Showing posts with label review. Show all posts
Showing posts with label review. Show all posts

Sunday, 17 October 2010

Review: Sonic 4: Episode 1 (PS3/PSN)

Sonic’s had a tough time as of late. It’s been nearly fifteen years since his name was last synonymous with quality gaming, a quality that appeared to diminish as soon as he and his various cohorts made the jump to 3D. It’s not just that however, subsequent 2D instalments have also missed the mark, and the point by favouring speed and automation over skilled platforming action. With Sonic 4 Sega is looking to rectify this by delivering a title that not only promises to play like the Sonics of old, but also to look like them as well. But does it succeed?


Right from the outset Sonic 4 wears its heritage on its sleeves. From the chequered scenery of the Splash Hill Zone, to the low-fi, synth-inspired soundtrack throughout (by Sonic Team’s Jun Senoue), every part of the game wants to be one of those 16bit Megadrive originals. And for all Sega’s efforts it largely achieves that, minus a few unnecessary slips along the way, and perhaps a tendency to stick a little too closely in trying to remake past titles instead of delivering something new.

What you’ll find in Sonic 4 is what can only be described as classically styled Sonic action. You’ll be running and jumping across various platforms, speeding through loop-de-loops and corkscrew paths, whilst being propelled into the air via star-printed springs, and bouncing on enemies to release your fluffy comrades locked inside. There’s no embarrassing voice acting, no wannabe superstar, quasi-metal music, and no additional playable characters. Although the latter was never a bad thing in the MD Sonics.


Power-ups make their trademark return. And for Sonic 4 Sega have simply gone back to the basics here as well; the bubble shield, speed shoes, and invisibility are the only ones to be included. And each one looks, and acts very much like it did all those years ago, bar a few modern changes of course. These are activated by jumping onto the various monitors located throughout each of the game’s four main stages, and other than giving you the aforementioned abilities, you can also find ones which give you ten rings instead. Again, exactly like the old Sonic games.

In terms of moves the spin dash introduced in Sonic 4 remains, though slower in execution than before, and perhaps a little less useful this time around. And this is joined by a homing attack, which works pretty much exactly as it did in Sonic Unleashed. What’s nice is that Sega haven’t tampered too much with the basics here; the homing attack works really well with the standard Sonic mechanics and level designs, and although these have been heavily altered, the inclusion of a new move actually keeps things fresh rather than feeling broken.


There are some cool parts throughout the game which sees Sonic, after speeding through a series of tunnels and loops, being catapulted into the air before allowing you to use the homing attack to bounce off a line of enemies, thus going down a different path in the stage than you normally would. In fact, there are quite a few different routes to take through each zone in Sonic 4. Some simply take you down Sonic Advance-inspired speed runs through a wealth of gorgeous scenery, whilst others find you carefully navigating a maze of platforms, bouncing off more enemies before both paths converge back onto the main route.

It’s things like these which show how accomplished some parts of the level design is in Sonic 4, and are clearly touching lightly upon aspects which later played a large part in Sonic 3, and Sonic & Knuckles. Admittedly, not all of these ideas work as expected, or anywhere near as well as they should. A few areas in the later parts of the game are filled with bottomless chasms, and cheap traps leading to a quick death. These often feel like remnants from the Sonic Advance games, and at times cast a real shadow over the splendid work Sonic Team have done with much of the game.


Another area in which Sonic Team (and Dimps) seems to have missed the mark is with regards to the game’s physics, and handling of Sonic himself. And they seem to have missed this by some margin.

One of the main complaints about Sonic Rush, and the recent 3D games, was that Sonic was just too fast, so much so that you often collided with enemies, and flew off platform edges before you knew that they were coming. Now, while this has indeed been addressed in Sonic 4, the developers have instead gone the opposite way, balancing out a lower top speed with really slow, and somewhat sluggish acceleration. Sonic 4 is slower (though only slightly) and less responsive that any of the 16bit titles in this regard

Annoyingly, the game was supposed to bring back the feeling of building up momentum and reaching top speed through cleverly finding that ‘perfect path’ through each level. However, the physics in Sonic 4 don’t seem to conform to gravity, instead they feel rather floaty and pretty heavy at the same time. It is possible for Sonic to walk up walls, lose speed whilst moving downhill. Plus, on top of that, it takes a good few seconds for him to get going fast enough for the game to begin to feel responsive.


On the upside, once you get used to this you’ll scarcely find that such issues break the game, let alone appear frequently. Although later parts require you to be able to move and respond faster, and without delay, it is still possible to manage with the current mechanics without causing too much in the way of frustration. Saying that Sonic Team definitely needs to address these concerns if they are to really make an exceptional, or even great Sonic game.

Still, I found my self regularly enjoying large parts of the game as a whole, sometimes loving them regardless of the issues present. It was also rather nice to see some solid, and often well thought out platforming sections throughout the game, balancing out the fast/slow dynamic the originals were known for. The odd, out of place puzzle in the Labyrinth Zone notwithstanding, much of the level design is firmly crafted mix of action and exploration, with a few more frequent bouts of high-speed excitement to differentiate things.


Laid out for all to see, Sonic 4 is played across four distinct zones, each with three main acts, and a final boss act, in which the player is faced with another battle against Dr Robotnik, and one of his Egg Mobile contraptions. The entire game is one retro-styled remix of the first two games, with elements from 3 and Sonic & Knuckles, combined with some original ideas and a lovely HD graphical overhaul.

The boss battles in particular are classic ones lifted from past games, whilst each being given an unexpected twist at the end. Sometimes these are awesome to fight against (the first boss), while at other times they are long and drawn out for far too long (the final encounter against all of the game’s bosses, and then a remake of Sonic 2’s end boss), which serve to annoy rather than to invoke fond memories of the old games Sega are trying to recreate.


Visually, Sonic 4 looks astounding at times. The unique mix of pre-rendered 2D sprites and polygon-based enemies and characters looks fantastic, and totally in keeping with the series trademark look. If you’ve ever wanted to see just what a HD-remix of Sonic 1 or 2 would look like, then Sonic 4 delivers just that. On a slight downer, every one of the game’s four stages are pretty much direct remakes of levels found in the first two 16bit Sonic’s. And whilst it is nice to them lavishly recreated in HD here, this is supposed to be Sonic 4, and not New Sonic The Hedgehog. But even then, I quite like the obvious homage.

