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

Wednesday, March 17, 2010

Blue Toad Murder Files

Blue Toad Murder files is a downloadable puzzle board game for the PS3. The game is good with a really impressive mixture of puzzles, if a slightly off pricing model

Each episode, of which there are six, contain twelve puzzles. Despite this large number, they feel different from one and another and there is a nice balance between difficulty. None of the puzzles feel cheap and they include word, logic and spatial challenges which means everyone will be good at something.

In fact all the game play works really well. Four players can play with one controller. It takes the board game ethos of letting you choose how competitive you want to play. If you have younger players you may want to work together so they can do the more challenging puzzles, but the game includes plenty of scoring you so you can play against each other.

The great unmasking is also good. You have to be paying attention for the entire episode to be able to correctly identify who is the criminal. The developers have got the balance just right: you don't have to make any unimaginable leaps of genius, but equally it isn't blatantly obvious who it is; in all of the first three episodes at least one of us got it wrong each time.

The exaggerated town and over-the-top story are mirrored in the voice acting and art style. The narrators voice, whilst initially funny, starts to grate as he does a lot of talking. The characters are amusing with a very British sense of humour (there is even a Basil Fawlty-esque character) that give the game plenty of personality.

My main criticism with the game is how it is priced. There are (going to be) six episodes. Each episode has a self contained mystery to solve, but there is an over-arching conspiracy-theory of a plot to link the six. The idea is you can buy just one episode or the entire series. In principal this is a nice idea, letting you see what it is like before shelling out for the full thing. However, the pricing model simply does not reflect this idea.

[This is updated from the original review, see this post for details] The pricing is complicated: episodes one and two together are 9.99, the third one is currently free and the final three will be bundled for £9.99 unless you buy them all for 19.98. Confused, I was (hence the error). Let me do the maths for you: it is no cheaper to buy all of the bundles than to buy it in one hit. So just do that, which will let you try it out first. It is a really baffling price model, which considering the company is trying something new with the episodic content format is a shame.

They are enjoyable and if you are looking for a nice family game, £10 is great for three individual episodes. Though they have very little re-playability, they are fun enough to justify the price. I look forward to playing the final three, which are scheduled for the 8th of April. Because of the price scheme, you should get the first three soon (as the third one is only free for a limited time). I will review the other three when they are released.

This review has been updated to include factual corrections relating to the (quite) complicated price scheme. For full details of the changes, please view my correction post. Veteran Gamer believes in journalistic integrity and apologizes for this.

Friday, March 12, 2010

Mass Effect 2

Masss Effect 2 has numerous issues, especially with the combat, that will frequently anger you. But I can forgive all of these simply because it provides one of the best single player story driven experiences I have ever played.

Clearly, I love this game, so let me pick apart the problems and then point out why I don't care. The combat, for me is the biggest sticking point. For an elite commando, the controls feel clunky and unresponsive. The cover system will have you jumping randomly in to and out of cover and team management still leaves a lot to be desired. Your team seem to largely ignore what you say and it is impossible to explain any marginally complicated plans as you have to maintain eye contact with what you want them to do. I don't expect Rainbow Six level of control, but in its current state, it feels utterly pointless. Co-operative might help to alleviate this problem and would certainly add to re-playability, but it is sadly not present.

The game also has this stupid resource collection mini-”game” that makes no sense in the context of the story and is so dull you will think it's a huge practical joke. The long loading screens also make a return. At the very least they could give you access to your menu so you can read all the information on the back ground while you wait.

However, none of this matters one ounce to me. I have already written too much about the story but I really did love it. The way all your choices, failures and successes are so beautifully woven in to the end provides a compelling experience. The intricate characters, complete setting and quality voice acting made the entire experience a real treat. You were emotionally invested in the characters from about 20 minutes in to the game right up until the dramatic conclusion. The game is really good at making you feel the weight of responsibility as commander and caring for your team in a genuine way.

In conclusion, it is pretty clear that I loved this game. Yes, it has a half broken cover system, long load screens and numerous other problems, but I don't care. I keep using the word “experience” and that is exactly what this games gives, an experience that is worth putting up with all the problems twice.

Sunday, February 14, 2010

Darksiders [Xbox 360]

Darksiders starts off as a weak, bloody version of Legend of Zelda but by the end is serving up interesting puzzles, fun combat and even a little compelling narrative. Providing you are prepared to put up with the opening couple of hours, there is a polished and clever adventure to be had.


The biggest theme in Darksiders is improvement. The game starts of really dreadful. The combat is incredibly boring and yet the game insists chucking you against hundreds of enemies; fighting them becomes a massive chore. When you get to a puzzle, it is mind numbingly simple, usually hitting something nearby to open a door. The environments are drab grey. The only promise of interest, humans running from angles and demons as the two super powers fight out a massive war on earth, dies out when you realise that the main game is set when the two powers are in a stalemate and all the humans are dead.

However, as the game progresses, everything gets better. You learn new moves and the combat is challenging enough so that you have to use them. By the end of the game, you are skilfully diving in with an attack and shooting back out as they come back at you. You use all your moves to great effect and fighting is really rewarding.

The puzzles follow a similar pattern. After the initial few hours, they become really rewarding. The puzzles are all logical and instead of feeling like you spotted the trick the designer wanted you to, you feel like you worked it out and it is your solution to a problem. Some of them follow the Legend of Zelda method of using your latest tool, but others require you to apply everything you have learnt so far and a little imagination. The only draw back is sometimes, especially in some of the boss fights, there is little feedback to indicate if you are doing the right thing, which is disheartening.

Even the story improves. OK, it never gets great, and the way it is delivered is poor: the game feeds you virtually no story line through out the whole game then at about 85% of the way through, it gives you two massive cut scenes one after the other which deliver the entire story. However, it is almost compelling and by the end, your previously boring character has a much more defined personality. The story is very confusing, partly because of the bulk delivery, but the ending is quite neat (hopefully a 4 player co-operative sequel?)

I had a lot of fun with this game. It presents some really cool locations later on, even if you feel you have visited some of them before (the sand dunes, for example, mimic the sand dunes in Legend of Zelda). It looks good, the game loads smoothly when travelling between environments and although the controls aren't perfect, the combat works well.

Zelda fans will have a great time with this game and I would highly recommend it to anyone who has the time to get past the opening section.

This review was based on a promotional copy supplied by the publisher.

Wednesday, October 28, 2009

Drawn to Life - The Next Chapter [Wii]

Drawn to Life is a platformer with a drawing mechanic that appears both in light puzzles and in decorating your world. The game draws (no pun intended) on a number of other games including flash mini-games you could find on Miniclip. However, I feel that the combination provides an enjoyable and varied single player experience.



The platforming is, on the whole, good. I could gripe about the controls, which don't feel quite as right as Mario. However, the game makes up for it with nice level design that provides a couple of new platform elements mixed in. One of my favourite bits was when you were trying to get down through a maze of trampolines that bounced you up whenever you touched them and you had to use your wings to glide you through. It put a different spin on a mechanic you had been using for the past few levels.

In the game you are invited to draw a number of things. These can be either puzzle elements or elements of the game world. Drawing parts of the world is quite a nice gimmick and makes the world feel your own with your wacky flowers and your bizarre spiders. However, each time you want to draw something, you must sit through a loading screen which really slows down the pace of the game.

You must also draw things to solve puzzles. You won't be stuck on any one of the puzzle for long and quite often they can be beaten using a brute force approach. However, they are quite rewarding. When you draw in to the world, your drawings take on properties based on where you have drawn them. For example, there is one colour where what you draw obeys the laws of physics so you must first build foundations for whatever you need. As I said, they aren't real head scratchers and a lot of the challenge is in the execution but they are still fun.

The game also has some vehicle sequences which are silly but highly entertaining. They require no thinking and minimal skill but they are an absolute blast to play them and provide variation from the platforming.

