Resident Evil 5 Review
At the start of Resident Evil 5 we are re-introduced to Chris Redfield, a character seen in earlier games. He is in Africa doing work for the BSAA, an organisation setup to combat the threat of bio-weapon terrorism springing up in the wake of the disintegration of Umbrella.
Chris is given a new African partner to assist his integration into the culture he is investigating. This unfortunately throws up flashbacks to his previous female partner Jill Valentine, who vanished fighting Alfred Wesker a super human viral powered enemy.
Chris believes that Jill may still be alive and has reason to believe that the terrorists he is investigating here in Africa will have leads to her whereabouts.
Chris is sent to meet a man called Irving who is selling bio-weapons and he hopes to capture him in a sting operation. The BSAA team which is backing him up are spectacularly slaughtered by a new bio-weapon. Chris and Sheva chase Irving and his mysterious masked female bodyguard from the meet site across large swathes of Africa hoping to uncover who Irving's boss is and where he is getting the bio-weapons.
Chris and Sheva are likeable heroes, although their dialogue is a little stiff, and their love triangle hardly convincing. Enemies are of the cardboard cut out manically laughing bad guy variety, destroying the world because it's in the script rather than for any good reason. It seems churlish to pick on Resident evil's storyline, as it never really aims to be taken seriously. This is action movie fare and all involved know it.
The story progresses mainly in the cut scenes with only minor details being exposed in the actual levels themselves. The cut scenes are all well done and rendered using the in game engine. The action is suitably cinematic and a joy to watch.
Resident Evil is a fairly traditional third person shooter with no real cover system. This is stupid and or commendable post Gears of war, it does have a cover system, but it's very clunky and you rarely need it. The enemies tend to melee attack rather than shoot, don't get me wrong you do get shot at, just not really that often for the first two thirds of the game.
The major issue with the control system is the aiming system, as is fairly traditional in games for the past three or four years the left trigger is used to sight down your gun. The problem is that movement stops functioning when you do, Chris can't even shuffle slowly while aiming his gun. It feels very claustrophobic as zombies shuffle towards you and you try and gun them down without flinching, but it is a fairly glaring omission that could have been easily rectified.
Your inventory is the other rather old school system, copied from the early games it means you can carry very little. Ammo needs to be loaded into guns manually while in your inventory. You have a large array of weapons but can't carry very many of them and comfortably pick up health etc. during a level. For example picking up a bullet proof vest for Chris and Sheva sees two of your precious inventory slots being permanently used up. Thankfully the game pauses while you micro manage your stocks. As far as realism goes its fine, however, since when has realism played much part in games. Even supposedly realistic games ask us to believe that ammunition grows in crates.
In between missions you can place items in a store and sell collectables for in game cash. Each weapon can be upgraded to improve accuracy and effectiveness. One play through will usually allow you to upgrade two weapons out of the ten or so. This makes climbing the skill tree a fairly prolonged and unattainable goal as most people will not want to play through five or six times to get all the weapons powered up.
The focus on co-op play is evident from the start, Sheva is ever present and her assistance is needed at many Army of Two style moments as you open doors and both of you push obstacles together. At times you split up and work in separate areas towards the same goal. All of these things are novelties that add little. What is important is that she provides a constant companion who shoots at the enemies and attracts her fair share of the trouble for you. Give her good weapons and keep her well stocked in Ammo and she will be useful. Only occasionally does she get killed and halt the game for you. The real point however is the fairly seamless online co-op feature which allows you and a friend to play together. Which really does make the game that much more fun.
The levels are fairly simple, you start at point A and have to get to point B through all the zombies, dogs etc. in the way. Sometimes you have to survive in an area for a set time period to progress, at others there are bosses to kill or keys to find.
There are on rails sequences where you fire from an emplaced gun on a jeep. There is a little bit of QuickTime button pressing at times.
At one point in the game you come to an experimental sandbox area. There is a lake with lots of little villages around it. You basically have to collect four pieces of a key to open the door out of the area. What is novel is that instead of a corridor you can choose any of the four villages in any order to fight in and find the pieces of the key.
Each of the main chapters has little subtle variations in game play. For a short section of the game one of the partners must carry a lamp to light the way, which means that vision is very limited and that partner can't shoot. There is a sun temple which has magnified beams of light that toast you alive along with mirror angling type puzzles. There is also a place where stairs are moved in combinations to find your way to a goal. In a small section you have to be quiet and stealthy to avoid the attention of blind licker monsters. On a ship you have to use cranes to move cargo containers around to make progress.
Enemies are suitably varied; there are Magini types with chainsaws, chain guns, shotguns, and the larger executioner and mutated villager type Magini. Alongside the Magini are a cast of bat/insect hybrids, mutant dogs, alligators, lickers and the cockroach like reapers. At times you also find the enemies using emplaced guns.
The art direction is great, African shanties, labs, ships, all rendered well with a distinctive style. The monster design is of the animal insect mash up variety and done well.
Your reasons for being there and objectives are kept fairly clear at all times.
The character animation is done well, though there is some stiffness, I felt that everyone always seemed to be standing upright. There is no spinning head over feet when blown up, as if the characters were rooted to the ground.
Boss battles are a big part of Resident Evil, this game is no exception. There are roughly ten boss encounters and each one is varied. Black tentacle monsters, huge hybrid creatures, trolls and super humans all have a go at you.
Methods of dealing with them are as varied, basic shooting, luring them into traps and shooting certain targets in sequence. All have their patterns to learn and areas they fight in littered with help for those that explore. Unlike some bosses in other games, I felt these fair for the average gamer on normal, however my foray onto hard after completing the game found the troll monster at the jeep sequence darned irritating.
The Capcom MT framework engine is one of the best in gaming I feel and one that deserves to be licensed and used by all the developers who can't actually make their own. The frame rate and detail supported here are excellent. There is only really the Infinity Ward Engine and Guerilla's Killzone engine that are comparable.
Checkpoints were handled well with rarely any long retreads after you die.
The game took me around 20 hours on normal to complete. I played through half of it again on hard. Once you complete the game you have the ability to gain infinite ammo on weapons you have fully upgraded. This character building adds to the replay value and makes the harder difficulty levels easier to take.
I received 435 achievement points which I feel is fair enough.
Music and sounds effects are of a high standard. Not my taste really I have to say but adequate.
Multiplayer controversially has been added as a piece of downloadable content. Something that I won’t be buying as it does seem to be a blatant attempt to claw more money from fans of the game.
Capcom have made a good game here, taken as a shooter it performs well, those who want the survival horror of the early Resident Evil series will have to look elsewhere. Great graphics and mostly irritant free game play make a game that deserves your money. The inventory system could do with an overhaul, other than that this is a game that needs to be played.
Story 7
Gameplay 8
Graphics 9
Level Design 8
A.i. 7
Total 7.8
Killzone 2 Review
The Helghast invaded Vekta in the last game and have been driven away by forces of the ISA. A kind of United federation. The Helghast, lead by President Visari, stole nuclear weapons from Vekta and are unable to use them at present due to codes built into the weapons. The Isa are understandably unhappy with Visari and he is to be taken into custody to answer for his war crimes. The ISA launch an assault on Helghan which has the primary objective of capturing Visari and recovering the nukes.
In an excellent scene setting movie at the start of the game we see Visari ranting against the injustice of the ISA's actions and watch as ISA ships launch and establish a beachhead on Helghan.
The character you play is named Sev, he is part of a squad under Rico and including Garza and Natko. There are also officer characters you interact with, Evelyn a scientist and Jan Templar the Captain of the whole expedition.
