Showing posts with label First Impressions. Show all posts
Showing posts with label First Impressions. Show all posts

Thursday, September 23, 2010

Civilization 5 Live Blog

Civilization 5 tuned up today and I am just waiting for Steam to allow me to activate it (at midnight). I will be live blogging impressions tonight and will pick these up after work tomorrow (and before you say, yes I know this is a bad idea).

I have played the demo and I really liked what I saw though I have some reservations. I will be playing as Arabia on a normal map with normal pacing. Also, if anyone wants a game, let me know.

Most recent updates are at the top

[01:44] The game is opening, and there are 100+ achievements, because, honestly, the game wasn't addictive enough
[01:38] 1 hour and 38 minutes after Civ 5 was meant to go live, disk users can now install Civ, which is what I am doing now, planing on playing no later than 2. We'll see how that goes. Approximately 30% of the way there
[11:59] All set to go

[11:50] 10 minutes to go!

Saturday, October 31, 2009

Forza Motorsport 3 First Impressions

I recently got Forza Motorsport 3 for the Xbox 360. As it is a racing game, I am completely hooked and will be for some hours to come, so you might well say my impressions are highly positive. However, while the game makes a few significant improvements over Forza 2, the game is far from perfect.

The biggest improvement is probably the calendar. While they seem to have misunderstood some of the things I was talking about when I said I wanted a calendar, it solves one of the massive problems with Forza 2: the whole single player feeling like a giant grind. Because of the calendar format, the game accepts failure and encourages you to keep going on regardless. No longer are you stuck on the same races to try and unlock some other ones, it doesn't matter how well you do, the game will give you more races in different cars and different tracks.

The other really big improvement is the track variation. There is a huge variety in the tracks, from windy villages set in stunning vistas to high speed circular race rings and everything in between. There are even point to point tracks up steep mountains. This is a huge step up from Forza 2 where the track set felt very restricted: either go in a dull looking track, or a dull-to-drive track.

The visual improvements are noticeable on the cars and on the tracks, but there are still a few areas that really grate the eye, such as the audience. However, the biggest problem is the loading screens. Is that really the price I have to pay for the amazing looking tracks, and isn't there some sort of compromise?

The multiplayer also feels a bit like two steps forward one step back. It is considerably easier to get in to a decent and competitive game. However, they seem to have stripped some of the features that made the multiplayer in Forza 2 so compelling such as tournaments and pink slip racing (where you bet a car on the outcome of the race).

There are numerous other gripes I could make such as the lack of dynamic weather, the misleading number of tracks (most of them are just sections of other tracks), the rewind feature - which I plan to write more about soon, still not being able to do split screen online and a poor music set list. However, it is a fantastic racing game simply because the people at Turn 10 have got the racing feel down to an absolute tee. Even with the rewind, races are incredibly tense experiences where you really feel like the slightest mistake could send you spinning.

Wednesday, September 30, 2009

Forza Motor Sport 3 Demo

The Forza Motor Sport 3 demo is out on the Xbox Live Marketplace, you should probably go grab it now.

For me Forza Motor Sport 2 had 3 main problems:

1) Too linear and repetitive single player
2) Bland racing environments
3) No weather effects

While the demo does not include any single player out of race experience, previews have talked about a race calendar, so number 1 looks like it should be fixed.

The demo definitely does show improved racing environments! Obviously they picked the most stunning track, but it really is impressive. I don't think I have ever seen such a graphical step up in a sequel that is on the same generation. However, I have seen no mention of weather anywhere, so I am guessing that is still missing.

The big new feature is the rewind feature. At first, I was over the moon and impressed at such a bold decision for a realistic racing sim. However, as there is no limitation and no (visible) penalty for using it, it encourages perfectionism.

In Forza, it is very easy to mess up, a slight misjudgement can ruin your car and lose the race. Before, this meant a restart, which was incredibly frustrating. With such a high chance of failure, one might expect minimal punishment, so the rewind is a step in the right direction.

However, part of the fun is fighting back. With the rewind system, I can see players (me) using it more and more frequently for less and less serious crashes. This will slowly eat away at my sense of satisfaction and even race excitement. If it was limited per race, then you could avoid the frustration of a slight mistake causing ruin without meaning that every lap will be perfect.

Overall, it was pretty good. There was only a limited selection of cars, one track and no multiplayer, so you don't get a huge feel for the game. The interior views do nothing for me. I find it claustrophobic (I think you need a massive TV for it to be really good) and much prefer driving in the out-of-car view, so for me that was a waste of money. Hopefully the matchmaking will be more sophisticated, as I remember trying to get a game in FM 2 to be a pain. All in all, it was pretty much what I was expecting, if you are in to racing games, I am guessing that this game is going to fill you need for cars and provide an enjoyable racing experience. Expect a review some time around Christmas (hopefully before).

Monday, September 07, 2009

Hearts of Iron 3: First Impressions

I got a new game a couple of days ago called Hearts of Iron 3. It is developed by the little known Paradox Interactive (Most famous title, Europa Universalis and, more recently, East India Company). The game is a grand strategy game set in World War 2. You can control one of any (and I mean any) country in World War 2. I have never really played any grand strategy games (except maybe Sins of a Solar Empire, depending on how you classify it) and so I found the scale intimidating. A grand strategy game is a strategy game where you are in charge of every large-scale thing, from managing divisions of troops to diplomacy and espionage without touching the troop to troop control or even squad to squad.