The single player is respectably long, coming in at about 10 hours. Each level is surprisingly long, normally about 20 minutes. This means that you will feel like you are exploring them. The drawback is, at that length, you never really feel compelled to try and beat your fastest time for them, which reduces the replayability. Each level has loads of coins hidden throughout them and some can be really challenging to get. However, the game doesn't distinguish between the really hard coins and ones that were simply on your path, which means there is no real satisfaction is collecting them.

The game does feature some multiplayer, however it is not worth the time it takes to load. It features 3 almost identical minigames with finicky controls and no replayability. It is a shame the game does not have any co-op, even if it was more like Super Mario Galaxy's as it means the game has virtually no replayability.

Technically this game is acceptable. The long loading screens are a massive pain, and the games graphics aren't going to blow you away. However, it integrates your artwork in to the game well. Sometimes things are a little small and lack the contrast required to make them easily noticeable. The drawing tools are fairly easy to use - even if some of the buttons are a bit small - and provide plenty of options. If you are a perfectionist, there are some things which you will irritate you like not being able to draw a perfect circle.

Overall, this is a really nice game. The lack of decent multiplayer is quite a considerable floor, but the mixture of platforming, puzzle solving and car driving makes for an enjoyable single player that will entertain and challenge most age ranges. The technical floors are a pain, but it is a quality title in many other respects that they can be overlooked.

Friday, October 16, 2009

Halo 3: ODST












As many of my readers will well know, I regard Halo 3 as the perfect console first person shooter. It certainly isn't my favorite game, but that is merely a matter of preference. It does everything so well, from a fantastic to single player to an easy to use, pick-up-and-play multi-player with incredible depth. I could go on. However, this review is about ODST, the half game built off Halo 3. It, regrettably, is not anywhere near as good.


Halo 3:ODST has 3 main components: the campaign, Firefight mode - a co-op mode similar to Horde, and Halo 3 multiplayer with three new maps. You will get all this and the Reach beta for £35.

The campaign was advertised to be a new way of playing Halo 3. Bungie promised a dark story delivered in a novel way, more tactical game play and gritty characters. However, the campaign is dull, short and, particularly near the end, highly repetitive.

You play the part of "The Rookie" a voiceless, faceless entity who walks around a miserable and absurdly dark (in the literal sense) city finding random clues which transport you back to your other, less likeable but equally flat, squad mates. These missions are very much traditional Halo in style except the combat does not seem as fun.

As you have far less health, you cannot simply charge in a-la Halo. However, instead of making the combat more tactical, it simply makes it less enjoyable. It becomes a grind as you take out one enemy at a time, wait for your energy to recharge then take out the next.

The game often feels like it is having an identity crisis. It wants to try and be a more tactical slow paced shooter, which the combat system doesn't seem to support. The permanent health simply does not work with the auto-save system. If you have an auto save that leaves you with no health, and there are no health kits about (or worse, you have to protect some thing which is driving away from you), you are stuck.

The campaign has numerous other problems, ranging from a broken co-op respawn system in one level to copy-and-paste level design towards the end. However, for me, the fundamental issue is it never gets exciting. Everyone remembers the Covenant level in Halo 3 when you had to take down two scarabs, everyone remembers the Hornet sequence, the tank sequence and everyone remembers the end of the last level driving off the exploding Halo ring in a Warthog. There were loads of points were you heart was racing with the whole experience.

There are no such points in ODST. The only "oh...cool" moment was when you blow up a bridge, and even that was decidedly underwhelming. This is epitomized by the closing sequence - killing the same old enemies that you have been killing for the past 8 years. You find yourself willing it to be over, despite the campaign coming in at under 8 hours. You have to fight off not 1, not 2, not even 3 but 4 ship loads (and checkpoints aren't guaranteed between any of them) of covenant before you can finally close the damn thing.

The whole game is over mercifully quickly, but with an unacceptably large proportion of your time walking round the city and getting lost as you must navigate with a stupid 3D map in a world which is so dark that even your night vision has trouble in some areas.

The one good thing I can honestly say is, when you are able to turn your night vision off, the sky is absolutely amazing. In fact, a lot of the environments are some of the best in Halo yet. The city environment is one that is underused in Halo universe and the game portrays an excellent sense of post-invasion desolation

So once you have finished the campaign you can play Firefight; a cooperative mode for up to 4 players fighting endless waves of Covenant. You actually have to unlock some of the levels, which is very un-Bungie like. This mode is really good. Not because Bungie have done anything to help themselves, simply because Halo combat is fun. It's OK on your own but the multiplayer is intense. Vehicles, tons of grenades and a wide variety of enemies really set this Horde copy cat apart from Horde et al.

So it is a real shame that it has some really basic problems. Things like no saving/continuing mean that each time you must go from the start. Given that to get a half decent score requires about 1 and a half hours, it is as much an endurance challenge as a skill challenge to get far. There are a few pet wishes I have - Forge, play as Master Chief, choosing weapons and skull settings - which are a nuisannce, and most of them are things that Bungie normally do really well. However, by the far the most annoying (and the thing that Bungie is best at) is Matchmaking. The game gets really good with 2 people and the fun just increases as you add more people. However, I don't know 4 people with ODST, let alone have 4 people who are all on at the same time to play Firefight for a couple of hours. I do not know what was going through Bungies mind when they decided to not include Matchmaking for a mode that so obviously needs it.

Which leaves us with the final element; 3 new maps plus all the maps released via Xbox Live Marketplace since Halo 3s launch. If you don't have any of the maps, this is fantastic, but for me, it is 3 maps that are, well, fine. They are Halo maps, they don't stand out as awesome maps like Avalanche or Sandbox, but they were perfectly enjoyable to play on.

Maybe I am being harsh on this game because it is Halo, if it was any other game, maybe I would be pleased. But given that they want a full price for a game where they already had the engine and have been sitting on for 6 months, I think I am being perfectly fair.

If you own Halo 3 and all the maps, this game is simply not worth £35 or even £25. You (and I) can hope they release the maps and Firefight as DLC for ~£15. If you don't own any of the maps, then you should certainly consider it; but only if you plan to use the maps. If you don't own Halo 3 (*shock*), then get Halo 3 because the campaign really is a lot better and there are plenty of maps to be getting started with there. Bungie, I am disappointed.

Friday, October 09, 2009

Hearts of Iron 3

When I wrote my first impressions for Hearts of Iron 3 a couple of weeks ago, I didn't sound very pleased with the game. Which is a first when it comes to new games. Normally I start liking it then go off them when I realise a couple of days later that actually it is boring and repetitive.

In truth, my negative impressions didn't disappear the day after I wrote that. Hardly a time went by without me cursing the game numerous times. Playing it became a chore. I only persisted for three reasons:

  1. Troy Goodfellow, a reviewer I respect greatly, said it was good
  2. The concept filled me with a buzz, I wanted to be a commander in a massive theatre of war
  3. I had spent money on it, I wasn't about to chuck it away
However, as you may have guessed, I am now thoroughly in to the game. It is far from perfect, and there are still plenty of elements I curse for just being so stupidly convoluted. However, I now feel comfortable that I am playing it right, and hence write a review.

However, I won't be attaching my normal scoring system to this review like I do with every other game I have ever reviewed. The reason is simple, the score will be completely different depending on who you are. I am not going to lie to you, if the concept of the game does not fill you with excitement you will never get in to the game. Even if it does, you will still need a large amount of patience. Even then, the game is far from perfect. For this reason, I shall not give the game a score. For some of you, it would be an 8.5 whilst for others it would be a 0.

As I have said, the game has numerous flaws. These range from frustrating glitches, poor memory management (the game will lag, unless you are running some kind of super computer, I have 4GB of RAM, which should be more than enough), and plenty of user interface floors.

