To add to the absurdity of the story, the remaining 14 soldiers go into Ghost-Mode and manage to slaughter the remainder of the army in close quarters combat.  I understand this is meant to make these soldiers seam badass, but the delivery of the story is so cheesy and stupid that you can’t take it seriously.  In the remaining 7.5 hours it does nothing to redeem itself; it’s a lazy explosion fest with plot holes around every corner (dear god the plot holes), and little to no character development.

You take control of faceless and voiceless Logan, who never manages to develop beyond that.  Some games can pull of this approach well, such as the ever mute Gordon Freeman, but here it feels lazy. Logan’s brother, Hesh, does all the talking and leads your through most missions; telling you where to go or what to do, making you wait for him to come and open doors for you, which is a staple in the CoD franchise.  The stock standard Single-Player combat is present, with every enemy attacking you and an occasional shot fired at your team mates – standing two feet away.  If you have played any Call of Duty game in the last seven years, there will be no surprises here.

Every now and then you will do something interesting like taking control of a remote control sniper rifle, or using the combat dog Riley.  These small sections are forced upon you, no choice is given as to when or where, and the few that exist are tacked on for a more dynamic feel but fall flat into a railroaded segment that last for less than 60 seconds.

It was to be expected for the game to have a love affair with the colour brown that, after seven years’ worth of games, is borderline disturbing.  I understand that taking place after a cataclysmic event would changes the face of the country, but after ten years has past plants would still grow, painted buildings would still exist and the sky is going to remain blue.  Thankfully, you do get around to a few locations, taking you to a snowy landscape or scuba diving in the ocean, though even then everything except the water is brown.  I can’t understand how after all this time, changing the colour plate never crossed their minds.

Character models function fairly smoothly, with the exception of Riley the attack dog.  When they work they work well, but the odd running animation does not fit his movement speed and the outlandish manoeuvres he can pull off (pulling a strapped in helicopter pilot out of his seat as he takes off) simply don’t work.

It is creditable to see the developers at least tried to make the game longer and more interesting, regardless of how recycled and boring it feels; they did attempt to make it better in this respect.  However it can’t make up for the blatant copy and paste attitude the franchise has embraced for years now; from animations, colours, right down to animations, coming from a company the size of Activision there is no excuse.

Everything in this game feels rehashed and reused.  Call of Duty: Ghosts is not a next gen game, it belong back in 2008.  It is commendable that the developers generated a longer campaign but it is quite clear that in its current state, Call of Duty does not have what it takes to fill more than a three hour story.

FINAL ROUND RATING  -  4.5/10


 - Will Flynn

Tuesday, 5 November 2013

Battlefield 4: Single Player Campaign - Final Round Review


Battlefield 4 drops you straight into one of the most memorable introductions a modern first person shooter has had in years.  The story is anything but original, but the well written dialog is delivered with such passion from the actors to give it the much needed momentum, providing something more than a tacked on campaign to a multiplayer game.  The characters are relatable (even if your character doesn’t speak) and feel sincere, their dialog ranges further than what is to be expected from an FPS single player, touching on things like the difficulty of telling a fallen comrades loved ones they’re not coming home.  There are even a few Easter egg style conversations to be triggered that are pretty funny; my personal favourite would be about the fortune cookies.

Visuals for the campaign are slick, but suffer from a few texture pops that can be rather disturbing; sneaking up on an enemy for a silent take down reveals a porcelain face staring you down that can be nightmarish to anyone suffering from Pediophobia (the fear of dolls).  I’m unsure if the face textures take time to pop in or if they are designed that way, as all enemies in my trek through the campaign suffered the same problem.  The expressionless, porcelain faced enemies only seem to have issue up close and are unnoticeable at any distance further than a knife take down.

A major issue the campaign suffers from is only present during intermission cutscenes, where dialog is meant to be you are met with silence.  Sound effects still there to bring the scene to life, but everyone’s lips are flapping with no sound to be heard (maybe they’re whispering, who knows).  Thankfully, this has no effect on the in-game dialog (the more important of the two) and with subtitles on nothing can be missed.