Having to manage hundreds of units across a huge map is challenging but the pace is slow enough that is manageable. However, when you throw in supply lines, production management, technology, diplomacy and espionage, it is very difficult when each screen is confusing and new. It isn't that there is too much to do in the time you've got: at the slowest pace, there is rarely enough; it is simply that it all requires a lot of focus to fully understand what all the sliders, boxes and columns mean and their various effects.

And I am not going to tell you that after two days I find it easy. None the less, the game does a lot to help. All of those screens can be left to an AI. I don't know if it is competent, but it allows me to focus on working out other things. You can even divide up the map and leave control of areas to the AI. Also, to the games credit, by default a lot of your country runs with very little player input so you can just move your troops around if that's what you want. The problem with this is, I just can't really resist playing with everything!

The hierarchy is central to the game, particularly in how you divide control up with the AI and how to manage supplies. This is something I like a lot in games, I like knowing how things break down. However, this game lacks the visual clarity to make it really clear what is going on. There are three levels to it and they require geographical knowledge of your chosen country. Keeping track of all this can be difficult, and isn't helped by the lack of an overview screen, which could help immensely.

The interface has a few other issues and the relentless pop-ups alerting you to everything from irrelevant technologies discoveries, vitally important battle results and various other stuff is overwhelming when you are trying to do something, like control your troops.

I hope I can figure this game out because, due to the sheer amount it models (weather, transport etc.), there should be plenty of opportunities for developing interesting strategies. I have always held a secret belief that I could conquer more than Hitler, so once I figure out stuff, I look forward to my world conquest.

On a side note, if anyone has this game and fancies a multiplayer game, give me a week and then post a comment or something.

Friday, February 20, 2009

Dawn of War 2 First Impressions

Well I have now spent 3 days playing Dawn of War 2 and, while I don't feel like I have fully experienced it, I certainly think I can do quite a detailed first impressions.

Firstly, I just want to say a huge thank you to Relic (the developers). For the first time in a long time, I won't have to say, it's just another sequel. This game is not "another RTS", it is not just some nice graphics stuck on to an age old model. This game is different and, err, fun.

Another thing I didn't think I would ever say; I think I prefer the campaign to the skirmishes. Me, as in the person who played all of one mission from the first two parts of Dawn of War 1 and never even finished the campaign in Dark Crusade. Me, who loved the Rome: Total War campaign and, despite spending hours in the game, never finished the campaign because I preferred skirmishes. Me, who never even touched the campaigns in Age of Empires 1, me who didn't notice there wasn't a campaign in Sins of a Solar empire and me, who doesn't even bother with scenarios in Civilization 4.

However, the campaign in this is loads of fun. You control a maximum of four units (choosing these four units quickly becomes one of the many interesting decisions that make up this game) The reduced numbers quickly makes the game incredibly focused. In any other game, the amount of handling you have to do for each unit would be unhandleable micromanagement. Admittedly, at times it does feel a little intricate. For example, you have to point you Heavy Bolter units in the right direction for them to shoot, you have to constantly be activating special abilities and moving all your units around to face the onslaught on enemies.

However, it is doable. The game manages to keep you under pressure whilst not overwhelming you. On the lower difficulties, it isn't actually very difficult, but it feels like it is and that you are only just making it through because of your command.

Part of this is down to the decisions. Sid Miers once famously said that "a game is a series of interesting decisions". In this game, every decision is non-trivial. What equipment do you give your units, which units do you take, do you push for the heavily defended fortification to provide you with bonus equipment or focus on the main objective.

Also, because of the intricate combat, your stratagies feel much more relevant. In traditional RTS's, the actual tactical element is largely just amassing troops. This is out of the question in this, not least because the enemy will always out number you. As a result, you must constantly be using the terrain around you to make best use of your units. The weaker units that in most RTS's are just throw away units are as vital as any other, no unit is dispensable.

The press release said that you would care for your units on a personal level. Sadly, this isn't true. The characters are clichéd at best and are simply to shallow to ever feel like you know them. They are not loveable enough and it is very difficult to empathize with them. Also, the game made it so that units do not die, they are simply knocked unconscious. This is an interesting decision, and was no doubt taken in part because each unit's leader plays a part in the story. None the less, this once again stops you caring about your units.

Levelling up your units also features in this game, and it works really well. At first glance, it seems fairly simple, upgrade your heavy bolters with ranged and your jump pack troops with close combat. However, as you earn enough points in a certain area you get a perk. These perks are tailored to the unit, so every path is viable. For example, upgrading your heavy bolters in close combat makes them able to carry on "focus firing" when they are in combat.

As far as I can work out, when your unit is knocked unconcious, they don't loose all their experience, they just earn less. This could have been a way of appeasing the story whilst making you care about the units. Or it might just have been annoying.

I could talk about the campaign till the cows come home, so I will move on. Rest assured, this is the first RTS campaign that I have enjoyed that isn't done in the Total War style, and in some ways, I might even prefer it to the Total War ones. Story wise, it is a bit "whatever" and the voice acting is pretty much mediocre, but aside from that, the campaign has a few neat mechanics, interesting missions and fairly varied objectives.