Getting an overview of what is going on is nearly impossible. The game does a poor job of choosing what information you need to see (like provinces being taken) and what is utterly irrelevant (like minor research developments). You have to manually choose what information you want displayed and how, which simply isn't practical. When you are going through the game for the first time, you don't know what will be important. However, you neither want to be overwhelmed or missing out on key bits of information. I felt both of these as getting in to Hearts of Iron.

They have implemented a fantastic system to break down your troops in to divisions and then companies then brigades, but offer no group selection other than drag and drop, meaning that divisions serve no practical purpose. They also allow you to put theatres or divisions under control of generals. However, it is neither obvious how you do it, nor is it clear if there are disadvantages for using less talented generals.

You start the game with numerous units, but the game lacks a clear overview screen so you must spend the first 45 minutes of any game going through all your units so you have a clear idea of what you have and where they are. I found that unless you are prepared to micromanage everything, your units will not be organised in to any kind of hierarchy and you will simply move

The game gives you control over loads of things, but each screen is overwhelming when you first look at it, with only the ever tempting "Give AI Control" element making sense! Fortunatley, the most important screen, the production screen, where you choose what to build, is fairly intuitive and helpful tool-tips clear up any confusion. However, one of your tasks is to split your resources between various different things through sliders. However, between a bug that means they reset every 5 seconds if you don't close the screen or pause the game, and the fact that there is simply not enough options for controlling them (for example, I want to be able to set some of them to track their minimum value) it becomes a frustrating balancing act, and takes you away from the fun of the game.

Despite all that, once you understand what is going on, the game is fun. Managing your troops and conquering the world is great, once you have got over the oddities of simple things like selecting and transporting troops etc. Because the game models things like supply routes, you have so much more freedom when it comes to strategies. Doing things like encircling your enemy as they run out of supplies make you feel like a real war general. And when the enemy does the same to you, dropping in supplies by plane or using the last of your troops supplies to make a mad dash to re-establish routes creates a real sense of war that no game I have ever played has managed. The World War 2 feel is captured perfectly and the boxes that look like you would find on a generals map help the war aesthetic.

So in short, a really interesting grand strategy game hides behind numerous problems that means this game is going to be a big time investment to get in to. Frustratingly obvious things that seem so simple to fix really detract from the whole experience, even after you have got in to it. As I said at the beginning, you will only get past the huge learning curve if you really want to. If you want a light grand strategy game with immediate rewards, play something like Sins of a Solar Empire, which is much more instantly gratifying. However, if thinking about managing supply lines, moving vast armies and playing the diplomatic game in the epic setting of World War 2 fills you with excitement, then there is a really interesting, deep and rewarding game here.

It it worth noting that the manual is particularly useful and, at time of publication, the game is not cheaper on Steam than at retail shops. As such, if you are going to get it, I strongly recommend purchasing it in real life. I am hopefully going to write a very short noobs guide to getting in to Hears of Iron 3 over the next week.

Friday, July 24, 2009

Red Faction: Guerilla


When I first saw this game I thought it was going to be some solid lowest common denominator entertainment. However, what you actually get is a surprisingly deep, if a little repetitive, respectably long single player. For me, this is the spiritual sequel to the original Mercenaries and a worthy purchase if you are looking for something to play over the summer.

The main selling point of this game is the impressive physics engine, so I should probably start with that. Exploding stuff is fun. Sometimes the buildings feel a little fragile and yet remarkably can stay standing on a single support. None the less, the demolition requires thinking and it is rewarding when they come down. The fact that every man made structure is destroyable and stays destroyed makes the world come alive. Destroy a bridge and you will see people having to drive round it, for example. I was a little surprised to discover you couldn't destroy the rocks (that was, after all, the main selling point for the original Red Faction) but fear not, there is not a shortage of things to destroy.

However, that is far from the only link to Mercenaries, which also had loads of permanent destruction. The single player takes place in a large explorable world with plenty of driving. The single player is a lengthy experience that will take about 15 hours to complete with plenty still to do. In some ways, the game play can get quite repetitive and you spend far too much driving around. While there is a wide variety of types of missions, they most boil down to exploding buildings and driving vehicles. However, the vastly superior (in numbers and weapons) enemies force you to use the map in imaginative ways to try and get in and out as quickly as possible.

That is probably the single players greatest strength. For the most part, you do feel like a guerilla using hit and run tactics. It is a pleasant change from the normal one man army who defeats everything. The learning curve for the single player is also excellent and towards the end of the game it is very challenging.

In fact, the single player experience does load right, an interesting world to explore, collectibles with in game rewards, a believable population, nicely paced game play and climaxes coming at the end of each area that you liberate. However, one of my favourite parts to the experience were the demolition challenges. In these you get a limited set of equipment and within a set time you must destroy a building. These required a lot of thinking, with some of them being very challenging.

However, the single player is not perfect. For me, the biggest let down is the story. For once, the actual story has not really been overused. For most games it is a complete evil you are fighting. However, in this, you are basically fighting a corrupt power. However, I think the game does a poor job of turning you against them. Straight after the tutorial they kill your brother. This would, in theory, turn you against them. However, the developers go to early, you don't really know or care about your brother. I think there needed to be an extended period at the start where you were helping the Red Faction without going on all out attack on EDF (Not sure how they would stop this being boring). That way, when they kiled your brother, you cared. Also, they could use this time to show the EDF abusing their power.

The ending is a bit of a let down (aren't they all!). The climax comes right before the final boss battle, which just feels tacked on and lame. I also thought that they could have done something more interesting with the world after you had finished it; immeditatly after I defeated the EDF, I got called to intercept one of their couriers.

None the less, overall the single player is one of the better experiences in recent memory. The audio and visual presentation is fantastic and the world presents a suprisingly large amount of variety when exploring.

The game has two types of multi-player. The online multiplayer does nothing for me. The jetpacks do make combat an interesting experience but the game isn't about to supplant Halo. It is perfectly functional but things like 3 shot rocket launchers and proximity mines feel unbalanced and frustrating. It also doesn't really make full use of things like destruction to set it apart from other games. It just feels like an online mode that was there because a game should have online, not because they had anything special to add.

However, the game also includes a "pass the controler" mode. Yes, that is right, a take it in turns multi-player which you probably haven't seen since Worms on the PS1! However, it is suprsingly good. Basically, you have to destroy more than your opponents in a time limit. However, to make things interesting, all of your actions use time as well. So, swinging the hammer will take 3 seconds off your time. Therefore, it is key to think about your actions. In one game, for example, I rigged a tower to fall on top of a building to score more. The forthought required for this is a rare feature in any multi-player games and reinforces my point there is more to this game than meets the eye.

In conclusion, I really like Red Faction. The single player is long, challenging and interesting. Whilst the story won't do much for you, some excellent pacing and an interesting world make is a must if you are looking for something to play over the summer. The explosions make for an interesting focus to the game. Sometimes it needs more variety, but for the large part, it is highly entertaining.

The multi-player is not fantastic, but it isn't bad. There is nothing in the online mode to keep you, it is basically a standard online experience with some unbalanced and frustrating weapons. The pass the controller mode, on the other hand, is really good. Although I am sure that given enough time, you could work out exactly the dominant explosions, when you first start it with somone else, it is entertaining, different and plays to the strengths of the game.

This review is based on a copy of the game supplied by the publisher

Tuesday, June 30, 2009

Sims 3











I have an admission to make. I have never played the Sims before. Therefore this review is probably unique, as I am coming to this game anew. It is a very difficult game for me to review as it is difficult for me to know where it is the game letting me down, and where it is me not enjoying the basic premise of the game.



One of the most significant improvements to the game is the introduction of an explorable city. Technically, this is very impressive. You can zoom right in and watch what your Sims are watching on their TV and zoom right out to see the entire neighbourhood without even a whiff of loading screen.

The graphics do help you in to the Sims world. The audio sounds good and when you zoom in all the way, you can really get inside your Sim's world. There is nice audio variation, and the whole world looks and sounds very believable. Your Sims, for the large part, act believably, moving around and communicating convincingly .