One thing that does stick out for the worse is that Sonic’s running animation is also a little off and out of time with how fast he appears to be going. Making the change between walking, running, and full, flat-out, leg-rolling sprint never looks particularly comfortable. It’s fluid for sure, but also a little disjointed. However, the rest of the game is positively beautiful, and is exactly how I’d expected a current-gen 2D Sonic game to look like.


I have no qualms about Sonic’s brand new look. Overhauled using textured, anti-aliasd geometry was definitely the right choice - although I would’ve loved to see a totally sprite-based presentation (it’s about 95% at the moment) - his design echo’s what I would describe as a natural continuation of his look based on unused Knuckles Chaotix sprites, along with being jazzed up to fit in with how the brand is currently portrayed.

The music, made using low-fi synthesiser samples, sounds tonally very similar to that of the classic 16bit games. Whilst lacking the same range, the compositions themselves are perfectly in fitting with the game’s stages, and the retro-styled nature of the whole production. The title screen, Splash Hill Zone, and the first act of Mad Gear Zone are by far the best Sonic 4 has to offer.

You'll also be pleased to know that most of the sound effects have been taken from past games - the 16bit titles in particular, although some Sonic Adventure samples have been used for the menu screens throughout the game. Like with the music and the style of the graphics, the combination of seemlessly integrating old effects with ones taken from modern Sonic games is a great way of keeping that 'old-school' feeling intact without making it seem dated.


Sonic 4 is definitely a homage release in the vain of New Super Mario Bros, and a partial remake of Sonic’s 1&2, rather than an all out sequel to Sonic & Knuckles. Although that is hardly a bad thing considering it could have turned out so much worse.

I’m sure plenty of fans will moan about the change of art style surrounding Sonic himself, the obvious re-tread of various stages from the first two games, and the fact that the handling and physics aren’t quite as they should be. But that said, we all have our own ideas about just what Sonic 4 should be like, and what we have here is a rushed middle-ground of sorts; an often flawed, occasionally messy, but also sometimes great first attempt at crafting a modern day Sonic classic.

Sega’s latest is a solid mix of combining the old and the new, lacking in originality, or any real inspiration. But at the same time finding its feet after being absent for the past fifteen years, and in places doing a reasonably good job at that too. All things considered, and a few problems aside, with some small improvements and a more unique identity, then Sonic 4 may just turn into the true sequel we’ve all been waiting for. And that is all anyone, fans and new folk alike could really ask for. Though sadly, we’re not quite there yet.

VERDICT: 7/10

Friday, 8 October 2010

Review: Dead Rising 2 (360)

Zombies with traffic cones stuck to their heads, others getting sliced in two, being burned alive, or just smashed in the face with a soft toy. Not so much of a surprise considering your proprietary aim throughout the whole of Dead Rising 2 is to kill, mame, and disfigure as many of the living dead as humanly possible whilst trawling through the Las Vega inspired Fortune City. It's a highly enjoyable experience at times, but not without elements of repetition, and some issues which make this sequel feel slightly hacked together at the last minute. But at least it's for the most part, still quite addictive.

Dead Rising 2 sticks firmly to the blueprint established by the first game. The missions are largely similar, the whole idea of picking up almost anything and using it as a weapon is almost the same, as is the never-ending onslaught of zombies, and familiar time-based structure, all which form an altogether familiar, but rather fun game.

However, with this sequel (or what feels like a retry of sorts) developer Blue Castle Games has improved on many of the flaws of the original. The save system has been slightly overhauled, the game’s use of time no longer penalises you for failing missions, and the ability to combine weapons together provides ample reason alone for mindlessly running around and bashing as many zombies as you can. It’s still not without some issues though, and the whole idea of levelling up and going back through the game can get decided boring, often pretty repetitive at times.


Now that isn’t always such a bad thing per-say, with the game’s sandbox nature giving you plenty of the same things to do. It’s just a question of whether you want to keep doing them. And that can be a pretty big ask. Though for the first few hours or so, you will definitely want to stay in Chuck Greene’s world turned upside down.

Roaming around the glamorously hellish paradise that is Fortune City, beating down loads of living rotting corpses with almost anything you can pick up is what you'll be doing most of the time. And there's plenty of items available at your disposal to do this. Nearly everything can be used; saw blades, baseball bats, axes, tables, chairs, plant pots, soft toys, etc. You name it and you can probably use it to deliver death to the undead. It can be a rather wildly enjoyable affair.

Of course you could do this before. But now you have the ability to combine various weapons together into making a custom death-delivering machine, or just a push broom with shotgun on the end of it. Did someone say ‘boomstick’ anyone? All objects that are identified with a wrench icon can be combined with another item. Usually this still has to make some kind of logical sense; such as a water pistol combined with a gasoline canister becoming a flamethrower, and so on. The fact that you have such a huge range (nearly unlimited claims Capcom) of items at your disposal keeps this whole idea from going stale. But also another reason for backtracking your way all over Fortune City.

You’ll be doing a lot of that too whilst in the world of Dead Rising. This sequel, like with the original, has a hard time limit in which to complete the game, and is backed up by a shallow, but mildly compelling storyline.


After being framed for the recent zombie outbreak in Fortune City, our new hero Chuck Green (bye bye Frank West) has only 72 hours in which to clear his name, and find enough Zombrex (an expensive medicine) to keep his daughter from turning into a zombie before the military arrive. To make matters worse, the whole place is quarantined off as well.

After initially escaping to safety from new zombie infestation, you find yourself holed up in a safehouse in the centre of another shopping complex, and it’s from here where you’ll be stepping out into the world, killing lots and lots of things, whilst running rescue missions and helping stranded survivors.

The story establishes the time limit, and throughout the game every mission you do is also timed, taking a chunk out of the whole 72 hours you have. Multiple missions are radioed to you from the save house, and usually run concurrently with each other, meaning that you’ll often have to decide which ones you have time to do, and which ones to let go. Even if you don’t choose a particular mission they still expire, so juggling between them is reasonably important.


However, it is impossible to complete every mission, every side-quest, and to see and do everything the first time around. Instead, the game has been designed for multiple playthroughs, with some challenges requiring you to be significantly levelled up in order to complete them. Also, some missions can only be successfully taken on with good time management. On subsequent re-plays you should have a greater understanding of where things are, and which missions can be done at the same time before returning to the safe house.

