Showing posts with label xbox 360. Show all posts
Showing posts with label xbox 360. Show all posts

Saturday, 4 October 2008

Review: Brothers in Arms: Hell's Highway



Format: Xbox 360 / PS3 / PC

Category: FPS
Players: 1-20
Publisher: Ubisoft

Got the t-shirt.

Literally. It came free with my copy of
Gearbox's latest tactical WW2 FPS; a game I've been pretty pumped for since... oh at least 2006! When it came in the mail it was one of those childish moments I seldom experience nowadays. Like a geek, I 'prepared' myself before settling in for a hardcore night of war gaming. How? By watching Saving Private Ryan and eating Pringles, of course.

I can't be bothered to type
Hell's Highway every time so from here on in this one's called Highway. I had a feeling Highway was going to do something special. Three years of development would surely ensure one hell of a game? You would think so, and you would be right to think so, for Highway delivers. There are a plethora of issues here though; most being minor, a few being major.

I'm going to be blunt here. Quite simply,
Highway is without doubt one of the finest FPS games I've ever played. It's also one of the very best WW2 era shooters put onto a disc. As war games go, this is a high point. However, it's a flawed game and some of its rougher elements are plain embarrassing for all concerned.

Highway is all about the single player experience. Forget the multiplayer. It's optionless, laggy, played by about 35 people, and blatantly just an afterthought. There is no party mode, clan system, or any sense that it's going to be a hit. It feels like the old days of online gaming and reminds me of early builds of Day of Defeat as opposed to a Cod 4 rival. This is a shame. I wasn't expecting a great deal from the team deathmatch mode but was hoping for co-op. Highway is just one of those games crying out to be played with a friend. Why it didn't make it into final code is a question I don't think anyone has a satisying answer for. The best I've heard is something about how 'we' are just not there yet as an industry. Well, surely we are? With Cod 5's 4 player co-op on the way and countless other games managing to include some form of co-op mode in recent years there basically just isn't an excuse. It was obviously on the cards at some stage of production but just never happened. Frankly, this is just embarresment number one.

If Highway had just been a generic romp of an FPS game I'd have been utterly pissed off with the fact the multiplayer side of things is just pants. The thing is this: what Highway does well it does so well that I, for one at least, can just forgive and forget. The experience this game puts you through feels like playing the very best bits of
Band of Brothers and Saving Private Ryan. Now I know that just sounds like a gaming cliche' nowadays, and I'll admit I've said that before about much older titles, but here I just cannot emphasise it enough. However, the bug/omission list goes on.

There are all sorts of blemishes with
Highway that could/should have been ironed out before release and considering the length of time it took to make, and countless delays, it just makes no sense that they exist. One particularly striking issue comes with the way your character's mouth doesn't move when he is yelling out a command to the squad. When in the third person cover view this is very noticeable and just takes away some of the sense of it being real and cinematic. All we needed was a mouth movement animation! Also, why can't you chose your kit before each stage? I wasn't impressed by the way this game assigns weapons to you. It's odd because you never get to use some guns, such as the Grease gun, at all. It's also rather bizarre how you can't pick up German stick grenades. They don't seem to be modeled at all. This is a shame as it would have been nice to have more than one type of explosive. I also wanted to try out the bazooka and .30 caliber MG for myself. There should also have been some form of melee attack, a rifle butt atleast.

There is no animation for attaching charges to Pak 88s either. You just hear a click to acknowledge the bomb is set. I died the first time I primed a field gun because I literally just didn't realise I'd done anything and didn't run for cover. I was also unimpressed by the way death of squadmates is handled. They never die! Instead, they fall and writhe in pain only to respawn at the start of a new checkpoint. The
Cod system should have been adopted here. I would liked to have seen some form of pool of reinforcements who run into the fray every time a soldier falls. A medic would have also been a decent inclusion, and a sniper team. Stuff like this would have made this an absolute masterpiece of a game as opposed to a very, very good one.

This brings me to another problem. Only in one level near the end do you get to play with a full squad at your disposal; being 3 teams of 3 guys. I wanted far more of this earlier on. However, the early stages were still stunning in every other respect and that's the thing about
Highway. Its successes are solid enough to negate the f*ck ups.

What Highway does is something no other war game, besides former
Brothers in Arms titles, has ever come close to: depicting combat for what it really is. Skirmishes can be long, drawn out affairs where you find yourself flushing enemies out of barns with grenades, pinning down an MG42 position with sustained covering fire, or even just getting so confused and battle weary that you lay low in the bushes and hope for a positive outcome. Blood spatters the ground where dead bodies rest in the grass and grenade explosions raze sandbag placements and create billowing craters in the earth.

Combat just feels authentic. Sometimes you'll just see red and feel a burning desire to assault all guns blazing. It never works out though. You rely on the men around you, your squad, and the skill is ultimately in leading them through it. Here are a few things you simply MUST do in order to get the full experience with this game: 1) Turn off every on screen HUD element. 2) Crank that effects vol all the way up. 3) Set the controls for 'tour of duty' - the FPS controller layout God intended. 4) When it's unlocked, you owe it to yourself to play in the 'authentic' difficulty setting.

