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

Thursday, 18 November 2010

Review: Call Of Duty: Black Ops (360)

Ignoring reality, Black Ops firmly has its feet solidly in the realms of fantasy: Busting through a set of doors before busting a cap in the head of Fidel Castro is clearly a world away from such endeavours black ops units actually get up to. But then again, we never know. Certainly not with a team designated to perform operations that no upstanding military commander would authorise - at least not officially, and that is what makes Treyarch’s latest an interesting tale.

So this instalment in the award-winning Call Of Duty series once again further allows itself to be larger than life, with intense set pieces and non-stop gunfights for terrain supremacy, funnelling you along corridors in what looks like an FPS gallery shooter with firm homage’s to yet more Hollywood movies. Then again, this is exactly what Modern Warfare turned the series into. But even before, it was heavily branching down the path of arcade realism. Black Ops simply lives up to this premise. It’s here to please those grown accustom to the series trademark style, and unrelenting ballet of bullets.

It’s not that I particularly mind this forte of action. In fact I rather like it. The balance of near constant shooting, with brief pauses in between to regenerate health, commandeer a fixed-turret machine gun, or in order to quickly take a breather and assess the situation is exactly what makes this series tick. However, Black Ops also shows that the now well-worn formula works even better when combined with a more coherent storyline, and a focus on individual characters, however small, rather than being an all out mish-mash of convoluted James Bond-esque set pieces and mindless exposition.


Here, you spend most of your time in the shoes of John Mason, a Black Ops team member that now finds himself captured and being interrogated about events from past missions. Hidden behind a smoky glass window, an un-named spook attempts to extract vital parts of your service history, which are presented through various flashbacks as you succumb to the pain inflicted. These flashbacks comprise the game’s long sea of missions, taking you through Vietnam, Cuba, Russia, and back again in a heightened Cold War era tale of misinformation and distrust.

Essentially, through these flashbacks Black Ops tracks your progress taking part in everything from the apparent assassination of Castro, and discovery of a chemical weapon – the potent never gas, Nova 6 – right the way through to hunting down the Russia generals and Ex Nazi commander responsible for the new terrorist threat.

At first the story seems somewhat disjointed, almost feeling dazed and confused like John Mason in the chair he finds himself strapped down to. However, as more of Mason’s memories come flooding back to the surface, and as the elaborate tale unfolds as a whole, everything becomes clear as day, with Black Ops keeping you gripped with its focus on giving away brief snippets of information via short and snappy cut-scenes.


To that end the single player campaign is a more tightly reigned in affair compared to MW2, with emphasis on big budget Michael Bay style set pieces, and a near constant barrage of action. It is never quite as overdone as some of the things found in Infinity Ward’s last COD title, with the larger events feeling more realistic in a warped sense of the word. Plus, the game tries to keep a balance between the large explosive encounters and quieter missions that are based around stealth or a brief moment of tactical combat.

Outside of these ebb and flow elements to the action, the straight forward shooting is broken up even more with several vehicle sections whereby you take control of helicopters, boats, and a tank in bringing about some stylised destruction. What’s cool about these, is that some have been deliberately influenced, and dare I say, going as far as ripping off various Vietnam flicks of the past thirty years of so with the use of licensed soundtracks and iconic confrontations – it all makes the fictional story, and the combat more natural when compared to some of things the series has thrown at you before (the nuke in COD4 anyone?).


Black Ops also takes the time to stretch out the battlefield even further than before, providing players with larger, more open spaces in which to take part in elaborate battles that have to be handled a little differently. Like with the rest of the game, there are always a few carefully orchestrated set pieces to be found amongst the endless amounts of enemies to kill.

However polished most of the action is throughout – and it is a superb, well-constructed affair - Treyarch don’t always seem to get it right all the time. And in too many of these open battlefield sections the old case of respawning enemies rears its ugly head once again. Ultimately, there’s little you can do other than to shoot down a few them before making a run for it to the next checkpoint, thus stopping the endless flow of potential cannon fodder.


The first Vietnam stage is home to the most obvious, and easily the worse implementation of this in the entire game, whereby, as you are making your way down an embankment to the trenches below over the horizon literally dozens of enemies continuously head your way. Sure, you can push over a few barraels and set them alight to keep odds stacked in your favour. But if you don’t… its run and gun until you reach the next section.

This is perhaps the main difference between Black Ops and Modern Warefare 2 – other than having a more succinct and character driven narrative – in which the game feels like its relying on an old, thoroughly worn out tactic to deliver a challenge that could’ve been handled far more intelligently. It’s no deal breaker. And other than a few short spells of frustration here and there, the campaign is handled with a lot more reserve and direction than expected.


Black Ops’ single player expedition through the cold war era is firmly solid and handled with minute precision. Cool touches like licensed music and the inclusion of real life figures such as president John F Kennedy add weight to the proceedings, whilst the gameplay is cut from the same cloth as previous Call Of Duty’s, almost feeling a little too comfortable in its own skin.

As you’ve probably guessed, progression isn’t a word Black Ops understands, nor heeds to at this point. But then again it doesn’t really need to, not when the overall game is as polished as it is. The gameplay, although tried and tested, perhaps even a little stale, is still as involving as ever, and the more focused nature of the campaign helps it shine through any excursions of monotony. As Modern Warfare 2 demonstrated: being bigger doesn’t necessarily mean better. And this is one cliché that Black Ops thankfully manages to avoid.

Like with all Call Of Duty titles though, the campaign is just for starters. It could be argued that the multiplayer – especially online – is firmly on the charge, delivering an automatic spray of replay value well after the cold war conflict of the single player outing has happily exhausted its supply of conscripts. Black Ops then, doesn’t disappoint. With a range of inspired new game modes, and a return of World At War’s fanatically popular ‘Zombies’ Treyarch again have shown command of a franchise they originally were criticised for taking the reins of.


It’s no surprise then to learn that online and multiplayer is exactly where the franchise has taken its biggest steps forward. New modes, and a currency system of sorts expands and complements COD’s trademark use of perks and the established procedure of ranking up as you play, with the ability for greater levels of customisation amongst players whilst adding variety in an increasingly familiar environment.

The use of the new COD points for one, allows you to purchase weapons, clothes, and abilities in the form of perks instead of simply ranking up to get such items. Interestingly this adds a lot more variety to the proceedings without the expense of making the experience feel un-balanced. It’s pretty coo to gain new things more quickly, rather than having to battle it out in endless online matches in order to rank up to do so.

You can even gamble away these points in a series of free-for-all modes called Wager Matches, in which a variety of game types are available. Highlights include One in the Chamber, whereby each player is only given a pistol with one bullet, a knife, and three lives, and Gun Game, in which players start off with a pistol and are given a new weapon with each kill. Getting knifed gives you back the previous weapon, while getting a new one means that you’ll have to quickly adapt to using weapons you may not be very adept at using.


Also as mentioned earlier the Zombies mode from COD: World At War makes its riumpant return, but this time is expanded upom with several maps, and the ability to play as either of John F. Kennedy, Richard Nixon, Robert McNamara, and Fidel Castro while battling Zombies in The Pentagon, which is pretty cool to say the least. Four players can play online in co-op, whilst there is the legacy two-player split screen option for those who want to be in a room with ‘real’ people.

If there’s anything to complain about, it’s that the game’s matchmaking service is a little slow, and the online co-op campaign of WAW is strangely absent. Besides that Black Ops takes some large strides forward in delivering the deepest, most satisfying range of multiplayer modes to date. The combination of perks, rankings, with COD points and a range of excitingly geniuos new modes helps keep it right up there along with the awesomeness that was the original Modern Warfare online.


Unusual as it first may seem, it appears that Call Of Duty Black Ops well and truly does deliver. There is always a risk of creating an instalment that fails to differentiate itself enough from past games, or one which strays a little two far from the crows nest. However, Black Ops does neither. Instead, it balances a fine line with a single-player campaign that simply treads old ground in a more coherent manner, and a multiplayer in which it mixes up the familiar helping to keep it exciting.

And overall, as complete package there’s simply no doubt that Treyarch have done a reasonably stellar job here. The level of polish, and expertly crafted, fast-paced, visceral action takes a page right out of the Infinity Ward rulebook, but doing it better than MW2, and with even more style. It can be said with confidence that the studio should no longer be looked at under the cloud of IW’s past successes, but instead as a solid team on their own, with their own take of what Call Of Duty should be.

