Monday, 1 December 2003

Archive Review: Medal of Honor: Rising Sun

(Xbox, Gamecube, PS2 review)


Somebody once said, "War is Hell", oh it was The Critical Alien in his review of Battlefield 1942 . Well war might well be hell but it sure does make a good game and hell! What's more fun than running around with a gun in a wood?



Medal of Honor: War is Linear




I loved Medal of Honor, I loved Medal of Honor: Allied Assault, and even Frontline on the consoles. This was for the simple reason that they delivered what they promoted... authentic WW2 environments with fun gameplay. They were pretty linear yes but made up for it in the way they all just played well. So when Medal of Honor: Rising Sun found its way in my house I was excited for yet more fun, fun, fun.

I Live in Japan. I've lived here for a good few years now, ever since my work as an English teacher took me overseas. I teach English, its what I do, and I like to think I do it well. Rising Sun is based on the pacific setting of World War 2 and starts with Pearl Harbor and ends up in the dense Jungles of the Far East. Was it fate that I, an American living in Japan, was sitting in a chair in the Land of the Rising Sun, about to play a game that pits Americans against Japanese? It felt strange to me, like I was split down the middle of this clash of ideals. Then after about 15 minutes of gaming I realised that RS was Dung and virtually unplayable.



War Diary: Day One



I was woken up to the sounds of bombs falling as I was informed that the Japs had attacked the Harbor. I got up and instantly ran outside to view the carnage. It was odd, the Japanese attack consisted of three planes flying in what seemed like a linear flight path which resembled a circle. I then realised that everyone around me was either dead or doing very little considering we were under attack. Even the Sarg was too busy running into the wall of the barracks whilst strafing sideways to even notice what was happening. It was all too much! The tension got to me, I lost it. Even though I was untrained in the art of Anti Aircraft gunning (I'm only a meer private after all) I took over a flak cannon and let rip. I was confused since no one else was doing this except me. It was me versus the entire Japanese fighter wing! I downed so many planes I doubted the enemy had any left, and then a whole bunch of dem' tings appeared yet again. At one point I even yawned whilst firing into the sky. Was it Providence?

And then I was informed suddenly by the Sarg, who suddenly ceased his odd strafe running tactics, that I had managed, single handedly, to down every fighter in the area and that the rest had fled. He then said it was time for some payback.



Day Two



Before long we were all put in big boats and shipped to the jungles to take on the pesky Japs. Apparently they were ultra tough and showed no mercy. Thsi confused me since once we landed our first encounter with the enemy resulted in seeing them stand infront of us, without firing, and then circle strafe whilst looking into the air. Maybe they had been praying... My teammates also seemed to be suffering from this odd behaviour. Was it some scary Oriental Disease? The Circle Strafing Lame Syndrome? Nope, it was obvious even at this early point that the A.I sucked and the enemy were going to be a pretty easy ride.

Before I knew it my team just oddly vanished into that of... me. Even the Sarg had done a runner. Maybe they were still strafe running back near the beach? I decided to venture on into the jungles. I was hardly the experienced ranger of the area nor had I ever seen such jungles before but it did come as a surprise to me when I realised that the jungle actually consisted of a linear set path. I couldn't move to the left or right of this path for the trees seemed to strangely form unpassable walls to either side of me. And then the enemy came in force. Up they popped, no really. They seemed to just appear out of thin air! The Sarg had said that them Japs had some neat tricks up their sleaves but this? I could hardly believe my eyes. Not that it helped them. They appeared, and I shot them. Once, one actually fired a few rounds at me but I only felt a slight sting and my health pack actually healed me to full health within seconds. I begun to realise something else too. I was finding it very hard to shoot.


Gun + Plane = Game -EA Formula No.1839


I wasn't sure if it was just me or the fact that the tropical surroundings were making it hard for me to operate as I had before. I couldn't seem to aim my gun's crosshair at the enemy fast enough. The movement was sluggish and inaccurate. As well as this it felt like the best thing to do was actually keep my weapon aimed at a 90 degrees angle and instead of aim at enemies just run at them and position myself, via strafing, until I had them in my sights. This meant that 99 percent of my frags had been down to inflicting lethal "thigh" wounds to my enemy. I would shoot them in the thighs until they died. Was this why the Sarg had been strafe running during Pearl Harbor? In order to practice this art form?