In DR2 it is also possible to fail missions, even major ones, without much in the way of punishment. You can even let Katey die if you want to. The result is that the game’s eventual ending changes, and you are left with a few shallow, but mildly perplexing moral dilemmas. In any case it’s a far better system than the one in the first Dead Rising, in which failure could often lead back to the beginning of the game. Now, you can choose when you want to start up from day one again, fully powered up and ready to go.


Aiding with Dead Rising 2’s far more forgiving game design, comes a tweaked save system. In DR2 there a now a handful of bathrooms in which to save. And you can choose to use them, and thus save your game at any point in time, mid-mission or otherwise. Of course balancing out this increase in chances to savage your progress comes the cleaver design of positioning save points often at ends with where you have to go for your main missions. This means that you’ll have to make a choice to either: carry on until the next intended save point. Or: fight your way through more hordes of the undead to reach a bathroom.

Both choices are filled with similar dangers, and neither represents a truly easy option. Getting to a save point when having to stroll off the intended mission path also loses you valuable time, meaning that it’s more likely that you’ll have to play through the game again to make up for any missions you might have missed. But the idea, and implementation is sound. Still, the giving the player a firm choice makes for a fairer overall experience than in the original Dead Rising.


A fair amount of the game (read: most) simply sees you going from point A to point B, picking up stranded survivor and helping them back to the safe house, maybe follow up on a the next case objective in between, or at the same time, whilst killing, bludgeoning, and dealing as much punishment as possible to as many of the undead you can in the allotted time limit.

Along the way you will also encounter a few boss battles – usually either powered up super zombies, or crazed humans looking to stake their claim. But in what exactly, I’m not sure. They’re challenging to beat, to say the least. And you’ll often die initially, having comeback a little later on, levelled up and armed to the teeth in order to finally take them down.

Thankfully, as you should have spent at least a few hours roaming and killing plenty of what you see, accumulating more in the way of weaponry, and increasing your health and strength, then these encounters shouldn’t prevent you from progressing for too long. Instead they simply reaffirm the fact that the game wants to be played over and over again, and that you should have far more fun in completing it if you go about it this way.


Unfortunately, the game’s long loading times make constant backtracking and exploration a somewhat tiring experience. Fairly long loading screens occur when venturing into different areas of Fortune City, and in between cut-scenes, breaking up the action considerably. These are pretty lengthy and make each area feel disconnected from the last. In particular, it feels like you are simply going through a series of separate levels set in the same place while carrying over any weapons and items you happen to find along the way.

Although it is understandable why these occur from a technical perspective (especially when moving from area to area), one can’t help but wonder why Blue Castle Games could have used pre-recorded in-engine cinematics for the cut-scenes instead, thus reducing the amount of times the game needs to load. But as it stands, with all too frequent occurrences, they simply disrupt the flow of action and prevent you from really becoming immersed in the world that has been created.


At least its a world that you can share this time around.

For those of you who might somehow tire of the experience when going it alone, you’ll be pleased to find that the developers have also introduced a story mode co-op option for Dead Rising 2. This sees both players taking control as Chuck Greene, albeit in different outfits, battling hundreds of zombies, and performing all the same tasks as you would in the standard solo story. Although in cut-scenes only one version of Chuck is ever present - the host’s character always takes president.

The use of co-op works well for the most part, however is let down by some peculiar issues with the game’s save system in this mode. For example, when playing I found that only the host could actually save their story progress – the guest player only saves their level, which is extremely frustrating. Especially frustrating in fact, when you consider that your zombie kill counter is reset every time you choose to return. In addition when one player saves their progress, the other is unceremoniously booted from the game, thus having to rejoin with the host again.

A few annoying niggles aside, playing through the game in co-op is a great way for both players to level their characters up, whilst also exploring all Fortune City has to offer. In particular, picking up new items, customising weapons, and then trying them out on the nearest group of flesh eaters in lieu of completing the actual story is great fun, whilst also allowing you to learn the layout of the game and its many nuances before you do things proper on your own.


Taken as a variety of individual experiences, Dead Rising 2 can seem to be rather repetitive and rather mundane. However, combine the time spent mashing up zombies, whilst performing various escort missions, and investigating the shady goings on in Fortune City, it becomes strangely compelling.

The storyline even manages to deliver a few Romero-esque moments of political jousting, often criticising the sometimes selfish and voyeuristic nature of man. But at the same time it knows never to take itself too seriously. Protests against the mis-treatment of the undead is at odds with exactly what the game wants you to be doing – killing as many as possible. And definitely adds a comedic touch to the premise as it unfolds. That, along with the many colourful, and downright stereotypical characters you will meet along the way.


However, Dead Rising 2 isn’t for everyone. And while as many people are likely to be enthralled with the constant carnage on offer, equally as many will be turning away in boredom after only a few hours. What keeps things enjoyable though, is the unique mix of humour, likeable characters, and viscerally gory action.

The fun that comes with finding, and indeed making new combinations of weapons, before then trying them out on the nearest walking corpse is actually just as good as it sounds, while at the same time most of the complaints surrounding the first game have been completely resolved. And although a few cuts have also been made; you can no longer take photos of your bloodiest work whilst running around Fortune City. Plus the game’s frame rate regularly takes a dive, resulting in quite laggy controls. These problems aren’t enough to tarnish what is a mostly entertaining, though rather samey experience.

VERDICT: 8/10

Sunday, 26 September 2010

Review: Halo: Reach

Each instalment of the Halo series has both divided and polarised the hearts and minds of gamers across the globe. It’s had many ups and downs, minor miss-steps, and incredible triumphs, but most of all, it defined a generation of console first person shooters, for better or worse, with the original Halo perhaps being the most highly regarded. So with that in mind, Halo Reach seems like a fitting end to the series by going right back to the very beginning, a conclusion that is the catalyst for all that has gone by, and all that is yet to come to past, even if it can never live up to the expectation of being called the greatest Halo ever.

Halo Reach tells the story of mankind’s first large scale conflict with the Covanent on planet Reach; the legendary training ground for the elite Spartan soliders and the iconic Master Chief himself. For those who haven’t read the books, it’s a battle which turns into a massacre, a disaster zone in which mass genocide, chaos and utter obliteration ensues. The tale of Reach is supposed to be a sombre, desperate one, connecting with the series more naturalistic, human side, whilst also setting the stage for that memorable first encounter on the original Halo ring that brought the series into the limelight.