Combat is much the same as the previous title, with a few additional weapons and tweaks to the recurring ones.  The controls are as tight as ever, making your desperate sprint for cover a more practical option; diving into prone as bullets tear you to shreds can actually save your life this time, unless you’re hiding behind a flimsy wooden wall in which case you’re screwed.  Destructible cover is present almost everywhere, even more so than last time, and is a practical asset against your enemies who now react to the pounding your grenades give their hiding place.  Level variations take you from rain slicked building tops to snowing mountain prisons, while layouts have your standard waste high cover and watch towers.  The dominant colour remains blue and shades of black which has become Battlefield’s visual signature, yet DICE has made the game visually appealing while not altering the formula too much.

Coming from a long line of games that focus on multiplayer, it is nice to see Battlefield take a more story driven yet realistic approach to the single player.  If you enjoyed the gameplay of BF3 then you will be right at home with the minimal alterations to combat and fairly realistic approach to a modern war story.  Huge destructible set pieces and interesting, if not clichéd, support characters with a relatable main cast round out a fun, Hollywood action movie style campaign that is well worth your attention; if you can look past the bugs.

Final Round Rating  -  7.5/10


 - Will Flynn

Saturday, 2 November 2013

WWE 2K14 - Final Round Review

WWE 2K14 is, once again, a disappointing wrestling game that is still clinging desperately to its success with the Smackdown vs. Raw series on the PS2.  Sadly the WWE series has just become a re-hashed mess year after year, and I’m not going to sugar-coat the fact that this is a bad game. 

Upon start up you are greeted by a menu screen with plenty of options.  These include Play, which leads you to a multitude more game modes and selections; Create, where you can create your own superstars and moves and the main feature of the game; WrestleMania mode, where you can play through some of the most epic moments in Wrestling in the last 30 years.

The game also has very impressive roster full of old and new superstars alike, nevertheless you only have the new stars and a handful of oldies to pick from.  None of the all-time greats are available from the get go, not being able to play as Hulk Hogan or Randy Savage in a quick game against a friend before first unlocking them is disappointing.

As far as game modes go, WWE 2K14 is full of different scenarios and stages.  Everything from a backstage brawl to hell-in-the-cell is here, including the classic ring matches.  However, I am still awaiting the return of the “fantasy” matches in which Diva’s fight to remove one another’s clothing.

There are some really nice character models and a few stellar cinematics, the Superstar entrances are really well put together and very enjoyable to watch.  However, that is followed by a loading screen before you get to start playing.  WeastleMania mode follows the same wavelength, and the opening sequence is fantastic.  It made me eager to play and brought out the jumping, screaming 10 year old in me wanting to see people leap through the air and smashing one another around without yield or mercy.  Sadly though, the gameplay brought me back down to earth.

Despite the sheer amount of modes and options, WWE 2K14’s biggest shortcoming is the gameplay.  It is just so repetitive and boring.  Nearly every attack from every character looks the same, with the exception of signature moves and finishers.  Now if that isn’t enough to convince you, the control scheme is ridiculously useless.  There is no clear cut way to do things anymore.  Climbing onto the corner post/ropes to jump off and annihilate your opponent is almost as difficult as performing micro brain surgery; even something as simple as getting in and out of the ring is a mind-screw.  All the gameplay comes down to is spamming either the strike or grapple button, or trying to counter oncoming attacks with the incredibly flimsy and obtuse countering system.  Just about every attack is counter-able, with little or no variance in reward/punishment if successfully completed.  In the end the gameplay is shallow and boring, and with no tutorials to explain anything it can get downright confusing and ultimately frustrating.

The Creator mode is still solid, even though it hasn’t really evolved since the earlier games.  It is fun to create your own character complete with his/her own style, look, and move set and let them loose in the ring against existing stars or another created one.  But the gameplay still sucks…

WWE 2K14’s saving grace (somewhat) is the WrestleMania mode.  The possibility to play through classic matches and stories is rather enjoyable, especially with the added challenge of the “Historical” objectives to fully complete the challenge in accordance to the way it actually happened.  But once again the awkward and broken controls ruin this mode.


In the end WWE 2K14 isn’t the world’s worst game, but it certainly isn’t good either.  Apart from some spectacular looking cinematics and a short-lived thrill of bashing around with WWE Superstars, this is a shallow fighting game with very little to offer.

Final Round Rating  -  5.5/10


 - Frank van der Merwe