VERDICT: 8/10

Saturday, 18 September 2010

Tech Analysis: Halo Reach - Final Game Update

Up until now, the Halo series on the Xbox 360 has always been somewhat lacking in the graphics department. Halo 3 ruthlessly cut back on the high levels of image quality and texture detail expected from a title this generation in order to include what was, and is still, arguably the most advanced HDR lighting solution we’ve seen in any game so far. Whilst ODST merely added a brief lick of paint to the proceedings, upping the quality of the texture filtering slightly, and bringing in a post process blur effect to smooth out the upscaled framebuffer.

For Halo: Reach Bungie have completely gone back to the drawing board, stripping out, and rewriting most of the engine with alarming success. So much so, that the game now ranks as one of the prettiest on the 360 – no meant feat when considering the series dwindling reputation for graphical prowess.

We first took a look at the tech behind Reach in our analysis of the Beta way back in May. But now, as we blast our way through the final game, we take an updated look at the title, now focussing on the Campaign and the drastic graphical upgrades that are apparent over the ones originally seen in the game’s impressive range of multiplayer modes.


Now while multiplayer in Reach looks pretty much identical to the Beta version – still representing a true current-generation look over Halo 3 and ODST- it’s absolutely nothing compared to the visual majesty of the Campaign mode. Here the game ramps up its graphical polish considerably; textures are noticeably more detailed, bump-mapping has been expanded and hugely refined in the process, the full range of Bungie’s trademark HDR solution is not only evident, but also combined successfully with a new, real-time, dynamic lighting system, complete with baked shadow maps and much improved use of local lights (like in the beta each projectile has its own light source).

Furthermore, you’ve also got improved smoke and particle effects, which don’t appear to be rendered using vastly lower res alpha buffers. In fact both of these effects have been expanded with far more in the way of alpha transparencies than before. Plus, adding to this is a range of impressive post process effects; including object-based motion blur, and different screen distorting filters, used in varying scenarios throughout the game.

Most of these have been seen before in the multiplayer beta, just not quite to the level on offer in the Campaign mode – and that includes the online co-op campaign as well.


The title’s use of SSAO (screen-space ambient occlusion) – previously only used for indoor areas of the beta – can now seen in both inside and outside spaces accordingly, adding an extra layer of depth to the scene and its already high-end approach to lighting.

Evidence of this is very subtle however, although you can definitely tell that its there when seeing the game running in real-time. The most obvious places where it appears are near buildings and bespoke areas of scenery. The look that the effect provides is reasonably recognisable, if not also a little inconspicuous at times in Reach.


Amongst all the accomplishments, there is one compromise. In order to conserve on bandwidth the game does use an A2C blend on foliage. As you may be aware this is a process of rendering certain alpha effects in an interlaced-style, half-res manner, but without simply downing the overall resolution of the buffer.

The effects can be seen in the screenshot below. Just about. For most of Reach the usual side effect of using A2C (dithering and a screen door look) is largely inconspicuous unless you actually go look out for it. And when you do, you’ll se that the effect is far better implemented than in most other games that use it.

Thankfully, you’ll find that it is only the foliage that suffers from this; other key visual elements like water and fire are rendered in full resolution using proper alpha blending – none of that low res stuff there.


Outside of the additional polish applied to the game’s use of visual effects and advanced rendering make up, the basic framebuffer and method of anti-aliasing remains the same as the Beta.

Halo Reach renders in in 1152x720 for both single and multiplayer modes, and uses a custom form of temporal anti-aliasing, though the effect is most visible on static objects. The reduced horizontal resolution, and use of a non-standard form of anti-aliasing is required for the game’s framebuffer to fit into the 360’s 10MB of EDRAM without the need for titling.

Effectively, using regular 2xMSAA would mean that parts of the frame would have to be broken up and rendered using tiles, which results in an additional geometry processing cost due to the large amount of triangles needing to be rendered multiple times across different tiles – not helpful in maintaining performance, whilst also taking up more in the way of overall memory outside the FB.

Instead Bungie’s custom solution works extremely well, and just about fits into the tight memory constraints given to the framebuffer by the machine.

However the use of the temporal AA solution does have some drawbacks. For one, only objects that are static get the majority of AA. And this mostly disappears immediately when you start moving – some AA is still present, just not as effective. Plus none of the 2D, sprite-based foliage gets any edge smoothing either, making some jaggies apparent regardless of whether the AA is working or not. In reality however, this seldom makes a large difference at all, with the game’s use of post processing effects (like motion blur) keeping the overall image clean and smooth.

The temporal AA also has some odd, but extremely subtle side effects. For example, there are times when only parts of the screen receive any AA. Though this is only visible on a frame-by-frame basis (not during actual gameplay), and doesn’t happen all the time. Well-trained eyes can see the bizarre occurrence in the screenshot below.


Another is a blurring, or rather what looks like ghosting of the image while fast sideways movements or sharp turns occur. In still frames you can notice what looks like a double image, but with no AA. This is basically caused by the way Bungie’s AA solution actually works. Two separate frames are combined to form the anti-aliased image, although a successful blend only happens in still scenes due to a time delay between both frames being blended. The result: the aforementioned double image ghosting that manifests itself in these situations.

However this particular issue now only seems to affect the surrounding environment, and not the weapon you are holding. Other than that it is exactly the same as in the beta, and can be found in both multiplayer and the campaign mode of Reach.


Performance wise, Halo Reach is pretty impressive, enabling an almost constant use of v-sync and hardly ever deviating from its targeted 30fps update. However, there are times when the game does drop frames quite badly, and this is perhaps the biggest discrepancy between both the Campaign mode and the multiplayer.

In multiplayer, like the beta, reach holds to an almost constant 30fps with only very minor, small deviations in performance. Screen tearing is also kept to a bare minimum, practically never occurring at all. Campaign mode however, is a largely different story.

Interestingly, this mode is also v-synced, pretty much solidly so. And this can, and will on occasion severely impact on performance. Like with the multiplayer, and the beta, Campaign mode runs at 30fps for most of the time, only dropping frames in the most strenuous of situations. Small dips happen here and there, but nothing but the slightest blip. Until, that is, all hell breaks loose.

In the first encounter you have in the game, the framerate drops below the 20fps mark, becoming a temporary slideshow. While this is all going on your sense of control is adversely affected; latency spirals, and all attempts at getting a steady aim go out the window. It’s hardly the best of starts, and would be a rather constant annoyance if it wasn’t for the fact that examples like these are few and far in between.

Quite why these occasional, heavy dips in performance weren’t optimised out is unknown to me – when they happen they’re worse than anything Halo 3 had to offer in this regard. Perhaps Bungie thought it best to try and maintain v-sync as best they could in these types of situations. Although in practice, having a little screen tearing is better than a large increase in latency in the middle of battle, and that’s without the intrusive eradication of a smooth framerate.

Despite this Halo: Reach performs incredibly well, with very little in the way of large overall framerate drops, and almost no screen tearing in either the campaign or multiplayer modes.


Cut-scenes fair a little differently though, with Bungie freely upping the level of detail on characters and objects safe in the knowledge that performance can be more tightly controlled. And in that respect, with the additional load that it is pushing, does so quite admirably, though not without faltering slightly.

In many of the game’s real-time cinematics tearing was clearly visible across the entire screen, with different tears appearing on screen for different lengths, and the frame rate also took quite a few steady dips below the 30fps mark. On some occasions the framerate drops I witnessed were almost as bad as those in the minus 20fps sections of the single-player campaign. However, as the action isn’t controllable the effect it has on the game is far less important.

Ultimately, what IS important, is that the game performs smoothly for the majority of the time with only minor dips here and there. And in that sense Bungie have succeeded with Halo: Reach. What’s even more impressive is that the developers have been able to do this whilst upping the game’s framebuffer resolution, along with stringing out more intensive graphical effects, all the while still including their trademark HDR lighting system without compromising it.

On top of that you’ve got the inclusion of SSAO, a mix of dozens of dynamic light sources perfectly complementing the use of plain old, baked light and shadow maps, and a mildly tweaked version of their custom temporal AA solution. All of this manages to not only be rendered in a final framebuffer image which fits into the 360’s EDRAM, but also a game that from both a visual, and a tech perspective, is right up there with the best titles on the system.

The debate on whether Reach is the best Halo game yet is still ongoing – I myself still prefer Halo: CE’s campaign to this one’s so far – although the undeniable fact that it is by far the best looking is not.