But despite going back to the series beginnings it never feels like a homage title to the first game. Instead it crafts out its own unique feel and iconic legacy that ensures that it stands out from past instalments, whilst also bringing something new, and somewhat fresh to the table. Well, just about.


In-keeping with the game’s story and planetary settings, Halo: Reach feels far more organic than its predecessors. Both the music and the art design reflect an earthy tone underpinning the whole experience, whilst staying true to the series trademark, minimalist, almost contemporary, sci-fi roots. However the game also never quite achieves its heartfelt intentions, with both the storyline and characterisation being paper thin, and the cut-scenes simply doing very little to flesh out the apparent horrors of war being faced by the cast and planet Reach.

Touching down on the planet’s surface for the first time, shortly before engaging in your first close quarter’s encounter, it’s pretty clear that this isn’t Halo: CE. In fact Reach is actually quite different from past Halo games (being more like ODST than 2 or 3), cleverly integrating nearly a decades worth of upgrades, gameplay tweaks, and AI developments into its campaign. The familiarity of the series is there, and the overall feel rests somewhere between that of Halo 3 and ODST, but with the finer balance and finesse associated with the original game. Dual Welding is out, with the heavy firing assault rife, and the impacting pistol with the zoom sight going back in.


Throughout Reach you’ll be playing as Noble 6; a nameless, faceless new addition to the Noble Team of Spartan soldiers sent in to defined Reach against the growing alien invasion. You are in effect a clean slate, something in which to blueprint your own personality onto. At first this makes your part in the whole conflict feel a little soulless, but at the same time it is exactly the reason why Bungie decided to go with a faceless, nameless hero like Masterchief (it’s simply a military rank) in the first place. It’s your fellow comrades, which provide the game’s light semblance of humanity and character. And by that, I mean human character, and not that of the environment and enemies.

Unlike ODST, the game never gets bogged down with personal stories. Here, your only concern is Reach, and defending it from a sneaky alien invasion. Sure, each member of your squad has his or hers own distinct personality, but they never take centre stage. Although at times the game takes itself far too seriously. That said it is a vastly superior take on the ideas first explored in ODST, despite the fact that they are not explored quite enough given the underpinning subject matter. Characters that you feel like you are getting to know are killed-off almost as soon as they begin to stand out, and the whole start-to-finish story of planetary annihilation is paced far to quickly for any meaningful effect.

But then again this is Halo, and with the exception of the convoluted story behind Halo 2, the series has never been one to mince words, instead simply providing the basis for more thirty-second action, with a few set-pieces in between.


Onto the actual gameplay, and Reach presents the player with the classic Assault Rife and Pistol combo. A familiar sight for anyone who’s been with the series since the begging, and a welcome return to what many fans were calling their favourite weapons combination.

However, these aren’t exactly as you remember. Anyone looking to lay waste to an Elite by emptying a whole clip from their assault rife, before smacking them in the face using the but end of the thing, be warned. The powered up Spartan favourite has been balanced out accordingly, with a stock of Covenant weapons providing much-needed grunt on occasions where the human weapons fail. Plus, those nasty Elite’s are even nastier, tougher and more relentless than ever. But it’s not just them. Hunters are equally difficult, if not more so to eradicate, so you’ll be wanting to keep some sort of Covantent weaponry handy in order to take down their shields before going in for the kill.

Saying that, both signature weapons from the first game still feel rather aggressive, and several well-aimed, well-timed, blasts in combination with a melee attack will still reward those with a quick and gracious kill. The DMR – Reach’s replacement for the battle rife – is easily one of the best, providing ample damage, and a nice short-range zoom facility. If not, then sniper rifles and grenades put up a formidable fight against the alien’s powerful oversheilds, as does your armour abilities, protecting you when all else fails, which when used correctly evens things out a little.


Armour abilities now stay with you throughout the campaign, like with normal weapons, and can be swapped out at certain points in the game. Unlike before, they are all multiple use, relying on a small gauge found to the bottom left of the screen. It only takes a few seconds to fill back up after use. Some abilities, like the jetpack, and the sprint can be used in smaller increments giving you more control over how you want to use them. They’re inclusion in Reach seems far more deliberate, largely more useful than in Halo 3, and represent another balanced improvement on the Spartan side of the arsenal.

On the other hand, some of the Covenant weapons feel a little bit more useless than before. The needler in particular has seen a subtle downgrading in power, no longer being the series alien alternative to the pistol – its still one of the best though, still fully functional in the right hands. Whilst new additions like the concussion rifle and focus rifle are largely pointless, and act as a poor alternative to their human developed counterparts, if of course they actually have one. Case in point, the somewhat disappointing needle rife, comparatively less effective than the standard sniper rifle.

However, it’s not all bad. The plasma pistol becomes a deadly weapon for taking down Brute’s shields, and the quick firing, but reasonably powerful plasma repeater can break through an Elite’s armour in just a few shots - more so than either the Spartan pistol or assault rife. These provide a far greater balance between power and firing speed, being thoroughly effective weapons for dealing with most, but not all of the Covenant threat. Also, when used in combination with the less unusual human arsenal a few key weapons really come into their own, clearly affirming the human/covanent strategy that seems built for the game.


And strategy, albeit at a break-neck, split second pace is exactly what you’ll need, seeing as Bungie have laid down the gauntlet with some initially impressive enemy AI. Before, particularly in Halo 3 and ODST, it always seemed that every enemy (minus the grunts of course) was permanently on full testosterone, aggression duty. But not anymore.

The AI is still rather aggressive, although it now shifts depending directly on how you approach the situation, and how the odds sway during battle. It’s nothing revolutionary, with the whole thing basically coming down to: retreat, flank, attack, reposition, and then repeat again. But it’s the way it is done that commands your attention. AI patterns are always varied, usually interesting, and always make for a thoroughly entertaining, if not occasionally frustrating shootout experience.

Of course, if you want to pick holes, then you could say that most of the game’s seemingly intelligent enemies are used as a smokescreen for some basic AI routines, which are pretty easily exploited. The Elite’s in particular, can be made to do what you want by firing off shots on either side, and by positioning yourself in a way that constantly makes them want to attack you directly.