As I continued through the linear, dull, and repetetive jungles I soon realised my compass seemed faulty. It didn't work right at all. My route was often in the direction opposite to where the compass directed me to head. I also realised that there was an odd sense of fate or destiny entwined in my adventure. You see, whenever I came across a machine gun position it would seem clear. But if I were to actually take over and man that MG a whole wave of them there Asian lads would pop up from the foliage. It felt like they actually were waiting for me to aim at them with the MG before they revealed themselves! Kamikaze? No, just pants.

So I soon learnt not to even bother manning MG guns at all. Why bother? I just walked on by them and decided not to live yet another experience in the scripted, linear sense of the word.



Day Three



I soon realised that some random fellow had been following me whilst on this tropical romp. He didn't say much, infact he just seemed to repeat the same four or five phrases all the time like "get some" and "how'd ya like that?" Once he told me to "get down" but I didn't understand why. We were just walking along in the clear. Odd guy. But it was quite nice to have some company I guess, since my Sarg and entire squad had seemed to abandon me earlier.

After a while I felt as if I, personally, were the vanguard of an entire Continents revenge on the Japanese. It was as if I was the soul tool in this objective... it was me VS all! I let the feeling pass though, silly nonsense I thought. Soon I begun to discover something even more important. I didn't need to kill all the enemy in order to proceed forward. If war's a game of capturing land then to hell with standing off against the hordes of enemy... I just charged like a wild thing, charging. I simply ran passed wave after wave of the enemy. They didn't even give chase! I then realised that my odd pal had not complied with this new novelty tactic and had been killed whilst lugging behind. For the record... I didn't actually give a !%$?

Well eventually I pulled through though. I managed to defeat Japan, no really. It was me versus the bulk of Japan's Red Army... and I won, and to be quite honest, without sounding big headed, I found it really quite easy. So what did I learn from all of this:

1) EA really are a bunch of Capitalist pigs with no morals and no sense of true creativity when it comes to games.

2) War is hell but in a very linear, scripted, repetetive, and buggy sort of way.

3) Tropical climates really do play havoc on peoples intelligence. They do the silliest of things...

4) That one man, with an M1 Garand, can and did defeat 100,000 men without using more than 3 save points.

5) Those Germans really were alot tougher than the Japs... it was as if they were almost Godlike compared. Strange that.

And to conclude on it all I go back to that odd feeling I had whilst in the fray... it seemed like America was relying on me and me alone to win this war. I was expected to achieve so much, yet it had been so damn easy. Was this all one big test I had just walked? Maybe, I didn't care. It was time to put down the guns and settle back at home. I had plans to sell my story and make a movie based on my war experiences: I would call my tale "Pearl Harbor: One Man's Mission"



Summary



Pros

Good sound, PS2 multiplayer, arguably a classic "MOH" style.

Cons

Crap controls, crap A.I, poor graphics, linear, easy, lifeless like a corpse.


5.9/10

War games can be like hell sometimes


by Joey T 2003

Saturday, 1 November 2003

Archive Review: Terminator 3: Rise of the Machines

(Please Note: When posted on the original gamesreview site, this review featured drop down selection boxes which are not supported by this blog. I have included every "option" where a box existed. - admin)


(PS2, Xbox review)


I need your clothes, your boots, and your money.


I heard this rumour, a rumour so foul and depraved that I quickly forgot about it. Then I heard it again, a rumour so obscene and offensive that I simply refused to even consider it could possibly be true. And then I, with my own eyes, witnessed the advert on television for this evil project. Yes, Atari had just brought out Terminator 3: Rise of the Machines the game!

I knew that this meant only one thing: another crap game based on a movie. It was just fate. But I couldn't simply shun T3 the game without giving it a chance, could I? So I gave it a spin. And only now, after many days hours minutes years? of solid gaming can I safely say, with all confidence, that this game is utter binary fetus. digital dung. sh*t. trash.

So let us now dive right in and go into what it is that makes a truly bad game bad. First of all let us ponder at the design values that make up this manufactured waste. The story is based on the film. You play as Arny, the Governator, politics answer to the Michelin man , on a mission to get into office by managing to achieve the world record in shady backhander's, "anonymous funding's", and personally hosted beach parties. Of course, not even Atari would have gone this far. No, instead we play as the Terminator as he races around 2003 trying to stop the T-X from killing some waster called John Connor. Reminds me of Dallas. the old days. Terminator 2. my pet hamster. an unsuccessful barbecue do.