For the first time in nearly ten years Bungie have produced a game that once again can be used to show off the graphical capabilities of a flagship console, devoid of the restraints of the past, and the rushed development cycles that once impacted on past performances. Sure, the slightly plain, angular, and almost barren style of the series’ architecture may look tired or stylistically unimpressive, although in a raw technical sense, without fail, it commands your complete attention.

For those of you who either don’t like Halo, or have grown tired of the series many attempts to match the raw brilliance of the original, there may not be much to tempt you back into Bungie’s world of Spartan soldiers and religious alien zealots. But at least now the franchise truly looks great again, and that definitely counts for something. At the same time that classic Halo gameplay seems to have been refined down to a fine art, and a few campaign issues aside, Reach as a whole may well be the best game in the series since the original.

Thanks go out to Mr Deap for the screenshots, while AlStrong once again counts the pixels.

Wednesday, 1 September 2010

New Xbox 360 Controller Unveiled

We’ve long suspected that a new 360 controller was in the works, and Microsoft has even mentioned its development in the past at one point. But now it is official, and today the company revealed just what they had been working on.

Those expecting some kind of motion enhanced control additions, or perhaps something more along the lines of a dual twisting Sidewinder style joypad may be disappointed. However anyone looking to gain a much better d-pad for use with the likes of Street Fighter, Tekken, or just about any other games that uses it will be very pleased indeed.


Unlike previous controllers, this new one not only features a brand new d-pad that is apparently suited for fighting games, but also one that is switchable between two different modes. With just a quick 90 degree turn of the d-pad, the base surrounding the + on the controller immediately raises up slightly (by around a few millimetres) to allow for greater precision and more direct movements to be made over the current d-pad on the standard 360 controller. Whilst turning it again makes it submerge back into place.

This adjustable functionality means that gamers should have the best of both worlds – a d-pad that when lowered, will allow for all the smooth rolling motions required for both 2D and 3D beat’em ups, and when raised, used for simpler tasks requiring more straight up actions.


The controller also comes complete with a brand new colour scheme that eschews the traditionally bright, multi-coloured face buttons for differing shades of grey, along with a matt silver finish for most of the casing, whilst the underside of the pad features a shiny black finish like the one found on the controllers that come with the Xbox 360 S.

You may also notice that the rubber groves around the edges of both analogue sticks have been changed. The slightly raised edges are now more pronounced, and the centre of each stick has a noticeable concave indentation for extra grip.

Despite the somewhat radical change in appearance and d-pad functionality Microsoft currently have no plans to make this the standard Xbox 360 controller, or to provide matching console hardware, instead positioning it as a premium item; something for the professionals to use. So anyone expecting similar functionality to arrive on the joypad found boxed up with either the 4GB or 250GB consoles will be sorely disappointed.

The new Xbox 360 controller will only be available as part of a ‘controller plus Play & Charge kit’ bundle – not as a standalone product, and is expected to be released on November 9th in the US for $64.99, with a UK release to follow early next year – February has been sighted.

Tuesday, 24 August 2010

Hands-On: The Xbox 360 S 4GB Console

We’ve already taken a look at the 250gb Xbox 360 S last month in our in-depth hands-on with the unit, and now today we sit down and do the same with the cheaper 4gb model of the console. For those looking for a more comprehensive report, you should check out our original feature, as what we have hear is more of look at the differences between the two models rather than a complete showcase.


Billed as the replacement for the previous Xbox 360 Arcade, the new 4gb S is £50 cheaper (retailing at £150 against £200) and comes complete with the same feature set as the 250gb unit. You’ve got the five USB ports (two on the front, three on the back), AV out, Optical out, HDMI output, Ethernet port, a custom connector for hooking up Kinect, and the inclusion of the built-in Wi-Fi adaptor previously speculated to remain exclusive to the larger unit S console. Effectively the only difference between the two is the size of the memory contained within the console, and the unit’s aesthetic finish.


The 250gb model 360 S went for a decidedly high-end approach to aesthetic design, featuring a glossy black plastic finish with some shiny chrome highlights complementing the style set chosen to represent the ‘elite’ of Xbox gaming. It was pretty stylish and really looked like a premium product of sorts. Although the shiny finish caused no end of problems if you weren’t careful with it. The unit easily picked up fingerprints, and attracted dust like it had just been cleaned with some kind of window polish.

By contrast the 4gb model features a matt finish and only subtle touches of the chrome highlighting; present only on the touch sensitive ‘power’ and disc tray ‘open/close’ buttons. The sides of the unit, which also previously had touches of chrome, now have a glossy black surround instead, complementing the matt black aesthetic found on the top, bottom, front and back of the machine. The contrast between the shiny edges and the rest of the machine is further accentuated by the difference in the shade of black used for the two parts of the console – it’s noticeable lighter on top.


I have to say that I actually much prefer the more traditional look of the 4gb unit above the overly shiny 250gb model. Sure, the 4gb unit lacks that ‘high-end’ look that most shiny products display so proudly. But at the same time I find that that the standard matt approach is far more functional, and still looks rather stylish overall. There’s no chance of accidentally leaving loads of smudged finger marks on the console, and in terms of cleaning the unit, a simple duster will more than suffice. Comparatively, cleaning the 250gb model required delicate use of a micro fibre cloth. And even then, there was still a small chance at marking the console.

I also think that the new matt finish better represents the 360 brand as a whole, owing to the fact that the overall look of the 4gb unit is much closer to an extension of the previous 360’s design, rather than an attempt to follow Sony and Apple’s idea of shiny meaning ‘top of the range’, as it were. Personal preference for sure, but I do think that having a glossy finish for the 250gn was a light miss-step for the company. Although it IS their brand, and having it unified with two black Xbox 360’s can only be a good thing, even if one happens to be annoyingly shiny.


In terms of storage space, the latest version of the Xbox 360 S features 4gb of inbuilt flash memory compared to the 250gb hard drive found in its bigger brother. The compartment containing the hard drive is still correct and present though, so a HDD can later be installed if need be, much like on the existing Arcade and Core 360 consoles.

According to both Microsoft, and the picture on the side of the box, a 250gb HDD will be available separately at some point in the near future. One US-based online retailer already has it up for preorder, listing it at $130, so we can also expect it to arrive in the UK for around the £100 mark shortly. Unless of course, that Microsoft tries to change us a premium £130 in a like for like exchange, which would be most unwise seeing as Kinect will be retailing for the same amount.




Other than the smooth matt exterior and the use of internal 4gb flash memory, the rest of the package is identical to the 250gb model. The very same controller can be found in the box, along with the new style AV Composite cable, and the curvy looking power supply unit, all of which can be seen in the screenshots above.

You may have noticed that we’ve used them before in our hands-on report of the original 250gb unit, but seeing as these components are identical, then what is the point in photographing them all over again. Impressions of these items can be found in our 250gb Xbox 360 S feature, if you’re interested.


Operating noise is identical to our 250gb S console, with the fan noise being barely audible in a quiet room, and only ever ramping up when placing a disc in the drive and booting up the game; DVD playback is, like with the original 360, at idling levels.

Seeing as there isn’t enough space to install disc-based games onto the flash memory (of which only 3gb is left after the OS steals the rest) we could only test out small XBL demos to determine the impact of playing games off the internal memory versus an actual disc. As with the 250gb machine, operating noise drops down to idling levels comfortably, only rising up slightly after twenty minutes or so of prolonged use. I also left the console on for another half hour or so with the game still running, but didn’t encounter any further rises in fan speed.


The 4gb Xbox 360 S then represents a solid upgrade for anyone looking to replace their existing Arcade or Core model 360’s, or even their 20gb Premium or Pro units if they haven’t the need for the extra space the hard drive provides. Like with the 250gb console the 4gb S has the same stylish design, and all of the additional features of its bigger brother, but without the overly shiny aesthetic of a ‘supposedly’ premium item. The advantage is that you don’t have to treat the 4gb S with kid gloves, and more importantly still have access to inbuilt Wi-Fi and a direct, all-in-one link for the Kinect.

Unfortunitely, for those looking to upgrade to this model over an old 360 with a hard drive, there is a distinct lack of storage space available going from 20 to 100 gigabytes to 4gb of flash of memory. However, a separate 250gb HDD will be available shortly, and when it arrives the 4gb model will actually represent a good, if not slightly more expensive, upgrade path for existing owners of the old 360 console.