With these pointers in mind, you'll get to experience a true simulation of WW2 era squad based combat. This is not a game that has you single handedly defeat a reinforced armoured battalion. Nor is this a game that puts you in the shoes of some godlike hero of warfare. In fact, Sgt. Baker is in some ways an anti hero. You're a dried up soldier in no mood to do much besides get through it.


The story is adequate without being particularly memorable I would suggest. My biggest gripe was the way British troops were acknowledged but in that antiquated way certai
n Americans just can't leave alone. I do wish Gearbox had just accepted the fact years ago that games cannot mirror television when it comes to portraying character. The cutscenes are overly sentimental and seem to be aimed at a pro-war, go America, gun demographic that doesn't really exist anymore in any great number and probably are mostly just too busy watching re-runs of BoB to play games anyway. That or they're dug in deep in Afghanistan right now.

The battle dialogue that can be heard during gameplay between squad mates could have been better too. It's good and quite varied but I just wish it had been even more varied and, well, just done by much better voice artists. There is often a lack of emotion in the comments you hear and not enough swearing. It's that simple. I really wanted to hear yells of "this son of a bitch" and "fucking flank that bastard" during intense moments of swell. Occasionally you do hear some realistic dialogue but it's just not as integral as it could have been.

The last level of Highway is a big anti climax. It's another 'to be continued' moment. I can live with that though because I want far more of this game. A factor I struggled to accept at first was the way this game tries to go all mystical on us. The initial in medias res level is a poorly handled introduction to the game as it simply fails to do anything besides throw you straight into the combat without any sense of a build up to the action. Later, we are once again forced to play through a sort of dream-like sequence in an abandoned hospital. You are split up from your squad and end up wondering through hallways whilst marvelling at the impressive visuals. The atmosphere is fantastic and certainly rivals moments from fully fledged horror games such as Fear and Bioshock. However, it just felt a little out of place. This is a realistic war game. It tries to be more than that and just shouldn't.

The eastern village moments are few and far between compared to the constantly challenging and genuinely realistic scenes where you are in the thick of it. I wasn't that amazed by the tank combat though. It felt like
Medal of Honor, enter the evil nazi shooting gallery, territory. During scenes where you take on enemy tanks as infantry you also get the sense that realism goes out the window. For a game striving to be realistic there is no excuse for these old school moments where you defeat panzer tanks via satchels and rocket launchers instead of just avoiding them and calling in the P-51s.

So much that was promised simply hasn't made it into the game. For instance, enemies do not 'trip up' or help one another to safety if wounded. All of these elements simply failed to make it into final code. Also, civilians play no role whatsoever. There is also no true sense of comradeship with your men. I never once 'exchanged ammunition' for example. At its core, it's not much more than the previous
Brothers game. It just takes those original premises, such as the find, fix, flank, finish game mechanic, and gives them a serious overhaul.

What
Highway offers is a humble simulation of small scale skirmishes. No other game I have played comes close when it comes to just capturing that sense of real combat. Inclusions such as the action cam are simply brilliant. It slows down the action and zooms in on your well placed headshot or grenade hurl. Sometimes it can seem so real that you actually feel ill at ease with the results. The gore is grim and bloody.

Highway is a game I know I am going to play again and again. If it had co-op this would be an absolute high point in gaming. I'm not sure why it took so long to make, although I get the sense the PS3 may have been a seminal factor, but on the whole this is a brilliant game. When you're pinned down beside a log by enemy fire, hearing the whizzes of overpassing tracers and seeing the dirt hit your face, you will be about as close to war as you're ever going to get within the comfortable confines of your armchair.


Summary

+Fantastic visuals, sound, and atmosphere
+Genuinely realistic and tactical
+A WW2 game for the more mature gamer
+/-Which has no co-op mode
-What? No co op mode? Ya rly! No wai!
-Vomit inducing story



9.0 / 10
A seriously intense, realistic, and mature war game





by The Critical Alien
© 2008


Friday, 5 September 2008

Review: Soul Calibur IV



Format: Xbox 360 / PS3

Category: Beat 'Em Up
Players: 1-2
Publisher: Namco


Die by the sword

'Tis been awhile since I had a good session with a classic beat 'em up. In fact, the last time I went a few rounds was in Dead or Alive 4. I was rusty upon picking up the sword and unsure how sharp my skills would prove. Having never played a Soul Calibur game before this point the world around me was alien and the task of mastering this title was, at first, daunting. Then I just realised I was that damn good at gaming and had this sh*t beat within 45 mins.-ed

So, I'm being quick to establish that namco's latest is rather easy, even for journeyman sword wielders. It's also short on story and hardly anything groundbreaking. Graphically, it's just okay without being jaw dropping (like the first time you got a look at DOA3, amirite?). The dialogue for the story mode is as bad as any beat 'em up out there too. I opted to switch off the English translation as, mercifully, you can select to enable the Japanese voice over. The music is great and really keeps you locked into that fantasy mindset when in option screens etc.

It takes about 10 minutes to complete story mode with each character and on normal mode you'd have to be lacking in opposable thumbs to pull off anything but a pretty flawless beat down each time you take on the A.I. On Hard mode, sure it gets tougher. However, I can still pretty much smoke all comers.