The game also introduces the “moodlets” system. A moodlet is a symbol which shows a single emotion affecting your Sim. It tells you the impact it is having, what is causing it and when it will go/get worse. For example you might have a tired moodlet, which says that the sim is very tired, making him 30 less happy, and in two hours time, he will become extremly tired. These are very good at showing instantly what is affecting your Sims and what you need to do at making them happier.

Both of these features help to minimize the barrier between our world and the world of the Sims. This is very important as the game's main pleasure come from the reality TV style game play of watching the lives of these characters. If you were constantly reminded of the virtual nature, it would be hard to relate to the characters.

However, the technical improvement come at a cost. The game takes a long time to load at the start. On my reasonably powerful computer (4GB RAM, 2.4Ghz x2 processor, 256Mb graphics card) it runs fairly well on low-medium settings. However, fairly well is the important part, it hardly feels lightning fast. Furthermore, I had to turn down the settings, as it was running at an inconsistent frame rate. For what is meant to be a casual game, I find this surprising.

My only criticism as a first time Simer would be working out what I should do for my first game. There are a number of choices at the start. I chose to make a family of four, which turned out to be rather ambitious for my first game. I also, foolishly, randomly created all but one of my characters and ended up with a mother who hated children and the outdoors. I also felt there should have been more guidance when choosing where to put your house. I ended up living in a very expensive part of town meaning, leaving me no money for improvements.

One of my favourite parts of the game is creating stuff. Building houses is fun as it is easy to do. However, I found that often there wasn't enough money to do it. Also, as what you made had to be practically useful, you couldn't have as much fun as you could in Spore. For content creation, I much preferred Spore's creators, which were so much easier to make interesting things. I also prefer the way you made styles to go on Spore creations, as I felt it gave you more freedom.

Another element that I though was superior in Spore was the online connectivity. One of my favourite parts about Spore was the fact that other people's creations were integrated so well in to your universe. In Sims, to get other people's stuff, you actually have to leave the game. There is no “Visit a friend” where you take your Sim's to someone else's game, which would have worked well. For me, this is a major disappointment. There is a load of potential for community building in this game. For example, you can create movies, so why not have it so that you can go to the cinema and watch other peoples creations?

My other major problem with the game may just be because it is a Sims game. For me, the actions are quite repetitive. I don't enjoy deliberately messing things up - I never made disasters in Sim City, so for me the game is just about doing things right. But then, when I am playing at my best, things run smoothly, and that is it. I do get attached to my characters, but not a lot. They annoy me as much as make me smile. They get unnecessarily angry when people get in their way, which stop me relating to their lives. It is nice when you build up a family and get a sense of continuity, but the day to day challenges frustrate me, rather than entertain me.

I also think the disasters that upset their lives lack variety. The shower breaks, the sink breaks, the oven breaks. You never get neighbours who start fighting in the street, or major crime or anything. Maybe it is because I am not the target market. But for me, the game gets repetitive if I play it how I want to play it. While I do get pleasure from seeing their lives run well, it is not enough to combat the repetitiveness of the rest of the game.

For me, that is probably the biggest problem. The gameplay is repetitive and lacks any substantial rewards to keep me going. At the end of the day, I haven't saved the world, or won a battle. I have just got another day older. This game does a lot well. There is plenty of variety within the jobs, the world looks great, the Sims interact with each other really well. The depth is really impressive. You have so much control other things like organising parties and days out. However, I did not feel like I can ever spend enough time or money on the parts I enjoy; building my house, organising parties, having nicely running families and instead find myself putting up with the repetitive area's of the gameplay. However, I am prepared to except that the Sims is not aimed at me, and therefore my thoughts on the gameplay are unfair.

However, I don't think my thoughts on the lack of multi player integration are. I am surprised by the barriers put in the way of content sharing and the lack of online play. The technical issues also surprise me, given the target market, casual gamers, will not have a super computer or want to spend the time messing around with graphic settings to get the right balance of frame rate and appearance.

In conclusion, I don't think Sims is for me. However, even if it was, I don't believe that it has as many features as similar games such as Spore, which I do enjoy.

This review is based on a review copy supplied by the publisher.

Wednesday, May 27, 2009

I've seen the future

And I was pretty pleased. I am, of course, talking about the Fable 2 DLC currently available on the Xbox Live market place. It comes in at a less-than-average 580 Microsoft points, and, being related to Fable, I snapped it up the day it came out. And finished it the next day. Despite having to do the first quest twice due to a glitch. And than taking my time. And having exams. It is short, I can't hide that from you. However, what there is, is pretty good, albeit missing any moral decisions. Included are three quests and glimpse of the future. Without wanting to give too much away, here are my thoughts.

The first quest takes place in a black and white world in which you must restore colour. While I do think they could have used this backdrop more thoroughly, it was an enjoyable quest. At least, it was the first time, but I'll get to that in a minute. The thing that really made the quest work were the enemies. Each enemy could only be killed through one of the combat disciplines (melee, ranged or Will) While I wouldn't describe it as hard in the traditional sense, being forced to use your different abilities added variety to an otherwise dull combat system. It got particularly interesting when the game started throwing different colours at you, and you were forced to play much more dynamically instead of just spamming level 1 fire spells.

The quest was somewhat undermined when, at the end, I got stuck in a wall. The game would only let me fast travel if I reset the quest, but, when faced with an eternity living in a wall, that seemed like a small price to pay. None the less, it was frustrating and to top it all, I ended up with far less of the collectibles at the end.

The second quest was quite amusing, as you were forced to dress up in various different costumes and perform expressions, which is always fun. Also, towards the end it had these interesting puzzles which were almost lemming-like. You had to summon various different types of Hobbes, each with their own unique uses. You had to use them to solve some environmental puzzles. For example, there was a toxic river which you couldn't cross. First, you had to summon an explosive Hobbe to destroy a wall which reveals a second summoning point. You use this one to summon a Hobbe with stilts to walk across the river and activate a switch. Once again, it wasn't very hard, but they were enjoyable enough to work out. I would have liked to see this mechanic expanded upon.

When you do go to see the future, you will, most likely, be unimpressed. There is hardly some ground breaking secret within it. It varies a little depending on your character. Sadly, little is the operative word. All you can definitely get from it is that Lionhead plan to make another Fable. If you wanted, you could read in to it that they are considering making a real time strategy game, but that is quite a stretch.

The third and final stretch of the game is definitely the highlight. Although not hard, as Lionhead promised, the arena poses an interesting challenge with its high scores. You are tasked with killing as much as you can in a tight time limit. It is not hard to get all the prizes, but I have yet to face the final boss, so it isn't easy. It also emphasises the need for two screens in co-op, as it is virtually impossible to actually co-operate. Instead, you end up fighting for the single view, making shooting specific things and getting the combo things virtually impossible.

As you would expect from Fable DLC, it comes with nice costumes and collectibles. This time, it even has some amusing achievements in addition to the normal collection ones. It has a couple of nice locations to explore, new characters to meet and weapons to use. The only obvious omission is the lack of any moral decisions there were so focal in Fable 2. I would have liked to see many of the mechanics expanded upon. None the less, for 580 Microsoft points I do recommend it. It is an enjoyable reason to return to Fable with some interesting quests.

Saturday, February 21, 2009

Dawn of War 2: Review












If you were expecting a traditional sequel to Dawn of War 1, think again. Dawn of War 2 changes so much it is some what surprising that Dawn of War 1, an immensely popular real time strategy (RTS) that didn't introduce a lot to the genre in terms of innovation, is it's prequel. In an industry that seems scared of changing anything out of fear that it might not work perfectly; this fact alone makes Dawn of War 2 stand out. However, on top of this, the changes work really, really, well. If you are looking for an RTS like no other, this game is worth every penny.