The Helghast are a faceless uniformed threat for the most part, however there are two main antagonists. Visari himself and his military commander General Radec, Radec is pure cardboard cut out villain, however he does give that boo, hiss, love to hate factor.
The squad are all believable distinct characters, however not enough time is spent with each to allow us to grow attached to them. When one of them is killed we are expected to care, which is hard to do.
The main thrust of the story sees you assist and escort a convoy of vehicles on the long hard fought road to Visari's palace. Along the way you will encounter many difficulties and are side tracked to disable a new defence system that Visari Deploys. Your team is stressed, Rico is hot-headed to start with and team mates are killed in action.
The story comes to a conclusion, which is within this games role as an ongoing series. You were never going resolve the story here; however main objectives are met along with the ISA getting a severe bloody nose.
There are some fairly tense dramatic moments in the story, I particularly enjoyed Radec and Templars scene together. The ending left me a little confused which I can't go into without spoiling the game.
Difficulty levels in games are essential, people of all abilities play games nowadays and there has to be that scalable difficulty to allow players of all skill levels to enjoy a game to the best of their ability. My complaint here is why are some, usually the hardest difficulty levels locked when you first play. If I want to play a game through twice I will do so if I enjoyed it. I don't need to be forced to in order to collect trophies. Too many games these days require you to play through the game before unlocking the hardest difficulty. This is transparently obvious as a way to keep people playing. I play a lot of games, if I want to be masochistic enough to play on elite the first time around why can't I.
Controls are fairly clunky on the default setting and there is a setting which emulates the Call of duty style. This should have been default. This isn't a criticism of Killzone 2 in particular. On PC FPS’s there are default keyboard and mouse layouts that rarely vary, why is this? Well, simply put these setting are comfortable for a great many people. The same goes for controller FPS and TPS layouts. The Call of Duty layout as its being called is simply the most comfortable for a large amount of people. Its common sense, not a failing, if you are making a shooter that layout is the one that works the best.
There is a cover system where you push against an area of cover and hold a button and move your stick around to peer out from behind cover. This is identical to Medal of Honour: Airborne. The cover mechanic is satisfactory, although I found myself using it less often than I should.
Where Killzone excels is peripheral activity, around eighty percent of the time there is activity going on around you that is not directly related to game play in any way. Its window dressing designed to make you feel that you are a small cog in a larger war machine, air vehicles fly and fight overhead and explosions rock the horizon.
The objectives are varied, destroy Apc's, AA guns, tanks, arc towers, buildings, open floodgates, take or defend strategic locations, also rescue missions.
The environments are expansive and detailed, in several areas there are small alternate routes or shortcuts which help you flank enemies. The environments are only destructible in a few tightly scripted areas, however, when they are they usually are blown entirely apart.
Sixaxis controls are used fairly often, the placing of detonation charges is a fairly simple manoeuvre, and is quite fun. On the other end of the scale are the large wheels which need to be turned at certain points, this mechanic does not work and should have been dropped.
There are some small puzzles which mainly involve cutting the electricity supply to gate force fields.
There are two sections of novelty game mechanics; you defend a cruiser using its emplaced guns at one point. There is also a mechanical walker/driving section. Both are fairly short and inoffensive.
Weapons are varied as you would expect, pistols, machine guns, rifles, rocket launchers, grenades, all the usual cast. The flamethrower is fun, as is the lightning gun. As with most overpowered weapons they are rationed heavily, however, their little time to shine is fun. You can only carry a limited number of weapons at a time which makes for some strategic decisions at times.
Enemies wield different weaponry and this serves as mostly the only distinction and difference in enemy types. There are armoured heavy troopers which need to be shot in the face and then shot in their gas canisters carried on their back to kill. There are bugs and spiders in some sections that attack you. Snipers have telltale red line sights to warn you of imminent demise. There are also laser trip mines left littered around.
The squad A.I. deserves mention, they are fairly usual in their behaviour, what annoyed me often was their knack of getting in your way at critical moments and getting you killed. I ended up melee attacking them whenever they got in my way.
The greater portion of the game employs a fixed amount of enemies in an area; once they are dead you know there won't be any more. At two or three stages in the game they change this system for the Call of Duty style infinite respawning enemy mechanic. I personally dislike this system; it rewards recklessness and punishes tactical play. It is also at odds with the slow and steady cover mechanic which is used in eighty percent of the game.
The final stage of the game deserves special mention for game design; it throws out the corridor shooter mechanic used so far. It brings in a sandbox type area with set objectives, which, can be taken out in any order. If only the rest of the game had used this system it would have made for a better experience. As it stands it's a reminder of what the game should have been throughout.
There are two real boss battles, the first with the flying ATAC is fairly traditional with you learning to survive and work out the pattern and tactics used to destroy it.
The final boss is a horrible almost game breaking experience. You basically end up in a square room with a balcony running all the way around it. You are forced to fight wave upon wave of heavily armed soldiers before facing off against Radec himself, who uses a cloaking device and his trademark knife attacks. I played every stage until this one on the hardest available difficulty. On reaching Radec I had to yield after much cursing and swearing and knock the difficulty down a notch to finish the game. This boss battle was just hell, not even fun. I know last battles should be hard, this one just felt cheap, mean and unfair.
Helghan is a dark industrial world a colony built with function in mind over beauty. The Helghast are portrayed as faceless fascists impassive and menacing behind their masks with their trademark red eyes. The levels are thematically similar, slums, shanty towns, industrial plants, cities; some of the indoor environments are imposing and reminiscent of Nazi German grandeur. For the most part the areas are believable as places built for a function other than gaming.
Graphically Killzone 2 is an impressive game, it runs at a good frame rate which very rarely dips below 25-30 frames per second. There is little to no screen tearing. Lighting is particularly good in most areas, while not true dynamic lighting for the most part gives a good impression of it. The character modelling is good if slightly less detailed than most. Textures are adequate if a little muddy in places. I have tried to put my finger on what is improved here over say Resistance 2. The answer is smoke and mirrors.
There is lots of particle and fog effects going on, not I stress to hide draw distance, simply to provide grime and constant movement. Dust storms howl, explosions and smoke billow, camera shakes, flashes and bangs, blood sprays. It's all a peripheral system to the actual geometry and textures. It's this atmosphere, grain if you will, that sets Killzone apart. With that basic understanding it will be easy for other shooters to emulate Killzone. I expect developers have known this since they first saw real game play and have been working to insert these weather and environment effect into their own games. Expect to see a lot of games set in dusty smog filled windy environments. There are little freezes that make you fear for your PS3's stability until you realise that these are loading pauses.
The game is mostly glitch free, for a flagship game it should be as the competitors eyes are on this game watching for a sign of weakness. There are few flaws, I did once get run down by an ally jeep as I stood on a bridge listening to instructions. Once I saw Rico wading chest deep through the metal deck of a train as if it wasn't there, on the whole though it's a very stable bug free game.
The animation of the characters is superbly motion captured; only Call of Duty 4 is in the same league and it's a tough call to make between the two. The characters seem to have good weight and grounding in their environments, essential for believability and immersion.
Music is stirring and militaristic, explosions and bangs are all present and correct. The voice work is above average.
The game employs the checkpoint system well, with only the aforementioned dog of a boss battle spoiling the perfection.
Trophies are implemented, with the usual level completion, collectible and difficulty awards. There are a good portion of online trophies to be earned for those wishing to put in many hours online.