The game consists of walking around ultra linear levels in a FPS view with the odd third person side-on view for fighting stages. So you start of in backstreets and end up in the SkyNet lab. This rough outline of a game had potential. I stress it "had" potential for when you play it you feel as if Arny himself has come into your house and forced you to read his new book of poetry. The FPS view is the bulk of the game and sucks. The map you get literally doesn't work so you never know where you truly are. Not that this matters since the levels are so linear the way to go is always obvious anyway. Obvious question... why have a map at all? Why take up 1/5 of the viewable screen with a pointless map? Add to this ultra narrow corridors, which are so narrow it feels like your in a Submarine, and short view distances and you begin to get a picture of T3: the game. life in modern day Skegness. what Hell may resemble. the depth's of Atari's mind. I could almost violently, with complete struggle and resistance to the last stand, accept these aspects. What I absolutely giggled vomited choked cried bled, cried, giggled and vomited at was the games most inept issues.

The game relies on a lock-on button. You use this to aim at the enemy. The problem is that it is bugged. Say a skinless model 101 is firing at you, standing slap bang in the middle of the narrow corridor, the lock-on will aim at an enemy somewhere else entirely, often behind the walls themselves. You have to keep pressing it in order for it to finally grasp the situation and allow you to shoot at the enemy firing into your face. I had to run up to the said cyborg, and literally tease the lock-on system to "lock on" by strafing into the enemy and running around it in circles. This kind of reminded me of fish and chips. playing scrabble well into the night. frustration put in a box.

I thought the coast was clear and that I had now seen the worst of what T3 had to torture the gamer with. But I was wrong! Oh so very wrong, for it was then that I realised that hit detection was also bugged. Once you fire at the enemy they won't actually die. Drill, drill, drill. Nothing. This is down to invisible barriers that seem to often block your foe. If they occur you simply must run away and come back in the hope that they will have gone again, allowing you to kill once more.

Something else was afoot here too. Occasionally in this game? half-eaten sausage dog indescript crap you will be required to shoot a wall in order to proceed through the linear levels. This sounds cool but it isn't. Only these "scripted" walls are destructible. No other walls in the game are. This is quite comical when one realises that the game boasts "destructible environments" on the back of the box! So when the time comes to destroy a wall you would think that this process would be relatively simple. Find the wall, shoot it up. Nope. You see there is no obvious way to find the wall! They all look the same and no signs are apparent. So you have to walk up and down the linear corridors firing pointlessly at every single wall you can see. There are not even any cool bullet hole effects to marvel at here. Just spray at walls that don't even seem to flinch at your automatic bursts. I spent 15 minutes doing this until I found the wall that actually fell through. Now that was a real anti-climax too. What really annoyed me here though was that the wall was right by a door. When I walked through the hole I had created I made a point of seeing where the door would potentially have led to within the level design's context. It would have led to the same damn place as the destructible wall!

So the Terminator is destroying walls for the sake of destroying walls? Because that sells video games? Surely Arny would have, should have, just opened or kicked open the door to save time and effort? Oh no, apparently the way to do it is destroy the adjacent wall in order to continue on. You destroy walls for the sheer novelty. Not for any tactical or decisive reason.

The fighting mode sucks. Picture the scene... you versus the T-X in a punch/kick affair. Mash! Mash! Mash! Okay you can throw too, but only via one simple move. Block kind of works but why would the Terminator need to block? They feel like a bonus game which lasts a minute tops. Trash.

Graphically the game suffers from being rubbish. The Xbox version I played on was dull, gray, and gray, so the PS2 version is probably even duller and also likely more gray. You get FMV thrown in which is okay, but just go buy Terminator 3 on DVD you fools! The sound is acceptable, with the infamous Terminator scores, and good bass-heavy blasts from the guns, but this is all lost in the sea of cackness which is T3 the game. Did I mention that this game also has no multiplayer modes what-so-ever! No two player, no split screen, nothing, zilch.

Whoever worked on this game, and Jesus Christ the credits in the manual are huge, needs to be put up in front of a Court of Law and forced to confess that they all knew this game was terrible in every conceivable way before they released it. Then, these said criminals should be forced to sit in a room and play their creation for as long as they can possibly stand this mind numbing evil. Then, maybe then, will the gaming community begin to see a change in the quality of modern products. Games developers are really getting slacky nowadays, hoping the fast food in the consumers belly and the Fluoride in their drinking water is getting to their brains. I, for one at least, still have an IQ.