Using this kind of gameplay approach evens out some of your limitations. In Reach your overshield takes a lot longer to recharge than in Halo 3 or ODST, and while it is down you are even more vulnerable to taking damage than before. A single blast from a Grunt’s plasma pistol can instantly take down your shield if impacting head-on, and a few smaller, quick blasts can sap out your health just as fast. Rushing in is now no longer an option. Instead you now have to play it safe: a cat and mouse game of strafing, backing away, before rushing in for a briefly surprising counter-attack.

The gameplay then, feels different than before, almost more like an extension of the system found in ODST than in Halo 2 or 3, and very different to the one found in the original. Despite this Halo Reach feels very much like the game Halo 2 should have been, particularly when it comes to its visual style, and the more grounded, earthly nature of the environments so beautifully depicted throughout. Reach feels like earth, and one stage later on in the game looks like a direct homage to the opening level in the unfinished, canned original build of Halo 2. A nice nod to the fans there.


Somewhat disappointing is the size and scope of some of the battles, or rather the lack of. Bungie promised us ones that were meant to be huge. Epic, in fact, perfectly setting the tone for the eventual end of Reach. However, what we have been given is largely the same size battles as in Halo 3, maybe bolstered with a few more Grunts and one or two Elites. Most of the Epic scale stuff is contained within the cut-scenes, and the on-rails portions of the game, giving you only a brief look at the wider picture of the conflict potentially on offer here.

In the end the Campaign mode of Halo: Reach sticks to exactly what the series is known for: a close 30 seconds of intense shooting fun, never deviating from that blueprint, or attempting to add anything else to the proceedings. Thankfully, the scenery in the game is beautiful, with stunning mountain ranges, large wide-open vistas, and stark industrial complexes, complemented with a lavishly implemented graphical upgrade. You can read about it in detail here, and here in our tech analysis if you really want to know the details, but suffice to say that Reach finals comes out back on top with regards to its once high-end visual status.


Despite a few issues, and some ups and downs, the campaign in Reach is perhaps the most iconic that the series has seen since the original Halo. Pretty much every stage through the game was as memorable and as pleasing to see as the last. Perhaps all except the final few stages, in which things get very dark, and very gritty. The campaign is also a lot more consistent throughout. Whereas the first half of Halo: CE was clearly the best part of the game, Reach manages to keep things moving forward for longer, even if what’s here does feel a little tired, like you’ve been treading old ground over for the umpteenth time. And in essence you have, since this is yet another Halo title.

Outside of the Campaign Mode Halo Reach’s Multiplayer is slightly less fresh, and more overly familiar. Its no less good because of that though, and basically culminates in bringing together all the upgrades and tweaks that we’ve seen over the years in one finely refined package.


I’m sure some people will complain about the various weapon changes that have taken place (the slight downgrading of the pistol for example), they always do. Although weapon balance in itself is as good as it has ever been, and the new additions – some initially bizarre and in effective, others particularly outrageous – allow for plenty of variety and intricate mastery to take place.

It is the modes and maps however, that really defines just how good the game’s multiplayer will be. And in this respect Reach perhaps is as good, but not blindingly better than past titles, although not without the feeling that a few more classic stages wouldn’t go a miss, and that there really should be more outdoors, blue skies content for your killing needs. Then again, with Bungie promising further support by the way of downloadable content, it’s not a terribly large issue. Stuff like Bloodgultch has seen another return which is nice, although not many people seem to be picking it.


Making their way back for this latest, and last instalment in the series, from Halo 3 and ODST, we have both Forge World, and Firefight. Both have seen a range of tweaks and upgrades, mainly in allowing for more customisation and control over what the player can do.

Firefight in particular has seen some interesting inclusions in the way of customisable features called Files. Files can be created by both players and the developer, and basically consist of fixed, custom match set-ups. Things like enemy types, weapons, and more can all be set, mixing things up from the usual match options via the use of the series infamous Skulls. Player created files can be uploaded onto Xbox Live, and then Downloaded by other players to try out. Amongst these is one made by the developers themselves, allowing players to easily gain all the available achievements in this mode. Nice!

Forge World allows you to move around large parts of the scenery in real-time with other players, giving the option for more finite customisation of various game types whilst making traditional maps almost unrecognisable. It’s here that all new takes on classic game types can be made, and bizarre twists on initially balanced maps can be turned upside down for all to see. Far more impressive is the fact that you can work with other players in crafting the stage, thus bringing a real community feel throughout the whole process.


Classic modes like Team Slayer and King Of The Hill make their successful return, as does Capture The Flag and plain old Slayer, much to the delight of many fans, and especially myself with the inclusion of classic slayer, although its inclusion is somewhat overshadowed by endless twists on the formula. Many traditional modes have been beefed up with new twists, and a wider range of variety when in matchmaking. Sometimes it can be quite hard to just play one single style of game type over short’ish sessions, with a distinct lack of control over what you can and cannot play.

Quite why I cannot set-up a matchmaking option where I just choose one game type with no variations is, in this day and age, rather disappointing, and a somewhat major oversight to an otherwise solid matchmaking system. However, having a system like this encourages players to try out other modes, which is obviously a good thing, and prevents the online community from feeling stale from simply playing similar games.

New modes like Invasion sets up two teams against each other, one playing as the Spartans and the other as Covenant Elite’s, with each side trying to capture the other ones turf in a series of simple objectives. Whilst Stockpile sees players accumulate skulls upon each kill with their aim to deliver them to the drop off point before getting killed themselves. Invasion adds a touch of teamwork and strategy to the proceedings, while Stockpile often descends into madness, arguably being almost as fun as Team Slayer on many occasions.


In the end Halo: Reach’s multiplayer is once again the backbone of the game, not only propping up the single-player Campaign mode, but also being the needle-injection of addictiveness the series is known for. The vast range of game types and different takes on these is impressive, and the inclusion of Firefight matchmaking is a big plus. Although, the lack of being able to either, start matchmaking custom games, or simply one type of selected game (like Classic Slayer) is pretty disappointing. You can of course do this via individual player invites, but it would have been nice to be able to do this with all players as well.