The multiplayer game is given a lot of weight as it should be in a serious first person shooter. There are spins on the usual game modes with a rank up system which unlocks abilities. I am not a huge online gamer and didn't play too far into the online mode. I don't rank games on their multiplayer component. Sorry if you were looking to read about the online. I am afraid my reviews will never really take multiplayer into account.
Score
Story 8
Gameplay 8
Graphics 9
Level Design 8
A.I. 7
Total 8.0
50Cent : Blood on the sand Review
The story is painfully thin, 50Cent is doing a gig or tour and is in some way underpaid or double crossed out of money. A man called Anwar who is his contact in this unnamed country offers him a valuable diamond encrusted skull as payment instead of cash. On the way to the airport 50's vehicle is attacked and the skull taken by an unknown female adversary.
On speaking to Anwar a man named Kamal is blamed for the theft of the skull. 50Cent then embarks on an increasingly bloody vendetta against Kamal looking for revenge and his skull back. The trail of the skull twists and turns leading to a shadowy gangster overlord nicknamed the Harvester. Many individuals stick their oar in and get killed for their trouble after double crossing 50Cent. It seems that everyone wants the skull for themselves.
By the halfway point I was screaming at the cut scenes telling 50Cent to just shoot the people he was talking to as surely they were going to double cross him later. They always did, though 50 never listened.
The fragility of the human body is grossly underplayed in this game. For example helicopter fireball crashes are not really survivable; yet two characters come out relatively unscathed.
The background to the game is prostitution, gun running, the drug trade and organ harvesting also rears its head, all really wholesome family value type stuff. Is it possible that a certain section of popular culture operates on the premise that the more vile the better.
I have never bought the ruse of most bands who present an image of hardcore partying and gangster lifestyles. The whole thing just doesn't really gel with the study and work needed to write music and play an instrument. Surely the media can't be being manipulated to suggest that our icons are superhuman machines in whatever field of debauchery they choose.
Rap stars almost always have drugs and criminal convictions in their past. They come from the hood where they started with nothing and now have money and women dripping from them. This is the ultimate cliché action game for the ultimate cliché rapper. Still it's a shooter I like shooters, I don't like rap so what have we got as a pure shooter?
The game does one huge thing right, it allows drop in drop out co-op throughout the campaign. You are asked to choose an a.i. companion if playing alone.
The controls are the default standard for third person shooters in the past three years and work well. The Army of two syndrome is evident in the specially constructed shoehorned in areas for character interaction like boosting each other up to higher areas, pushing heavy doors open etc.
Melee kills are given some importance by the developer, though it was something I hardly used. There is a timing button pushing QuickTime type sequence when one is initiated and you can unlock more graphic and violent killing moves as the game progresses. You unlock weapons and moves with money obtained by shooting crates handily filled with the stuff that litter the areas. On occasion you find a payphone and you use these to have an arms dealer teleport weapons to you.
There are also posters and target collectibles which help the achievements along.
Score multipliers seem fairly useless and I never paid them much attention. If you are interested though it seems that headshots and killing people in quick succession multiply your scoring.
On dying there is a long load before you get back into the action, which though understandable from a technical point of view seems needless sometimes as you die in the same room a few seconds after the last load.
Killing the bad guys fills a meter, when it's full enough you can trigger it by pressing Y, this puts you into bullet time which makes things a lot easier.
For the greater part of the game you are just making your way from point A to point B, usually chasing or looking for a person. In some sections you are looking for certain objects to blow up in the map before being able to progress.
There are tanks that need C4 planting on the side, bits of the buildings sometimes collapse and block your way, occasionally you have to blow things up so that the environment changes for you to progress. One example of this is blowing up a crane so that it drops a pipe, which becomes a bridge for you to cross. It's in these situations that the game tends to mix things up and give you a solution before you have found the problem. For example at one point a mission objective tells you to find an alternative route as the way is blocked by fire, this happens before the explosion sets fire to the environment. While not a huge problem it happened enough for it to be noticeable.
There are several driving sections to break up the shooting, you get to drive and your human or a.i. partner shoots. These are mostly short and fairly banal. At least they aren't frustrating or hard. Best thing you can say about them is they are over quickly and you can get back to the shooting. There is also a helicopter mounted gun section which reminded me of the ones found in the GRAW games. This is fairly well done and cinematic.
I found there to be two main problems with the core shooting game-play. Grenades were present but fairly useless, the animation for throwing took so long and could not be done from cover. This meant that death usually came before 50 threw the grenade from incoming fire. Normally when you are in cover and want to lean out to shoot you move the stick in that direction. Here you have to actively point the camera in the direction you wanted to pop out from behind a pillar. It took a while of sticking my head out on the wrong side before I realised this. Once I knew it was easy enough just an unnecessary addition which felt unintuitive.
At one point I was given a choice of opening a security system, which would make it easier for 50 but harder for partners elsewhere in the game. I chose to make it harder for myself. Pity I never found out what happened if I made the alternate choice. Therein lies the faults with choices in games, non-linearity really means that people don't see the alternate choice.
Character animation is adequate; though I have the feeling these mo-capped files are part of some middleware that every developer who can't make their own buys.
Unreal engine is used here and it's a fairly good example, little texture loading after the game is already in progress and a good polygon count with little slowdown.
The art design can only be described as generic, lifted from a string of similar games,
Levels are the usual streets deserts, theatres. Only one or two areas stand out as being imaginative. A graveyard type area in particular.
There are only about five character models for the enemies, ones in yellow shirts, ones in red shirts, oh and blue shirts too. They carry a specific weapon, like shotguns, rocket launchers, grenades and machine guns. Each enemy type only uses that specific weapon and does not vary at all.
The a.i. is very predictable, they will run to the same spots, never really try and flank you and pop up from cover at set time intervals that could be timed with a stopwatch.
Boss Battles occur in the form of five fights with helicopters. When 50 eventually catches up with the person he is after they take to the air in a helicopter and try and kill him. We have to use rockets to shoot them out of the air. Simple as that, which is fair enough as huge tentacle beasties would be out of place. Also, I hate games that suddenly give normal people the ability to soak up a thousand bullets before dying.
The last encounter takes a lot longer and takes place over three stages with waves of enemies in between. There is also one other encounter with a boss type character who attacks you on foot, gratifyingly he takes the same amount of bullets to kill as everyone else he just attacks you with loads of other enemies in an area with little cover.
Music is of course 50Cent's back catalogue and there seems to be around two CD's worth of his back catalogue here. Any fan will already have these songs I presume but it's a good idea to include a music player. Really you get quite a 50Cent package here; two CD's and some videos are unlocked for in game exploits. Not that I am recommending a string of video games featuring bands, but if this was actually music I liked I would have been really pleased by the package. Sound effects are of a good standard.
I played through once on hard taking around 10 hours and received 610 achievement points. I felt that this was satisfactory.
Checkpoints are as usual satisfactory at the start of the game then become a little too widely spaced later on. The game would have benefited with more checkpoints, the final boss battle being a spectacularly bad example of check pointing.
The only multiplayer is the co-op and this works well with little lag and with another human the game becomes slightly better. The only problem I had was that none of my friends bought the game.
It is probably a different game for a 50Cent fan, I can see how that would make the whole package more attractive. For everyone else it's a generic bland shooter that will occupy 10 hours or so of your life. A reasonably fun third person shooter of the type familiar since Gears of War brought the genre back into fashion. I would recommend a rental here only if you are starved of shooters and really enjoy the genre.