Summary



Pros

None.


Cons

Everything about the game, right down to it's very core and foundations.


0.0/10

Completely void of any form of praise. Absolutely beyond forgiving.




by The Critical Alien
© 2003

Wednesday, 1 October 2003

Archive Review: WWE: Raw 2

(Xbox review)

Big men, and the sweaty canvas


Steiner is my hero


What is it about wrestling games that make them so appealing? I guess it's the mixture of the "CAW" (create a wrestler) phenomenon and the sheer fun factor of brawling in a different style to the conventional beat-em-up game. Not only this, but people also actually "like" wrestling in real life and play these games just so they, personally, can play as... to be honest, I don't know any modern wrestler names - Sid Vicious?

I recently bought myself an Xbox due to my frustration at the Gamecube and it's lack of good games. The only wrestling game I've ever played before giving RAW 2 a spin was WWF: Attitude on the Playstation in the old days. So in this respect, let's just call me a neutral reviewer here with no ties to the genre or great knowledge of "what makes a great wrestling game". Here I shall review the game in the context of it being a game and not some other entity.

It wasn't long until I got stuck into this game. I read the manual (7 out of 10) and decided to make a wrestler before I tried the game. This was because I really wasn't interested in controlling some "Superstar" - if you can call them that. In my view these guys and gals are just overpaid stuntmen with wooden acting skills and about as much philosophical edge as your Uncle's old razor. Let's just say I have little respect for these people, their entertainers who are followed like God's. For those of you who, like me to begin with, have no idea about the modern wrestling scene let me give it to you in one simple manageable chunk: A very rich man, the promoter, called Vince Mcmahon, writes scripts that are as cliche'd and lacking as any Police Academy movie and makes sure none of these "plots" are concluded until a big "pay-per-view" event is hosted where you, the hooked fan, must pay money to watch it. When you watch WWE (World Wrestling Entertainment) on television it basically plays out as one huge advertisement campaign with lots of talk and little wrestling. You ain't missing much in other words.

Any modern grappler of a game will include a CAW mode or what RAW 2 now calls CAS - Create a Superstar - just to be different. Here you create your very own wrestler to play as on the canvas. In RAW 2 you can customize everything from body dimensions and haircut to clothing, moves, and personality. This is all pretty in-depth too and takes ages to polish off for your final product. As well as this RAW 2 introduces the big new feature that every fan has craved for, you can now rip your own music onto the Xbox hard drive and use this as your wrestler's intro music. Intro music is the music that is played when wrestlers walk down the aisle. It is real important stuff, so don't go using anything lame yo hear!

To say that the developers used this new feature to the best of their abilities would be so stupid that you may as well just announce John Kerry is America's Savior in the making! You can use your music for intro's but not for the in-game music! This means that whilst wrestling your forced to listen to the same 3 or 4 generic trash metal tracks over and over again. This gives the game a very arcade feel and it really would have been nice to be able to play your own stuff. Someone even mentioned that with this feature in the game the more creative of gamers could have actually done their very own commentary. Record you and a pal on the Mic on your PC. Bang that onto a CD in the correct format and burn it into the Xbox. Hell it would be better than anything they could have done!

Once your wrestler is made, and named, it's time to sample the real stuff. The intro was great fun to watch and the system of customizing lighting etc is very impressive, but once the fight starts so do the problems. The animation is good as is the overall fighting engine. It's a mixture of realism and good speedy action. There are plenty of moves too and they flow well. Then you discover that so much that was promised just didn't make the final code. We were promised blood that stained the canvas, none. We were promised the ability to pull on clothes, you can't. We were promised removable turnbuckles, they won't budge. None of these features would have saved the game though, for the real issues are the bugs the game has.

Season mode is the true single player experience. You work your way from zero to hero in typical working class fashion. Every time a fight is up you get the odd cutscene and you can interact backstage with other wrestlers and do all kinds of sneaky stuff. You can't actually freely roam backstage though, nor do your decisions (A or B) really make a true difference. Your being fooled from the start like a sheep you truly are. Cutscenes also repeat themselves which is about as sophisticated as beans on toast de la creme' and all through this experience we never hear a single voice. Everything is based around subtitles. Subtitles work in the right context. For example, you need them when your watching un-dubbed Hong-Kong action movies, but you damn well don't need them when your playing a £39.99 ($50) computer game. You want me to read? I don't do reading, unless it's vital for the sake of humanity.