Soul Calibur IV is not about an immersive story. It's not even about story mode. It's about unlocking stuff: swords, armour, characters, art work, stages, even photographs of plastic models; each painstakingly detailing the main figures from the game. Soul Calibur is also about the glorious Character Creator. This is one powerful and effective char creation system. It rivals the best 'wrestling' games out there and I'm showing my age by even stating, for the record, that that sentiment includes the 'glory days' wrestling titles on the N64.

Within hours I'd created a very convincing Blade, for instance. Just check YouTube for a wealth of player videos showing off their skillz with the character making. I've seen perfect Hulks, flawless Harry Potters, and even Heath Ledger's Joker. All look convincing and it takes a good system to pull this level of customisation off.

Soul Calibur IV has a decent fighting system too. It's not particularly technical when it comes to counters but blocking itself is vital. There is also just something very satisfying about using swords etc but I guess I'm about 5 years late in saying that considering this is the forth game in the franchise. There are a host of styles to chose from but it's quite patent that many are just gimmicky rather than potentially effective. The plethora of styles and weapons gives each fight a unique sense about it too.

Online, you can take IV into standard 1 on 1 modes that also allow up to 4 players to take turns fighting. It's very basic and with no tag mode I wasn't that impressed. I don't think many were expecting much out of it online though and this feature is just good enough considering the genre.

Out of all the unlockable characters, weapons, stages, and clothing perhaps the most bizarre inclusions are the Star Wars personalities of Yoda (360), Vader (PS3), and The Apprentice (both versions). Firstly, I was happy to see them. Secondly, someone needs to retire George Lucas, period. I got the sense whilst reading the in-game story behind Yoda's inclusion, for example, that Lucas had literally gone out of his way to justify to the world why this cross of worlds had occurred. You also just get this sense of holy sacrament whenever the Wars chars are involved with what unfolds story wise. It's like a Steven Seagal movie in the sense that you just know Lucas wants to make out his characters can and will pwn all of Soul Calibur's weaklings. I'm also convinced The Apprentice was just made to be way tougher to defeat than any other character in the game. This is perhaps a new stage in viral marketing; the aim being to send the message out that this guy is l33t and will be even l33ter in the upcoming game, The Force Unleashed. It's also a bit ridiculous that you can't give the lightsaber or 'force' style to any of your own created characters. As if relics of some greatness you can't access, these three characters are not to be edited or copied like the rest. Star Wars is Serious Business, after all.

There we have it. IV won't bring you to tears. It won't keep you up until 3am. It probably won't do much besides offer good old stress relief for a few minutes every other day. Upon completing it with every character, you can rest assured that arcade mode, versus, and the gimmicky 'tower' mode will keep you going for a good while. However, it's all about making your own brawlers and entering into battles against randomly generated A.I opponents - a feature that is available in versus mode. This is a solid weapons based beat 'em up and well worth a 'stab' - lol.-ed


Summary

+Solid fighting system
+Loads to unlock
+A very good character creation system
+/-That won't let you customise or use Star Wars content
-Weak and lacking story
-'Tower' mode could have been more


8.0 / 10



Saturday, 10 May 2008

Extended Review: GTA IV


Format: Xbox 360

Category: GTA Game
Players: 1-16 (1-4 Co-Op)
Publisher: Rockstar


Welcome to America!

I guess you know you’re getting old when you can vividly remember playing a new GTA game for the first time and being overwhelmed by it more than twice. Rockstar North games seem to evolve with society like some great parasitic borg. What was cool and hip in 1997 was acknowledged back then. What was ‘in’ during the summer of 2002 was charted in code and what’s hot in 2008 is surely somewhere in the mammoth title that is GTA IV. There is probably as many GTA IV reviews doing the rounds right now as there are pedestrians in Liberty City so my aim throughout this humble piece is to try and focus on areas of the game that haven’t been as deeply analysed or commented upon. I don’t want to laboriously delve into the plot since this has just been done to death in so many other reviews.

Off the bat, I want to establish a few things. Firstly, I’m a
GTA fan but in the old school sense. I remember fondly playing a demo from a now long gone PC games magazine in 1997. That demo was of Grand Theft Auto, by BMG Interactive – now Rockstar North. Everyone was in love with this cute little thing. The 2d cars and the innovative world were a breakthrough and the game was so very playable. My early GTA gaming days then took me to London and then a downloadable Manchester (anyone else remember that?). These were the glory days where games weren’t taken so seriously and GTA became a product every gamer wanted.

A few years later and along came GTA III. Again, it blew me away. It also done something quite profound: it managed to transfer the magic of the 2d titles and place it into a 3d environment. Many old titles have failed to cross this transition and now exist only in the minds of a seasoned few. However, 2001/2 was probably about the period that I did start to move away from the GTA titles in other ways. I played III to death and simply never got into Vice City. To me, it felt like a holding pattern was developing and I sensed the ‘innovation’ days of the past may have passed. San Andreas confirmed my suspicions of this holding pattern. It was clearly a far larger game than III but was essentially the same old thing. The game mechanic had worn thin for me but clearly hadn’t for the millions of other gamers who still swear by these titles today.

My next general point is that I believe, perhaps via some crazy example of gamers’ intuition, that we are perhaps decades away from ever getting that overwhelming sense from a new game we used to in the ’90s and in ’01 with III. Technology simply won’t enable a revolution per decade. Things have slowed down in recent years and certain technological boundaries simply will not budge until gaming reaches generations ahead of our current one. I always find it funny how we speak of our ‘current next-gen consoles’. The 360 and PS3 are the current generation, and have been since 2005. Next-gen is now a slot that has been moved along our mortal timeline. So that’s that then. I’ve established I’m an old school GTA fan and have developed quite a reserved attitude when it comes to what I expect from games (particularly after Halo 3).