Like many RTS games, Dawn of War 2 features a campaign and a skirmish element. Normally, I prefer the skirmish element. I think this is probably down to the fact that the campaign normally shoe-horns you in to a fixed strategy and the story is not enough make me put up with that. However, in Dawn of War 2, I love the campaign. I have spent more time on it that in the skirmishes.

From a story perspective, it is weak. The story is predictable. The characters are shallow at best and it offers no depth. So no surprises there. To top it off, the main characters struggle to get across any emotions beyond the simple, I-like-to-kill-stuff. The story is presented well through a variety of mediums, however. The game uses painting-style cut-scenes interspersed seemingly randomly through the campaign. The odd style gives works very well, giving them a very gritty feel. The voice acting, apart from being devoid of emotion, presents the story clearly.

Fortunately, the rest of the campaign makes up for the story. The campaign takes the form of linear missions. You usually have a choice of missions. Variation is added through optional missions and missions that have to be completed within a certain number of "Campaign Days".

Campaign days are sort of a compromise towards the more modern approach of province capture. In normal circumstances you are only allowed to deploy once per day. For every day that passes, the Tyranid infestation spreads, weakening your hold on the planets. Missions lower the infestation. If you perform especially well in a mission, you are granted extra deployments. This really feels like you are pushing back the wave of Tyranids, giving your campaign momentum. Choosing which mission to undertake also adds to the immersion as you have to fight back the infestation on different planets.

That is just one of the many decisions the campaign will force you to make, however. The various different decisions you must take are really what set this campaign apart from the competition. From choosing how to level up your troops, what equipment to give them and even what troops to deploy, you will find yourself battling over the options.

All of these decisions have the same strengths and weaknesses. They all offer an interesting decision and add to the replayability of the campaign. The decisions have visible effects. The levelling system is an excellent example. As you might expect, levelling in each of the different areas provides a small benefit in that area, eg, upgrading in combat will allow the units to deal more damage when in close combat. However, in addition to this, there are perks that are unlocked every so often. These provide a very noticeable difference, often in the form of a special ability, eg you may unlock a power attack. This blend of micro and macro makes the levelling system very rewarding.

Sadly, the system is, in some respects, over balanced. Their need to not make one dominant strategy sometimes makes your decisions feel irrelevant. Every strategy is so equally viable, that you can choose your options at random.

Overall though, the decisions are largely interesting even if somewhat irrelevant.

The actual missions split in to two main types. The main style involves pushing from one end of the map to the other. While this is hardly anything new, it is quite satisfying and the maps are interesting and well designed. Most of these levels end in a boss battle, of all things. While they don't require any thinking or tactics, do offer a nice crescendo to the mission as you use everything you have got on them.

Also, on each map there are points that you can capture. On the first occasion, they provide you with a special bit of war gear, and each one of that type you capture increases the number of times you can use said war gear. However, they are heavily defended. This adds a nice decision in to the otherwise linear missions. Also, as you can only capture one of these per mission, and there are usually two per map, it means returning to the map the second time is not so tiresome.

The other type is defence. In these you are pitted against waves of enemies and you must protect a building. They are not nearly as fun or as satisfying as the other missions (not least as there is no reward, only a lack of loss) None the less, they add variety to the campaign and make it feel more like a real campaign.

I think the one weakness of the missions is scale. As you have so few units, the maps often feel empty. Obviously, you can't control any more, as this would upset the balance of the campaign. However, I think what they should have done (and, admittedly, did at stages) would be to put in computer controlled AI and have pitched battles going on around you. There would be too many people for you to get involved and they wouldn't be doing your objectives, but it would have made you feel like you were involved in something bigger.

Sadly, my positive thoughts of the campaign are somewhat overshadowed by the fact that I have been unable to pass one mission because of a technical flaw. I can't believe that it is my computer as it meets the specification and some. Nor can I believe that it will happen with every copy, as it happens at the same point in the same mission. Hopefully, they will fix this, as the campaign has been a lot of fun so far and I do want to see how it ends.

Unfortunately, this is not the only technical hitch I have come across. The game repeatedly crashes at seemingly random points. Aside from the bug I mentioned above, these occur outside the intense fire fights and simply after cut scenes or before loading screens! These are minor inconveniences as the game picks up precisely where you left off with no loss of data. None the less, it is quite frustrating.

It may then come as a surprise that technically this game is very impressive. The graphics are fantastic. Even when you zoom right in, the models looks good. Even the organic shapes of the Tyranids look pretty good. The frame rate is rock steady even in intense fire fights. The frame rate only dips when there are hundreds of Tyranids on screen and you are rapidly delivering orders to all your troops. Even then it is only by a couple of frames a second.

The audio, as you might expect from a Dawn of War game, is top notch. The Orks still make me laugh. The noises the Tyranids are genuinely disturbing. Overall, the excellent technical achievements outweigh the inconvenience of random crashes. Sadly, the broken mission is slightly more serious, I will check whether it is just more, or if everyone is having this problem.

Obviously, the other key element to this game is the skirmishes. Most of my online experience comes from the beta as the press online is deserted whenever I search for a game! The online is really good. The movement away from conquering towards the new, more mobile, style is really good. Having played the campaign I wish they had taken it a step further; select five units before the game starts and use them instead of building units during the game. As it is, you still have to have some focus on your base. Furthermore, because your units aren't levelled up (as they could have been with the selection method) they don't have any of the special abilities that they do in the campaign.

I have now had the chance to play some team battles, admittedly with AI, and they work much better than the 1v1s. As there are more units the scale feels much better. Also, the battles go on for longer, allowing more advanced units to be produced.

The integration with Games for Windows Live is a good thing. Stat tracking being tied to your Live profile, easy to use matchmaking, achievements and your friends list are all great. To top it off, they have kept the custom hosting option, so it is win win!

In conclusion, I have thoroughly enjoyed Dawn of War 2. It is refreshing that this game has done something different. Like most people, I was shocked at first. However, this change is good beyond the fact the genre needs change; it is good because it works. Yes, it is disappointing that the game has some technical issues. However, I have faith that Relic will get these issues resolved as soon as they become aware of them. The game is a really nice package, with good graphics, good frame rate and an excellent array of decisions that you must make.

It is also worth noting that this game features co-op campaign. I have not had a chance to try this out. I have my doubts about this, as four units is certainly not too many to handle for one player. None the less, it should be a joy to experience the campaign with another!

This review was based on a review copy of Dawn of War 2 supplied by the publisher.

Friday, January 30, 2009

Braid Blew My Mind

I don't really know what else to say. I downloaded Braid and I am loving every minute. This may well be my favourite platformer since the original Mario on the Wii Virtual Console! Every single puzzle requires you to think. The levels are so well thought out and clever. The game's difficultly even increases at a good pace.

The game is a 2D side scrolling platformer. The difference: a time travelling mechanic. In the early levels, this is a way of quickly fixing mistakes and bringing yourself back from the dead. However, it doesn't take very long for the game to use it to solve puzzles. The first puzzle that you really have to start using time is quite a good one at demonstrating what kind of mind bending activities are to come (although they obviously get quite a bit harder)

[Note: items that glow green are resistant to time travel]

You appear in the level. There is a green key at the top of the map. The puzzle piece (what you are trying to collect) is located behind a locked door. Above this door there is a rock that is slowly falling.

First attempt: Run and get the key, by the time you reach the door the rock has fallen in front of it

*Spoiler - if you plan to do this game without any help, this next paragraph explains this puzzle. Having said this, it is not very complicated when compared to the others, so you could be forgiven for reading on if you are deciding whether to get the game.*

What you have to do is grab the key, rewind the time to the start (causing the rock in front of the door to have lifted) Because the key is green, it rewinds with you.

Fairly simple to work out, yes. However, the puzzles become very complicated requiring you to consider a number of different things at once.

Also, to keep the levels fresh, each world introduces a different mechanic, twist or theme. The 4th world, for example, time only advances when you move forward, and goes back when you move backwards. Or in another, when you rewind time, a shadow of you does whatever you just did and you have to use him to do simultaneous things.