Personally, I prefer the smooth matt exterior, with the glossy black and chrome highlights over the shiny finish of the 250gb S. And in turn, definitely feel that the 4gb machine represents how the new S console should look like when seen as a genuine continuation of the existing Xbox 360 brand. Then again, it makes perfect sense from Microsoft’s point of view to have two differently styled machines, with the 250gb leading the way with its ‘elite’ look about it, and the 4gb with its more traditional finish becoming a solid, yet barely lower-end alternative.

Friday, 9 July 2010

Tech Report: A Look At The EDRAM On Valhalla

We brought you our inside the 360 slim feature just over a week ago, revealing the internal layout of the console, and the all important details surrounding the chip and die shrinks contained within. However, one piece of the puzzle was missing – both the size and exact whereabouts of the EDRAM in the CPU/GPU package. This is something which is of particular interest seeing as this piece of silicon has always been behind in terms of process node changes, and has yet to be intergrated into the same die as the GPU.

This still seems to be the case - as you will see in the image of the console’s motherboard below – that the EDRAM is a separate entity from both the CPU/GPU combo, which now appears to be housed on a single die.


So, both the GPU and CPU are firmly on a single die, and the EDRAM is once again separate, all of which is housed on a single package, codenamed Valhalla. The CPU/GPU is now on a 45nm process node, although the EDRAM looks to be noticeably larger. The overall die size is some 34% smaller than the Jasper chipset’s CPU and GPU combined, inc EDRAM. And is 53% smaller than the ones used in the first 360 chipsets. For reference the Jasper chipset featured both the CPU and GPU at 65nm, whilst the original 360 featured 90nm versions of both chips.

From the above image it doesn’t look like the EDRAM has been fabbed at 45nm – it’s far too large in size for that. Instead all signs point to it being around 55nm or 65nm as speculated in our original article from a couple of months back. Interestingly, this is opposite to what the latest pieces of scattered information were saying in our later article – in which a 45nm EDRAM was hotly expected to be included.

Why the difference in die size compared to the other chips then? Well, the EDRAM itself has always been behind on process reductions, with complications in shrinking the chip being the main reason behind such slow comparative progress being made. Cost is also another factor. It could be that it is simply too expensive to economically reduce the EDRAM in size whilst obtaining optimal yields during production (a certain number of chips produced are unusable). Plus, the slower progress of reliable die shrinks to the EDRAM could have also held back development of the Valhalla CPU/GPU combination, with the complex integration of the EDRAM at a different size posing unnecessary problems and expenditure.

Integrating all three chips (CPU, GPU and EDRAM) would take the cooperation of ATI, NEC and IBM in order to make it happen given the increased complexity required for such a design. The cost of which would have been larger than simply producing three separate chips, or in this case two on one package. Another issue is getting the design and final production grade silicon ready on time, and given the increased complexity it is unlikely that this was ever going to happen. Effectively, all things considered, the cost/benefit ratio to having not only die shrinks, but also complete integration of all three chips on one die was perhaps too poor for consideration.

That’s not to say that later on down the line the EDRAM won’t be included in another internal revision of the 360, because it is very likely that Microsoft are working to do exactly that at some point in the future. It is possible for this to happen now, just not quite being the cost saving measure they are after at this point in time. Maybe with the next, and possibly last revision to the hardware, we will find that all three chips will have been completely integrated into a single die, rather than a single package. At that point, we expect that the EDRAM along with the now combined CPU/GPU will all be produced on the same process node.

With the current Xbox 360 S (slim) we have here what is clearly the best price/performance ratio available at this point in time with regards to heat reduction, and overall saving in silicon. Whatever changes we (and many others) might speculate, there is no doubt that Microsoft have done their very best in producing the most efficient, and cost effective version of the 360 to date. It is also the quietest and most solidly built too, which is not something you can really say about the console before the Slim’s arrival.

Saturday, 3 July 2010

Editorial: Kinect - The Price Of Admission

The price of any new product is always hotly debated, especially when the item in question is being positioned for consumption by the mass market, the largely mainstream segment of gaming society. This is exactly what has been happening this past week with Microsoft’s Kinect. Ever since the estimated launch price for the US was revealed, people have speculated on how much the device would cost in the UK; how much it should, or would need to sell for in order to be successful, no more so than when ShopTo.net revealed what it believed would be the price for the unit here in the UK.


North American retailers have been pricing the Kinect at $150 for the last couple of weeks, which roughly translates to around £100 in direct conversion, and allowing for other market factors to effect overall cost. At the end of last week UK site ShopTo.net started taking preorders for the device set to cost £129.99 in the UK. Or so they are estimating. Many other retailers have also spoken out on how much they think Kinect will retail for when it hits the UK in November this year. A vast majority believe that anything from £100 to £150 is possible, squarely in the range of Nintendo’s Wii console, and firmly ahead of Sony’s PlayStation Move.

The price then, roughly equates to a direct, or near thereabouts conversion between US and UK, with the overall bracket set to ensure the best return for Microsoft but not the most value for money for consumers. Playstation Move on the other hand, is relatively cheap. It has a confirmed RRP of just £59.99 for both the Move controller and PlayStation Eye camera. The Navigation controller will go on sale separately for £24.99, taking the total cost of getting the complete Move experience to just £84.99, some fifteen pounds less than the £100 entry price so many retailers believe is necessary for the Kinect to have widespread success at launch, outside the standard core Xbox 360 user.

Speak to any retailer, or in turn most market analylists, and they will tell you that a sub-£100 price point is absolutely essential to drive forward sales aimed at the casual market - the Wii’s market. Many in that market won’t already have a 360 console, so in essence Microsoft would need to provide both to the consumer at an almost impulse buy price, something below £200 but confortably above the Wii. Though, for this to happen they need to have the base Kinect unit selling for somewhat lower than the £130 ShopTo.net seem to be suggesting.

£79.99 for the Kinect on its own, or maybe with one bundled set of mini-games is exactly the price tag most retailers in the UK, both on the high street and online want to see. A price tag that appears instantly more affordable to the casual user - something that isn’t going to break the bank, and that will tempt them in on there own accord. Suffice to say, that might not be happening, and might not actually be possible, as various sources have stated that the Kinect actually costs close to $150 dollars to make, meaning that Microsoft will be loosing money on every sale, or at least only just breaking even.

In that sense you can see why the company is being rather coy with UK pricing. Perhaps it is testing the waters, seeing how much interest there is for the device if it was to be priced up at over the £100 mark. And in this regard the low amount of preorders as reported by ShopTo.net seems to show that there is very little.

Of course it may not just be the price putting people off. At E3 most hands-on reports of software for the Kinect was poorly received, plagued by a high amount of lag, and a lack of any real precision when tracking player movements. Now, whilst this is unlikely to matter to the mainstream consumer – who is likely just to see the device and think ‘that looks like fun’ no matter the technical issues – it does create a negative buzz around the unit somewhat, especially when the PlayStation Move has already started to prove its worth in games like Socom, in which the response time and accuracy is said to be incredibly impressive - a substitute for the standard DualShock controller. You then begin to see just how important it is for Microsoft to get the launch price right. Too little, and they loose too much money for it to be viable as a way of propping up 360 sales, and too high, and they’ll fail to attract the mainstream consumer.

And that’s the point. Unlike PlayStation Move Kinect isn’t designed to be some kind of hardcore device that also plays up to the casual market. It IS designed and aimed at precisely that particular market, and in order to meet the needs of that market has to be priced accordingly. The Move can been seen as a premium product as such, tied in with the PlayStation 3 brand but at a fraction of the cost of what ‘premium’ means to most people. Microsoft on the other hand, seem to be aiming Kinect at everyone but at a higher more premium-like price tag, if ShopTo.net have in fact got their estimations right.

So, I think it’s clear that in order to guarantee the success that Microsoft would like it is essential that the price of Kinect stays low, around £100 would just be the clincher, though at £79.99 everyone can be tempted in for a go. And ‘guarantee’ they must, as Nintendo’s Wii can be picked up for as little as £149.99 in most places, and for £169.99 with a game in others. Move also looks very attractive in its £59.99 guise, and especially at around £85 for the whole set.

Microsoft definitely needs to consider these things in addition to their target audience – they don’t appear to have the sometimes fanboyistic nature of the core gamer behind Kinect – and perhaps should meet at some kind of compromise. After all, while the device sounds promising on paper it has failed to back up any of its initial fanfare with any revolutionary, must-have pieces of software, something that the Move is slowly heading towards with the likes of Killzone 3 and Socom.