Sitting down with GTA IV for the first time isn’t a spiritual experience. It’s not a moment you will remember in years to come or write excessively about on forums or journals. You won’t be blown away or forced to pause the game and then take another look after a few deep breaths. There is no initial ‘wow’ factor. The introductory cut scenes pass and then you find yourself in a car with the objective of driving deeper into the city. It’s night time but you see enough initially to instantly realise a few fundamental things about GTA IV. These reactions will probably depend on whether you’re a GTA veteran or are experiencing a Rockstar game for the first time. For those later people, I actually do envy you. You will probably experience what we all experienced back in 2001. This will always be the case when it comes to any given sphere of society though. You’re either on board or left behind and desperate to catch up if you ever delve into it.

The bottom line is that GTA IV is not the ‘holodeck’. It’s a GTA game. There is no revolutionary experience to be had. It’s just the next GTA game. What I mean by that is the rules of any other GTA game apply here. Pedestrians will just walk around aimlessly, cars will move around but never park anywhere, days will go by in the blink of an eye and the radio will either have you in stitches or eager to switch it off. As you start to play GTA IV more you will notice things that constantly remind you that this is very much still just a computer game and absolutely nothing more. I’ve read some bizarre hysteria-induced reviews about this title over the last few days. Some people are even calling for a new word to describe this game; arguing it’s more than a just a regular game but not quite virtual reality. Let me be clear. It’s a game and it comes on a disc. This is not ‘infotainment’.

As you can probably sense, a part of me has been ever so slightly disappointed by IV. It’s largely down to my desperate urge to experience something utterly astonishing. I miss that feeling and I guess us gamers are always on the prowl for the ultimate digital world. However, once you accept that this is still just good old GTA things do get easier to digest. The radio, for example, is neither better nor worse than it was in previous 3d GTA games. It’s musically varied and entertaining and that’s about all you’d want from it. It starts to repeat itself after a few hours of game time has passed and it’s when this happens that I was personally more inclined to switch it off entirely – which is possible.

The next reality check with this game is that it’s based on the same old mission system of former games. You go meet people and accept jobs. You must do them to proceed and they are often scripted. I have a problem with this. For me, the idea of an open-world game is all about total freedom. GTA doesn’t offer this. It offers freedom within the framework of doing compulsory missions. This goes back to what I was saying earlier about generational limitations. Perhaps in ten years time games won’t work in this manner. I’m hinting towards a time when games, like life, have no framework besides the laws of physics and the context you are in.

Most of the missions are exciting and really cinematic. Gone are the ridiculous types of mission from previous games (like remote controlling mini-helicopters within a strict time limit etc). Virtually every mission consists of driving somewhere and killing someone. There is very little variety. When the game does experiment with other tasks there is a sense of it only doing it to show you something that is possible in the game. It’s the gravity gun syndrome all over again but this time with things like being able to throw bricks at windows, date people online, and buy a shirt and tie. I’m not criticising the game for this but I was continuously reminded of Oblivion. That game represented how an open world ought to be and how to deeply vary missions/quests in a way that doesn’t seem forced or contrived.

There are also too many chase missions in IV. Way too many. Target vehicles speed away at impossible speed and then slow down to a halt after a few minutes of darting across the map. The whole car chase mechanic is done to death and proves repetitive. It wouldn’t be so bad if you could actually formulate elaborate ways of preventing them from reaching their cars in the first place and clocking them early on. The problem is this isn’t possible as the chase is always a scripted event.

It is worth mentioning here one very positive difference of this game to the former GTAs. Most of the missions will inevitably spark the attention of the police. This is often scripted but will also tend to just happen due to your antics getting reported by a random onlooker or a patrol car spotting your brawling. When you do get into police chases in this game the general experience far exceeds expectation. It actually feels like a realistic encounter, particularly with a 3 or 4 star wanted level. The police will chase you as always but if you drive down an alley and remain out of view they will often drive by you and lose you in the process. This adds a warm and cinematic sense to police confrontations - even when on foot. It feels like something out of the movie, Shooter, or even the Bourne Trilogy at times and is certainly one of the highlights for me. You can bail into the ocean and hide under a boat, run into a random building and then dive from a fire escape, even flee in a helicopter if you can find one. No longer are the authorities omnipresent; although with higher wanted levels things do tend to get more predictable.

When you’re not chasing cars or running from the fuzz you’re in the thick of some pretty intense firefights. My initial reaction to these was that they were ruined by the auto-targeting system. I then realised you could switch that off and swiftly done so. I also turned the reticule to a basic dot in the options. I hate overly complex and visible icons in any game. Once I’d done this I started to enjoy the combat. It looks cinematic and often quite brutal. It’s not tactical though, or particularly challenging. It’s also repetitive once you’ve sussed the crucial rule of play: use cover and be patient. The game has a cover system and it’s acceptable but not particularly well implemented. I think this whole cover system mechanic is so vital to get right now for any combat game. Rockstar obviously knew it was important to implement but unfortunately failed to get it right. The biggest issue is that you have to hold down the trigger and keep firing whenever you’re peeking out of cover or you’ll return to cover. This makes using pistols particularly awkward and always means that ammo will be eaten up unnecessarily.

