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.

Thursday, 6 May 2010

Tech Analysis: Super Street Fighter IV (PS3 vs 360)

With nearly every big release here at IQGamer, it is almost a given for us to have our trademark technical analysis to go along with our in-depth review. But with Super SFIV we were considering skipping over the whole tech thing seeing as the differences are so small between the two versions, that whilst the game is running (at the preferred 60 frames per-second) it is almost impossible to tell the differences apart.

That would however, in our humble opinion, be doing our loyal readers a disservice. So instead of simply glazing over the technical aspect with our enthusiastic review, we are going to put Super SFIV through its paces as per usual for the full tech treatment.

Okay, I’ll start be saying that the same things which applied to last years Street Fighter IV, on both PS3 and 360, applies to this Super edition too. Everything from texture work right down to how the shader effects work, are handled in exactly the same way, although rendering resolution is the same on both platforms this time. This means that if you know about how the last game performed on both systems, then you know for the most part how Super SFIV performs as well.


Super Street Fighter IV is rendered in 720p (1280x720) on both PS3 and 360, with the 360 getting the usual 2xMSAA (multisampling anti-aliasing), whilst the PS3 version once again features no AA solution of any kind. This lack of AA only really manifests itself in scenes with high levels of brightness, in which such high contrasting areas create a slightly jagged look to the edges of polygons in the game, along with a small amount of edge shimmering too. Most of the time it is barely noticeable at all, and the only benefit is that the 360 game looks slightly cleaner at all times.

During performance of any Super and Ultra moves, along with the real-time pre and post fight intro and ending sequences, the PS3 game no longer drops resolution down from 720p to 1120x630 unlike in SFIV. It seems that through optimisation, that Capcom have managed to solve some of the bandwidth issues that may arise from the fact that PS3’s RSX GPU has access to less overall bandwidth than either the 360, or the Taito Type X-2 board the original SFIV runs upon. Essentially, all the transparency effects that are displayed onscreen during a Super or Ultra move vastly eat into each system’s bandwidth. However, it just so happens that this time around, that capcom have found a way of maintaning full 720p resolution on both platforms at all times.


In addition none of the normal transparencies or special effects have been rendered at lower resolution either, instead solidly maintaining 720p throughout. Quite clearly this increase in resolution isn’t the most noticeable change when comparing the two versions side by side, and especially whilst in motion at a constamt 60fps, in which they both look identical.

Perhaps the most noticeable difference comes in the form of texture detail, or more specifically, from the observation that the 360 version has slightly more detailed textures, which are used in some of the background scenery found in the game. These, along with some of the background objects are indeed rendered in 1120x630 instead of 720p on the PS3 build. You can see this happening clearly in the screenshot below, just look at the trees in the top right hand corner.


At worst, these lower resolution textures and objects make some of the background details appear a little fuzzy when comparing the two in real-time 60fps, though nothing particularly intrusive. Whilst at best, it is barely even noticeable at all, unless of course you switch between seeing the two versions on the fly. But this isn’t something that people usually do when playing games, so it really isn’t an issue, just another observation.

Texture filtering on the other hand looks to be identical on both versions of the game, which is somewhat surprising, considering the PS3 usually gets the exclusive advantage of having almost free use anisotropic filtering. This time around, both PS3 and 360 versions feature equal amounts of AF, with detail being visible far off into the distance. Yet another sign that the game isn’t perhaps pushing the 360 as much as it is the PS3, with all its use of alpha transparency effects sucking away potential performance.


Last time with Street Fighter IV, we noticed that in terms of shadowing on both systems, it was the 360 game that had the obvious advantage. Microsoft’s version featured not only softer shadows than the PS3 game, but also had exclusive use of self-shadowing not found in the Sony build at all.

For Super SFIV this has changed. Now both version feature self-shadowing – where a character casts their own shadow over themselves - as so evident in the screenshot below, while the 360 version also features the use of more natural soft shadows. The PS3 game on the other hand, uses a sharper more conventional shadowing method, although this isn’t visible during fast 60fps gameplay, and is barely visible when the characters are in their ‘standing’ positions.


