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

April 17, 2008

Lost Odyssey


Platform: Xbox 360
Verdict: 4 discs of epic.
Rating: 4/5

Retro gaming is enjoying quite a renaissance at the moment with the Wii's Virtual Arcade and Xbox Live Arcade jointly offering glimpses into cherished pasts and shattering rose tints while swimming in nostalgia. They rarely are as good as you remember, spoilt by the heady modernities of adaptive difficulty, quick saves and the removal of pixels from perfect jumps.
Lost Odyssey is somewhat of a retro title too. Despite its super HD sheen and now-gen residence on Microsoft's box of tricks, it's a game that could easily hark from the PS1 era (or beyond to the distant ages of Dragon Quest on the NES), namely mimicking such titles as Final Fantasy VII. Coming from Hironobu Sakaguchi, creator of the Final Fantasy series that's hardly surprising.
From the traditional turn-based combat and amnesiac hero to the victory fanfare motif, Lost Odyssey screams Final Fantasy, and for many that's a great thing – with few Japanese style RPGs on the 360 it's a welcome addition to a catalogue obsessed with shooters and racers.
Compared to the West's forward looking titles like Oblivion and Mass Effect though, it's a game that seems lost in time. Even the Final Fantasy series has moved on from the staid and static turn-taking (as seen in its 12th iteration on the PS2) and while that may be a bugbear to many, the epic, emotionally charged and superbly translated story about immortals and a world at war (penned by award winning novelist Kiyoshi Shigematsu) will be enough to satiate any misgivings.
Despite such a traditional template, Lost Odyssey does bring new variants to the genre such as larger combat parties. The Ring System is also one such mechanic which introduces a rhythmic requirement to timing for otherwise predetermined attacks. With random battles rearing their ugly head though it may not be enough to compensate.
While Lost Odyssey may tread old gameplay with only a few pleasing additions, it's a game that prides itself on story telling, stunning graphics and cinematic direction that reward only the determined and time rich profusely – almost enough to make me want to be a student again.

April 02, 2008

Kingdom Under Fire: Circle of Doom


Platform: Xbox 360
Verdict: Infinitely boring.
Rating: 2.5/5

The circle is many things to many people – a special ellipse in which the two foci are coincident, a symbol of divinity through the halo, of infinity in the serpent Jörmungandr who could encircle the world and grasp its tail in its teeth and, according to Plato, an immortal, self-eating being of perfection that existed at the dawn of the universe. Unfortunately there's nothing as profound or perfect about the Circle of Doom, apart from an unwanted lesson in mediocrity.
Spin-off sequel to the popular yet niche original Xbox series, Circle of Doom is a Lord of the Rings wannabe full of swords and sorcery. Debuting as an interesting and fun pseudo RTS, Kingdom Under Fire cut itself a path between button mashing combat and the strategic deployment of troops in massive battles.
Eschewing the tactics and mass-battle mayhem for a traditional dungeon crawling template, Circle of Doom's bid to appeal to a wider audience comes at the sacrifice of depth. But then again, when all you want is to rend and sunder with a massive sword perhaps that's ok. Well it would be if the game actually delivered on its promise of satisfying barbarism.
Circle of Doom isn't a game that requires curious exploration or puzzle solving, it's about fighting monsters with an ever expanding arsenal of enchanted pants and big choppers. Choosing from a selection of warriors with predictable stats (fast but weak katana wielder, slow but strong hammer slammer etc), it allows for plenty of stat heavy customisability and weapon crafting.
Unfortunately such self-made variety is nulled by the painfully stilted combat. Relying on a slowly recharging meter to merely swing your sword means button mashing is impotent early on, while the lack of a block move or deep combos means titles like God of War are way above where it needs to hit.
From the obscure opening cinematic to the easily broken tutorial, Circle of Doom does little to convince of its immediate merits and problems unfortunately persist throughout the game – graphical pop-in and glitching shadows disapoint while the audio is generic and repetitive with abruptly reactive music framing each encounter with little subtlety.
There's little positive to say about Circle of Doom other than the fact that it includes online play if you want to share the adventure with a far away friend. Perhaps it was rushed out before Ninja Gaiden 2's inevitable domination of the genre once again. Whatever the cause, it can't be desirable to desire the Game Over screen which is more confounding than the nature of 3.14159.