At the end of the day both companies need to come out flying, and so far neither of them has done anywhere near enough to justify a massively successful, sell-out launch. Pricing aside, the quality of software for both Kinect and PlayStaion Move leaves a lot to be desired. You need more than just a bunch of Wii-too mini-games, or a singularly impressive, hardcore experience in order to make this work. You arguably need a bit of both, coupled with the right price tag to boot. Just look at the Wii as an example, it’s a perfect combination of brilliant marketing, and some solid, but overly sparse, high-quality software.

The price given for Kinect on ShopTo.net is just an estimate, and not the final RRP of the unit. Microsoft have yet to set a final retail price for the device, although most reports strongly place it in the £100-£150 price bracket.

Sunday, 20 June 2010

Tech Report: Inside The Xbox 360 Slim

Earlier on in the week at E3 in Los Angeles Microsoft unveiled the brand new slim version of the Xbox 360, finally ending rumours of a new outer casing design and internal component revisions. We first reported on the 360 slim way back in march when photos of its motherboard were leaked onto the internet, showcasing what looked like a combined CPU/GPU on a single chip or die, and boasting a more efficient single fan cooling system. Now, with the console starting to filter into homes and into the hands of various tech-savvy enthusiasts, we can finally take a look under the hood of the machine and its internals.

Those of you expecting any last minute revelations are likely to be disappointed, as much of what we said back in our original 360 slim report was pretty much 100% correct. The use of a combined CPU/GPU and EDRAM, internal fitting hard drive, optical output, and external power supply are all correct and present, as is too the lack of any memory card slots or ability to use the old 360 hard drives on the new unit.


Looking at the final retail console’s motherboard (pics of which are quickly circulating around online) we can see that this latest revision of the 360 console uses the long-time rumoured Valhalla chipset, which consists of a CPU, GPU, and EDRAM all on one package. I say package as each of the chips are single entities housed all on one die, with the CPU and GPU produced on a 45nm process node.

As for the EDRAM, well it looks like that might also be produced at 45nm like the other two chips, although this isn’t confirmed. Last we heard TSMC were having trouble shrinking down the EDRAM on a 45nm process so we surmised that it might have to be done on something like 55nm. This now doesn’t seem to be the case, with sources pointing to the chip being finally fabbed at 45nm, which also goes hand in hand with reports that the Valhalla chipset as a whole is being manufactured at the Global Foundries owned Chartered Semiconductor.

Anyhow, the brand new single die design means that the chip runs a lot cooler than previous versions, which are larger and more power hungry. The advantage is that the new slim can be cooled with just one fan, and an efficient heat dissipation system build around that design. To that end the fan covering the CPU/GPU/EDRAM package is housed directly below the vents situated on the top of the outer casing, along with the actual chip package itself. The fan draws in cool air from the top of the console and then blows out heated air through the sides, dissipating the heat far more efficiently than previous models were able to do.

Other than the brand new combo chip package, the motherboard has also seen a complete re-design looking a lot more streamlined than before. Much of the excess fat has been cut, and components that were no longer needed have been cut away leaving a less cluttered design behind. Again, less stuff needed to be powered equals less overall heat, so there are less likely to be any issues of additional components creating heating issues in such an enclosed pace.

One thing that does appear to be the same as in the previous Jasper model 360, is the use of those 1 Gbit Samsung DDR3 RAM chips for the system’s unified memory. With a complete revision to the CPU and GPU, along with a streamlined motherboard, one might have also expected some kind of revised memory system as well. That doesn’t appear to be the case, and although two GDDR5 sticks would be preferable, Microsoft would then have needed to replace the existing memory controller as well. Plus at this point the use of GDDR5 isn’t at all feasible with low production numbers, and the actual cost saving using the new chips might not actually be that much cheaper, if at all at present.

Perhaps just a little too much work for minimal results, especially when it really isn’t needed as the new unit already draws far less power than before. Plus, it’s likely that MS will be making a large cost saving once these fabs ramp up production of the new components found inside the console.


Moving on, unlike previously speculated the 360 slim doesn’t have a built-in internal hard drive. Instead the HDD whilst technically being internal, is also completely removable and is housed inside a custom casing created by MS, which then lives inside the back of the machine. The new HDD being used is a Hitachi HTS545025B9SA00 1.5Gbps SATA hard drive, running at a speed of 5400RPM with an 8MB buffer.

Seeing as the new HDD connects via a standard SATA port it might be possible to hook up larger capacity drives to the console, either by swapping out the hard drive from inside the MS casing, or by simply connecting one externally via the SATA port. So far no one has tried this just yet, but the modding potential is definitely there for those of you out there who are skilled enough to do so.

Once again the system’s power supply is external. As we found no evidence of it being internal in our report on the motherboard back in march, that isn’t really so surprising, and given the cooling problems of previous units probably for the best. Thankfully though the PSU is much smaller than before, and is more stylish looking too – smooth curves and all. Well, it is as stylish as a PSU can be.


Lastly, and we though this was worth a recap over our initial reveal of the unit, is the inclusion of an input for connectivity with Kinect situated above the Ethernet port. This port both powers the Kinect device along with interfacing it with the 360 console for data transfer, and processing on the 360’s end. Users of any older model 360 will have run two separate cables in order to use the Kinect; One which plugs into a USB port on the 360 to interface with the unit, and another from the Kinect going into the plug socket in order to power the device.

Clear signs point to a 360 + Kinect bundle at some point, and the motherboard and overall design for the slim console shows that this was factored into it.

Overall, Microsoft has done well in creating a streamlined and power efficient revision of the 360 console. What we have here is a rather good combination of chip/die shrinks with improved cooling and heat dissipation, meaning we should see far less in the way of hardware failures, and of course high-levels of operating noise. It’s a nicely engineered piece of kit, both internally and externally, that finally presents the format as a premium product very much in same vein as the PS3.

The brand new 360 Slim hits retailers on July 16th in the UK, with most retailers now taking preorders for the console. It is priced at £199.99, the same as the current Elite model it replaces, which along with the Arcade SKU will see a price drop the same day the slim is released.

IQGamer will of course be bringing you our hands-on with the new unit as soon as possible, hopefully right around the time of launch, or very soon after.

Monday, 14 June 2010

Microsoft Announces 360 Slim

Earlier today at their pre-E3 press conference in LA Microsoft officially unveiled a brand new version of the 360 console, marking an end to leaked motherboard photos and numerous unconfirmed reports of its existence.


The 360 Slim is a smaller, shorter, and quieter redesign of the current Super Elite model, boasting a 250gb hard drive, built-in 802.11n Wi-Fi adaptor, extra USB ports, a separate optical output for surround sound users, and a port for hooking up the Kinect motion sensor.

Compared to current models of 360 the slim features a shiny gloss black finish with chrome highlights, and also has touch sensitive buttons much like the original chunky PS3’s. Internal revisions to the hardware are obviously present, with a shrunk down CPU/GPU combo and one single fan responsible for cooling the unit, resulting in the console being "whisper quiet" according to Microsoft.

Retailers in the US are expecting to receive stock of the new console later on this week for immediate sale, whilst Europe is said to be getting the machine on 16th July.

We shall be providing a more comprehensive look at the hardware later on this week after the mayhem of E3 has subsided.

Saturday, 8 May 2010

Tech Analysis: Halo Reach Beta

You may remember that we did an initial tech analysis on some of the first in-game screenshots of Halo Reach way back in February, in which we discovered that the underlying engine behind the game had been completely reworked, and overhauled in such a way, that there was a large noticeable jump in quality over both Halo 3 and ODST.

Certain things still eluded us however, such as the game’s final rendering resolution, or whether or not Bungie could still afford to keep their trademark high-end HDR lighting system firmly stamped in the final build. The beta we said would finally be the place in which we could get a tangible look at the tech behind the game. And so today at IQGamer that’s exactly what we’ll be doing, ripping apart the engine behind Halo Reach and revealing just how far it’s come from its early Halo 3, and original Xbox beginnings.

The first thing to say, is that the engine powering Halo Reach is more of a giant evolutionary step forward rather than a brand new revolutionary driving force. That said it is a vastly superior beast in every way shape and form compared to the engine used in the previous two games. Boasting numerous improvements, from rendering resolution, texture work, lighting, shader effects, and character modelling, everything has seen an overhaul. Some areas have only been subtly enhanced, while others have been completely changed, making for not only a large boost in image quality, but also a smoother looking game as a result.