When it comes down to it, Super SFIV is pretty much equal on both platforms, with the PS3 game becoming even closer to the 360 one compared to last year’s SFIV. Some differences remain, like the lack of any anti-aliasing on the PS3 game, along with one or two missing effects and the occasional lower resolution texture. The use of self-shadowing on the PS3, and equal amounts of texture filtering balance out any differences to the point that when seeing the game in motion it doesn’t really matter at all.

You have to remember as well, that in screenshots the differences are more pronounced, as they also are when you pause both games and view them one after another on the same telly. Of course there is still a small image quality advantage given to the 360 game, but really, this is only visible at certain points throughout the game and not all the time, making it a factual, but somewhat moot point.

In terms of recommendations, both come equally recommended, with your choice most likely to be dictated by what controller options you have available, and not by the very minor graphical differences on offer here. People without a separate arcade stick or specific fighting game control pad would be better suited with the PS3 game, as the Dual Shock or Sixaxis controllers both perform better than the 360 one. On the other hand, 360 owners can still get the same polished experience with the aid of a separate pad or stick.

Either way, both versions are visually superb, and the overall game itself is perhaps the best beat’em up available on current-gen systems. Whichever console you happen to own, Super SFIV is well worth the asking price, especially for fans of the series and people who missed out on the original game. All I’d say is that to get the most out of the experience, then you really need either an arcade stick or USB Sega Saturn pad, and that goes for anyone regardless of the version you happen to end up buying.

Tuesday, 4 May 2010

Review: Super Street Fighter IV (PS3)

Street Fighter IV came out of nowhere, riding high upon a strong wave of retro-themed revitalisation, and reconnecting with the gaming public in a way absent from the series since the likes of Street Fighter Alpha on Saturn and PSone. The game managed to bring the franchise into the next-generation like no other 2D beat’em up has done before, combining lavish 3D visuals with old-style 2D collision box based gameplay, at the same time redefining just what this series was about. Capcom had succeeded in bringing back the series into the limelight when pretty much most of the community thought that they would fail to do so, and in a way that did the long running series proud.

Super Street Fighter IV then, isn’t so much a sequel or drastic upgrade to last years game. But instead delivers a small bag of tweaks and subtle rebalancing, along with a host of new and returning characters. New faces are joined with new backgrounds, special moves, and the most accessible, and in-depth version of Street Fighter IV yet. It’s no surprise that SSFIV isn’t a brand-new game, but merely an enhanced version of last years popular re-birth. And whilst many hardcore fans will be drooling over its release, everyone else may be left wondering what all the fuss is about.

However, it doesn’t really matter, as either way you slice it, SSFIV is perhaps the best game in the series since the hardcore Street Fighter III Third Strike, or for me, since SF Alpha 2 and 3.


Upon starting up the game, the first thing you will notice is the lack of that ‘indestructible’ theme tune (for better or worse?) along with a brand new intro sequence and cool looking ‘super’ title screen. The entire presentation has been given a lift despite being very similar to latest year’s original SFIV, with influences from past games showing themselves in the various menus and the ‘character select’ screen. This screen in particular, now looks like a cross between the one found in Super Street Fighter II Turbo, with the art direction of SFIII Third Strike, whereas in SFIV this very same screen seemed to be based on Alpha 2 and vanilla SFIII.

The small tweaks and homage’s don’t end there, with all the intro and ending movies for every character being completely redone from scratch, looking like they fit in a lot more closely to the actual character art used throughout the game. Their actual content though, is somewhat shorter, with each character’s story only giving you a glimpse at what is really going on. Of course the SF series has never been about the story, but instead the accessible and completely in depth gameplay, which has been a constant focus for all those who continue to be involved with the series.

All the biggest changes to Capcom’s latest are concealed largely under the hood, with various character specific tweaks and crucial balancing to ensure that no one fighter stands to have an overall unfair advantage against another. Sagat for example (SFIV’s highest tier character), has had his Tiger Uppercut damage reduced and has been made more of an ‘execution’ style character, reducing his overall top tier status inline with someone like Akuma, who has his easily exploitable ‘LP’ into ‘LK’ loop removed; Ryu has had his Shoryuken adjusted, now performing two hits instead of one when activated with a ‘heavy punch’; and Rufus has had his ‘EX snake’ damaged reduced.