Perhaps the only other issue is that the whole thing feels a little too familiar and samey overall. Halo 2 brought the series multi-player into the limelight, and it could be argued that Halo 3 ODST vastly elevated it, while Reach tries to perfect it, albeit with strong but also mixed results. Multiplayer, like with the single player Campaign can never be everything to everyone, although Reach does provide the best overall social slaughterfest the series has seen to date, regardless of whether or not the maps you so love are or aren’t included.

On the flipside Bungie have promised to update the game periodically, including tweaks and changes to modes and matchmaking options, and like always, with a string of new maps, making this a progressive experience rather than a final one.


When it comes down to the crunch, Halo Reach is still quite possibly the best game in the series, although it doesn’t always feel that way. It may not be quite as iconic as the first, and the single player campaign isn’t quite as expertly structured, but in terms of the whole package it is pretty much as good as you were ever going to get.

Bungie have brought the series back full circle, without reinventing the wheel, or even delivering some of the changes expected from a series that has been going for so long. It does however, provide another enjoyable slice of first-person shooting action, which although feels a little too samey, holds up far better up against Halo: CE than any of its past sequels has ever done, especially with regards to the Campaign. That said, I think that the series has finally run its course, and that Reach could be described as a reasonably good, often excellent, fitting finale to the series as a whole.

The real question though, is whether or not it was really worth waiting nearly a decade for. And sadly, that answer is obviously a decidedly firm no. Instead, I’d perhaps describe Halo: Reach as the game that Halo 2 should have been, but nearly ten years too late, with loads of tweaks and upgrades, a far better campaign, and more than a touch of unwanted over-familiarity.

VERDICT: 8/10

Thursday, 16 September 2010

Review: Mass Effect 2: Lair of the Shadow Broker (360)

When the Mass Effect franchise was first announced back in 2006 the fans who grew to love the universe were promised dlc which would ever expand that universe. Unfortunately, Bioware failed to properly deliver on the first game, with two very different dlc packages, both of which frankly didn't offer very much in terms of expansion. Since then Bioware have gone back to the drawing board with Mass Effect 2, learning from the mistakes of Mass Effect by releasing a combination of free and premium content which has way surpassed the scant offerings featured in the first game.


The latest offering though, Lair of the Shadow Broker is probably the best and most satisfying piece of dlc I have ever played, expanding on the Mass Effect story in ways fans would have been hoping for. The dlc continues the story of Liara T'soni, a former team mate of commander Shepherd, and ties directly with the Mass Effect mini series, Mass Effect Redemption; a four issue comic series published by Dark Horse Comics.


Concluding a story arc which was started in Mass Effect redemption, in which Liara is desperately seeking payback against an entity known as the Shadow Broker, this expansion finally gives us the chance to confront that mysterious foe. The adventure you have getting to that point however, is not only challenging combat wise but also features all the elements which have made Mass Effect 2 possibly the best RPG of this year.

The story is of course, emotionally compelling - so much more so if your Shepherd had a relationship with the Asari doctor in Mass Effect, as you have an opportunity to continue their relationship, and the combat suitably polished.

With two satisfying boss battles, one especially so if your character class is Vanguard, the dlc rivals segments from the main Mass Effect 2 story. As for fan service, other than rekindling a relationship with Liara there is a ton of Mass Effect references that more than once caused me to laugh out loud, especially the part about the omni-gel.


Overall, as far as Lair of the Shadow Broker goes, this in imho is the best piece of DLC yet released by any publisher or developer so far, and the cost is spot on. At 800 Microsoft Points you wouldn't expect a full expansion, but with the play time coming in at around 3 hours, and plenty of end game tid-bits to laugh over, this is an essential download for any Mass Effect 2 owner.

VERDICT: 9/10

Leon Goldstone, Contributor

Monday, 30 August 2010

Review: Gunblade NY and L.A. Machineguns Arcade Hits Pack (Wii)

Lightgun games, along with the Daytona’s and Street Fighter’s of this world, were once the lifeblood of the arcade. You only have to look at the likes of Operation Wolf, Virtua Cop, Time Crisis, and House Of The Dead to see how the genre has progressed, and how it also made up many peoples favourite all-time arcade experiences. The simple, bare-bones shooting action of most of these titles provided a quick-fix adrenaline rush, and a way of killing a few minutes of your time loosing a bunch of fifty pence pieces in the process (or quarters if you’re American).

But now that is all gone. The scene, and the genre in general is in steady decline, if not completely dead. I used to love these games, but now they don’t seem to make ‘em anymore. And when they do, they’re just not the same. Just look at Sega’s Rambo - one of the few lightgun games released in the Arcades in 2008. It was positively bad, with low production values and uninspired stage design. These days this is exactly the kind of experiences you’ll get with games of this type.

Although saying that, maybe I’m just looking at all mid-nineties arcade shooters with rose-tinted specs. Outside of the large AAA releases like Virtua Cop and Time Crisis there was a whole lot of decidedly average experiences for your money. With that in mind, you could say that many of the newer lightgun games are simply in the same bracket as the some of those second rate titles we played all those years ago. Not really worse than you remember, but just as mediocre as the ones you hardly ever played.


This is were Sega’s latest Wii lightgun game offering fits in. The Gunblade NY and L.A. Machineguns Arcade Hits Pack is a collection of two relatively low-profile arcade gun games from 1996 and 1998, each delivering the same kind of simplistic, and near-constant blasting expected from machinegun games of the time, with both games being part of the same franchise. But unlike say Virtua Cop, you find your self riding in the back of a futuristic police helicopter, armed with a powerful machine gun and fending off waves of humanoid robots intend on controlling the city.

The first game, Gunblade NY was released in 1996 and runs on Sega’s once hugely popular Model 2 arcade board. It’s age is easily apparent, with blocky graphics, simple special effects, and a world consisting of scant amounts of geometry, with only a few enemies on screen at any given time in order to keep the level of detail up. At the same time this clean, albeit simplistic look works rather well, and the actual conversion itself is arcade perfect. The game runs flawlessly at 60fps and contains all the diffuse reflection mapping of the Model 2 original, along with some impressive texture filtering for a nearly twenty year old game. Dare I say, the IQ is better than the second game in this pack.


Outside of the obvious conversion factor, the gameplay is something of a disappointment. It’s not only really basic – the only thing you do is point, shoot, and occasionally change weapons – but also feels even more like a cash-in on the success the genre had back in the mid-nineties. The camera also feels a little wonky. It’s like its attached to a piece of string being waved around on screen, rather than one of a helicopter circling around, and swooping down on parts of the cityscape. Though perhaps this could be forgiven considering the age of the game and all.