Story 5
Gameplay 7
Graphics 7
Level Design 6
A.i. 5
Total 6.0
Halo Wars Review
On a planet called Harvest the humans have won back the planet after a long fight. The Covenant remains stubbornly dug in around a structure buried in ice and seem intent on keeping the humans away. The structure turns out to be forerunner in origin. It leads to another planet where the Covenant also make life hell. The plot unfolds to show that forerunner technology could also create Dyson spheres as well as Halos. The Covenant wants hidden forerunner super-weapons and it's up to the humans to stop them.
The characters and art design of the Halo universe are already well established, the Covenant with their religious zeal and the differing alien races that comprise them. The soldiers of the UNSC are also drawn with the same broad brush strokes. Flippant ship a.i. seems to be the norm, gruff commanders and gung ho soldiers.
Forge is a fairly cookie cutter main hero, although no harm to him he does his job. Anders comes through as showing a bit of character as the feisty female scientist trying to decipher all the Forerunner shenanigans.
The story excels in its cinematic action sequences. In particular the ship near miss entering the Dyson sphere is as good a sequence as any sci-fi movie of the last ten years. The obligatory scene where we see the Spartans in action will have hardcore Halo fans wiping away a tear.
This being a real time strategy game rather than an fps means that the cut scenes feel more distanced from the actual game action. It feels like you are watching a movie where you only get to see the next scene by completing a task. I know a lot of games are like this, it's just that there seems to be a bigger divorce between the story and the game than usual. That is not to say that the missions are unrelated to the story, they all follow the story perfectly. It's just a feeling I came away with due to the real time strategy genre being far from cinematic.
The story is interesting, I found myself eager to see the next scene. I felt nothing for the characters but the story itself I enjoyed. Grand space opera on a massive scale, clearly and simply told.
Halo Wars is a real time strategy game (RTS). They have taken the tried and tested RTS formula created by Westwood in Dune and Command and Conquer and simply applied it to Halo with no real attempt to do anything other than just that. This isn't an RTS that is trying to break any moulds or innovate in any way. The brief seems to have been to make a Command and Conquer clone with a Halo theme. If any innovation exists it's the fact that the whole thing is story driven.
If we work on that theory that all that was wanted was a solid RTS with a Halo skin then how did Ensemble studios do? Rather well actually, the game seems to tick all the genre stalwarts. Small square maps, tick. Fog of war that obscures your view until a unit is there to scout, tick. Clicking on a unit, moving the cursor to where you want to go or what you want to attack and pressing go, tick. This game would have been so much better if they had just let you plug in a mouse, I have posted rants about this before, so won’t go on too much here. How hard can it be to write a mouse driver? As it is the controls work, though the entire time you are playing the mantra "better with a mouse" is playing in your mind. The controls are designed to make it easier to fight against the pad, why bother though when mouse would have been easier? You can select all units on the screen easily and also all available units with one button press.
The units available to you progress throughout the game, starting basic and progressing as you learn the game. All units have basic and special attacks. These special attacks are triggered by pressing Y on an enemy rather than X to attack, once used they have a recharge time before being able to be used again.
Soldiers come in many types, from lowly grunts to Spartans. Each has their own upgrades and special attacks. Spartans in particular are one unit wrecking machines, able to capture and drive enemy vehicles and use powerful weapons. There are the signature Halo Warthogs which drive around recklessly like they do in other Halo games. Tanks and special units include Elephants, Rhinos etc. There are air vehicles including fighters and bombers, also airlifting equipment in the form of Pelicans. Special units like the Gremlin which release EMP burst wrecking themselves in the process. The Covenant has their own armoury of creatures and hardware, all familiar as adversaries from the Halo series.
Fights tend to become less than strategic. Lack of precision fast control means that you tend to select all available units and throw them at the enemy, selecting what you want attacked in order and clicking on the next as the first target is destroyed. There is scope for splitting up teams of units and using pincer attacks etc. Though in practice it's far too fiddly and the results tend to be the same anyway.
It's possible that the brief included making the RTS genre less complex and it certainly needs to be as a pad isn't suited to making complex control easy.
Base building and resource management is the real mainstay of an RTS. There is no real disappointment here. You start with a Fortress and attached to it are little plots that you can fill with other buildings of your choice. At the four corners of the base are turrets that can be upgraded with various types of weapon. These turrets take care of most base defence, freeing your units from having to guard it.
Cash to buy new buildings is in the form of supply pads. You need landing pads to bring down resources from your base ship in orbit. The more supply pads the more money builds up. Upgrading the supply pads also makes the cash count grow faster. Reactors supply power and also when upgraded increase your base tech level which allows more complex units to be manufactured. Other structures include barracks and field armouries which allow for better weapons to be created and added to your soldiers and hardware.
There is a unit cap for each single player mission which increases as the game progresses. You will find yourself butting against this level cap frequently. It really is trying to tell you that you have enough units to win. I tend to build huge armies in RTS games and then steamroll the opposition finding I only needed a third of what I have built to win.
At certain points in the game you come across units under different control than your own. These either do their own thing or become available to you to control. When you destroy a Covenant base the site become available to you to build a second base. There are environmental features in the landscape, rivers and mountains are impassable. Force field bridges can be turned on and off, hopefully off when the enemy are crossing them. You can also use your mother-ship to lance targets from orbit, there is of course a slow recharge time on this weapon.
Halo has its own Borg type enemy in the flood, the hive mind which takes over dead corpses of both sides and reanimates them for its own ends. The flood has its own structures and units.
Inventive mission design is evident in small doses, mostly the design is traditional RTS fare. The mission where you fight flood forces on the outside of the mother-ship as it flies into a solar system sized forerunner Dyson sphere has to go into the top ten of RTS mission designs.
The objectives in the missions are story based and varied, mustering scattered forces, retaking bases, storming bases, escaping from locations overrun by Covenant/flood and destroying various locations and pieces of hardware. I played on normal difficulty, only the occasional time limit and the final mission gave me any real trouble.
I played for roughly 10-15 hours and got 285 achievement points. I felt this was a little mean, the remainder of the achievements being given for playing on the harder difficulties and for the multiplayer component of the game.
The game allows you to save progress at any time which is welcome, A word of warning though to consider when you save. I saved once and found myself having to restart the level after finding I hadn’t left enough time to complete the against the clock objective, my own fault, however, a point to consider when playing yourself.
The multiplayer is fairly solid as seems to be expected in Halo games. They might be known more for their multiplayer than the single player. This is no exception; if you are into RTS multiplayer then I am sure you could find a lot here to occupy your time. There are many maps available. You can play as either side, Covenant or human, choosing from a range of commanders who have different super weapon abilities. You can play online or offline skirmishes against human or a.i. opponents. This lengthens the game considerably if you really love your RTS gaming.
RTS games can be graphically punishing, though I question the need. I tend to play with the zoom feature out at maximum, never zooming in close at all. I tend to keep the view facing north unless I need to move it to see units. What I am trying the get at is Command and conquer got by well with 2d sprites on bitmap landscapes, and personally I feel that nothing has been improved by the switch to 3D engines in RTS games.
Comparing this to other RTS on the Xbox360 like Command and Conquer and Supreme Commander this comes of as adequate and certainly has nothing to be ashamed off.
Music is excellent throughout the game, the Halo musical theme was good to start with, a mixture of Gothic synth chants and rock guitar on a truly cinematic scale. The music comes with familiarity due to being remixed from the other Halo games and as such is already in your head and suitably stirring. Weapon sounds are also familiar from the FPS games.