There are many more things that have been changed, such as each character having two ‘Ultra moves’ instead of one (though some have three or four even), whilst reducing their overall damage done, in turn making the match less about building up to a giant combo-based endgame. Also of the two ‘Ultras’ that you have available (you can only select one for use in the fight), one is a longer-range offensive type, and the other is more for close-quarters use, mainly I suspect for defence or countering. The new cast of characters also are largely more offensive in their play style than many of the ones found in SFIV, creating a balanced roster of offensive and defensive types.

From these and the other subtle tweaks, you get the idea that, as a game, Super SFIV is the most finely tuned and well-balanced instalment in the series so far. Sure there might be a few fans who think their favourite character is a little underpowered or low down the rankings, but by and large there is at this point in time, very little to complain about. Also, from the dozens of matches that I’ve played online, I can solidly say that the few complaints about some of the characters exploiting certain moves for a guaranteed effect is no longer an issue, instead being more about your own ability to deal with them.


Coming to the fray, a total of ten new characters have entered the world of SFIV. Two of which are completely new creations for this game, whilst the other eight are pulled right out from previous instalments in the franchise. Taking the spotlight is both Hakan and Juri, new to SFIV; backed up by Makoto, Ibuki, and Dudley from SFIII; Guy, Cody and Adon from SF Alpha; and lastly T. Hawk and Dee Jay from SSFII.

Every one of these characters are pretty much unique creations which play differently from the rest of the cast. Although some comparisons can be made between, for example, Dudley and Balrog are both boxers, but with very different styles that are instantly apparent when you see them in motion. The good news is that unlike in SFIV, all of these and the original cast are available right from the get go.

Out of all the new additions, it’s Hakan and Juri which are of the most interest however, especially Hakan, whose fighting style is unlike any other I’ve ever encountered in a fighting game, 2D or otherwise. Hakan is the video gaming worlds first Turkish oil wrestler, a slow beast with the ability to quickly slide around the ground smashing into his intended target, before then squeezing every last drop of life from their lungs. Everything he does is at first the cause of much hilarity, although he can be deadly in the right hands.

The second newcomer, Juri, a quick and very nimble fighter, is also somewhat different from what we’ve had before. Plenty of aerial kicks and multi-directional fireballs make up her arsenal, many moves being well suited for quick countering potential. In particular her entire repertoire seems to be based upon the game of surprise, with her moves making it difficult for her opponents to know what to expect. Her fireball, for example can be stored after being activated for later use against an opponent. All you need to be able to do is to keep one of the ‘kick’ buttons held down, and then unleashed that little present for your opponent.


There’s no need to explain the rest of the bunch, as I suspect that anyone reading this should be familiar with past Street Fighter instalments. If not, then I’ll just say that you have here some of the most diverse and most rounded bunch of characters to appear in a fighting game. Each one seems to have been well balanced against the rest, and some who were a little too powerful in SFIV have been toned down, just ever so slightly, making things even more level than before.

With 35 characters in total, there’s plenty of familiar faces and some newcomers to learn and master, all of which should keep hardcore fans playing for a long time online, and casual gamers at with a lot of variety to hold their interest.

Other than the inclusion of new characters and a re-balancing of the underlying game engine, the biggest change comes in the same of Super SFIV’s online modes, and ranking points system. In the original SFIV your overall rank was determined by how many battle points you had, and this went up or down depending on if you were winning or losing matches regardless of which character you decided to choose. Whilst it easily showed off who was the overall best at the game, it also meant that a huge amount of people playing online never changed the character they were using. Instead people refused to experiment online, and that resulted in many fights against similar characters in most ranked matches.