Gunblade NY is just about enjoyable to play. Everything works, with no glitches to offend you. Although the whole thing feels pretty boring to say the least, and a little to ‘barren’ to provide any nostalgic excitement.


LA Machineguns fares a little better. Graphically the game isn’t quite as polished as its predecessor with regards to overall IQ, although texture detail, polygon counts and special effects are all noticeably ramped up far and beyond the Model 2 original. That is because this sequel used the Model 3 board and benefits from the extra power it provides. The standard diffuse mapping returns, but with only small highlights of specular sheen found in most Model 3 titles, though there is far more stuff being thrown around on screen at once compared to the last game.

Like with Gunblade NY, LA Machineguns looks to be arcade perfect, with only a little bit of slowdown, and the slightly darker look of the Wii version separating them apart. Still, visually it’s also a pretty dated affair, failing to hold up compared to other Model 3 arcade games like Scud Race, or Spike Out. Instead, like with Gunblade NY, this sequel also feels like a second rate title developed to keep the number of Sega games in the arcades up.


Where LA Machineguns succeeds however, is by providing a moderately fun, if not all too simple shooting experience. The on-rails nature of the game features a far better camera system than Gunblade which makes it feel more like you are actually shooting down things whilst riding on the side of a helicopter, and the action is more intense, featuring many more enemies on screen at once, with plentiful amounts of blocky explosions taking place.

Both games are hardly pinnacle examples of the genre however, and have very little replay value once you’ve finished them. I’d found the whole package can be completed easily in under one hour, and that the games themselves lacked any kind of challenge on the normal difficulty setting. Seeing as there’s no extras in which to speak of, after you’ve completed both titles there’s really nothing for you to do. You can upload your best rankings online via a leaderboard system, but that’s it.

Despite being a massive fan of Sega arcade games, and lightgun games in general, there’s really not much I can recommend here. Neither game is particularly great, failing to grab your attention positively – even in a cheesy, nineties Japanese-style arcade manner - and requiring very little skill to complete, after which boredom starts to set in. Unlike with the genre’s greats, Gunblade NY and LA Machineguns is less about testing your shooting skills, and more about spraying a load of bullets across the screen, hoping they all hit, and then continuing to the next stage, a full set of credits in hand.


At least both games have been given perfect conversions in the home. Sega could have so easily messed this up like they did with the Wii version of Ghost Squad. Thankfully, sans a bit of slowdown in LA Machineguns, both games have been nicely recreated, and from a conversion point of view, represents just how things should be done. Widescreen support has been included too, which sees both games being rendered in true 16:9 aspect ratio. Although all gameplay is strictly contained within an invisible 4:3 barrier which feels alittle strange.

Obsessed Sega arcade fans will no doubt do well to pick this up and show their support, as this could lead to more Model 2 and 3 hits coming our way, while most people (inc lightgun game fans) should give this one a miss. The Gunblade NY and L.A. Machineguns Arcade Hits Pack is worth a quick rental for an hour or two’s brief entertainment, or for those who need to own every Sega arcade release, but at £20 doesn’t represent a value for money purchase. Maybe as a £10 preowned buy further on down the line this is worth loading up and taking aim for, but certainly not at full price.

VERDICT: 5/10

Thursday, 26 August 2010

Review: Kane & Lynch 2: Dog Days (360)

The original Kane & Lynch was a stab at something a little bit different; a third-person shooter starring two unlikeable, but potentially redeeming protagonists thrust head-on into a world of violence and deception. It was a brief, unpolished look into the criminal psyche, packed with plenty of explosions, bad language and a dodgy control scheme. The ideas that it threw around worked well on paper, but when it came down to the crunch the developers were unable to deliver on their vision.

Kane & Lynch 2 is nothing like that game. Well, it is in one sense being a third-person shooter. But really, that is all it has in common with its predecessor. Everything has been stripped down to the bare essentials; the action is more tightly focused, the control scheme is more responsive, and the story decidedly even more one-sided. In essence it has lost some of what made the original game mildly interesting for the sake of focusing on a single concept, with most of the personality of the two leads coming from the highly stylised visual presentation, and the kinds of things that you’ll be doing reduced to lots and lots of shooting.

Now, all this shooting Initially doesn’t seem so bad. And after all, the COD series survives on little else, with only short interludes in between heavy action sequences. However K&L 2 seems to miss the mark by quite some margin in this regard. Yes, there’s plenty of shooting. You do nothing else. And although the game is reasonably polished in some areas, and is pretty fun for a while, it’s also packed with various bugs and glitches meaning that it just doesn’t hold itself together well enough throughout the entire single player campaign.


The action is fast and frenetic and the gunplay is actually quite enjoyable at first. It’s perhaps only let down by the numerous glitches to be found throughout the game, and the relentless nature of the enemy AI, which tends to bring to the surface further problems with regards to weapon balance and implementation.

In the game’s smaller, more confined sections, the constant cat and mouse game between our despicable duo and the legions of enemies works rather well. But when thrown onto the deep end time and time again, with large, wide-open areas full of wave upon wave of enemies coming your way, it all becomes just a little too tiring, and very, very repetitive.

Throughout all of this the enemy AI is actually quite cleaver, constantly ducking and running between cover points, while at the same time trying to flush you out via flanking you from either side, drawing you with short bursts of fire. It definitely feels a cut above the average third-person shooter.


K&L 2 is also pretty relentless at all times, never letting up, and only stopping when it manages to glitch itself into submission; standing still waiting to be shot, or running circles around either two of the lead characters whilst failing to fire their weapon. Enemies also find themselves magically teleporting through, and over various parts of the scenery in moments of frustration and obvious hilarity. The consequences of which is a distinct inability for you being able to track and follow targets effectively.

In other silly moments NPC’s that you are meant to chase/follow occasionally become ‘confused’. You may find them simply standing in one place, or wandering around aimlessly until the game decides to fail you on the mission. Sometimes, these characters will also randomly appear and disappear from out of nowhere; there one minute, then gone the next. I’ve seen the same thing happen to groups of enemies, and even both Kane and Lynch themselves in the ending cut-scene. It’s hardly what I’d consider acceptable for a high-profile release, and annoyingly, feels rather unfinished like the demo.