I have now played through all the worlds - so the game is not very long. However, I have not got a single world on perfect, not even the first one, so many more hours of fun are to be had. This game is challenging, fun and refreshing. I would recommend it to anyone who enjoys puzzles. Beautiful - arguably my favourite game of 2008.

Wednesday, January 28, 2009

Knothole Island Thoughts

I officially sold out all my beliefs because I am a Fable sucker and got the Fable DLC (800MS points, Xbox Live Arcade) It doesn't really warrant a review or a first impressions and quick review, so here is my final thoughts/conclusion/mini review, whatever you want it to be.

Basically good. It is not too short (as I thought it was going to be) Playing at a normal pace (not rushing, not searching every nook and cranny) took me about 3-4 hours. The area is really big and has a couple of very cool features. A personal favourite addition is the "Mystery Shop". Instead of buying things, like a normal shop, you must trade specific items (2 lutes, a rotten carrot etc.) to get a suprise related item. This is cool as you get some unique elements and you can't just go in with your millions of gold and buy everything.

The main quest line is more challenging than the rest of the game, if fairly rudimentary in whatn you are doing. It even has a, weak, decision at the end. I recommend this if you enjoy Fable, it has all the things you would expect (new items, stuff to find and more shops) and a few quite cool features. and a couple of unexpected items. Plus, they have brought back the graves with witty lines on, so all is good. Worth the 800 points? If you enjoyed Fable, then yes. If you haven't purchased it yet and don't want any spoilers, stop here.

My one criticism of the game is the final decision. Unlike at the end of Fable, which you had to stop and think it over in your mind until you finally come to your excruciating decision, this decision feels trivial. In it you must choose between money and good points. The money (10 000 gold) is irrelevant as, by this point in most peoples game, people will have more money than things to buy, and more coming in constantly. If I was designing the decision, I would have had it so you either handed control to the locals, which meant the weather changed regularly out of your control, or to you and the chieftain, which would obviously be evil, but you could control the weather. A third option could have been to kill the chieftain and take sole control of the town for yourself.

But, you can't have everything. An enjoyable distraction from finding gargoyles and keys. 4 star.

Sunday, September 28, 2008

Spore

If ever there was a bigger game, I haven't known it. Maybe in the hardcore world Halo 3 got a little bit more hype, but never before has a game attracted so much media attention, with any and every media outlet running something. This game feels like it has been in development since the start of life itself and reviews have been insanely mixed. I don't mean like they gave it average scores but some give it a 10, others a zero. For a while I was tempted not to give it a score, but that would go against VG protocol. Enjoy the review!

System: PC

Type: Sandox / RTS / Space Explorer / Action

Graphics: 9.5/10

Sound: 8.5/10

Gameplay: 7/10

Story: 9/10

Multiplayer: 9/10


Overall: 8/10


As games go, Spore is very ambitious in it's scope, taking you from the dawn of life right past modern day and into a galactic civilization whilst still including a new approach to game design. It includes a piece of sophisticated model creator software, a real time simulation of player activity on four million planets and basically 5 games to play through. Even Civ doesn't do half of that. So, definitely full marks for effort, the four million planet statistic alone is quite impressive.

The game is, as you probably know, split in to 5 distinct stages. The cell stage, the creature stage, the tribal stage, the civilization stage and the galactic stage. I could give individual reviews for each of these stages, but this would miss the point of the game completely and this review would become very negative very quickly. That is because, with the exception of the galactic stage, which I will come to, all of the stages are very repetitive and simple. You would not be very surprised to find any of them, perhaps with less graphical flair, on an online game site. I did, in an earlier post, give some details about the first 3 stages, so I won't explain them. However, for the uninitiated the Civilization stage is a real time strategy game. However, it is very simple with a very limited number of strategies (3). Even these three strategies are just different names for the same task. Instead of shooting a town, you buy it out, but this is still done with tanks going over to it. It is quite fun sending tanks around with air and naval support, but it is not very challenging or at all thought provoking.


Then you design your spaceship and the galaxy is your oyster, well sort of. When you first take off, you will see your set of tools with loads of empty boxes for other stuff. And there is some really cool stuff there, there is teraforming equipment, teleportation stuff, weapons, and with four million planets and an internet of generated content, where can they go wrong? Then you are told to do some fedex mission, they're not great fun, but they do allow you to advance, collect more money, buy more stuff to do cool stuff with and add some direction to it. That's fine.


You meet other Civilization's, and in the same way as it is good in the earlier stages, it is awesome to be engaging in diplomatic relations with yours and others creations. It is a thing I will end up touching on again and again, but seeing other peoples stuff in your game is, for the most part, a treat. However, then they start demanding tributes. If the game is Civ 4, well that is the point; defending your nation, however, it can be tiresome. In Spore it is worse than tiresome, prepare for a rant.

Another race demanded tribute from me. Anyone who has ever taken a history lesson will know, appeasement is not the answer. So naturally, I declined. Next thing, about 4 races have declared war on me. Fine, if I had a number of units to control, but no, you have ONE SHIP. If you want to defend your planet, you will have to fly that single ship all the way back there. They will attack with maybe four ships, WHICH CAN REGENERATE HEALTH. Finally, I destroyed them using a tactic of my-gun-has-a-marginally-longer-reach-than-yours. On the plus side they dropped some things worth money. However in one instance, and I make no exaggeration, the absolute second I had finished picking stuff up, my planet came under attack again. Once again I defeated them, this time, I thought I might attack them. So I went to one of their (many) planets. About 4 ships again attack and slowly I beat them. Except this time, more keep coming. So you ignore them and attack their cities, their turrets shoot you, their ships shoot you and at the same time, they have launched ANOTHER attack on your home planet. Who thought that was fun?!

Rant over, but it is unacceptable game design. Or lack of. Even if the ships that are attacking me are works of art from someone with too much time, it is unacceptable. The space stage has an imperial ton of potential, but it is all wasted on some lame diplomatic model which expects you to control a galaxy with one ship.


The gameplay isn't without its moments. Everyone will remember the first time an asteroid field collides with your planet in the creature stage, and later when you meet an epic creature, watching it destroy everything that gets in its path including the animals that were killing you. Watching your enemies run in fright is awesome. Then, finally, being able to take down the epic creatures in the Civilization stage. When you first play through, and you don't have a clue what is happening, it feels like I imagine what a creature would feel. “What is going on?” This is a great feeling.


Visually, the game looks great. The worlds are really interesting, if a little stereotypical of retro sci-fi with their vibrant colours. Obviously, the most visually impressive element is how it can simulate how all these creatures walk, attack and even do the Stomp! There are the occasional graphic errors, but for a game generating so much animation on the fly based on what the user does, these are easily overlooked.


The game includes sun rises and it is really interesting to see how you emerge from being a creature, where days and nights span out in immeasurable lengths, to the Galactic age, where you can whiz between the two and see where the day and night end. This gives you a sense of evolution and linkage between the different mini-games. Another example of this linkage is looking at the history of your creature. It is a pleasure seeing how your tiny little creature evolved into some three legged behemoth that you ended up with. Despite this, the mini games can feel a little detached. This is largely due to the fact that what you do has little effect on the next stage. If you are a herbivore in the first stage, peace might be the best option in the stages following. Whereas carnivores will be forced to attack. However, that is basically it. What would be really interesting is to see if you could have scavenger creatures, stealthy creatures etc. It isn't that the game doesn't build these features in, but you can't progress through these strategies.


For example, in the tribal stage, it is true that you can run up and steal the other camps food. But, to advance to the next stage, you must either wipe them out or ally with them, thus making it a tribal only feature for gathering food rather than an actual strategy. What if, to win, you merely had to outlast the others, as is the case in real life. It is really easy to see how this could be expanded in to both the stages below it and above it. For example, if you were fast in the cell stage, maybe in the creature stage it was easier to steal food from dead animals and run off before the rightful owner came and attacked you. Another thing that would benefit this is a bit of emergent evolution. Instead of, “You have chosen X route, that gives you this special power”.