For Super SFIV Capcom have introduced a dual points system, one tied directly to individual characters (Battle Points) and one used to determine the players overall skill level (Player Points). This means that although your ‘Player Points’ changes when you win or lose with different characters, your ‘Battle Points’ for other characters does not, allowing you to experiment knowing that your best characters will still have their high ratings but simply at the expense of your overall player rating, if you aren’t so good with some of the others.

Put simply, this new system works brilliantly and certainly gives you the opportunity to try out different characters online against other players without ruining all of your ratings. Both ‘Player Point’ and ‘Battle Points’ are visible on the game’s leaderboards, letting you see how you fare against others, whilst also providing a solid system for high-level players to keep track of how well they are doing. It’s a system which feels like a natural progression from the one started in SFIV, and the best to grace any fighting game to date.


There is of course, a lot more to Super SFIV’s online game than just standard ranked matches, you also have the option of Endless battle and Team Battle too, both bulking out the non-ranked match options available. The Team Battle option sees you matched up for some 2v2, 3v3, or 4v4 action, allowing you to watch the other opponents matches as you wait for yours to arrive.

Endless Battle on the other hand, basically replaces the Player Match option from the last game, instead queuing you up with a series of other players in a ‘winner stays on’ type scenario, just like if you were waiting inline in an actual arcade for a match. As a replacement for the standard Player Match option though, it’s mildly disappointing as you have to wait for a few other matches to finish before you take your turn, making this a poor substitute for online practice before going into proper ranked battles. It is pretty cool however, if you want to observe other players and learn more about the game engine, seeing how people play characters in a completely different way to how you expect.

Also, for those of you who like to watch a bit of SF rather than just playing all the time, there is a fully featured Replay Channel option available, which gives you access to loads of online match replays from round the world. Everything from high ranking matches to beginner bouts are available, complete with the ability to slow-down the replay speed and the option to display damage numbers to get an idea on which moves and combos are most effective in high end battles. This of course completes and complements the more developed nature of the online modes in Super SFIV, though strangely the rather excellent Championship Mode from the original SFIV is missing, with Capcom instead electing to deliver a Tournament Mode of sorts to Super SFIV later next month (15th June we have been told).


Outside of the online modes and play, you also have Arcade, Versus, Training and Challenge Mode. Both Survival and Time Attack are noticeable by their absence, although instead, you can now play both the car and barrel bashing bonus games in a separate mode selectable from the main menu screen. Other than that, there is little for the solitary player to do outside of the Arcade and revised Challenge mode. Instead, it certainly seems that with these changes, that Super SFIV is definitely calling you into its world of fast-paced online action. Now that’s not such a bad thing, since most of your time spent will be playing against others online, and really, this multiplayer focus has always been the series meat and potatoes.

Lastly, you might also be wondering about the bonuses that Capcom had promised for players that purchased last year’s SFIV and this new ‘Super’ instalment. Well, this basically amounts to two different special effect costumes available for use on any of the characters to be found in the game. Rather than kitting out the fighters in new threads, these options make the character models look a lot more the ones seen in the game’s intro sequence. A nice touch, but we could have expected at least a little more, like extra ones of those pre-order costumes that will no doubt be available for purchase later on down the line.


With all that said and done, thumbs blistered, arcade stick broken back in again, Super Street Fighter IV is perhaps the best fighting game available this generation, 2D or otherwise. It is easily accessible to beginners and casual fans, whilst being filled with enough depth to allow a degree of mastery that only a select few players around the world will ever reach. You only have to look at the huge list of unique characters, lovingly crafted visuals, and beautifully polished game engine to know that Capcom have once again come up with something special.

However, what we have here isn’t a completely new game, and many casual owners of last years SFIV are unlikely to find enough new content to justify its purchase. That of course was always going to be the case. But whereas last year’s SFIV was squarely aimed at everyone, with the hope of bringing back the franchise into the limelight, Super is aimed at the regular franchise devotees and casual fans looking for more traditional 2D beat’em up action – and boy do they get it.