With all that good, what is there left for the skirmish side of things. I have talked before about it quite a bit with the beta. However, I didn't actually try a team battle. The team battles work better than the 1 v 1s. One thing they do wonderfully is recreate the wonderful feeling when playing the board game with many people. The 1v1s, the battles, whilst fun and frantic, always felt a little empty. A quite effective strategy was to run around securing the victory points after the enemy has left them (you don't have enough units to defend every point on the map).

In the team games however, you really feel like you are taking part in a big battle. Normally with team RTSs, you invest a lot of focus back at base, meaning you can't really co-ordinate with your team. However, now it is capture victory points, you are forced out of your turtle shell and stand next to your brothers.

And I was only playing with AI!

The game isn't perfect, the army painter is fairly basic with only a minimal selection of badges and only four customisable colour parts. Another slightly annoying thing is you can't even use your painted armies in the campaign. Another thing I encountered was during the campaign, the game crashes immediately after the cut-scenes. It didn't matter, once I loaded up the game again, it resumed right where it left off, and the cut scenes aren't very command but a bit annoying any way.

Overall, get this game, this is the change we need (in the RTS genre at least). Apologies about the length, the final review will be more orgaised.

Full, more formal, better structured, review on Sunday.

Saturday, February 07, 2009

Resident Evil 5 Demo Impressions

Well, along with 1.8 million other people, I downloaded the Resi Evil demo for the Xbox 360. It comes with two playable levels. I played them both on my own and in co-op.

On your own is good but not great. The controls feel a little clunky. I know this is what they have always been, but that doesn't mean it isn't time for change. My main Resi Evil experience comes from RE4 on the Wii, which I thought had perfect controls, so maybe I will wait for a Wii port. My main gripe is that you have to press a button to draw your knife and then a second b to swing with it. What other possible reason could there be for drawing it, if not to swing with it. You can't move with it drawn, so when you draw it, you obviously want to swing with it.

The other main problem is your co-op partner is frustrating at times. You can't tell her to push furniture, or rather you can, but she only pushes it a little bit, you must go and push it all the way. There is no way of directing where she is shooting and she only ever uses her primary gun. There are bits which are obviously set up for co-operative fighting, like a room with two doors. She, however, refuses to settle on one.

Chuck in a second player and it gets a whole load better. There are some neat co-op features like ammo sharing, requesting different things and obviously being able to protect each other. The inventory is a bit clumsy - when you select an item, you have a drop down list to chose from (use, give etc.). I think it could have been more streamlined if A was use, B was give etc.

Yes, it has the painfully obvious scripted "co-op" bits that stick out like a sore thumb, but aside from that, it was fun to play through. Graphically, the game looks very impressive. This is certainly a title to watch.

Friday, February 06, 2009

Dawn of War 2 Online Beta Impressions

Well, despite THQ claiming this game has gone gold, Dawn of War 2 has gone into a last minute beta check and they need YOUR help, quick, download it off Steam. [If you didn't pick up on the sarcasm in that last sentence, I recommend you read the rant at the end of my last blog update]

Dawn of War 2 is very different to Dawn of War. If you are not aware, there is no base building. At all. Before you all leave to pre-order Starcraft, hear me out. This change is not a bad thing.

So, you strip out the base building, what do you have left? A surprisingly fluid RTS that could work on the console as well as the PC. How does it work, all your units are built at your headquaters. You can level your headquarters, but that is about it. Levelling up grants additional, more powerful, units.

The game flows a lot more than in Dawn of War. In the original, the best strategy tended to be: build some turrets, quickly level up, build as many units as your cap allows then attack. This was fun, but made games quite similar and also quite lengthy.

If you do that in Dawn of War 2, you will lose. Annihilation is not the aim of the game. On each map, there are 3 "Victory Points". Both players have a score, the opponents score decreases at a rate relative to the amount of victory points you hold. When one reaches zero, they lose. These work in a similar way to the requestion points in Dawn of War(which are still present).

Building units still requires energy and requestion. However, you cannot build power stations, they now must be captured like requestion points. All of this adds up to force you to mobilise your troops right from the start. If you sit in your base, the opponent will quickly be able to rack up more requestion and energy points than you (on top of the victory points, allowing him to win). When he does finally attack you, you won't stand a chance.

This means that you will constantly be sending out troops to capture points. Which in turn means you will always have less units alive at any given point(hence why it could, in theory, be adapted for the console). Less units means more control over them. Units can now get behind cover, for example. It plays more like Platoon (a demo came with a newspaper once!).

Also, because right from the start you will be battling, your commander unit (which you now start off with) plays a much more important role, helping to turn the tide of battle. Commanders now level up and, when they die, an option to revive them becomes available.

Another bonus is the game is actually balanced. Each side has a very different feel to it and yet, remarkably, the sides feel fair. Such a quick and competitive online will surely result in this game being played a lot - the true test of balance - but from where I am sat it looks balanced.

The game looks good, not quite as good as the screen shots, but the animations are really cool. The game sounds good, as you would expect from Dawn of War. Finally, the Games for Windows Live intergration is a mixed addition. On the one hand, it will mean achievements, plus neat stat tracking and a working friends list. However, no option to browse games (the custom game feature doesn't seem to work, either that or no one in the whole world was hosting a game) and having to matchmake (which is as slow as Gears at the moment) is a bit annoying.