One of the main complaints in Halo 3 and ODST besides the lack of any anti-aliasing, was the game’s sub-HD rendering resolution. Both titles rendered at 1152x640 in a dual framebuffer, which came together to form the final 640p image. For Reach Bungie have upper the game’s resolution, albeit ever so slightly, just enough it seems to be able to be loosely qualified as 720p. Reach basically renders in 1152x720p, keeping the horizontal resolution the same as Halo 3 and ODST whilst upping the vertical res - which is the one that the human eye is most sensitive to, thus the most important to increase.

It is also likely that the developers opted for this 1152x720p resolution in order to keep the framebuffer firmly fitting into the 10MB EDRAM, which is something that seems to be a priority for Reach. Even with all the enhancements and additions made to the game engine, they still want to avoid tilling.

In addition to this increase in resolution, Halo Reach also retains the unique HDR lighting implementation from the last two games. The effect has been reduced somewhat, appearing to be of a slightly shorter range compared to the ultra wide range lighting on offer in the last game. However it has been bolstered by the use of far more local lights, and a brand new differed dynamic lighting system featuring dozens of individual lights on screen at once.


This new lighting system means that there can be upward of thirty or more light sources on screen at once, given off via weapons fire, explosions, and environmental lighting, such as the glow given off from lights inside buildings. All of these light sources are real-time, and interact with their surroundings. So a gunshot, or rounds from a Needler will light up surrounding areas, and change the shadows created by moving objects. Each individual projectile from the Needler also has its own light source, as do many other projectiles in the game, which is a first for the series and is exactly what you’d expect from next-generation lighting techniques.

Shadowing is a mix of pre-baked and dynamic. All the environmental shadows in the game are baked shadow maps, stationary and un-reactive. Moving objects however, are given the proper real-time treatment, with full dynamic shadows to complement the use of multiple light sources in the game. Shadows on these react to both other objects and the environment, with neighbouring light sources affecting how they are displayed.


SSAO (screen-space ambient occlusion) is also present in the beta, though it is only visible on indoor areas, and isn’t used anywhere else. It’s implementation is pretty much artifact free, and blends almost perfectly with the baked shadow maps in the dark areas which use it. Bungie had originally stated that it wouldn’t feature in the beta, but clearly, its here for all too see, if very subtle at this point. We expect that the use of SSAO will extend to the outdoor areas in the final game, if only for the single player campaign.

In terms of texturing, detail, and filtering, Reach has seen a massive improvement over Halo 3 and ODST. Texture detail has been significantly increased, with better use of normal and environmental bump mapping creating a depth and detail that simply wasn’t there before. Texture filtering, one of the main complaints with the last two game, has seen a huge boost. Reach uses what looks like a combination of anisotropic (AF) and trilinear (TF) filtering for all of its textures, meaning that detail is now visible for longer distances than before. You can see this at work in the screenshot below.


The other main complaint from the last two games, the lack of any anti-aliasing, has also been approached, though not completely dealt with. Reach uses a form of AA known as ‘temporal anti-aliasing’, which works by blending two separate frames together whilst combining them during a time delay, creating a 2xMSAA look on certain objects and geometry when the game isn’t moving. However, the down side is that when there is any movement this form or AA causes a distinct blur effect, not unlike the motion blur encountered on a old LCD TV, and one which is highlighted by the game’s use of a post process motion blur effect.

Also, another downside is that certain objects, such as the 2D foliage, aren’t affected by this form of AA, leaving them with noticeably jagged edges. This doesn’t blend in too well with parts of the game that do benefit from the temporal AA, and just showcases another problem with using this technique. A proper MSAA solution would have been far more beneficial, though Bungie would have then have to use tiling to fit the framebuffer into the 10MB EDRAM.


Despite these issues, Reach in beta form is still a great looking game, and features some impressive high resolution particle effects, debris at lower resolution, good use of transparency effects, tessellated water, and a nice bit of bloom lighting to top it all off. The whole visual range feels a lot more organic than before, even with the Halo series’ typically clean lines and smooth industrial look.

All this is backed up with an accurate post-process motion blur effect, one that is even more impressive than the one created by Namco for use in the PS3 and 360 versions of Tekken 6. Reach’s motion blur technique, like in Tekken 6, works on an individual object basis, and is incredibly accurate. Unfortunately, it so obviously interferes with the temporal AA used in the game, creating some unwanted ghosting and being pretty intrusive when you least want it to be.


Like with Halo 3 and ODST, Reach aims to maintain a constant 30 frames per-second at all times, without breaking the v-sync that’s in place. Occasionally it does do this creating some mild screen tearing, but this is usually relegated to one or two frames appearing at the top of the screen. The game does slow down however, mainly in busy scenarios, but that scarcely seems to affect the amount of tearing that appears to any great extent, meaning that the v-sync is working as it should do.

In many ways Halo: Reach is simply using the backbone of the previous game engine, reworking and enhancing it along the way, using it to blend in new graphical improvements with tried and tested old ones. At the same time it still manages to work in the tight constraints of the 360’s EDRAM. Not so surprisingly we don’t get a proper 720p (1280x720) rendering resolution, or multi-sampling AA. However the game’s cleaver new LOD system allows the screen to be filled with dozens of detailed objects and light sources, whilst retaining most of the HDR lighting from the last two games, and still include some excellent texture filtering.

So far the multiplayer beta has certainly impressed, especially with its use of effects that we thought would probably just feature heavily in the single player campaign. Instead Bungie have seen fit to try and include all of the technological improvements the revised engine has to offer for both single and multiplayer modes. The game is clearly visually superior to its predecessors in nearly every way, minus the blur caused by the AA, and still has a good couple of months to go before its done and out the door.

It should be interesting to see just how far the main campaign has come along, and whether they have managed to further improve on the foundations laid down in the beta. Certainly, what we’ve seen today looks better than the early screenshots of the single player gameplay, and no doubt that the final code will look even better. How much better though, will largely depend on how much they insist on pushing the engine for the multiplayer side of things.

All things considered, Halo Reach looks like every bit the next-generation Halo game that it predecessors should have been. Of course, the sparse slightly bland look that comes with the Halo universe isn’t going to go away. After all, that IS the look and feel of the series. But at least, for the first time the franchise has actually transcended its old Xbox roots into something that actually feels it belongs, from a visual perspective anyway, on Microsoft’s 360.

Saturday, 1 May 2010

Review: Samurai Shodown Sen (360)

This isn’t the first time that SNK have gone down the 2D into 3D fighting game route. They have done the very same thing numerous times before, once in the mid nineties with the launch of their Hyper Neo Geo 64 arcade board, and a second time a few years back with King Of Fighters Maximum Impact for the PS2 and later on for the 360. Samurai Shodown and Fatal Fury both made an appearance on the Hyper Neo Geo 64 in Japanese arcades, and whilst maintaining the very familiar gameplay of the 2D instalments, neither series in 3D reached anywhere near the quality or popularity of the original Neo Geo games.

Samurai Shodown Sen (or just Sen) is the latest folly in the new SNK’s revitalised plans for their hit franchises, a spin off which not only adds another dimension to the proceedings, but also a different style of gameplay as well. It’s hard not to cast down an early judgement against Sen for doing such a thing, considering the less than stellar quality of SNK’s other 3D versions of popular titles. But sadly, my initial gut feeling was utterly correct. Samurai Shodown Sen isn’t a particularly good game at all. In fact it is decided average in most respects, and poor in others, being playable, just about, but at the same time completely forgettable in every way.

First impressions are rather poor. Graphically the game looks very much like a last-gen title briefly polished over in order to justify a 360 release. The conversion is perfect from the game’s original Taito Type X2 arcade release, though that isn’t exactly saying much, considering Sen is awash with low resolution textures, basic lighting, smooth but almost blocky looking characters, and an absolute minimum of visual effects required to be considered a next-gen (or should that be current gen?) title.


Animations are stiff, and various body parts are rather disproportionate, even for a series on which things were always a little far-out in terms of reality. A good example would be the comparison between the reasonable, and quite nice artwork, and the actual in-game models themselves. They just don’t match up at all, which is jarring to say the least.