Overall, Super SFIV doesn’t redefine the boundaries of modern day 2D fighters like the previous release did. Instead, Capcom have gone back and subtly re-worked what many consider to be modern day pinnacle of the genre (myself included), and have created what can only be described as the most finely tuned, well balanced, accessible and wholly exciting fighting game available on any of today’s current crop of consoles. Street Fighter IV was merely the catalyst, an opener to restart the mighty Capcom fighting game production line. Super SFIV is the continuation, and an essential purchase for fans, hardcore players, or anyone who missed out on the previous release.

VERDICT: 9/10

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

Thursday, 29 April 2010

Editorial: No Instructions Included?


Late last week Ubisoft announced that it was ditching the use of printed instruction booklets for all of its upcoming games released later this year, starting with Shaun White Skateboarding, and following through with every new title thereafter. Their recent decision will effect all future PS3, 360 and PC titles in a scheme that the company says will not only save them a considerable amount of money, but that will also be responsible for a more environmentally friendly approach to producing videogames - they have already commissioned the use of the eco-box for its PC games, packaging which uses less overall plastic than regular boxes used for DVDs and games.

Laurent Detoc, president of Ubisoft North America stated that "Eco-friendly initiatives are important to the global community and introducing in-game digital manuals on Xbox 360 and PS3 is just the latest example of Ubisoft's ongoing commitment to being a more environmentally conscious company".

The company also claimed that the removal of instruction booklets would be beneficial to gamers, as more work would be put into creating a “more robust” digital manual held on the game disc, which would provide “easier and more intuitive access” to game information on the fly, when they say gamers need it the most.

Of course, Ubisoft’s statements uttering the fact that in this day and age that the ‘instruction booklet’ as we know it is largely redundant, is a viewpoint also held by a vast majority of mainstream gamers, evident by the lack of complaints, or even comments surrounding the increasingly paper thin booklets given with most new releases these days. One only has to look at the recent Call Of Duty outings (especially Modern Warfare 2) along with Need For Speed, and Ubi’s own Assassins Creed, to determine that by and large, in their current form, these booklets are pretty pointless. Almost to the point it seems, of being there just to fulfil a tradition started with single-coloured square pixel type games of the late seventies and the early eighties, a time in which videogame graphics were far too basic to effectively house an in-game tutorial.

Looking at these modern instruction booklets, the vast majority these days for the yearly franchise titles, and for the big annual heavy hitter sequels (COD, NFS etc), seem mainly to contain a brief handful of pages, filled with black and white text describing the controls, and maybe providing a single in-game screenshot showing off the HUD. In which case their inclusion is pretty pointless at worst, and complimentary at best, being ignored I imagine by the vast majority of gamers who pick up those titles.

Other games, like with Epic’s Gears Of War Series, Capcom’s Resident Evil 5, Street Fighter IV, or Nintendo’s Super Mario Galaxy, all have well thought out and carefully crafted booklets, which not only show players how to control the game, what the items are, and weapons available, but also provide a gamers with a back story for it’s characters, unseen artwork, hints and tips, or even just a nice read through about the world you’ll be entering as soon as the disc enters your chosen gaming machine.

Mario Galaxy for example, has detailed artwork showcasing the various moves the character has in the game, along with the various power ups he can pick up, and how they change his abilities and interactions with his environment. All of which are represented with numerous images and notes, and are a pleasure to read as well as to lovingly gaze at. Nintendo it seems understands the value of such an inclusion, not necessarily because casual gamers need to have such a thing, because most are just as likely to ignore it, but because largely, it is something that not only fans will appreciate, but also because it is a tried and tested tradition of out industry, to have a cool and colourful set of printed materials with every new purchase. It makes an item of its kind feel complete.

Likewise, the inclusion of a printed booklet in Epic’s Gears Of War serves to highlight the rich back-story surrounding the characters and locations in which the game is set, describing ‘emergence day’ and the early conflict with the Locust forces long before Marcus Fenix was imprisoned for treason. Filled with a muddy, reddish brown hue throughout, and containing intricately hand drawn artwork complementing the words about the weapons and conflict surrounding the game’s universe. It is far more than just a quick guide to how the game will, control, acting as more of a reference to a bigger world than what the actual game provides.