Being an RTS there are no real boss battles. The level design is adequate, cities, landscapes of the snow jungle and grassland variety. Animation of the units is fairly good for an RTS, though comparing it to animations in an FPS for example would be unfair.
Halo wars suffers from being a reasonably good concept on paper, or as a PC game. In practice the game is supposed to appeal to RTS fans, however, they will find it too simplified to tear them away from Starcraft, Command and Conquer and all the other huge PC RTS franchises. Where does that leave us, with Halo fans, caricatured as screaming 12 years olds who love to frag you and shout obscenities, will these fans buy Halo wars and enjoy it? I doubt it, which is a shame as this is a good game hampered by design choices firmly based on it being a console game. I think people who have dabbled with RTS games in the past and found them overcomplicated and intimidating would find this a good game to introduce them to RTS games in general.
Having just soundly rubbished the whole existence of the game I have to confess to enjoying Halo wars. The story is good fun and stylish, the replay-ability is there for those who want to spend time with the games multiplayer.
Microsoft obviously wanted to broaden the Halo franchise, I can’t help thinking that a Mass effect style RPG or Arbiter skinned God of War would be more in keeping with the roots than an RTS.
Story 8
Gameplay 7
Graphics 7
Level Design 7
A.i. 7
Total 7.2
Gears of War 2 Review
The story picks up a short period after the first game, after the light mass bomb ended Gears 1. The locust have been regrouping from their severe bloody nose. Jacinto is the last city safe for humanity due to is foundation on bedrock. Dom is searching for his Missing wife Maria and delta squad are garrisoned in Jacinto. Imulsion sickness is on the rise as a new plague which can’t come at a more inopportune time.
Rather than cower and wait for the locust war machine to get back to full strength and attack Jacinto. The human leadership has decided to take the fight to the locust again and launches the landown assault on the locust breeding grounds. Using huge rigs with drills that send two man grind lifts down into the underground, every last soldier is sent underground to take on the locust horde.
Underground things don’t go exactly as planned and Delta squad find a new locust super weapon that can destroy a city. Marcus takes on the task to destroy the weapon. Also introduced is a backstory about secret government experiments, which raise a lot of questions as to the origin of the locust. Marcus and the rest of Delta squads journey takes them into the heart of the locust territory and an encounter with the queen herself, who is nothing like you will expect. There is also the revelation that all is not well within the locust ranks and they may be as factional as humanity. Dom’s personal quest to be reunited with his wife has an inevitability that will bring a lump to your throat, and possibly a tear to your eye.
The finale sees a desperate plan that will hurt humanity almost as much as it will the locust and leaves the events to come in the last game anyone’s guess. There are also plenty of unanswered questions about the locust and the experiments. Marcus’ father it seems will also play a role.
The characters have been given greater depth, Dom’s quest to find Maria may seem tacked on, but it does provide strong emotion. You understand that though these men might seem like stupid adrenaline junkies that love to fight, they are also people with hearts that can be broken and they are all on the edge of extinction. Cole is as brain dead as before, I found myself actually warming to Baird, who this time seems to play a mothering role to the rest of the squad and is constantly tired of them breaking equipment and doing stupid things.
Gears 1 had a fairly confused story, there was a great premise, but some confusing game type make work plot elements made for a muddled pointless plot arc. The characters were big muscled and dim witted and mostly unlikeable apart from Marcus. That didn’t matter though, because as a game it really shone, and the story was adequate. Epic had two options here, leave things as they were and probably not have any dent in sales whatsoever, or takes the story and the characters and work on them. Everything has been pumped up this time around. The characters have all been given bigger biographies and story arcs. The locust have been beefed up from being generic cannon fodder evil bad guys to a species with a hidden history and their own factions and internal struggles. The possibility of their origin being alien is also hinted at, as is the possibility that they may be a human creation or humans have been poking them in the past with the experimental secret government lab stick.
The worms and underground food chain have been introduced, there is also a broadening of the Cog government and the introduction of the President as a character.
In short when Cliff Blezinski said that it was going to be bigger and more badass, he was also talking about the story, not just the bangs and the flashes. For me this was the biggest surprise of all. I never expected to have a teary eye whilst playing Gears of War.
Gears uses a third person view which combines with a cover system. I am not going to go into detail about the controls, as most people will have played Gears 1 and know what to expect. If you haven’t by the way you really should, it is a great game.
Many new elements have been added to the game play. If I was to criticize Gears one I would say that it was a series of set piece fights in box like areas carrying on until all the enemies were killed and the door to the next area opened. Though any game can be boiled down into a few words like that to make it sound bad that is essentially what Gears 1 was. Epic has addressed that criticism mostly by breaking from the formula for short periods and opening up the areas in the game to make the square footage of real estate bigger. This means that the player can be more mobile, rather than being penned in a small area of cover for large parts of the time.
There are many large and small additions to the gameplay, little additions that seem obvious but were missing in Gears 1 like climbing ladders, your chainsaw opening light barricades and exploding barrels have been added.
The amount of enemies on screen has been given a huge boost. While you don’t actually fight hundreds of locust at once you do find yourself in the middle of battles that include lots more of each side. There are also helicopters and Reavers buzzing around to add to the chaos. The first game felt like four men alone against large odds, and although that does happen this time around, there is much more sense that you aren’t the only ones fighting this war.
The Reavers are flying locust horse analogues ridden by two grubs, these were mainly cannon fodder for emplaced gun sections in the first game, this time around they fly around freely and can land and stomp you to death if their guns don’t shoot you first.
The locust now have the ability to revive injured soldiers, shoot and wound a grub and he will crawl along the ground and eventually die from blood loss, however if one of his squad get to him they can revive him back to full fighting strength again. This system was employed in the first game for your own squad, but not for the locust. There is also an enemy type later on in the game called a Kantus Guard and they can revive downed soldiers without actually going near them. This means that taking out the Kantus becomes a priority or you just fight the same soliders in an infinite loop.
The first novelty game mechanic comes in the form of your ride on the rig. Basically an on rails section where you fight through various set pieces from the deck of the rig. The rig gun is powerful and only limited by overheating, which can be aided by cooling the gun using the right bumper. Boarders with grappling hooks and the huge Brumaks only seen in cut scene in the first game are targets for your gun here. The only enemy from the last game not to get much screen time is the spider like corpsers. They do put in an appearance here, in the distance jumping around like the spiders from eight legged freaks.
The one enemy that I did want removed from the first game was the exploding lambent wretches. These were so annoying, simple enemies that run at you and explode in large numbers. They are thankfully gone, although the normal wretches are still present. Tickers are their replacement as annoying exploding enemies, though these seem a little easier to dispose off.
As with the first game you spilt the squad at a few points in the game and go off in different directions, most often you can see the other team mates in the distance and end up helping them by providing covering fire or flanking enemy positions for them.
Weapons in games are never my strong point, I am not a weapon geek, I can’t be bothered with technical details of weapons. The most prominent of the new weapons is the mortar, which you fire, and set a distance then watch as the world explodes where you fired. Like most powerful weapons it’s rationed fairly heavily. The flamethrower puts in an appearance and is ok as weapons go but not really a stand out weapon. The Hammer of Dawn puts in a cameo late in the game. There are some small additions and changes to the other guns, however the lancer remains a staple weapon throughout.
Moveable cover is introduced in several ways. There are small rock centipedes that are great to crouch behind and are almost indestructible. Shooting their food supply from cave roof onto the ground can herd the centipedes around. This makes them shuffle over to the food and eat, while all the time a firefight blazes around them. In the Locust city there are walls that raise and lower at the press of a lever. This makes for fun and games as the enemy try and lower your cover leaving you exposed.