SNK Playmore however, have seen fit to include a few 3D renditions old classic backgrounds from the original 2D games released on the Neo Geo platform; including the flagship ‘beach stage’ from the first two games, which features some wooden temple beams scaling off into the sea, whilst the waves gently stray upon the rocks; along with the ‘fields of long grass’ from Samurai Shodown II. It’s a pretty cool touch, especially for long-time fans such as myself, although their implementation is technically basic at best. Visually they look blocky like the characters, and come across as rather empty and stale, instead of lively and vibrant like in the original games.


The presentation fares a little better, and does retain some of the ‘that’ Samurai Shodown feel through authentic looking artwork, and cool old-style on-screen counters and life bars. It’s not perfect, and sometimes a little rushed, but feels at the same time, a whole lot more polished than the game’s meagre graphics offering. To be honest, this part of the game shines the brightest, feeling like a true Samurai Shodown title, music included.

In terms of characters, Sen features a total of 24, 13 of which are taken from previous games, and 11 of which are brand new creations for this latest instalment. Each one of the game’s characters fall under a Power, Skill, Speed or Tricky style of play - with Power being given to characters who favour slow, hard-hitting individual attacks; Skill for ones which favour the tactical approach to combat; Speed for quick nimble types, and Tricky for those that don’t come under any of the other play-styles on offer.

It’s nice to see so many old favourites on show, including cover star Haohmaru, the evil looking Genjuro, and French swordswoman Charlotte, all of which look a little too bulky, move rather stiffly and lack most of their trademark special moves from past games. They are still, along with the rest of the original crew, the best of the bunch, as the 11 new characters are as generic as they are bland, not holding a candle stylistically to the traditional roster.


There are four buttons to use in Sen, a horizontal slash, vertical slash, kick and one button reserved for special attacks. Pressing two of these buttons together unleashes a strong attack, much like in the first two games on the Neo Geo, whilst pressing three performs an unblockable move, which although slow to come out, is deadly if it connects. Sadly I found it to be of not much use, relying on specials, combos and Super moves in order to battle my way through the game.

So far it doesn’t sound too dissimilar from the likes of Soul Calibur or Toshinden, and the similarities don’t end there. This latest Samurai Shodown game, doesn’t actually play anything like the 2D fighters of old. In fact it plays very much like a cross between Toshinden and Dynasty Warriors on Psone, mainly being based around short three to four hit combo-strings, and a few one off powerful special attacks. Most of your time is spend juggling together a combination of vertical and horizontal attacks ending in a special for added damage.

These special attacks for the most part, also look and feel completely different to the Street Fighter style gameplay which featured in the old games. Some characters do have some of their old moves, which react very similarly to how you’d expect them to, but also have a command-list of completely new Soul Calibur-esque dial a combo style sequences. Overall, the game is much more about stringing together different normal and ‘special’ moves (if you can call them that) in the same way as you do in pretty much all modern 3D fighting games, than being a modern reference in the way of a 3D visuals, 2D fighting game.

Unfortunately it really isn’t very good in that respect, with combat being rather stiff and pretty basic at all times. Certainly, this isn’t anywhere near the polished level of Soul Calbur, in which its likely to be judged. And furthermore feels largely rushed and slightly unfinished as a result.


However, Sen isn’t a total loss. There is almost some fun to be gained from the game’s somewhat stale combat system, mostly from discovering the combinations or moves which work in delivering the greatest amount of damage, or in which can counter certain moves in certain situations. Despite this, though, the game feels old and clunky, a far removed experienced from the vastly polished fighting games of the last ten years or so. You could say that Sen would be an alright PSone launch title, but for the 360, and up against Street Fighter IV, Soul Calibur and Tekken, it just doesn’t cut it.

Fans may be pleased to see the return of the ‘POW gauge, which when filled right up allows you to power up your chosen character by pressing all four buttons, saturating them in a red glow and allowing you to pull off a character specific Super move. These like in most games of this type are a series of flashy moves stringed together into an extended combination attack, although here they are pretty uninspired, and wholly devoid of any uniqueness the series is known for.

It’s also possible to pull off a series trademark ‘finishing move’ which depending on what weapon-based move you use for a well-timed heavy blow, can result in either chopping off any one of the opponent’s limbs, decapitation, or even slicing them in half. Having these included in the game helps it feel at least like it’s trying to be a Samurai Shodown title, and does add something extra to the otherwise bland experience on offer.


More importantly SNKP have added a range of modes to keep you busy, including Story, Versus, Practice, Survival, and lastly, Online. However it is only the Story and Survival modes which are likely to hold your attention (for a short while), as there is hardly anyone playing this game online. When actually getting a match, the connection is solid enough with minimal lag (on my 1meg connection, something of a running joke here at IQGamer), to have an enjoyably serious standoff, or just a few casual matches. Finding a match however, is a problem, as there is few people online playing this game.

There’s not much to recommend about Samurai Shodown Sen. It’s not the fact that they’ve changed the way the game plays to match modern fighters like Soul Calibur or Tekken, but rather, how they’ve managed to balls it all up with a lazy, under-developed rush job of a game. I imagine that SNK was simply keen to have another famous franchise out there that wasn’t King Of Fighters or Metal Slug – both of which have been overused these past few years – and thought that a wholly different, quick release version of a fan favourite was the way to go. Sadly that isn’t the case at all, and I would rather have them spend a few extra months creating a proper 2D sequel to the franchise, or perhaps look at revisiting The Last Blade instead.


Samurai Shodown Sen isn’t a completely terrible game overall, but a decided average one instead, with poor gameplay being the main spoiling factor. It’s also the most important one too. In every regard SNKP’s latest fails to excel in one area over another, being the perfect example of a playable (barely) piece of mediocrity. The basic combo system and move set, stiff animations, and blocky graphics make Sen utterly forgettable, and a resounding disappointment to all concerned. Long time fans won’t be pleased with what they find, and everyone else is far better off with the usual alternatives.

With Super Street Fighter IV finally available, it’s pretty obvious which one you’re gonna choose. Capcom have shown just how to revitalise a dead 2D franchise, using up to date 3D visuals and a refined faithful return of 2D hit-box based gameplay. All in all, making Samurai Shodown Sen completely redundant and a laughing stock of a game.

VERDICT: 4/10

Sunday, 25 April 2010

Review: Splinter Cell Conviction (360)

Sam Fisher’s latest exploit is a very different beast to past Splinter Cell titles, and after five years of waiting many fans of the series trademark gameplay may not be happy with what they get, especially compared to what they might have expected. ‘Conviction’ in many ways seems more driven by its personal narrative and characterisation than by providing players with a wholly realistic setting and story in which to sneak their way through. It is however, a much more exciting game as a result.

Instead of a highly polished and mostly grounded title, in which extreme stealth and careful planning are required, what we have here is a something which has been turned into more of a 24 style blockbuster, in which cleaver use of stealth and cunning are blended into a more action-based approach to the series traditional gameplay values. Call it ‘heightened cinematic realism’ if you will, rather than the previously cold, harsh and somewhat sedate style inspired by the Tom Clancy novels.

The same thing can be said about the forthcoming ‘Ghost Recon Future Solider’, a title which although keeps its squad-based gameplay mechanics intact, also brings to the table a faster paced, more action oriented adventure, dependant on thrills rather than the familiar steady and tense action most people associate with the franchise. At the same time this more accessible nature allows the developers to widen their games audience along with providing a more interesting story outside of the ‘provide target and execute’ nature cemented in previous games.


‘Splinter Cell Conviction’ starts much like previous games, in slightly confined and larger partially lit areas, having Sam Fisher sneaking around avoiding all enemy sentries whilst looking to accumulate his intended target. Even in these opening moments ‘Conviction’ familiarises players with its fresh approach to the series trademark gameplay, seeing them take a greater role in engaging the enemy, silently if not aggressively at the same time. It’s no longer a case of waiting around endlessly for patrols to clear giving a window of opportunity to move freely around, or killing them and dragging their bodies away. Instead, the aim here, as in many places through the game, is to use a combination of invisibility and distraction to your advantage.

At first the game’s use of light and darkness, along with stealth and silent aggression works rather well, and is not too dissimilar from other titles in this series. However ‘Conviction’ isn’t a game that you can play in the same way as say ‘Chaos Theory’ or even ‘Double Agent’, instead it requires you to be a lot more proactive in your choices and abilities in taking down the various guards set around the course of the levels. The game always keeps you moving towards your next intended target, driving along the story and Sam’s thirst for revenge. In many ways, despite still being driven by stealth, the game is no longer solely held back by it, with the way you approach certain obstacles being very different, and sometimes much louder and more brash.