The same thing can be seen in most of the old 16 and 8bit titles, with games like Sonic The Hedgehog featuring descriptions and drawings of most of the enemies in the game, along with the stages that you’ll be playing through, minus the secretive last few stages, and most importantly, the actual game story itself. All this also applies to the likes of Mario, James Pond, Mortal Kombat, Street Fighter, Shinobi and pretty much every single title released in that era worth its salt.

Looking at instruction booklets in this way, you can see why there is still some value left to be had including one in your latest blockbuster hit, not just for completion sake, but perhaps to add a little more to the experience than just the digital content stored on the disc. I for one, like the ability when unsealing the game for the first time, to take a few moments to look over what’s included, maybe have a whiff of the box and manual when it first opens, before flicking through the pages in anticipation of what the game has in store for me.

Most, I suspect won’t care about this ‘feature’, and with the likes of Call Of Duty and Assassins Creed, I completely agree. The inclusion of the three or four page booklet with a brief controls description and photo of the game’s HUD, along with the obligatory warranty details is utterly pointless, and in my opinion a waste of time for all involved. In that case, it’s a perfect example of a series (or a game) which would benefit in not having a booklet included at all, especially when in both aforementioned titles, a definitive and easy to access controls refresher is available from the in-game pause menu.

Of course, maybe companies like Ubisoft should perhaps be looking at this from another angle entirely. Most games today are designed around strong narrative progression and focused character driven gameplay, so it would make a lot of sense in keeping the fat down with regards to background in-game cinematics, with a brief look on such a thing in the game’s instruction booklet instead. Combined with fresh, unseen artwork, introductions to all the lead characters, along with all the usual stuff, it could well be something to consider investing in. Maybe, and I would hate this to happen myself, is that the instruction booklet we know could become some checkbox feature on some collectors edition, doling out content that would have been commonplace in games just a decade or so ago, with the standard edition completely barren of such wares.

Overall, this debate on whether or not we ‘need’ or require an instruction booklet to go along with our games, is something which will definitely rear its head again. I imagine that in the near future we will have some developers that absolutely value what the inclusion of printed materials does for a product, whilst some all too keen to cut back costs and provide a perhaps more customisable digital alternative to suit the 21st century gamer. Either way, I can still see a road in which the loved, hated, instruction book can continue.

For better or worse times are changing, as are the people that play games and make games, in which it is inevitable that certain things will change in order to find the right balance between necessity and nostalgia.

Personally, I won’t be shedding any tears for lack of printed materials in any of Ubisoft’s, Activision’s, or EA’s offerings, but if the day comes when developers who put so much efforts into crafting a finely designed traditional instruction booklet comes to an end, then I suspect that I won’t be in the least bit pleased, and decidedly saddened by the whole affair. Maybe it’s time that more gamers stood up and actually started to care about what comes inside their much loved videogame packages, rather than trying to get everything for as little as possible, or maybe, we should except that the market and its audience as changed so much, that the ‘gamer’ and ‘videogaming’ as us old timers know it, is well and truly a thing of the past.

Wednesday, 28 April 2010

Review: After Burner Climax (PSN & XBLA)

Before wanting to be a videogames journalist, or before that a palaeontologist, I have always wanted to become a fighter pilot, shooting down those pesky Migs just like in the 1986 movie hit Top Gun. No rules, no regulations, or training required, just some awesomely cool dog fighting action. As it so happens, I got my first taste of this first-hand in one of my local seaside arcades when I was about five or six years old. I had encountered Sega’s mid-eighties spectacular After Burner, a jet fighting, rip-roaring, aerial action game complete with a really, really, cool moving cabinet.


I only had one go. That was all I was allowed. But it would be an experience I would never forget, a rush of excitement and exhilaration that few games today have delivered in such a concentrated dose. And despite never making it past the first stage, I yearned for more, not ever having the chance to properly sample delights of such similarity again… until now.