When you take this rather sluggish combat system online it really starts to irritate you. The way cover is often approached and rested against from the wrong angle to the way you are facing will literally get you killed. The way you drill shots every time you step out of cover is the biggest foul up though. The driving system, on the other hand, is perfect as far as I’m concerned. Cars feel weighty and speed is handled well. However, online this falls apart. Lag sometimes means that breaking will be delayed and, although this might be my imagination, I just am convinced the physics are somehow downgraded in multiplayer. They are still impressive though and I’ve won many a race due to my perfected driving skills.

This is probably a good time to look to the multiplayer in general. The way I see it is if you’re reading this you know most of what there is to tell about what this game offers online. I want to focus on whether it’s any good. The answer is that some modes work and some don’t. GTA Race is easily the best mode as far as I’m concerned. It lets you either run havoc and sabotage other players’ chances of winning or just drive like a stig and hit the finish line. The reason I love this mode so much is because it’s precisely what I wished was possible whilst hitting GTA in 1997. Instead, back then I would often ‘dial up’ my friend and connect to his hosted game session on the PC. Although it actually did work back then you were generally a) eating money b) lagging like mad and, c) only with one other person (like a phone call).

Other notable modes include Cops ’n Crooks, which is undeniably fun when with the right people, the Co-Op missions, and Free Roam. The other modes are just bog standard stuff in comparison but still workable. To start with Co-Op, it’s really only a taster of something that you absolutely want to see far more of. There are only three missions available. I hope Rockstar release more as downloadable content but I don’t take this into account when I review. I believe this game needed far more Co-Op in general but these three missions are really good fun to play through and can be repeated over and over. Cops ’n Crooks is an inspired inclusion. It works perfectly and not many other games would have a chance with pulling a mode like this off. It really is like playing an epic game of ‘tag’ online.

Free Roam or Free Mode is obviously a brilliant option to have available. The problem with it is that you can’t do that much besides drive around aimlessly, kill cops, and turn things into a deathmatch. Since the map is from the single player there is no exploration factor and everything from the campaign mode that is marked on the HUD is locked and unavailable online. So, for example, you can’t go to the strip club with friends or even play a game of pool together. This is a serious oversight by Rockstar. People were expecting a lot more from Free Roam and I think that’s probably why the developers were so quiet about it in the first place. It just got slipped in as an extra. It feels half-baked and lacking. The other problem with it is you can’t specify enough as the host. Sure, you can set the time of day and the game length but you can’t assign wanted levels for instant cop battling or even decide on the guns to start off with. Instead, you must find the guns you want and work up a wanted level from scratch every time you die.

I also want to mention my utter dissatisfaction with the ‘customisation’ options available for your online avatar. It is so basic that it’s hardly worth raising as a game feature in a review. You can rank up and unlock more clothing and hair styles than the limited amount you start with but even then you are limited with appearance options. When will it be taken as red by developers that gamers want features such as deep character customisation in any online game? It’s almost an instinctual requirement of a human being. In a game like IV, where there are thousands of varied pedestrians in the game wearing limitless types of clothing and boasting all manner of bodily frames, it should have been relatively easy to create one beast of a character creation system comparable to something like The Sims 2. Also, it is just irritating that many modes simply don’t use your player model in them anyway; substituting them for generic mobsters or cops.

It is important to stress that, when played online, the ‘living and breathing’ city of IV is turned into a silent, lifeless, dull and eerily empty world in most places. Even with traffic and pedestrian levels set for high things still don’t seem to hussle like they do offline. I can accept all this though – just making the point. What I can’t accept is the way confrontations with the police (about all you can do in Free Roam) actually ruin the game’s illusion of being a grand step forward. That old phrase, ‘the emperor has no clothes’, comes to mind. I actually decided to stop playing Free Roam because every time I went on it my fondness for the game chipped away some more. You see the game mechanics in a bare form and it hurts to see it. It all starts to look like GTA III/Vice City/San Andreas with improved graphics and a cover system. Also, the frame rate drops to unplayable levels with a 5 or 6 star wanted level when online. It’s almost as if you are teased with something when you play Free Roam. It’s like a taster of the future of online gaming – we are just not there yet.

I wasn’t going to raise this but decided to at a late stage of churning out this review. A big problem with GTA IV online is that it requires a lot of organisational skills to achieve a fun and hassle free session with friends. It is like the interface works against you in a host of sly ways. Party mode at first looks promising but then you realise that it will just constantly throw you into rooms with far smaller (or larger) groups and then hang until more people join. They never do and the only way back is to leave the game, which disbands your party, and start from scratch. This is utterly infuriating since your average Xbox Live (or PSN) user is not know for their patience. In these pre Call of Duty 4 days we are not used to struggling to get a good game on the go. With GTA IV it is a challenge and requires a lot of fiddling. Many of the problems seem to be with NAT restrictions on many gamers' routers. Personally, I just think the game should mention this somewhere like Halo 3 manages to when it detects you’re on a strict or closed network.