The way the new stealth system works is a good example of this. No longer are you waiting around looking at on-screen cues to determine your status as hidden from your enemies. Instead the entire screen turns progressively more black and white as you become more and more camouflaged from potential foes. It’s an idea that works so much better than the meters used before in previous games. You can know instantly, and subtly tell exactly how hidden you are, and move/adapt accordingly on the fly almost instantly to your situation. This real-time feedback makes sneaking around and being avoided a faster paced affair, allowing you to move through guard-infested areas much more naturally if you have the skills to do so.

Another area of the game which also aids in this ‘quick stealth’ ideology is the game’s all new cover system, which it has to be said is the most intuitive and useful cover mechanic that has been implemented in any game so far. It’s surprisingly simple. Holding down a single button is all that is required, the ‘left trigger’, which sees Sam Fisher immediately squeezed up against a wall still able to move freely around. Pressing the ‘left trigger’ when your near an object, and you’ll take cover behind it, whilst releasing it frees you from your cover point instantly, after which Sam will instead crouch down whilst traversing around his environment.


When approaching an enemy silently and unseen, the game provides you with the option of making ‘hand kill’, a mostly quick and instant kill manoeuvre which when timed correctly is one of the games most useful tools in dispatching of your foes. Be a little too impatient however, and Sam may not be quite as successful, with his attempt at quickly executing a guard becoming a small but noisy scuffle, ousting your presence and forcing you to take alternative action. It’s this element in particular which feels most like a traditional Splinter Cell game, having you carefully approaching targets with a well thought out plan; who you’re going to deal with first, how to get around any potential obstacles that stand in your way, and at what point do you finally execute all you’ve been planning for.

Of course all this takes place in a matter of seconds, requiring quick thinking on the fly, along with a constant change or adaptation of tactics as the scenario plays out. This is what ‘Conviction’ is really all about, especially when you cam combine these tactics with the game’s new ‘mark and execute’ system.

The use of the new ‘mark and execute’ system is perhaps the series freshest addition since removing the trial and error nature of missions found in the first two games. This sees you mark a handful of targets for a quick and lethal attack, which if successful, won’t get you noticed by surrounding guards in the area. Failure to pull it off smoothly however, and the ruckus this will cause can immediately backfire on you, sending a squad of angry guards your way. If you do run out of attempts to ‘mark and execute’ you simply have to perform a few manual stealth kills in order to bring them back up again. It’s a system which keeps you from getting too trigger happy, and allows the game to force back some of that old Splinter Cell gameplay back into the mix.


Also playing out the always active approach taken by the game, the ‘last known position’ mechanic essentially finds you initiating contact with the enemy, through either noisy distractions or mostly, if you’re anything like me, via the ‘mark and execute’ system, in which after getting their attention you have to run away and find a good cover spot or position in which you are completely hidden. Whilst running away or reassessing your cover, the game presents you with a white icon on screen dictating your ‘last known position’, and it’s from here that enemies will start actively searching for you.

After this happens you can use their change of position to your advantage, by either being able to sneak past using a route once heavily guarded, or by gaining a better position to take out a few of the primary guards which properly hinder your progression.

Sadly, on numerous occasions, I found myself resorting to cheap Metal Gear style tactics in which I would take cover whilst pot-shooting at the enemies, moving around into other dark areas before repeating the process once more. It’s in this regard that many long time fans will be pretty disappointed, that you can, when familiar with your surroundings, get away with this when all else fails. Thankfully, upping the difficulty setting makes tactics like these impossible, and the reward for clearing heavily guarded areas that much more desirable. You have to, in essence, play the game like a Splinter Cell title, and not like a duck-and-cover shooter.


In addition, the game has also been overly simplified compared to previous instalments, lacking the ability to pick up and move downed enemies, or creating a distraction by whistling, knocking on objects etc. This in particular makes the whole experience a little by the numbers at times, with on many occasions the game making you do exactly what it wants you to do, and how it wants you to do it. This does in essence help create a more exciting game as a result, being geared towards specific action scenes and story-based segments.

However, in the same respect, people like myself who have never quite gelled with the series stubbornly harsh gameplay ideals will enjoy the fact the having the odd, or regular shootout makes the game feel far more exciting, as well as being more manageable than the previous games. At the same time, the game requires you to be stealthy in your actions, as you can only get shot three of four times continuously before falling dead on the ground. It’s this mix of quick pacing, forward-moving action, and a heavy hand of stealth, that makes ‘Conviction’ such a refreshing game to play, whilst also reworking the series for next-gen audiences. The game also never descends into Metal Gear arcade style action in the stealth sections, instead providing a wholly more grounded approach to such scenarios.

Later on in the game however, you’ll be confronted with sections which amount to being nothing more than a pot-shot cover shooting gallery, in which you lure your enemies into a position where you can easily take them out one at a time. These sections are filled with trial and error gameplay, in which one mistake will see you failing, or at other times dying quickly until you get the gist of how the game wants you to handle the situation. A far cry from the cleverly thought out level design, and thought provoking tactics so strongly featured in the series standout ‘Chaos Theory’ instalment, and a blemish on the solid stealth sections that make up the bulk of the game.


Visually, a lot has already been said about the game elsewhere on this site. Our tech analysis of the demo revealed the slightly disappointing 576 sub-HD nature of the game, and the issues that prevails as a result. The final game however, in many places, doesn’t seem to suffer as much as the demo did, with those ‘issues’ being mainly scenario based. Mostly, the game has a clean and smooth look throughout, with detailed texturing (though sometimes low resolution), and some really nice dynamic lighting and shadowing. Occasionally the upscaling leads to shimmering edges and jaggies being visible on objects far away from the screen, but it really isn’t that much of a problem. However, one thing that is always noticeable, it that the colours are somewhat less vibrant due to the upscaling (looking washed out), and the game also never looks pin-sharp as a result of its sub-HD resolution, with small details sometimes looking fuzzy.

However, Tom Clancy’s latest is perhaps the best looking 576p game so far compared to others released on either the 360 or the PS3. In many ways, the 360’s superb internal scaler makes the game almost indistinguishable from some native 720p rendering games, especially when viewed on a softer looking Plasma display screen. Whereas uber sharp LCD screens and CRT PC monitors tend to show up the sub-HD nature of the game far more frequently. Either way, the fact that the game isn’t native 720p is far less of an issue for most of the final game than our initial tech analysis made it out to be in the demo. So it still holds up pretty well, and looks pretty good overall, though not particularly impressive.


‘Splinter Cell Conviction’ isn’t quite the defining game in the series I hoped it would be. In fact, whilst the game on many levels works to create the most intuitive stealth and espionage experience yet, it’s also let down by its own admission into becoming more of a blockbuster thrill ride centred on action and pseudo-sneaking rather than the hard-edged real deal the Tom Clancy franchise is known for. In one way, it’s a better game for it, allowing the title to have an intriguing edge of your seat style storyline in places, whilst also providing the player with some of the most accomplished gameplay mechanics seen in this type of game so far.

However, the sometimes overly action-based nature, and increased simplicity, of the game derails the experience, especially in sections designed solely for the purpose of providing players with elaborate shoot outs, and tension through trial and error mechanics, which we haven’t seen since ‘Pandora Tomorrow’ on the original Xbox. Other sections also find you instead taking the aggressive route to finding a solution, flushing out guards and silently disposing of them, rather than attempting to seamlessly move past, without so much of a trace left behind. This was of course the intention of the development team all along though, and they have (mostly) nailed it, minus a few stages in the second half of the game, which turn into an all out shooter.


Despite a few criticisms, ‘Conviction’ does a lot right, bringing the franchise up to modern day standards with regards to the controls and intuitive gameplay mechanics so taken for granted by other titles. In this aspect the game almost never fails to captivate, providing a fresh look at the stealth genre, and a much-needed change of pace, making whole game flow a lot more smoothly. The hard-edged gripping realism of past games is gone, as is the use of show-stopping generation defining visuals. But their absence doesn't harm the game quite as much as you might think, instead only alienating the most ardent of Tom Clancy videogame fans.

So in the end, what we have here is a pretty successful re-envisioning of a classic franchise, lacking in visual clout, and some of the important depth found in previous instalments, but not without plenty of excitement along the way. Old fans may be disappointed, but everyone else should find Sam Fisher’s latest exploits more engrossing than before, despite being a little more flawed in its execution.

VERDICT: 7/10