In 2006, Sega unleashed upon a dying arcade world the little known After Burner Climax, one of their first next-generation arcade outings. Running on their newly formed Lindbergh arcade board, it brought to the screen fast-paced aerial action and a hint of 1980’s excitement, all at the pre-requisite sixty frames per-second with a slew of smoke and particle effects. Finally my chance to sample once again my childhood delights had arrived, except for the fact that a scarce one or two go’s would be my only chance of salvation. As per usual, Sega had decided it seemed, to completely overlook such a title for an early next-gen console launch, instead relegating it to the ranks of forgotten arcade gems.

Today, all that has changed, and Sega, in combination with Sumo Digital (their usual porting house) have seen fit to release this nearly forgotten arcade non-hit to both PSN and XBLA. Get Ready to re-enter the danger zone, Kenny Loggings style!


Graphically the game is pretty much arcade perfect on both platforms running at the expected 60fps, featuring basic but fairly detailed texture work, with bump-mapped and shiny (specular and diffuse effects) surfaces, and plenty of smoke and particle effects expected for a 2006 game. As with Virtua Fighter 5 on PS3 and Lindbergh, no AA is present on the PS3 version although at least 2xMSAA is used on the 360, but then again, the game does render in 720p on both formats.

The 360 version however, seems to feature slightly better lighting than the PS3 one, matching the arcade version like for like, whereas on PS3 the lighting is ever so slightly less intense. It’s not even an issue for me, and despite with myself being just a little bit of a graphics whore, decided to make my final purchase of the game for my PS3, to go along with OutRun Online arcade and Tekken Dark Resurrection (amongst others) in my growing collection.


The premise of the game is the same as in the 1986 original; flying around at varying speeds above and below the clouds, you are tasked with blasting enemy planes and ground vehicles into obliteration, whilst relying on just a few well-aimed missiles and an unlimited use of a paltry machinegun to get the job done. Along with your limited assortment of weapons, you also have the ability to out-manoeuvre enemy craft using the series trademark ‘barrel roll’, mixing it up between all out shooting, and cleverly skilled avoidance of the impending doom heading your way.

Did, we also mention, blue skies, bright white clouds, and a variety of different environments, each making little sense in the grand scheme of things when it comes to aerial combat. But they sure as hell look really cool, an infusion of colour in an increasingly drab modern videogaming world, just what we need to see a lot more often.

The dossier on the game reads something like this: three selectable aircraft, check; skilful but simplistic gameplay; check; cheesy 80’s rocking arcade soundtrack, check. And so on. It’s After Burner through and through, and one of the last truly decent games created by Sega geniuses at Sega-AM2, minus Virtua Fighter 5 of course.


Staring off by selecting one of three planes, the F/A-18E, F14D Super Tomcat and the F-15E, and then choosing the colour, the game has you flying through a multitude of different, beautifully colourful environments, barrel-rolling and blasting your way through hordes of enemy aircraft and resistant ground forces. Twice along the way the game’s stages branch off to create two separate routes to take, each with new stages and a different second set of routes to take. Should you meet hidden objectives set out for you by the game, you might also encounter a secret stage or two, usually absent from your somewhat short progression to the end.

The experience as a whole is pretty short and really very linear, much like Star Fox 64 or any on-rails shooter worth it’s salt. There’s not much more to do once you’ve completed all the routes available and seen the end credits a handful of times, not even all that much in the way of added depth, or hidden skill to master outside the basic ‘roll and shoot’ and ‘Climax Mode’ mechanics.

However, mastering the basics (is there anything beyond?) isn’t quite as easy or straightforward as it might seem, though lacking the depth of say, OutRun or Sega Rally, but having more to do than the likes of Virtua Cop, or Ghost Squad.


Your basic machine gun fires off rapid shots used to take down most close range enemy aircraft, whilst your missiles are used primarily to initiate an early strike against forces yet to reach your position. Missiles have to be locked-on, much like in the movie Top Gun, and you can target up to a handful at any given time. For each one to be launched you have to push down on the fire button, rather than hold, hit, and fire, which simply will leave you firing off a single missile against one target instead of the group you’ve just locked-on to. This, along with the game’s titular ‘Climax Mode’ brings some much-needed depth to the experience, regardless of how light it actually is, making you learn and remember enemy attack patterns, before blasting them down seamlessly for that barely obtainable ‘100% rating’.