The game is very polished, as I mentioned, the creature animations from a technical perspective at least, are hugely impressive. The audio in this game is also equally well done. The sounds are very believable, even if the munching on the dead animals sound is a little disturbing at first. The music is both dramatic and clichéd when you evolve.


Spore, in addition to the main game, includes a host of editors. These are, as expected, great fun to mess around with. Finally, being able to paint individual parts of something that the creature creator was just crying out for. This is, if I am honest, where most of the fun is coming from. If you enjoyed the creature creator, I would recommend this game, the other editors are fun and it is great to be able to try out all your different creatures, vehicles and buildings in an actual environment. The game also includes a few other editors, including the national anthem editor, which felt a little tacked on and cramped within a clustered window for one stage. I would have liked a flag designer.

However this is far from a serious problem, the biggest problems with this game are the individual stages. No single stage is, in a word, fun. That is a pretty serious accusation to be making, and it isn't entirely true. But they are only as fun as simple addictive mini-games can be. They are easy to play, but they offer little in mental stimulation, except the space stage. However, for reasons stated above, someone messed that up.


Obviously this game will be milked by EA, so hopefully they will fix all of the stages. What do they each need, well the first 4, depth. Just add some more strategies, or at least the potential for more. The space stage, just fix it. Don't make the AI annoying, if you have to, get rid of it. At least let me build space ships to defend my home planet. Let me explore the galaxy in peace.


In conclusion, you must think carefully about this game. On the one hand, the editors are great fun, you will almost certainly not be left dead in the water with this title and it is definitely not without its moments. In this review, I have somewhat stuck to the negative aspects of it, but this isn't because they are the dominating aspects when you are playing, but this game was hyped so much, it is just a huge disappointment. There are some moments that you wish you had captured by camera, like when you lead your pack in to battle against a stronger species and bring it down. And the sense of ever zooming out to get to a grander scale is fantastic, but the unification of the stages is often missing and there is a huge amount of lost potential with this incredible game.

Thursday, January 31, 2008

Metroid Prime 3: Corruption

System: Wii
Type: Shooter/Adventure/Platformer
Graphics: 9/10
Sound: 9/10
Gameplay: 9/10
Story: 9/10
Multiplayer: n/a but it should be

Overall: 9/10

This was my most anticipated games for the Wii, Metroid Prime 1 was amazing. Except for the controls. The controls for this game look perfect. Surly this game is perfect. Unfortunately not, but it is still one of the best games I have ever played. This review will be written quite comparatively to Metroid Prime 1, if you haven't read my review or played on the game, I suggest you do.

The story in this game finishes the trilogy. While I don't want to give away the ending, it is average. It does leave the possibility of another Metroid, but doesn't seal it. The games first 3rd plays out much more like Halo with combat oriented, object driven first person shooting. This works well, thanks to the amazing control scheme. After that the game returns to its root and you are set loose on grand objectives and the entire system to explore and discover. The game is much more story driven than the first one, this is pulled off with some voice acting. Although I use the term "acting" loosely. At best, the voice acting is bearable, but most of the time it is clichéd and annoying. It is, to be fair, Nintendo's first attempt at voice acting, and shows why they shouldn't do it.

Graphically, the game looks great. However, if you compare them to Metroid 1, the only real difference is in the use of soft lighting. Skytown is beautiful, and Space Pirate Homeworld is creepy. Unfortunately, the games worlds aren't nearly as dramatic as they were in MP1. The game, like the first one, streams all the map to avoid loading times. Basically, when you shoot a door it takes a couple of seconds to open so it can load the next area. This works great, except sometimes it just takes too long. You can find yourself waiting upwards of 15 seconds for some doors to open. This really breaks up the fluidity of the game and is a real shame. The game does also experience the occasional latency, mainly when it is raining on the Space Pirate Homeworld and you are using your charge beam.

The game is the same audio treat it was in MP1, except with even better background music. The sounds are crisp and the music builds the tension perfectly with some truly memorable tunes. All of these tunes can be bought with credits that you collect throughout the game, see below. It is suffice to say, that I do listen to them as real background music and while I still think Zelda has a better sound track, it is still very good. Unfortunately, the beam rifle does not come though the Wii-remote, but this would probably get old quick, and get through your batteries quick.

The control scheme is obviously the main selling point of any Wii game, and this game is no exception. However, the difference between this game and every other Wii game, is it uses the Wiimote perfectly. It doesn't over use it, it doesn't simply replace buttons with wiggles, it , put simply, is perfect. Naturally, you point to aim, if you move towards the edge of the screen, Samus begins to turn. This may sound simple, but it works perfectly. This combined with the loose lock on, enabling you to strafe with independent aiming, provides a very fun and rewarding combat experience.

The game also has some gestures. One of the best is to do with the grapple beam, an item you acquire early on during your adventure. Basically, you lock on to an enemy, just the NChuck forwards then rip back to pull their shield off, opening them up for weapon fire. This action works well and is very rewarding. The game will also have you twisting, pushing and pulling the Wiimote to complete various actions throughout the galaxy. Most of the time, these work excellently and really serve to bring you inside the game. However, occasionally they feel gimmicky and sometimes you will have to repeat the action to get it to work. The control scheme, combined with a few other touches like a controller battery meter in your visor, make this game feel like a Wii game through and through, as opposed to Zelda, where it was more of an after thought.

One improvement the game has on MP1 is the Morph Ball puzzles. In Metroid Prime 1, they often felt like 2d puzzles that were begrudgingly converted in to 3D. This time round, the puzzles full embrace the 3D environment like the rest of the game. Also, because you receive all your power ups much more quickly, the puzzles quickly force you to use all of your abilities. As for the rest of the puzzles, they are on a par with MP1, usually scanning the item will be enough for you to solve it.

One of the things the game does that is very next generation-esque is achievements. they aren't actually called achievements and function a little differently, but the core concept is still there. You collect these things called credits. You can collect these credits in a number of different ways, depending on their colour. Some are very easy to collect, all you have to do is to scan a creature, others require a little bit more luck/skill, for example, clearing a certain area without loosing a single GF troop. Beating bosses also rewards you with credits. You can then purchase a number of things with these credits, including a screen shot taker, concept are, music and a little Mii thing to put in your space ship. Unfortunately, this system is undermined by two things. Firstly, it neither keeps track of how you got the credits nor how you have spent them, so their is no way of comparing with other people, and also most of the cool stuff requires you to get friend credits. These can only be got by having a wi-fi enabled friend with Corruption (a game without an online mode) to send you credits. This means that I have not been able to try out the screen shot taker or the Mii thing, as I don't have any friends who meet the requirements, and it is very infuriating.

Perhaps this games worst aspect is the lost potential. Obviously, the online is at the most forefront for critizim. The game NEEDED multiplayer. The campaign is short and lower replay value than MP1. The control scheme is more than responsive. The morph ball, if cleverly designed, could make an interesting dynamic (much like the Warthog in Halo). Skyworld among other areas, would make a fantastic map base. The Wii is online enabled. The list goes on. The lack of multiplayer will torment me for the rest of my life, as Metroid Prime has quickly become one of my favourite game series, and now it is over.

That is not the only lost potential in this game. Throughout the game, you have limited access to your ship. Some problems will require you to use your ship to do certain things and you can land you ship in designated places to save and fly to other locales. While this is a huge improvement on MP1, it should have been taken further. For example, there should have been bonus places to land your ship which weren't compulsory. Also, when you are flying, you watch a video of your space ship. Inside your space ship, if you get in to it without flying anywhere, there is a bunch of stuff to do, like health scans. It is all cool but pointless, the perfect thing to do whist waiting for the next area to load. Or even better, be able to look at the map. There are a number of other things in the game where you feel they should have been used more. None of these things are particularly important, but there are a number of things where you feel that with a little more effort, the great idea could be used to its full potential.