Overall, I am pleasantly surprised. I have talked before about how I am looking forward to see what they are doing with the single player campaign. I am pleased to report the online, which was so key in the original, is shaping up to keep in sync with the fresh single player whilst offering fast, addictive online.

Tuesday, January 13, 2009

Fallout 3 First Impressions

I got Fallout 3 (off Steam, took 6 hours to download!) The first couple of hours are kind of lame. Fortunately, I was forewarned, and so pushed on through them. When you are in the vault, the game is slow and fairly boring. Fortunately, it doesn't last too long. When you get out, the game doesn't improve straight away. You have nothing, no ammo, not very much money (caps) and no idea what is going on. The game seems to assume so much. Within a few minutes, in true Bethesda style, people are offering up quests. However, the game assumes that you know that caps are money and how much they are worth (is 300 a lot, or nothing?). There are enemies which can easily kill you EVERYWHERE. You literally cannot go anywhere without being attacked by something which is stronger and faster than you. Sure, this does create a sense of desperation, but it has been taken too far. I think I died about 15 times, this isn't fun, and shouldn't be necessary just to scout out a safe path.


Until you find Megaton, you will repeatedly die in a desperation to find something, anything. Fortunately, once you find Megaton (named after the bomb it is built around) the game gets a lot better. It plays something like a cross between Oblivion and Stalker. It has the punishing difficulty of Stalker, combined with the huge expanses, thousands of quests and millions of in game items that Oblivion is famed. The world is bleak, I have yet to find a happy spot. Everywhere you go there is a dead body or a ruined house. The skyline is mainly dominated by what looks like a nuclear missile launch facility. I can't work out if this is really cool, or just really depressing.

So far, I haven't spent a lot of time with the game. Some of the quests seem to require certain skills which you might not have, which is kind of annoying, and there is a fair amount of Fedex quests. Fortunately, exploring the world is a treat (in a weird sadistic way) and searching every box, every corpse and every blown out structure for something worth keeping. Drinking water out of a puddle because you are so desperate for health, beating down a bandit with a baseball bat in a derelict school. It all feels so desperate, it's fantastic!

More to come. Also, you will be pleased to here that 24 started yesterday (Monday 12th Jan, 9PM Sky One and Sky One HD) You will also be pleased to here that it is fantastic and on form. Secretly, I was scared that this would be the downfall of 24, but, judging by the first two episodes, it isn't. It has everything that a good 24 needs, emotional involvement for Jack, an over-arching political conspiracy, a relevant political comment, no one to trust and some awesome action. Loving every minute, the next 22 weeks will fly by.

Friday, November 28, 2008

Guitar Hero: World Tour First Impressions

I was fortunate enough to have had a lengthy two sessions with a complete (Drums, Bass, Guitar and Microphone) copy of Rock Band, err, Guitar Hero.

It is really good. Why? A number of reasons. Firstly, the drums are great fun, much funner (and harder) than the guitar. It has what makes the guitar fun (and hard) and then increased it. When you are getting a good streak with the drums and you are hitting pads all over the place, it feels really cool - just like when you have a long continuous streak of notes on the guitar.

The problem with the drums is two fold. Firstly, the learning curve is very steep. Even at easy, you must use ALL the pads and the pedal. I understand for it to be fun, pads have to be on opposite sides, so how about leave out the green pad (in the middle) and the pedal - which requires an extra layer of co-ordination.

The other problem is sensitivity. The pads on the your left, a slight tap is enough, any more is excessive, but the pads that are hit less often do not register. This is slightly off putting. The pedal is also really hard to use, and not just because it is not with your hands. Personally, I think it would be better, if a little strange, if it activated star power, as that is also absurdly hard as it is and you use it less frequently than the pedal as it stands.

Despite all this, the drums are great fun. The microphone, on the other hand, feels quite gimmicky. It does have a nice weight to it, and it doesn't look tacky, but actually playing it is more a matter of luck than skill. You can say anything you like, as the game is only measuring the pitch. While I am sure there will be some people who can control their pitch perfectly, the role feels somewhat superfluous and silly. If the game came with a stand, so you could play a instrument at the same time, it would be good, but seeming as the real singer still sings over the top, it just doesn't have the same satisfaction factor as the other real instruments.

So how about the guitars, well they still hold their own. It is easy to forget that amongst all this plastic it was they who started all this 3 short years ago. It is incredible to see how far this genre as come, from ELC style guitars with covers of unheard of records to this - a complete band kit with unembarassing style and a large and impressive set list featuring huge bands.

Which brings me on to my final point: the track list is fantastic. Normally, I am forced to stick with a few indie (in the modern sense, not the non-recorded sense, such as the Killers or Razorlight) tracks and maybe a David Bowie song. GH:WT covers all tastes, with plenty of songs that I like. It is a shame that they removed so many songs to sell back to people (there are giant gaps in the playlist that are being released for DLC, it sucks).

Overall, here is a game that has shown how to refine it's game play to the extreme. They haven't added a lot to this game - open strumming for the bass, a solo thing for the guitar - but it all fits in well to the game mechanics. Now, just don't realease any more, just sell song packs... cheaply?