Movement, as with most on-rail shooters, is restricted to flying around between all for corners of the screen, flying into the screen and the oncoming environments and enemies. It’s possible to perform a ‘barrel roll’ using a quick flick of the analogue stick in the opposite direction to which you are moving, whilst the camera automatically pushes you down a fixed course.

Unfortunately, I found it all too easy to accidentally initiate the ‘barrel roll’ whilst attempting to quickly move and target enemies on the opposite side of the screen, rather than change direction and shoot em’ down with some missiles. Maybe it would have been better to have a ‘button and stick movement’ system to activate such a move, thus avoiding the issue from ever coming up. Saying that, the current control set up does make the game feel more like you are flying an unwieldy fighter jet at a fast and frenetic pace, for better or worse.


Moving on, the titular ‘Climax Mode’, activated when the ‘Climax Gauge’ fills up to its maximum position, basically slows down time Matrix stylie, allowing you target and takedown a multitude of enemies far more easily than at high speed. A small counter also appears telling you the amount of enemies that are on screen, which if you manage to destroy all at the same time, you’ll receive an added increase in your score outside that given for simply taking down enemies.

It’s all as simplistic as it gets, with most of the depth and replay value coming from trying to get a perfect ‘takedown’ rating, or by achieving the highest score on the leaderboards - the game’s only online option. It’s also pretty hard, and very chaotic at times, sending a screen load of adversaries at you at any one time, repeating the process over and over until the game ends. Certainly you can tell, that like the 1980’s original, this next-gen sequel was also designed specifically to keep you pumping 50p pieces into the machine.

Challenging, and sometimes unfair, especially later on, is how I would describe After Burner Climax, though never to the point where the wild ride on offer becomes just another bag of stress rolled up and ready to be thrown across the room. Authentic, yes, but expected all the same. After all it’s in the series heritage to be this way.


If you are finding the whole experience a little to hard for your liking, then the game features what can only be described as a ‘dip switch’ style ‘EX Options’ mode, in which you can customise everything from the amount of continues on offer, to powering up your weaponry and allowing an auto lock-on function. It is also possible to change the parameters for how the game’s scoring system works making it easier to gain higher bonuses and other such extras. These ‘Ex Options’ only work in the game’s ‘Arcade Mode’, leaving ‘Score Attack’ free of any unwanted tampering for competitive online play, or rather rankings, as there is no multiplayer on offer.

After Burner Climax is a rather short but reasonably sweet dose of vintage arcade gaming, delivering the quick thrills and spills of such great 1980’s hits like OutRun, Space Harrier and After Burner long since forgotten by the general gaming public. It is also extremely short and pretty repetitive compared to the likes of OutRun 2, in which mastering your drift, and replaying every route in the game can become an obsession. Still Climax offers you a similar feeling, just in smaller doses and with unrelenting fury, without the substance inducing style addictiveness to be found in Sega’s 2004 drifting arcade smash.

Sadly, it also seems like part of the experience is missing without ‘that’ trademark hydraulic cabinet so firmly ingrained in our minds from twenty years ago. Surround sound we may have, and that works brilliantly, but really, having the full-on moving cabinet throwing you all around was part and parcel of the enjoyment behind the game.


For anyone looking for a slice of childhood gaming goodness, or those who perhaps spent too many hours playing through Panzer Dragoon, OutRun or even Star Fox on the N64, will find a highly enjoyable albeit short slice of aerial action, let down by its lack of additional modes, and its strict devotion to its late 80’s roots. For me, and I suspect a few others at least, After Burner Climax could be one of the most played PSN or XBLA releases this year, drenched in blue skies, beautiful artistically designed environments, and quick-fix shooty action.

This game is probably the last solid arcade title to come out of Sega’s dwindling development studios since OutRun 2, and the continuing instalments of the Virtua Fighter series. It’s not perfect by any means, being a little too short for its own good, and rather chaotic, but worth picking up for fans, and perhaps people longing for some more arcade action.

VERDICT: 7/10