This is always going to be a tricky title to review. It is a great game in its own write, but the lost potential and the over standing superiority of Metroid Prime 1 do leave a some what dark shadow over this game. The game needed multiplayer, even if it was just offline. The control scheme is the first scheme to, in my opinion, rival, if not supersede, the mouse/keyboard combination. The accuracy allowed with the Wiiremote and easily accessible buttons with joystick make it perfect. This game isn't without flaws, not least the voice acting, but this is an amazing game which deserved far more press than it received. The story is good, the controls, and I really can't stress this enough, are fantastic and there is no reason not to get it. It is just such a shame considering the potential this game had.

Friday, January 25, 2008

Moving Wallpaper and Long Road out of Eden

Sorry about not posting earlier as I have been...revising? Definitely not playing on Halo 3.

Moving Wallpaper - ITV 9:00PM Friday


Moving Wallpaper (and Echo Beach after) is a new ITV (?!) comedy. The idea is that Moving Wallpaper, on at 9:00pm every Friday, is a comedy about making a soap, and then Echo Beach, 9:30pm every Friday, is the soap they have created. Apart from the fact this is a refreshingly original idea, it is actually brilliantly executed. The comedy is genuinely funny, quite apart from "The Vivian Vyle Show" a BBC comedy that just wasn't funny. Also, as you would expect, there are little jokes in Moving Wallpaper which you notice in Echo Beach. Fortunately, these are not over used and really enhance the program. I don't watch a huge number of Soaps as I find them predictable, and while this is no different, I am enjoying watching it. As you can tell, I don't normally review TV programs, which is why that review isn't very good, but I do recommend watching this and, if you can, catch up on the previous episodes.



Long Road out of Eden - The Eagles
Once again, I don't normally review music CDs, but deal with it. The Eagles have recently got back together to produce this album and while no track is going to replace Hotel California, the album is surprisingly good. The music is very mixed, with some tracks being reminiscent of classic Eagles, others sound like country folk songs, some sound like charity singles and some are more boyband-esque. Highlights of the album are: "Long Road out of Eden" and "Busy Being Fabulous"

Monday, October 22, 2007

Metroid Prime

System: Gamecube
Type: Shooter/Adventure/Platformer
Graphics: 9.5/10
Sound: 8.5/10
Gameplay: 9.5/10
Story: 9/10
Multiplayer: n/a

Overall: 9.5/10

This is one of the first console games I have actually completed, why? Not because it is too short, it took me 17 hours, but because it is amazing. Metroid Prime is not just a first person shooter, it features environmental puzzles, some light platforming and huge amounts of exploring. I believe it is this careful mix of genres is what makes this game so good.


The game put you in the shoes of Samus Aran, a female bounty hunter, on her way to a distress call.The distress call comes from a planet called Talon IV, inhabited by the Chozo. However, they all appear to be dead. That is the basic introductory story, I won't spoil the story line, but it is suffice to say that what killed them you will kill. The story in this game isn't well crafter like a Harry Potter novel or as gripping as Zelda, the beauty is the back story. In the game you have a visor called the scan visor. You can use this to scan certain objects in the game. Some of these scannings are compulsory, such as lifts that need activating, but there are many which are unnecessary and have varying significance. You have a log book where you store the back story as it were, in the game there are 17 Chozo Lore, 27 Space Pirate Data and hundreds of items about all the creatures. Each Chozo Lore/Space Pirate Data contains a snippet of information (about 3/4 A4 page) This already adds a huge amount of interesting but in some senses unnecessary information to pad out the story. Furthermore, almost everything interesting can be scanned for more information. For example, early on in the game you will come across half dead Space Pirates, you can scan them and find out how they got injured and where their weaknesses lie. Overall the story is normal sci-fi, but the back story is on the scale of Oblivion, which makes the game feel that bit more real.

Graphically this game is amazing. Considering it came out 7 years ago, and today I regard the graphics as excellent is a credit to the work. It isn't just the great looking graphics, although the various areas of Talon IV are recreated beautifully, but the little touches that are through out the game. When you come out of water, water drips off your visor, when in X-Ray visor, you can see the bones in your hand and when there is a bright flash of light, you can see Samus's reflection. On top of this, there is a fantastic physics engine on the same line as Halos'. Admittedly, there aren't hundreds of boxes flying about, however, each enemy moves realistically and impressively when you blow them up. All this adds up to an excellently presented games with only a few, and almost unnoticeable, frame dips.

Not only this, but the game sounds great too. You various guns make excellent noises, generators make strange pulsing sounds, each enemy makes individual screeches. Even your footsteps are impressive as they vary depending on what you're standing on and how hard you hit it. The games music, although not as catchy or as well orchestrated as say Zelda or Mario, certainly sets the atmosphere and the boss fight music also sounds good. Once again, I conclude that the sounds are fantastic and frame the game excellently.

The game play combines may different genres, and mixes them excellently. Exploring the vast world of Talon IV is great fun. There are so many nooks and crannies through out that chances are you will never find everything, in fact, I have completed the game and put a couple of hours just looking for stuff and I have still found under 75% of everything. Furthermore, you will find new creatures, environments and weapons which will spur you on to continue you exploring. When you find these creatures, you will have to kill them, the difficulty of this task varies considerably. Fighting the enemies is handled through locking on and shooting them. At first this seems a little simple and un-rewarding, but as your enemies get harder, you will be forced to dodge incoming attacks, find and face their weak spots and do all this in a narrow corridor. Space Pirates excluded, the animals fight with animal instincts. This feels really realistic as you will find each creature will have its own methods at defending itself and the colony. Fighting Space Pirates also feels great as they will roll and dodge your shots whilst maintaining a constant barrage of fire on your position.

Another genre that is mixed in with the game is platforming. In most instances this breaks up the combat and fits the adventuring well. However, because the game is in the first person perspective, this can some times be frustrating. As you can not see your feet, you can easily make a jump, but because you believe you may have over jumped you adjust your jump and thus miss the platform that you were aiming for. This problem is exalted by the fact that when you miss, you will invariably be sent right back to the first jump, which as likely as not will be just as hard. Some platform-centric rooms can take you over half an hour to clear, despite knowing that each jump is easy and perfectly possible.

One final genre included in the mix is some basic puzzle solving. Although the puzzles aren't as well thought out as something like Zelda, they do, once again, break up the action nicely and are fairly rewarding when you crack them. Quite a few of them are environment based, forcing you to study, and scan, your environments to find out how to reach an especially high ledge, for example.

Overall the gameplay is fantastic. Some times the controls feel a little dated after spending some time with Halo, but you will soon come to realize that the game isn't focused around the combat, and when it is, the challenge isn't hitting the enemies, but making sure they don't hit you. The only gripes I have are that looking up and down are unnecessarily tricky process and sometimes the platforming feels out of place in the first person perspective.

As for replayabilty, when you complete the single player you unlock the harder mode, which while I have not got very far in, my friend assures me that the difficulty is certainly a mark up from the normal difficulty. On top of this, many players, me included, will be tempted to go back and find all the things that they didn't find on their first time through, and believe me you won't have found everything. The game lets you carry on from your last save before the final boss, making it perfectly possible to do this. The game does not have multiplayer, but because of the lock-on control system, it doesn't feel missing. The main single player will take you slightly less than 20 hours excluding all the time you will spend finding everything.

In conclusion, this game is simply fantastic. This game is so well polished, you can see your reflection in it, literally. The graphics and sound add together to make one smooth game. The gameplay is a beautiful blend of different genres which culminate in great boss fights. While the game may not have multiplayer, the game has plently of single player and replayability to make up for it. Any slight quips about controls can easily be ignored, because this isn't just a great platformer/shooter/adventure it is simply one of the greatest games ever made.

 
"All your base are belong to us"