My concern here is also that IV fails the ‘J Test’. WTF is that I hear you ask? Well, it’s not something you will ever see mentioned on IGN that’s for sure. Basically, it’s something I’ve observed over the years I’ve played over Xbox Live. The test is: is it possible to play this game online with friends after a few joints or does it become an exercise in futility? Yes, that’s right. After a toke of the smoke, a puff of the chronic, whatever you like to call it. Sure, it’s not something developers are likely to take into consideration but the reality is that to play IV online with friends requires a level of focus and attention that many gamers simply don’t have at 1am when this stuff is usually kicking off.

You can, alternatively, use the private match function of the game to ensure you play with your friends and your friends only. You must set maximum private slots for this to work. Unfortunately though once you decide on a game type you can’t cancel it without the whole thing closing down, which requires you to start it all up again. It’s just small things like this that tend to screw with you when online. Let’s hope for a patch at least.

At the user end of this game you will become very frustrated by the army of whiny 13-year olds out there to annoy you. GTA IV is an 18 certificate game, and never in gaming history has this been more applicable to a title, yet online this is a kidathon. In fact, when I was on very recently a 5-year old entered into our lobby alongside another slightly older child! The level of parenting out there beggars belief and I truly was shocked by this blatant and undeniable reality; GTA IV is played almost exclusively by children online.

So, you rely on your friends lists more than with any other game I can remember. Ultimately, the gaming experience depends on who you play with. It is very hard to convince people to work as a team or coordinate anything. Very few are prepared to really experiment with much – particularly in the Free Mode. This is a shame but is always an issue with games that fail to spoon feed you in that way many are used to. On a side note though it is well worth organising a bunch of players to fly choppers onto skyscrapers with and then RPG the police down below. Good luck!

You may have noted that I’ve been quite critical about IV so far. The truth is I’m very fond of this game but wanted to highlight its weaknesses rather than jump onto the bandwagon and go on at length about every positive point. I can now mention some of them though. For me the absolute gem of this game is the Euphoria motion system for all pedestrians and non-player characters. It is noticeably a vast improvement over ragdoll technology and is spookily lifelike in so many ways. For a start, in gunfights you will often see wounded enemies run away whilst clutching their stomach or a limb. They will limp away and yell for help. They will even sometimes clutch their hand if you shoot their weapon from their grip. I’ve not seen this level of animation in any other game before. That’s because this is the first game to use Euphoria, which is a system developed by an entirely separate company to Rockstar. There is no doubt that we will see this system used in every form of war or combat game made from this point onwards. It’s simply that good.

Another great inclusion comes with the quality of mediums such as the in-game television and entertainment venues. The TV shows are particularly humorous and very watchable. Some are parodies on other video games (Republican Space Rangers has all sorts of Halo references) whilst others are tongue-in-cheek takes on American history and popular culture. All of this represents a great take on Anglophone society. I’m note sure how the rest of the world will respond to it all but I’m sure it’ll prove popular everywhere outside of English speaking society. There is a great mix of British/American cultural references and all of this is remarkably entertaining. The fake internet is also fantastic and very cleverly done. It parodies every net culture reference imaginable and also manages to seem genuinely ‘online’ somehow at times. It is perhaps missing one treat though; a form of ‘YouTube’ or video sharing website would have clearly been an inspired idea for short and deliberately bad clips of the in-game inhabitants doing wacky things.

The comedy clubs are equally awesome although most of the Ricky Gervais stuff just consists of old gags from his tour DVDs such as Politics and Animals. The rest of the venues you can attend aren’t so great though. You can’t, for example, enter a bar or nightclub. You just walk up to them and then it goes dark and reloads with you walking out as a drunkard. The strip club is pretty cool, particularly when the controller vibrates during private dances! However, it’s not much different to the clubs you could venture into in San Andreas.

There are many great tweaks in this game that improve the GTA model. The most notable is the taxi system that allows you to travel as a fair and skip to the destination. Looking out of the window of the back seat of a cab was one of my highlights of playing this game. I know it doesn’t sound like a great deal, but being able to just sit and study the world outside is quite an experience because it does start to blur that line between reality and a game. You see the pedestrians living their life and behaving like you’d expect people to. They talk on phones, drink coffee, litter, lean against walls, sweep roads, even scratch themselves and talk in groups.

The problem is this is all an illusion. It is the gaming equivalent of The Truman Show. It all seems real but upon closer inspection is artificial and hollow. No-one in GTA IV is ‘living a life’ like they did in Oblivion. They are on a set path and will repeat it for eternity. The pedestrians themselves look very varied and realistic. Every kind of archetypal figure imaginable roams these streets. However, eventually you start to spot the same figures again and again and realise that these figures are actually clones and are not unique. I was a little disappointed by this the first time I realised it and it was confirmed for me.

Going back to the taxi, even this feature often highlights various issues with the game. That feeling of being in a taxi cab in a bustling city is instantly smashed when said taxi cab driver starts to crash into walls and reverse onto pavements recklessly. Once, my taxi ended up so damaged I had to get out half way into a journey. The A.I does bizarre stuff and behaviour like this acts to remind you of the fact you’re playing a GTA game.