Eventually I got my first tornado tag-team match up. This is basically a 2 vs 2 brawl. It was fun until the realization that this was, in effect, a 4 way battle. The A.I simply was not programmed to recognize it's allies. Your tag mate targets you and this is about as impressive as claiming you know the man who touched the elbow of the person who was apparently 70 meters away from John Kerry during one of his recent election tours.

This bug/absolute f*ck up occurs in any tag team mode and does not end with tag team partners. Say in Season mode your getting mashed (very unlikely due to easy A.I) and one of your allies suddenly comes racing down the aisle to help you out. Your probably thinking "thank God" but don't for all that is about to happen is that this said mate is going to charge into the ring, maybe with a weapon like a steel chair, and deck you. Thanks pal! That's the last time I teach you a body slam.

The problem with this game, and to be honest all wrestling games to date, is that they feel hollow and uninspired. CAW is fun, and RAW 2 does it well and with the ability to add your own music, but the fights get repetitive quickly and their not very advanced. A brawler will never get beaten to beyond recovery so the only way to win a fight is a pin or submission. As well as this wrestlers recover way too quickly from special moves that in theory should have half killed them. Recovery times on a whole are too fast paced and it just feels lacking after solid exploration. CAW itself is also by far from perfect. You cannot quite achieve desired looks due to an odd upper body clothing selection and lack of "multi-layers". This means you can't put on a shirt and then a jacket, only one or the other - very flimsy. If you love wrestling then your probably going to like RAW 2 for a few hours. If you don't like wrestling, the more sane of you, then your probably going to think this game is as good as the television show, need I say more.



Summary



Pros

CAW with your own music! Neat graphics (but not amazing) It can be fun in multiplayer.

Cons

Very obvious bugs, pretty shallow, hmm wrestling?



5.8/10

Pretty questionable game, or am I just getting old?


by Mojo Jojo 2003

Archive Review: Natural Selection (Mod)

(PC Review)

Natural selection is another new Half-Life mod such as the recently reviewed Day of Defeat 1.0. This time around however the setting is a sci-fi world depicting a struggle between futuristic, highly trained marines and an alien race known as the Kharaa.

This mod is extremely popular. NS 2.0 has been downloaded an estimated one and a half million times in it's first week of release! What really makes this mod special is the fact it is not just another FPS. This game is also a real time strategy (RTS) that requires tactics as well as teamwork. Often the word teamwork is used without justification but in NS I cannot emphasis enough quite how much teamwork is used, and is vital for victory.

Your first sight of the game will be in a ready room once you have joined a server. Here you will have the choice to join Aliens, Marines, or spectate the battle. Joining one of the two differing sides is a tough decision to make. Each side plays so differently. Marines have to have a player acting as Commander who will set waypoints (orders) for players, build various structures around the map such as automated turrets (I will go into this later) and also must drop down health packs/ammo on players for support during battles. A problem here is the serious lack of good commanders out there. Many a time when marine you will get a terrible comm or often no comm and this can get tedious and annoying. Marines really do rely on a good leader and it's a matter of luck if you get one although as we all learn 2.0 more and more, more good comm's will appear. Marines tend to stick together in groups due to fear of ambushes from the aliens. Aliens are completely different. Although very often a player will naturally take command of an alien side this is not an official leader. Alien players will tend to do their own thing but teamwork is still vital. Skulks (small dog like things) will run around and hide ready to ambush foolish marines. Gorges will build all the required alien structures and eventually the side will be able to evolve to tougher alien breeds like fades and the dreaded, and very damn large, onos. The idea for the alien side is to defend their hives. The hive is their power source and without it they would be nothing. They can build 3 eventually and then get access to evil powers which normally the marine side cannot match.

Marines rely on weapons such as standard light machine guns and pistols to shotguns and then the more powerful heavy machine guns and grenade launchers. As well as this they can get jetpacks and heavy armour and then they truly are a force to be reckoned with. This all relies on the resources the team has and these come from resource nodes. Teams must build on these to mine the resources and defend them against the enemy. With resources the marines can build armory's for better guns, radar tracking to detect enemy. The list goes on. Aliens rely more on the hive and need to get 3 hives up in order to gain access to their better tech tree's. They can do anything from go invisible and ambush marines to set webs to trap them. There is a lot of room to experiment here and the possibilities for evolving are almost endless in terms of combining skills.