Finally you can pick a shield dropped by enemies and also hold downed enemies in front of you as a shield.
The locust horde has been added to since the first game, Grubs can ride blood mounts into battle which are monstrous creatures which bring the enemy close fast and can also attack you themselves once the rider has been killed with a swish of their tail. The boomer type enemy has been given different weapons and a new look to make the grinder chain gunner and mace and shield wielding varieties
Similar to the rigs are the prison barges, huge locust creatures with a structure akin to a sailing ship on their backs. There are several fights in and around these impressive creatures.
Top of the list for gross bodily intimacy is the section of the game where you run around Fantastic Voyage style inside a huge creature. You must avoid being crushed by peristalsis, being digested in the stomach in pools of acid, and don’t get me started on the choking gas in the bowels. You also make your way into the beast’s circulatory system and have to avoid drowning in blood.
Someone does needs to let the designers know that nature does not make bowels with dead ends; it would be fatal to have dead ends filling up with feces with nowhere for it to go.
Small additions in the secret lab area include the carrying of a box between two team members, which limits them to pistols while they carry it. There are laser tripped security guns to deal with also. Razorhail is introduced here as incredibly dangerous rain, which means getting out from under a roof sees you being chopped to pieces, it reminds me of the Kryl sections in the first game.
Driving is present and again much more has been made of it. Much bigger environments and a vehicle with proper weight and inertia make it look much less shoehorned in than Gears 1. You drive up into the mountains and have various skirmishes with Locust and some fun navigating cracking frozen lakes. Mention must be made of the Scooby Doo moment in the dark. If you have watched Scooby Doo at all, you will know what I am talking about.
There are many sections of the game where traditional fight box game play is missing in action. You encounter an underground river system and there are fights on and around gunboats. Tethered fish like creatures at either side powers these boats. This section ends with the boat plunging down a waterfall and being attacked by a huge leviathan sea monster.
There is the section where you fly on the back of a Reaver and the game becomes something akin to Space Harrier or Panzer Dragoon. There is a section where you get control of a Brumak and ride it into locust territory. At one point you have to hack into a locust computers system.
While this is all good and well sometimes novelty game mechanics can overstay their welcome, this is not the case here with each change having it's time in the spotlight and not being repeated.
The game takes place above ground in the ruined landscapes of Sera and as defined in the first game there is a grey broken vision of a once beautiful city. The architecture is grand and striking in a kind of fascist way. The underground caves are done as well as underground caves can look, there has been some attempt to vary and add to the cave scenes, however a cave is a dark hole in the ground. The city of the locusts is well done with a busy Goudy inspired look.
The character detail is again amazing with all of Delta Squad and the Locust being eye catching.
The game engine is obviously cranked up several notches from the first game with an awful lot more happening at once and little slowdown or glitching noticeable.
There are many fights with monsters dotted around the game, Reavers, Brumaks, Corpsers etc. Two battles stand out as being traditional boss battles rather than just another monster you have to fight to get past. There is a long complicated showdown with a sea monster and a fight with a super locust named Skorge, the queen’s personal guard.
The final showdown at the end of the game is, well, far too easy. Maybe this is in response to criticism of the first game, where the final boss was annoying. I didn't really feel any disappointment at this easy end scene, it was actually a little bit of a relief after all the effort of getting to the end not to have a boss battle that takes me hours and hours to learn patterns of and learn the skills needed to defeat it. I can see why some might not like that though and they do have a point I have to grudgingly admit.
There were no problems with checkpoints. I can’t remember a time when I was placed further back than I would have liked by death. This is really quite refreshing for an action game.
Multiplayer was an interesting experience for me. I enjoy multiplayer games, which have modes like Rainbow Six Vegas where teams of human players take on the a.i. Horde mode promised to be exactly that. It was and it was great fun, I was enjoying it very much. I play multiplayer games online mostly with a group of friends. They were all enjoying long sessions of horde mode for the first few days of release, indeed I was finding it hard to get to the single player game for constant invites to horde mode games. Then it all stopped, I don't know what happened. Were people burned out with horde mode, were there other problems with the online that I was not seeing. I don't know, my friends stopped playing online and went back to Gears 1 and Modern Warfare. I was happy because I could get around to the single player; I have never gone back to the online component. I know you might feel disappointed reading this but I am not an online gamer really. I play only with friends for the social aspects. I can't really be counted as being qualified for reviewing online components of games. For what it's worth then I enjoyed horde mode and had no problems getting into a game with my friends. Any other aspects of the multiplayer I can't talk about.
I did my first play through on hardcore difficulty and got 365 achievement points for my trouble, I hope to go back soon and try some co-op and the insane difficulty level.
Scoring
Graphics 9
Gameplay 9
Story 9
Level Design 9
A.i. 7
Total 8.6
Haze Review
The hero of the story is a man called Shane Carpenter; he is a solider in the army of a private corporation called Mantel in the year 2023. Mantell are engaged in an action in an unnamed country, which could be Mexico by the look and feel of it. Each soldier wears an advanced armor suit, built into it is a nectar administrator. The soldiers are given the drug called nectar routinely by this administrator. Nectar functions as a performance enhancer in combat. Heightened awareness, improved vision etc.
A man called Duvall, who seems to be a genuine gun-toting idiot, leads the squad that Shane joins. From Duvall we find out that we are fighting a rebellion in the country led by a Dictator called Skin Coat. Apparently this is a man who wears the skin of his victims. After a few skirmishes with the rebels it becomes clear to Shane that Nectar isn’t just a performance enhancer, there seems to be other effect. Occasional lapses and malfunctions with the suits administration system show us atrocities, which have been hidden from our view. This eventually shows us that it may be Mantell that is the problem in the country. An eventual meeting with Skin coat himself shows Shane that he cannot in all conscious continue to fight for Mantell and sees him joining the rebels in their fight against Mantell.
There are only a few characters in the game, Duvall, Shane and Skin coat or Merino as we find out his real name to be. Duvall is our nemesis and the face of the duped and powerful who give their all in a misguided fight. Merino is the wise man fighting because he has to save everything he knows. Shane is simply the player and little is known or indeed needs to be known about him.
My problem with the story is that it’s a premise and not a story. The corrupt drug company, the drug fed to all to make them do and see things that they wouldn’t normally. The company soldiers brainwashed into being unfeeling immoral monsters, you realizing this and joining the rebels. Fighting back and using the drug against the company, the problem is that the story simply is so sleight in the game that it does no justice to the premise. You simply fight pointless battles for many levels until there has been enough of a game to actually get to the story points of knocking out the nectar control system and then taking on the Mantel land carrier. The greater portion of the middle of the game is pure padding.
The final revelation at the end of the game about Merino was just unnecessary, not clever. Someone has been reading Animal farm.
Everything about this game feels a little clunky, 5gb of an install before playing, a long patch download before playing. There are long delays connecting to an online server every time you start the game, even if you are only playing the single player game. Needless button presses in the menus, you are left thinking that the game is still loading when it’s stopped and is now needlessly waiting for you to press a button.
For the first few missions you are playing as a Mantell trooper and get to play with Nectar. Holding L2 boosts your nectar levels, though you must be careful not to overdose. Nectar light’s up the enemies and makes them easy to see. Health restores itself over time. Clicking the right stick sights along the weapon, which is far less intuitive than L2 would have been.