I haven’t touched on the story in this review like so many others have. All I will say is that the character you play is a cool and likeable anti-hero; a sort of dried up killer of a man. You feel bad ass in all the right ways. Kudos to Rockstar for nailing this. The story itself is believable but suffers from being linear. There are multiple endings but no sense of forging your own way like there is in true open-world games. I wanted to say ‘no’ to some missions and do others in ways the script didn’t allow. Sometimes this game feels like it is too mission heavy. Traditionally, GTA has always been about just doing your own thing. Personally, I believe Rockstar should have focused on this element more and made missions something you actually discover for yourself as opposed to them being fed to you. I would have liked to have that sense of discovering obscure figures in bars offering shady work. You don’t get this. It’s all pre-determined for gamer.

The friend management system is pointless and rather tedious. I have no idea why Rockstar rolled with this Japanese style dating game feature. In reality a cold killer like Niko wouldn’t do niceties like playing darts with an innocent girl or taking low level crooks for a drive to a show. By about the half way stage of playing you are already the alpha man in the city anyway. You’ve got money coming out of your ears and more guns than a NRA convention. Once you’ve had ‘sex’ (heard it at least) with Michelle there’s no incentive left. I didn’t need Little Jacob’s guns or Roman’s cabs. I wanted to mute my phone in the end.

I’m not sure why so many people are waxing lyrical about the mobile phone itself in this game. It’s basically an interface for the options. It’s well implemented but is not as big of a deal as so many would have you believe.

Soundtrack wise I think IV is just going to be a subjective thing. I was a little disappointed by the soundtrack on offer. It’s probably about now that Rockstar should start thinking of new ways to implement radio into GTA titles. I’m thinking streaming content or at least updatable track listings. I listened to beat 102 more than anything else because it just felt right somehow. The rest is okay though – but this is where the 360’s custom soundtrack feature truly shines. The sound and graphics are great and do the job well. My only criticism comes with the gun sound effects. They don’t come over heavy enough, particularly with the MP5.

I really need to round this one up. I knew it would be a long review and deservedly so. This is clearly the best GTA game ever made, although many I’m sure will maintain there own personal take on this. Being the best GTA game is clearly a big deal but the world has moved on considerably since 2001. Has GTA IV managed to do enough to truly take this franchise into our ‘current’ generation? I would say it has. It’s an entertaining game and genuinely gripping in a few places. However, it’s no ‘holodeck’ and has many issues.

This is not the best open-world game. As far as I’m concerned Oblivion is hands down still the best in this genre. It isn’t a shooter that can touch Gears of War, or a racer that could contend with something like… Forza?? (I know zilch about racing games). What this game represents is a mash of every genre.

For me the main shining point of this game is Euphoria; a feature that cannot truly be solely associated with the game itself. This motion technology is what drives the lifelike activities of the pedestrians, the realistic reactions to entry wounds, and the animation within cut scenes. Without it I honestly believe that in terms of the feel and atmosphere of the game IV would be almost identical to San Andreas bar the major graphical improvements.

With every GTA game the quality of each of its parts is improved upon and the quantity is carried through. Here, a compromise was made between that quality and quantity balance. I believe that one day, perhaps years away or perhaps decades, a GTA game will ultimately come out that is not only of utter quality but has the sheer quantity of something like San Andreas to boot. GTA IV is the start of something but it’s not the great masterpiece that will no doubt be on the way in the future. This is one stunning game but it’s far from perfect.


Summary

+Constant glimpses of something profound
+Very impressive animation and NPC behaviours
+Varied and entertaining offline activities/mediums
+/-This is still a GTA game in every sense
-All the old GTA problems with A.I
-Multiplayer does feel like an afterthought


9.3 / 10

For all its faults it's still one of the best games in recent years


by The Critical Alien
© 2008

Friday, 2 May 2008

Review: Tom Clancy's Rainbow Six Three: Vegas 2



Format: Xbox 360

Category: FPS
Players: 1-16 (1-4 Co-Op)
Publisher: Ubisoft


Vegas, baby!


A while back, in my review of Ghost Recon 2, I made constant reference to the 2006 hit, Tom Clancy’s Rainbow Six Three: Vegas. The original Vegas was a decent, tactical, and reasonably realistic FPS. I
digged it for the well implemented cover system, cinematic combat, and impressive multiplayer. Also worthy of praise was the unique customisation options you had at your disposal. Not only could you select your primary and secondary weapons, you could fully customise your avatar’s appearance. For an FPS game, this level of customisation was simply unprecedented. It felt more like a Sims game and was awesome. Although this was really just a glossy feature the actual gameplay of the original was also solid. The story mode was good fun and reasonably interesting to follow. The classic Terrorist Hunt mode was great fun and also very challenging. And then there was the adversarial multiplayer; as good as anything that was on offer all those years ago. So, here we go again with Vegas 2.

Being a sequel, Vegas 2 promotes itself as a vast improvement over the original. It boasts smarter A.I, a much more
dramatic campaign mode, deeper customisation options, and vastly improved graphics. It was released as part of Ubisoft’s 10 years of Rainbow Six celebration. Everyone was eager to play and primed for the latest Clancy instalment. I’ll admit I was excited. Very few games have ever captured the level of tactical realism seen in Clancy titles. From the hype it sounded like Vegas 2 was going to be tight and firing on all cylinders. Well, turns out it isn't.