Thursday, November 20, 2008

NXE First Impressions

Meh.

What, you want me to say more? Well NXE (New Xbox Experience) came out yesterday and was quick download. The avatar creation system is OK, very similar to the Wii, same good parts (quite fun) same problems (quite limited). It seems to me like they have obviously left gaps for DLC.

The new menu system is OK. The old blade system, in my opinion, was an effective way of displaying information. This system is a little confusing as you can't always see every option so you must memorise the order. It is a stab at being Apple with the reflections, but over all, it is more confusing. Maybe I will get used to it, but personally I thought the blade system was excellent.

And then there are parties. Group chat, the actually useful part to them, should have been introduced MONTHS ago. Launching in to a game doesn't actually jump you both in to the game, it just invites all the members to play.

I guess it is fine, but it hardly warranted the over the top video at the start.

Monday, November 10, 2008

Gears of War 2 First Impressions

I got Gears of War 2 yesterday at a tidy price of £34.99. My impressions are limited as an annoying string of events that stopped me barely getting past the tutorial (which was a stupid decision - I knew it all already) So, I will save my thoughts on the campaign till later.

What I did get a chance to play on (one of the things that stopped me playing on campaign) was horde. And it is rather good. Scrap that, it is fantastic. We weren't playing it on a particularly hard level and you were already forced to work together as a team. We got to level 13 then the host had to go.

The other thing I did get a chance to play was the online. I had hoped to play a quick game, but it was uber close, 5-4 being the final score (having said that, we were 4-0 up) it took 45 minutes. Maybe it was just because it was such a close game, but the tense gameplay that was so great in Gears 1 is still here.

Overall, although my time with this game is limited the message is clear: everything that was good with Gears 1 is still here, and while the improvements are minor, they all fit well within the scope of the game, keeping it balanced, tense and fun. A solid sequel. More to come.

Tuesday, November 04, 2008

Tom Clancy's EndWar First Impressions

I downloaded the demo of EndWar today. For those who are unaware, EndWar is a RTS for the Xbox 360. Normally, I avoid these with a a vengeance, so what is the difference? It is controlled by your voice. So what it it actually like?

Well, actually, it was rather good. Technically, the voice recognition is fantastic. My only gripe with the actual tech is that is always tries to assign what you said to something. Whilst this is good to a certain extent, when you use the wrong word for rifle men, say infantry, you might accidentally deploy a tank. However, that is a small gripe - providing you say the right word, it is 100% perfect in my experience. The thing takes a couple of seconds to respond, making giving orders to multiple units quickly difficult. However, this is resolved with a easy to use grouping system.

Commanding with your voice may be a good laugh, but it is also a very effective way of controlling your forces in the absence of your mouse. You will be pleased to know that haven't been excesive, as is the case with some Wii games, and it really does feel like it has got the balance between your voice and your controller allowing efficient control of your troops. The whole game is suited to the voice command, the battle's happen before your eyes in a very up-close manner. The whole experience is very hands-on.

Even when you take away the voice control - how this game is controlled is suited to the console. It is possible to play without the mic, and I think this is a perfect demonstration of how an RTS can be adapted to the console. Simplify, zoom in and limit. The mouse and keyboard gives the user so much control, obviously a PC player can handle more. This is why I have faith in this and Halo Wars, console-only is the only way that you will get a game that controls well. A player can't manage a huge army, buildings, an economy and still form a logical plan of attack with two joysticks.

As for the actual gameplay, it is suited well to the controls. You must take objectives. Your units, of which there are a thankfully limited 8, all have simple strengths and weaknesses. The aim is to capture key points - which can only be done with infantry. However, you must protect the infantry, as they do not stand a chance against tanks or helicopters. While tactics aren't hugely diverse- defend your troops while they take the points, use special powers towards the end - as the points are scattered across the maps, your forces must maintain cohesion if you hope to hold on to the ones you have captured and captured more.

That is, if there is a higher difficulty. As per with all demos, this game was very easy. It did, however, offer a nice rating system that ranks how well you performed in the match (on both combat and mobility) One of the most exciting features about this game - a persistent battle world online - was not available in the demo. Online was, but I have not got round to trying it yet.

On a side note, I have completed Fable, posts, reviews etc. coming soon.

Monday, October 27, 2008

Fable 2 First Impressions

I know this is two days late, my excuse: my wife is very demanding! In Fable. And what a game it is. It is not without it's problems, I will come to those in a moment, but this is one of the most staggering games I have played in a long time.

OK let me just get this out of the way, like Fable before it, this is one of the best looking games to date. Technically it is stunning, with light diffracting through trees. beautiful particle effects and virtually no jagged edges or rubbish textures. However, it is the art direction that will continually take your breath away. Only through the cartoony style can this game achieve the beautiful sun sets that you will stare at, the pain in your concious when you kill an innocent person and the true love you feel for your dog. Every location has a unique feel that carries through regardless of the weather.

While I would love to go in to far more detail than this post will allow, it is not the graphics will which pluck the strings of your heart. You really feel emotion in this game. Not just anger, but love, pain and humour. While it is difficult to describe, this is a game which will truly suck you up in to it's universe.