Nectar seems to be more of a hindrance sometimes than help; occasionally you go into overdose, which makes your fellow soldiers look like rebels. Also you get nectar disruptions, which make the color drain from the screen and you lose your crosshairs.
There are occasional vehicle combat sections, where you drive around in jeeps and quad bikes etc. The vehicle sections are quite fun, don’t overstay their welcome, however they don’t really add anything to the overall experience.
There is some backtracking in the game, although not enough for it to become something to mark the game down for.
There are some terrible design choices in the game, which to me were so glaringly obvious that play testers must have seen them. The flamethrower weapon being the most obvious, when you get the flamethrower you encounter similarly armed enemies; the problem is that the flamethrower has a limited range. Basically you have to walk into each other’s range to kill. This means that you can only set each other on fire. Once you realize this you stop using the useless flamethrower and go back to the other weapons. The fun section of the game with the flamethrower is reduced to a laughing stock. Was this the designer’s idea or did they actually want you to have fun with the flamethrower?
Once you are liberated from Mantell and nectar you have a few new abilities. Like taking guns from soldiers, playing dead, and making grenades into nectar bombs using the administrators from dead Mantell soldiers.
Since Mantell troops on Nectar can’t see atrocities then if you lie down and play dead then they ignore you. Unfortunately they don’t go anywhere, which means that yes you can avoid death when health is low by playing dead. You only buy yourself time, the enemies mill around in the area; you can’t shoot at them from the ground. Which seems really, really stupid, what you have to do is get up which takes ages and then shoot at the enemies again, rinse and repeat. Suffice to say it feels really unnatural and stupid.
Nectar bombs produce a cloud of vapor that makes the Mantell troops shoot at each other.
Taking weapons from enemies is such a stupid idea that I did it only once when the game makes you do it to progress. Sorry much easier to shoot someone than walk up to them as they fire at you and grab their gun.
Dying after a cut-scene or tutorial means that you see it again until you want to snap the game disc, as they are un-skippable.
Mines rise up out of the ground and explode as you get close. There is no way to shoot them from afar. This means you have to get close then dance back away before they explode, would you make a mine that did that? A mine that announces it presence and gives you a chance to run before it explodes.
The a.i. is fairly standard for an FPS, notable bad points I saw were that only certain events trigger them to move. I threw a grenade down a flight of stairs trying to kill some soldiers. The grenade exploded and I went down to look, the men were still standing with their back to me, the explosion didn’t start them shooting at me or move to investigate, only me getting close. When you play dead you see them mill around pointlessly rather than go and do something less boring instead.
At one point during the game I fell off a bridge and expected to die. I didn’t and after a long time finding my way back up to the top of the bridge I found that all the enemies and helper a.i. had vanished, leaving me free and easy to get to the next objective.
There are a few boss encounters, tanks, drop ships and of course a showdown with your nemesis.
The art direction is middle of the road; the only thing standing out in my opinion is the design of the Mantell troopers’ uniforms. The Mantell landcarrier was impressing me when I thought it was a floating aircraft carrier, when I found out it was a huge aircraft carrier on wheel I had to laugh.
There is jungle, factory, swamp, village, beach, hotel and and mountain type environments. None are rendered badly, though nothing about the game screams beauty.
The game runs in a lower than average resolution, and as such seems to avoid slowdown and screen tearing.
Sound is adequate.
Checkpoints are absolutely terrible, a few times I put the game down for a while because I was sick of being sent back too far after dying. There are some huge swathes of the level with no checkpoints whatsoever. This game is without doubt the worst I have played in this regard in a long time.
I couldn’t get the multiplayer to work, something about not being able to connect to a Demonware server. I didn’t care anyway; I wasn’t ever going to play it. I only play a few multiplayer games and I never score a game on multiplayer components for that reason.
Scoring
Graphics 6
Gameplay 5
Story 7
Level Design 6
A.i. 5
Total 5.8
Uncharted: Drake's Fortune Review
Nathan Drake is a supposed descendant of Sir Francis Drake. He and a television journalist named Elena are working together to find the coffin of Sir Francis Drake. Elena's t.v. company is funding the expeditions and Nathan the hired hand/jack of all trades. Nathan knows when they find the coffin that it is going to be empty and he is right, inside is Drakes journal. Elena wants to know what's in it and is upset that Nathan tells her he was only using her for the funding and has no intention of letting her share in the secrets of the journal which he knew was there all along.
The pair are attacked by pirates and survive thanks to the Intervention of Sully, a friend and father figure for Nathan. Sully urges Nathan to ditch Elena and go after the gold of Eldorado which the journal shows the way to. With Elena firmly ditched the two head into the jungles and find that the spanish took the gold a long time ago.
Thinking the trail has gone cold a despondent Sully confesses to huge debts and very nasty men after him to reclaim them. On the way back the unexpected fInding a Uboat in the jungle prompts an investigation and the trail gets warm again. Sullys debtors turn up and seemingly kill him, whilst running from them Nathan runs into Elena who has followed the pair. Nathan and Elena make a truce and set off after the treasure together. They travel by plane to a seemingly uninhabited Island where they are shot down and spiral into the adventure of several lifetimes.
Nathan is an interesting hero, likable and funny. Elena his reluctant at first love interest. The enemies also are given fairly good characterization, Roman is a huge cliche and reminiscent of the bad guy in Die Hard 1. Navarro is a good nemesis although is fairly underused. Eddie is a great bad guy, seemingly incompetent but funny and even likable at times.
The heart of the story concerns the theme of treasure hunting, or greed basically. The characters go to huge lengths to recover gold. The bill for cars, boats and helicopters and ammunition probably comes close to the money the idol will be worth. Well maybe not, though my point is that an awful lot of money is spent on the pursuit of more money. The twist in the tail about the Golden Idol of El Dorado is interesting, however not fully explained. It may be a theme for the next game, and I hope it is, not the idol turning up again, but whatever supernatural power it possesses and what is behind that power.
Now come the inevitable problems with the plot. There is little actually wrong with the story itself, it's a workable Indiana Jones script that never got made. The problems come with integrating it into the game and the mistakes made were so easily rectifiable.
On several occasions you are instructed to do certain things, like go up to a tower to do something, sometimes this order is given without the motivation first being established. I spent some of my play time wondering why I was actually going somewhere. For example at the government house you arrive and Elena waits at a certain point with no explanation. She tells you that the zip line from a nearby tower will do the trick. What trick? I go to the zip line after much fighting and puzzling and use it. To find that we were wanting to go through the door Elena is standing in the general area of. The game just never actually pointed out that the door was where we wanted to go, and we could get inside the building an alternative way by using the zip line.
My next major gripe with the storytelling was a problem again with the integration of game and story. On several occasions you crack fairly complex combination puzzles with the aid of the Drake's journal. You go into these unexplored areas which have never seen human occupation for hundreds of years expecting to find treasures. What you find mostly are mercenaries? How did the enemies get here before you? I thought you had the super secret journal? Now I know why they did this. It's a game, you have to have enemies in a game. All could so easily have been sorted with just making these secret areas smaller and have you coming back out into public areas before meeting the bad guys, or as actually does happen once near the end you see the enemies blowing their way into the secret catacombs rather than work through the puzzles. It is a nit pick, however every time it happened I groaned and was taken out of the story.
I enjoyed the story and look forward to Nathan's next adventures, my advice and why I gave this an 8 for story rather than a 9 is to wrap up loose ends unless they are being kept for the next game, and if so signpost that. Keep the motivation before the action and keep the thugs out of the secret tombs only you are supposed to be able to get into.