Playing Natural Selection


As I have played this game more and more I have become more inclined to play as the marines. I prefer the way you get a commander and work in a tighter team. 2.0 has had a lot of criticism about the fact the alien side seems too powerful. They always seem to win now and this was not an issue in the last version, 1.04. My personal opinion of this is that the aliens do seem to win a lot. I have explored this game deeply and played on many servers including huge 30 player ones. But I don't think this is a game fault. My view is that the marines need to learn their tactics. Simple things like the marine ability to weld certain entry ways shut often go overlooked and the aliens take advantage on this and sneak through. Commanders are now beginning to realise how to beat the Kharaa. An example of this was a recent game I was in on a brilliant new map ns_veil. We were getting slowly pushed back and our comm decided to give us all shotguns. Now in 2.0 the shotgun is officially the don. It is ultra powerful but you need to be up close to your target. We all then went on the offensive with our shotguns and the comm constantly dropped us med packs and ammo. It took 15 minutes but eventually we decimated the aliens and drove them back to their only hive and destroyed it. This was all down to the shotgun and a few grenade launchers. This just proved to me that the marines "can" win and will begin to win a lot more in the next few weeks and months, because they will suss the tactics.

Playing as aliens is probably harder yet more rewarding. You start as a skulk and run around biting marines. This sounds primitive but that bite attack will kill them in 1 hit and you can run up walls and along ceilings and hide in dark corners. Ambush tactics are the basis of the alien side when on lower evolutions. Players who go Gorge (the builder alien) will create the alien equivalent of the automated turret and other alien forms of the marine tech tree. As I have said the alien side rely on their hives to evolve and must defend these. The marine side must defend the commanders booth in equally the same importance. Once the Kharaa get a few hives up and can evolve into better aliens the real fun begins. The Fade (think Alien - the movie) will hack marines up with it's claws and launch powerful acid rockets at structures and players. When you play as Fade and learn invisibility it is truly great fun. Marines will run past you and then you go visible and chew them up only to fade away again. Then we have the Onos - big nasty mammoth style creature. The Onos can charge into marines and structures and destroy them and, new to 2.0, can eat marines. They will go into it's stomach and digest. Sick. In previous game version the Onos was almost invincible but with the new powers of the marine shotgun it now is not as tough to destroy. Onos players now tend to attack quickly then run, instead of just decking everyone and camping the marine base.


Worth a download?


If this game was retailing at £29.99 I would consider it worth it. This is even with the fact it is a Half--Life mod. Graphically NS is really very good. Like DoD the dev team have really gone beyond limits of the Half-Life engine here and the game looks great. The atmosphere of every single map is tense and gripping. If your a fan of any type of science fiction style game grab this! It feels like the game of the Alien movie Saga yet has enough originality to seem completely unique. Smoke rolls around corridors, machinery sounds echo around the void, doors open with a loud mechanic thud - it's all here. The sound in 2.0 is much better than previous versions with new and improved gun sounds with neat metallic properties. As well as this each gun has it's own crosshair which really is a nice feature. The shotgun for example has a round circle that represents the pellet spread which would be useless for, say, the pistol which has a smaller X crosshair.

Games like this really make you realise something. If people, volunteers, are making games like this for free download and they are as amazing as NS is then why bother buying all these new games that are coming out? NS is a marvelous achievement. It's deep and requires a lot of time to master. The fact there are so many tactics in this create great arguments between players. Whether it be on the microphone or talk bar you will always be promised a great verbal clash in this game. It really gets quite serious too. The will to win in NS is so strong, probably due to the effort that goes into building (the RTS aspects).

Like DoD and CS this is another example of an amazing mod. I was asked recently which one was best: NS 2.0 or DoD 1.0? I refused to answer. In my view these games represent brilliant effort on the parts of the creators and are both completely free! But due to the fact they are all mods of an aging title there will never be as much content here as in a proper game. This must always be remembered.



Summary



Pros

Truly unique game style, brilliant gameplay, tense atmosphere, teamwork is a "requirement".

Cons

Needs more maps, maybe the shotgun is a little too powerful, where is Bishop?



8.6/10

Ripley would be proud



by The Critical Alien
© 2003