One of the most memorable things I have done so far involves a choice – like all good games. I was playing a good character. I was told not to feed the starving prisoners, there was a lever to do so. Obviously, looking a the prisoners, they need feeding. Should you choose to ignore their plea's, apart from the fact it counts a s an act of evil, you will have to fight the feeling in your stomach, But if you pull the levers, the mind control device activates. This will cause you, not your character, you, to feel pain. Every time it is activated, you see your character grab is head, your controller vibrates then experience orbs come flying out. The orbs you have spent so much time collecting, poring effortlessly out of your head. 12000 XP Lost. How good are you really? It is one of the most difficult and excruciating experiences ever – it was amazing.

Better than that, the moments of hilarity. This is one of the funniest games I have played on. The lines some of the characters come out with, such as when a bandit shouts at you “he was retiring next week!” just after you have killed one of their number. Or when you miss some wood that you were chopping and your dog covers his eye's with his paw and shakes his head. Or the amusing quotes on the loading screens (“I am seeking revenge because bandits killed my mother and sister. Clichéd I know, but that's life”) The voice acting is superb and the tongue in check humour, self deprecating irony and good ol' British sarcasm are all out in force.


There is so much I can talk about with this game, but I will have to save that for a later post, lest this goes on for days. Instead, I will skip to the problems with the game.

Firstly, the world still is not open enough! In some ways it is even more frustrating than in Fable 1, sure there are more places to go, but the places where you can't go make even less sense. For example, you can vault over quite a lot of the scenery, so you find yourself running at fences to jump over them. Only to find that that is one of the fences you can't vault.

Loading screens and odd frame rates also plague this game. Loading screens are alleviated by amusing comments (did I mention that, this game is hilarious) but why is the menu, of all things, still so clunky. Given how much the game handles in combat, the framerate is great, so why, when I jump in water, is the splash so slow?

Another problem is spell casting. Changing spells is difficult during the heat of battle. To do so, you must hit RT (Right Trigger) which stops your character moving, then you must use the ultra-sensitive D- Pad to select your spell. Alternatively, you can pause the game to do this. This really messes up the combat for spell slingers such as myself. In Oblivion, changing spells was easy, hotkeys were easy to define. Even in Fable 1 it was better than this. Although, having said that, both of those games had better magic systems than Fable. You have 8 different spells, there is no customisation, no different tactics to use them. Surely they could have done like a half way ground between Fable with the cool spells, and Oblivion with make-your-own.

The penultimate issue is the co-op that they so waved about. There is one simple problem. When you go in to someone elses world, you cannot use your hero. You get your stats, your spells, but not your weapons or, crucially, your appearance. This basically defeats the point of Co-op, because it is basically a way to show off.

The final issue is the map. Why isn't their a mini-map, that is a long held tradition with RPGs. Yes, you can use this trail thing, but what if I don't want to go where it is pointing. I even had to draw my own map of Albion to work out how the provinces join up.

Overall though, this game, despite it's numerous flaws, is incredible. Expect more coverage soon.

Tuesday, October 14, 2008

Call of Duty 5: World at War beta

The Call of Duty beta has started and fortunately I got a code. This for the 360. Full analysis coming soon. Will be posting more videos as and when I upload them. Looks very simmilar to CoD 4 graphically is all I am saying at the moment.

Monday, September 08, 2008

Spore: Tribal Era

Well I got past the slightly monotonous Creature stage. It does get better, for example, a UFO turned up at one point and dropped off a giant "War Reptile" A creature I had made before in Creature Creator. Except, this time it was huge. It was uber powerful as well, so it would just attack all the creatures near it, killing them instantly. All the creatures were fighting before it turned up, but then they fled.

Also, as you progress in brain size, you can recruit a pack. These creatures follow you around. It is cool to have gang wars with your pack and an enemy pack. Overall, it was enjoyable, and does allow you to properly personalize your creature, but it just goes on too long. I sense they did this as people don't want to be rushed in upgrading. But there really is no need, just make it so you can continue playing and upgrading after your have reached sentinece.

However, that is not what this post is about. The game changes when you get in to the Tribal stage. Suddenly, the camera zooms out and you are in the 5th person (made up by me, but basically you can see more than one camera, like in Real Time Strategy games). The game gets a lot funner (Also not a word...).

Not that it wasn't fun before, but the experience is much less repetitive, more involving and requires more though (because, by this point, your brain has grown!) Your tribe, made up of 3 of your creatures plus one leader must collect food and, like in the Creature stage, either ally with, or destroy, the other tribes on the map. What is cool about this is you can see each of the species evolving at different times. You are the first to evolve, I assume, but when you do, all around you are just nests from creatures. However, these evolve, fairly rapidly, in to tribes for your picking.

Like before, your creatures still have a hunger bar, which you must look after by killing creatures and, a la Age of Empires, gather their food.As you conquer, or ally with, the other tribes, you gain new buildings to add to your village. These allow you to ally with others, destroy others, or gather food, more easily. Once again, attacking was simpler than allying, so I destroyed all of them, as you have to, as far as I can work out, destroy at least 2 to even stand a chance (to unlock the other instruments to ally with the others) of an alliance.

It doesn't involve a huge deal of thinking, but it is quite fun. Couple of annoying control quirks get in the way of the otherwise simple fun (For example, why isn't double click on the units icon zoom to it). Like all the other stages, it is fun, but hardly a ground breaking game on its own. it is very impressive to see many of your creatures scutuling around. There are other options of survival, such as stealing food from neighbouring tribes, but combat always seems to be the easiest. Normally, it comes down to Ctrl-A to select all your troops, right click on the enemey tribe, one at a time.