Uncharted is a game split into two distinct and separate halves, well that's not strictly true, there are actually three gameplay styles. These have a rough 50, 30 and 20 percent weighting to them. There is the shooting sequences which take the form of a third person shooter, the puzzling elements which take the form of a tomb raider style 3D platform puzzler an there is significant sections of the game where you ride on a jet ski or drive a jeep.
The 3D platform puzzling section borrows heavily from Tomb raider. However it takes Lara as its template and throws out the annoying parts of Tomb Raider and keeps only the fun. You explore areas at times with other a.i. characters which allows for story to flow as conversation, rather than the slightly mad talking to herself that Lara does. You encounter various puzzles in the form of environmental obstacles and also traps and locks left behind by the long dead.
There are also long sections where you clamber around the ruins like an acrobat jumping from ledge to ledge hanging on by your fingertips to crumbling masonry, swinging on vines. The animation of Drake outclasses Lara's smoother moves in that he feels heavier, more human and less like a machine. He stumbles and scrambles, looks like it hurts and that he's going to fall.
In Tomb Raider you are presented with huge puzzles and sometimes it all feels wearisome. Here they realized that and the platform puzzling is shorter for the most part and thanks to more obvious handholds and use of a fixed camera in places makes it much easier to negotiate these sections. The result is you get all the great fun gameplay of a Tomb raider game without any real frustration. It take the difficulty out of the game but since this is roughly fifty percent a third person shooter then the ease of the 3D platform puzzling section of the game isn't a problem it's a novelty fun game mechanic that breaks up the shooting and allows for some story telling outside of the cut scenes.
There is a later section of the game which throws out all I have said above and brings you firmly into Lara territory, however it can be forgiven as it's near the end of the game and a break from the norm rather than the rule. There is also a few unintuitive bits in the platforming, for example at one point I kept dying on a crumbling rock jump, until I realized that you had to wait for the rock to actually crumble and fall a bit before jumping, which was a solitary experience, and thus unprepared for as jumping quickly seemed to be the solution on all the other crumbling rock sections.
On the puzzles, which are varied, you are given help in the form of consulting Drake's journal which gives clues or solutions to the puzzles. Sully and Elena also pipe up with useful information as well.
The shooting sections of the game are it's mainstay, View is third person, with aiming using R1 to aim and L1 to shoot. You can get yourself into cover where popping out to shoot is fairly essential to survival, running and gunning is not really a viable option if you want to live long. Some cover collapses after a certain amount of pounding and the enemies will work their way to flanking you unless you suppress them with fire. They also like to use grenades to get you out of cover. Ammunition and new guns are found on the bodies of the dead enemies.
The shooting takes place in the same maps as the 3D platform puzzling however you stay firmly on the ground during the firefights and enemies are cleared before moving on the the platforming.
There are a variety of enemies, mostly mercenaries, pirates and swat team type enemies. They use all of the available weapons, including rocket launchers, shotguns etc. They use emplaced guns which you can liberate and use as well.
There are a few environmental obstacles to negotiate here as well, shooting padlocks from locked doors, balancing on logs using the sixaxxis, sliding on zip lines. There are also primitive spring loaded traps to avoid. There are also treasures to be found for trophies.
My main criticism of the game is the way bullets interact with your enemies. It seemed to me that you could spray a mercenary with a machine gun in the chest and it would take an awful lot of bullets to kill him. If you carefully shot them three or four times in the chest then they went down like a sack of potatoes. I played around with this and found that there seems to an "I'm hit" animation that is triggered when you shoot someone. Whilst this short staggering around screaming animation is playing they don't seem to take any more damage, so bullets fired into them when they are in the animation cycle seem wasted. If you wait and plug them after each animation then they go down a lot quicker and you save a hell of a lot of bullets that are in short supply anyway. Once I realized this I got on an awful lot better in the game, it's a shame as it takes you out of the game and reminds you that this is a game when you have to do something so obviously game like to get ahead.
Like most third person shooters of the last few years the game is broken up into what I call "fight room" like sections. Basically you enter an area, enemies enter in groups from various points and you shoot at each other until you eventually conquer all the enemies, an exit then becomes available and you can progress. I criticize these games for their box like fight rooms, however, Uncharted whilst strictly adhering to this formula does it in a way that the fight rooms feel natural and less obviously cubes with cover scattered around.
There is variety in the weapons with all the usual bases covered, pistols, shotguns, machine guns, sniper rifles, rockets and grenades of various types.
In three distinct sections of the game you ride around on a jet ski. The physics for the waves and surf are excellent here, rivaling Wave-race. As you drive around a river system avoiding exploding barrels in the water and enemies from the shore who take pot shots at you. There is some puzzling here as well with gates to unlock.The pacing of the longest jet ski section is made slow by the need to take it easy and shoot all the enemies and barrels. Charging like a lunatic, driving full speed is suicide as the barrels are everywhere and hitting them with the jet ski makes them explode. I can't help feeling that this section would have been a lot more fun if they had just let you drive like a crazy man and enjoy bouncing around on the water.
There is also a section where you ride on a jeep using its mounted gun as Elena drives. You take out a whole fleet of vehicles during this long car chase section which is enormous fun.
The A.i. is above average, tending not to do anything obviously stupid. They take cover, move when grenades get lobbed into that cover and generally try and get close enough to flank you if you don't shoot directly at them to suppress them. One thing that I haven't seen a.i. do previously, though I am sure it's not entirely new is hide and lay in wait for you. At certain points enemies seem to be hiding and only attack when you get close enough to melee or give you a shotgun blast in the face. This tactic is shocking and entertaining at first, however once you know where the enemies are hiding it becomes easy to blast them as they lurk.
Later in the game you encounter a different type of enemy and the cover tactics go out the window for panic stricken run and gunning with the shotgun.
Mention must be made of the good helper a.i. which tends to only hang around when there is not much going on, but occasionally is present in firefights.
There is only really one traditional boss fight which comes at the end of the game and is a mixture of quicktime events and shooting.
The environments are all wonderfully detailed, the jungles lush, the ruins crumbly and everything has that real world feel to it that suggests many man hours of hard work and care. The game has it's own particular look with what I can only describe as a skinny look to the characters, which makes a welcome contrast with the bulky space marine that seems so common in other games. Nathan isn't built like a tank, he is more of a Bruce Lee.
The graphics in this game are great, everything moves at a steady frame rate. The water effects are particularly noteworthy. Many small touches have been added to the animation of the characters to make them feel more real. If I was to nitpick about the graphics I would suggest that the frame rate is being kept up by a motion blur disguised reduction in texture detail as you pan the camera faster than a certain speed. Which is very noticeable. Hardly a problem but something that shows the smoke and mirrors that cover the limitations of the engine.
The music is adequate and sound effects excellent.
Checkpoint distribution was fair and intuitive at all times, I can't recall ever being put back further than I would have liked.
I received 42% of the trophies for one play through on the hard difficulty. The in game clock says that I played for 11 hours, though I have to say I would have guessed at 15 hours if there wasn't an in game clock. TIme flies when you are having fun I suppose
There is no multiplayer in the game.
I really did enjoy playing this game, reading back the review I sound quite negative, but this game is a really good roller coaster ride and I had fun from start to finish. I wanted to play when I was away from it and will come back to it again and try on the harder difficulty setting which I unlocked by completing it when I get the time. This game is definitely worth a full purchase, especially as it's now available on the platinum range of half price games.
Scoring
Graphics 9
Gameplay 9
Story 8
Level Design 9
A.i. 8
Total 8.6