Like so many sequels nowadays, this game suffers from being arguably inferior to its original. Vegas 2 advances very little here. It transfers most of the features that were good about the original and places them neatly into its body
of code. The problem is it simply fails to implement anything particularly new. What is new is the ‘persistent elite creation’ system. This is essentially a very awkward way of describing what is in essence an old idea; transferring your single player character across to multiplayer. It’s certainly good to see and clearly better than having no persistent character system. However, it has allowed for a system that can be easily exploited. Players are able to max out their weapons-based skill sets very quickly offline. This simply then means you’ll have access to every weapon in the game. Separate to this is the actual ranking system, which is also persistent. The problem is even this mode is now exploited by players finding ways to reach Elite status very quickly via campaign mode bugs and A.I respawning glitches on a particular level.

I’m not going to dwell on the exploits because it’s not entirely fair to rate a game negatively based on such obscure bugs. Unfortunately, many
gamers have too much time on their hands and factors like this are often a problem with online worlds. The ranking system is basically a slightly improved version of the original version. It suffers from starting off fast and then turning into a painful slog through the vast number of Sergeant ranks. However, if it ain't broke don't fix it springs to mind. It was always a cool system and remains so here.

The game itself is basically just a very bog standard affair. It feels dated and in many ways inferior to Vegas. Firstly, the campaign mode is dull… oh so dull. In Vegas, one minute you were in Mexico battling through caves. Another minute you were fighting through neon lit streets surrounded by SUVs, and then all of a sudden you found yourself tackling a mighty dam facility. Vegas 2 offers a v
ariety of warehouses, dark alley ways, abandoned convention centres, and bizarre private estates to do battle in. Every half decent location is a homage and remake of a stage from a former Clancy game. Most of them come from the classic Raven Shield. Any segment that is new to Vegas 2 is boring, uninspired, and downright tedious to play through.

The weak level design could have been forgotten about if it were not for the major flaws of Vegas 2. The big screw up comes with the popular Terrorist Hunt mode. For a start the maps, being based o
n the story mode, are really bad. They are just boring and lifeless. Terrorist Hunt was always about knowing the map in other Rainbow Six games. Maps in the original Vegas such as the Campus stage were a prime example of tight design. In Vegas 2, the few maps that are any good are from former games (such as the downloadable Streets) and are, as a result, played to death by everyone.

The real problem with Terrorist Hunt mode thou
gh is not the lacklustre selection of maps. It’s the awful way the A.I terrorists now spawn in the most frustrating of ways. Now in the classic PC Clancy titles this never happened. The enemy were placed randomly and the skill was in sweeping room to room and hunting them down. In Vegas, this was the case with slight alterations. In Vegas 2, it goes Star Trek style. You’ll find yourself isolated and convinced a room is clear only to then receive an AK-47 round in the face once an enemy spawns directly behind you. You will also constantly get sniped by seemingly omnipresent SPAS 12 snipers. Shotgun buck will claim you nine times of out ten in Vegas 2.

This bug/console compromise/downgrade to any other Rainbow Six games' Terrorist Hunt mode is utterly unforgivable. As a Rainbow Six veteran, I was shocked and deeply frustrated by this ridiculous issue. It essentially ruins the most popular mode and, topped with the lack of good maps, means that many players have already switched back to the original.

I don’t really have much more to say about Vegas 2. Not only is it a prime example of a 1.5 title trying to pretend it’s
a fully fledged sequel, it's a disappointing one at that. Vegas 2 is a weak expansion pack of ideas. Graphically, it actually seems worse than the 2006 game of the same name. There is no evidence of it looking any better, that’s for sure. The sounds are identical to the original, as is the questionable adversarial mode. In truth, the bar has been considerably raised for online FPS games ever since the release of Call of Duty 4. However, this is no excuse for half-baked attempts.

Vegas 2 has no party system – meaning you can’t play with friends without the hassle and sheer stress of trying to either host a room and send invites or just hope you will all find a public server with enough free slots. If you do manage to clamber into a public room (hosted by a stranger) then be prepared to get booted for no reason, lagged out to the lobby, and forever waiting for a host to launch. Fortunately, we have generally moved on from the days of gaming when this was all too common. Unfortunately, Vegas 2 still insists on doing things the old way. The game needed a party mode alongside this host/join system. It's that simple.

My last comment is probably a criticism that about sums this game up. Unlike in Vegas, this game only supports two player co-op for the st
ory mode. This is because the developers seem to think people would prefer poor HUD-based cutscenes over having three other friends playing alongside them. Laughably, it was also hyped that the two A.I operatives will now stay with you even if another player joins. This system works badly as the A.I will ignore the second player and treat them like an underling; constantly barging by them and stealing cover.

Ubisoft seem to think people care about the story… they don’t. The story is just a framework for the action. It is nothing more. They have sacrificed four player co-op for cutscenes that are viewable for any potential second player and the inclusion of the A.I when this someone else
joins. They also claimed that the levels were simply not designed for four players. As far as I was concerned they were hardly designed for one player. This game needed four player co-op. End of discussion.

Vegas 2 isn’t worth the full retail price. If you can, pick it up when it’s cheaper or perhaps rent it. It really isn’t sequel material. It’s just Vegas with a few new features minus four player co-op and a workable Terrorist Hunt. The golden standard of Rogue Spear and Raven Shield has demonstrably vanished and this apple has fallen very far from the tree made by that great original development team, Red Storm Entertainment.



by The Critical Alien
© 2008