The civilization stage is reached when you wipe out or ally with all the tribes. It is late now, but I want to publish this, so I will continue with my preview tommorow (I have reached the galatic era, which is fun, but also quite frustrating) If you can't wait for the remainder of the preview and the review: my advice is: get this game if you enjoyed (or think you would enjoy) the creature creator. The extra creators are great fun to mess around with, especially the vehicle and building creators. The games are fun, but not ground breaking, it is very much a play with than a play on game.

Saturday, September 06, 2008

Spore Cell to Creature

I got Spore yesterday. And what a lot of hassle it was to install. First, it took ages to install, which is never good. Then, having installed it, you have to use the ever complicated log in process. I figured, as I already had a Spore Creature Creator log in, I could log straight in. However, when I did this, it said the password was incorrect. Then I went to the place to reset the password, which I did many times. However, despite saying it had done is successfully, it would still not log me on. Then, I, in an attempt to clear the cache, closed the game and tried to reopen it. Error! Could not find file 1004. I mean, COME ON! This is a brand new game. So, I reinstalled it, again taking a while. Finally, I used the create-an-account-but-when-you-already-have-one log in, and that finally worked.

At last I can start the game. I was going to film it as I was playing, however, many technical issues prevented this. So, instead you will have to read. On the plus side, I have now surmounted these issues so I will be recording from creature to space.

You start off as a single cell organism in what seems like an online Flash game. It is fun, but not riveting. What is quite cool, is you don't get many DNA points, which you can use to evolve your creature. As a result, evolutions can be few and far between, meaning you choose them carefully. I imagine on higher difficulty settings, this has a greater impact on the game. Unfortunately, when you reach the point to evolve to a land based animal, you cannot continue collecting DNA points and evolving your creature, even though you can carry on playing.

After a short cut scene, you put some legs on your creature and march in to the big wide world. Based on your decision to be a carnivore or a herbivores, you can either attack the other animals or ally them. Once you have done this enough, I assume you can move on up. As before, you have a bar at the bottom which gradually fills up as well as extra DNA points for evolution. It is quite amusing, but it is starting to stretch on a little too long and I can't work out how to become friends with other species.

Now, back to the game, which I will be recording and talking on. I can't do live broadcast, but I will post it as soon as I can.

Wednesday, August 27, 2008

Star Wars: The Forces Unleashed Demo

I downloaded the Xbox 360 Demo (available for free on the Xbox Live Marketplace) yesterday and I have now played through it a couple of times. Firstly, download the demo. The graphics are awsome, the physics are awesome, the star wars troopers clinging on looks great. Some times they can be a little sensitive, but the demo is a great fun to play through. My recomendation is play on lowest diffiucltly level so you can have the most fun by treating it as a sand box game.

However, the demo has further made me decide that if I get this game at all, I get it for the Wii. Why? Well because, it doesn't matter how cool the physics are, that and the story are all that is selling it for me for the 360. The controls are sometimes difficult to use, particully with Force Move (although that is inherient of moving anything in 3D with joysticks). The lightsaber fighting is highly unsatisfying and there is a force meter. How randomly bad is that? The one cool thing about the game is walking around being awesome, and your putting a cap on it?! The game isn't hard on the easy difficultly settings, but it isn't fun on the harder ones' because you can't be awesome.

Spontenuity is the cooler part about it, deciding to randomly rip out an iron bar and place in the Tie Fighters path is cool. I am not going to deny it. But I don't think it is quite enough.

But all the Wii has got is the controls right. And maybe they will ware off too. But it does have an exclusive versus mode. It's still going to have the incredible story, and maybe they will do away with things like the Force Meter and power ups (I know!)

The problem with the 360 version is the physics is a gimick. Just like the Wiimote thing might be. But if there is any company that I trust to make a decent game for the Wii that doesn't just use waggles, it is Lucas Arts. However, I will be waiting for reviews of this game, and I do wish they had made it for Wii Motion Plus. (What, did you think I had forgotten about MotionPlus in my E3 post, no...., just saving it because it is so big *shifts eyes nervously*)

Finally, I would like to publicly appologise for my mistake in the Spore post. There are, as Mr. Anon pointed out, more colours if you simply hold down the colour and more pop up. Also, Project Entropia is good, and I will be telling more about it soon. Very soon.

Thursday, August 21, 2008

Spore Creature Creator and Project Entropia

I got the Spore Creature Creator today after finding out that you get the cost subtracted from the game (making it free) and I am loving it. it is so simple to use it is amazing.
You can create some really interesting and diverse creatures. What really makes it though is the simplicity, as I said. Being able to drab and drop legs, arms, eyes and feet on and them just work is out standing.
But above and beyond that the absolute best feature is the ease of sharing. For example, it comes with a built in Youtube uploader.



Perhaps the only bad thing I can say about it is the colouring system. As random as this sounds, it is really bad. Instead of, as you might expect, being able to colour every single limb independently, you must choose a colour scheme of which you can only choose 3 colours. What is worse, is the colour palette is limited to just 10 or perhaps 12 colours. Personally, I was expecting the complete computer spectrum of 256 million.