Combat, for the most part is reasonably solid, with the controls being far more responsive compared to the original K&L. Aiming and shooting feels quick and relatively natural; lining up that crucial head shot is easy, and the only real reason for failure, outside of your varying degree of skill, is the wide-range of your targeting reticule giving you the feeling that the game is deliberately trying to help the more co-ordinately challenged of us take down the opposition.

In reality, although easier for beginners, it also makes it harder for experienced players, lending the game’s targeting system to feel somewhat inaccurate at times. However, the real problem comes into play when you realise that many of the weapons you encounter throughout the game do very little damage, and the ones that do, are considerably unbalanced. The shotgun for example, delivers the same amount of damage regardless of how far away you are from your intended target. Whilst the pistol and various machine guns do very little, even at close range, unless a headshot is clearly made - something that isn’t as easy to judge, as it should be.


Thankfully, moving around the environment and getting in and out of cover is a much simpler affair than in the original. Pushing the ‘A’ button on the controller when up against a wall, table, etc activates the cover mechanic, and pushing it again releases you. For the most part the system is pretty good, and I didn’t have too much trouble with it until the later parts of the game.

It’s only here, where you’ll really realise how inconsistent the implementation can be. Slow, is perhaps a too strong a word to use, even though your commands fail to respond fast enough in intense situations. Usually, this happens after you’ve just ran up to a surface for cover, pushing the button the instant you get there. In instances like this the game doesn’t recognise what you’ve done. Instead, you have to wait for a split second or so before attempting the cover move or it won’t register at all.

Although the overall cover system is a massive improvement over the one used before in the first Kane & Lynch, it isn’t really polished enough to help you in dealing with the constant barrage of enemies being thrown your way. Not when they can move around at unbelievable speeds using the game’s own glitches against you, even if this is just a side effect of the unfinished nature of the title.


Occasionally the non-stop action duck and cover action is broken up with some explosive set pieces, containing yet… even more shooting. There are some cool touches included; like tearing up a building full of Chinese Mafia goons killing dozens of enemies in nearly every room you pass, which provides a more laid-back, and mindless on-rails element giving you a chance to take a ‘time out’ in an odd kind of way. Unfortunately, there aren’t many of these sections to be found, and some are so short and under-whelming that they almost appear pointlessly tacked-on the end as a means for avoiding doing anything of real substance.

And that’s the problem with Kane & Lynch 2. The game is so caught up in delivering a never-ending spectacle of gunfights and explosions that it fails to see how lacking and completely shallow it is. Just a few months ago developers IO interactive promised that we would see a deeper storyline compared to the first game, fleshing out Lynch’s character and maybe taking you closer into what makes him tick, why he is the way he is, and how even he has some humanity left in him.


False promises then, as that element seems to be completely avoided in this sequel; what we have here is nothing more than a few sound bytes between each mission, a brief cinematic, and not a lot else. Playing through the game it is kinda hard to follow just what is supposed to be happening, let alone the reasoning behind it. I gather you’re being hunted down after a botched arms deal, and that the Chinese Mafia is after your blood after you accidentally killed the daughter of a Mob boss. But really, that’s about it. Each cut-scene simply ends with more enemies shooting at you, and does nothing but introduce the next piece of action.

The two leads also are left as simple caricatures of their former selves, spouting foul-mouthed banter, and brief expositions of plot as you run around gunning down everyone in sight. But never is any time given to explore the characters and their motivations, meaning that you never care for them, or really feel any impact when they are faced with the horrid reality of their situation. Instead it just feels like a game, and that the story is just a bit of filler in between. Which, it is, but it doesn’t always have to be like that though.


Instead, most of the game’s personality comes from the highly stylised visual presentation, in which the entire look of K&L 2 is covered in a grainy, pixelated, and blocky security cam video type effect, perfectly blending in the nature of the two lead’s with the grimy underworld they find themselves in. The screen constantly changes between being mildly clean, to featuring heavy bouts of film grain and YouTube-esque macroblocking, all contributing to the underlying shady nature of both the environment and the people that inhabit it.

A shaky-cam effect also adds more realism to the proceedings. The whole game is seen through the eyes of what looks like a snuff movie recording of sorts, capturing every detail of your actions, and censoring out the most gruesome parts entirely. Whilst pretty stylish to look at, the shaky nature of the camerawork leads easily to some pretty prevalent motion sickness if you’re not careful. The Gears Of War style run is the main culprit for this, and can make you go from feeling fine, to incredibly nauseous in just a few seconds.

The presentation and the smooth, responsive controls are easily the highlights of the experience. Visually the game isn’t all that great, being noticeably soft at times due to its sub-HD nature. And the single-player campaign is way too short, with it being possible to complete in under five hours in a single sitting – I did it in four over Xbox Live in co-op. Still, the game is reasonably fun to play online (either in co-op or against others) when the glaring flaws don’t rear their ugly heads to often. Plus, the duck and cover shooting on offer is actually pretty good, and reasonably enjoyable taken in short bursts rather than an afternoon slog.


All things considered, Kane & Lynch 2 is a noticeable improvement over the first game with regards to its core gameplay mechanics and intense gunplay. But, it is also a lot simpler, with none of the variety of the original, and much of what made it so potentially interesting stripped away down to a repetitive third-person shooter, with only brief flashes of brilliance. The story is paper thin, and the characters are barely given ample exposure to develop their personalities. Plus, the whole engine feels largely unfinished, suffering from occasional crashes and plenty of visible glitches.

However, that’s not to say that you won’t find gain some enjoyment from gunning down the many waves of enemies you’ll face throughout the game. Although your time spent is as likely to be one of equal parts frustration as it is fun. And these days that just isn’t good enough for such a high profile release.

In the end IO Interactive have produced a distinctly average shooter, coated in a unique gritty visual style, and well, not much else. The endless combat can only sustain your interest for so long, and the seemingly unfinished engine reeks of a rush job to market. The controls and action may be better than the first, as is the overall polish behind the game. But it comes at the expense of any real substance, and doesn’t do the underlying idea of playing a mentally unstable psychopath any justice. Kane & Lynch 2 then, is wasted potential that perhaps warrants a rental or a cheap bargain-bin purchase for curiosity’s sake, but in no way deserves your attention as a full price product.

VERDICT: 5/10