**Update: As an anonymous reader pointed out, you can infact press and hold on each colour for a further selection. Woops!

I also downloaded Project Entropia. It is very confusing start and I am still not quite sure what I am doing. What initially drew me in to the game is that it doesn't have a pay per subscription, but instead you put (real) money in, but, here is the clever bit, take real money out. So, theoretically, you could make money on it. That, and it's got loads of cool concepts. However, at the moment, I am struggling to learn the controls. Hopefully, in about a months time, I will have sussed out what is going on and tell you more about it. As usual, stay tuned.

Tuesday, July 08, 2008

Super Smash Rant

For everyone's information, my Brawl code is: 5069 - 5371 - 3115, if you add me, be sure to tell me your code. I play Samus.

Ok, so Brawl has come out in the Uk, I got it on launch day and I was considerably less hyped about it then than I was some months ago. Well done Nintendo. This post is a list of all the things that bug me, annoy me or are just plain right stupid.

Online is the biggest one. Why can't I do everything online with Friends? Surely I should be able to do tourney, Co-Op, rotation Special Brawl and custom stages. It is absurd. Why can I not send messages outside a game to my friends? Why am I only online when playing online, can't I be online when playing the campaign. Why isn't there stat tracking or leader boards. Why is the online better in Mario Kart, a 3+, than in Brawl, a 12+ and definitely hard core title. Why are there lag issues when this is the biggest game on the Wii? Why aren't there playlists (ie. for KO fest/ Stock etc)

Why on earth can I not use the point in the menus?! When you are choosing a character, you literally are moving a cursor ideal for a pointer. Did they just not work it out? Why can't it remember which name you use by default. Every time I have to select THK, JUST REMEMBER IT!

The subspace Embissary clearly cost a lot of development time to produce, just look at the fancy cut scenes. So why is it, for the large part, dull or frustrating. Some of the levels are fun, but why isn't it all? Because their level design, in some places, is non existent. Some times it is just really boring, like a flat path with one jump. Other times the controls, which are built for a button bashing fighter, just aren't up to the job of platformer. It isn't without it's positives, but I would have preferred if the development time had been spent on the online.

Why is the game still unbalanced? You have had years to craft these characters, you haven't added that much since Melee, surely balancing Snake wouldn't be too hard.

Unlockable content is fine, to a degree. But unlocking options?! That would be like if you had to play 5 hours on Halo to get the inverted control scheme.

Small gripe, but why are GC controllers players 1 before Wiimotes. Why can't I set the default to not be KO fest in Brawls.

Well, when all is said and done, it isn't as long as I thought it was going to be. Also, happy Bungie day for yesterday. I hope you all downloaded the map and played the playlist, I know I did. I got a Killtacular on Swords, was very happy. The map is one of my favourites from H2 (I think...) and any map with teleporters is always cool. Anyway, more posts to come. FK watchers, you will be pleased to know I have finally got my head round how it is going to fit together (well mostly)

Sunday, February 10, 2008

Medal of Honor 2: Heroes First Impressions

Some of you may have been aware that I got Medal of Honor for the Wii today. Yes. Medal of Honor. As in that clichéd WWII that's been around for too long.And no, I haven't taken leave of my senses. The reason I got Hereos is two fold. Firstly, it is meant to have a sweet control scheme - arguably the future of FPSs. But, more importantly, it has 32 player online. So, is the game any good. Well, as it turns out, I could have told you that before I got it.

Good parts:

  • Sweet controls
  • Neat, lagless online
  • Some funky gimicks
  • The arcade mode is fun
Bad parts:
  • It is so MoH, it feels like it is taking the mic out of itself
  • A couple of the gestures are fidly and annoying
  • The single player is Medal of Honour
I will use the remainder of this post moaning about the fiddly gestures. After briefly stating: no matter what impression you get from this, my initial impressions are good, the online is worth the wait.

The first point of frustration is the melee, executed by chucking the Wiiremote an N/Chuck forwards. This is very difficult to do and will usually end up with you reloading, loosing your aim, loosing your sense of direction and completely missing the enemy. I imagine, however, it is quite realistic, because you do not see the British army melee-ing people left right and centre, however, coming from Halo, it feels an intrinsic part of killing someone! Fortunately, online you do not have to bother with this, as you can just press Z.

The next example, is the sniper rifle. To alter the zoom, you rotate the Wiiremote. Apart from the fact this is very fiddly when you are being shot and you are also trying to line up a head shot, it adds nothing to the game as to zoom in in real life does not involve putting the gun upside down. It is good to see EA using the Wiiremote, but like Super Monkey Ball, some of it feels hit a miss.

Finally, the shotgun requires you to "pump" the N/Chuck. For the first two shots you will forget completely and wonder why you aren't shooting. Then, there are, perhaps, four shots after you have worked it out where it is quite cool and is a really nice finishing touch when you kill someone. The problem is, the shotgun isn't very good, and having to pump after every shot, like the melee, just messes up your aim.

There are some good ones, like the grenade throw, where how you throw actually effects the course of the grenade and of course aiming with the pointer is great! Please buy this game, as it may encourage a real shooter and the multiplayer is genuine fun. Full review coming out in March hopefully.

 
"All your base are belong to us"