March 20, 2008

The Club


Platform: 360, also PS3 & PC.
Verdict: I'll not be joining.
Rating: 3½/5

Those that predicted a Running Man style direction for sport after seeing the lycra clad trash The Gladiators, may still be crying in disappointment into their giant foam hands. Luckily for society, blood sports are generally frowned upon, even if they involve opera singers covered in lightbulbs. So, it's up to the underworld to organise such nefarious activities, perhaps in the shape of The Club.
No, this isn't Paul's dream dance game about a nightclub, it's an illegal group that organises death matches between skilled gunmen seeking riches, while the rich enjoy the show. As one of these gunmen you're tasked with surviving a tournament of different battles while racking up a huge score to become top of the table.
Bringing to mind 2000AD's revered Button Man series, The Club is a shallower gunfest with little story and lots of action. With a character select screen and an emphasis on speed runs and high scores, The Club draws from racers and beat-em-ups to add spice to the genre. Created by the team behind Project Gotham Racing this comes as little surprise.
At first the action may not quite click – relying on a string of closely timed kills to keep a bleeding combo meter going means the pace can take a little getting used. Once you grasp that this time the term 'run and gun' literally applies, everything changes for the better. Running full pelt through each environment while pulling off a quick succession of skilled shots certainly gets the adrenaline pumping, If only it had the controls to handle such frenetic action.
Strangely, the shooter made by a company famed for racers is let down by handling. Sluggish aiming, clunky controls and a reload that locks you into an animation is cause for much frustration. The disappointments don't end there either – with ties to beat-em-ups watered down to a single melee attack and the loud announcement of 'Fight!' at the start of each round, The Club feels like a watered down sum of its parts.
Feeling slightly clubbed to death by the glut of shooters on the 360, it's certainly refreshing to see someone try something new. Attempting to fuse aspects of shooters, racers and beat-em-ups into a new whole is admirable, if only the end result met that potential. The Club promised much and delivers some – disappointing, yet still worth a blast for the score hungry adrenalin junkies out there, and fans of pugel sticks maybe.

March 10, 2008

Rez: HD


Platform: Xbox 360 Live Arcade
Verdict: Welcome home Eden
Rating: 5/5

Ever wondered what it would be like to fly and fight through a super computer's network to the hypnotic pulse of syncopated techno while gorging on beat-matched visuals too pure for human eyes? No? Well, welcome to Rez: HD, where hacking can achieve heights of Zen and an AI doubts reality.
For those with a Tron fetish, Rez is a synesthetic wet-dream, inspired by Wassily Kandinsky and cooked up from the crystallised post-club sweat of Tetsuya Mizuguchi, famed creator of other music embracing games like Space Channel 5, Lumines and Every Extend Extra.
Originally experienced on the under appreciated Dreamcast, Rez was one of those games of legend that lit up the DC's line-up alongside more traditional titles. Also ported to the PS2, Rez has finally found a home worthy of its audio/visual prowess on the Hi-Def and surround sound capable, Xbox 360 via the Live Arcade.
Applying crisp, retro-style vector graphics to the traditional on-rails shooter template, Rez sees you hurtling through abstracted virtual landscapes, attempting to breach firewalls and eradicate viruses to get to Eden, an AI that needs rebooting before its soul searching has catastrophic consequences.
Synced to pulsating music (written by masters such as Ken Ishi, Cold Cut and Oval) every shot fired in Rez triggers a timely snare or bleep and each progression in the level kicks out a harder, faster beat.
With a lock on system that removes the traditional need for button bashing, Rez's sublime fusion of audio/visuals and gameplay allows for zoned out, meditative gaming, despite the fact that a giant humanoid made of squares may be chasing you. The inclusion of a chill-out mode that removes the need for shooting is further proof of its wide eyed intention.
For many, Rez's gameplay may be a little too old-school – point and shoot ideals from yesteryear, but they'd be missing the point if they disapproved. Rez is an experiment in fusing stimuli into one indistinct whole and in that it succeeds in spades, even if the trance isn't to your taste.
Finally seeing it in Hi-definition is a dream come true, and for a paltry 800ms points (£6.80!), it can turn your home into a kaleidoscopic collision of colours and sound. Trance vibrator support may even peak your girlfriend's interest too.

February 29, 2008

n+


Platform: Xbox 360 Live Arcade
Verdict: A touch of zen
Rating: 4/5

Ninjas, they get a tough deal in life. When most action heroes just wade through bad guys with an arsenal of guns, ninjas have to traverse complex, insurpassable terrain utilising inhuman feats of acrobatic derring-do. When they finally get to fight it's often lonesome ninja with sword vs giant robotic squirrel with lasers for eyes and a heart of doom. If I was a ninja i'd go on strike.
n+ features one such super assassin, tasked with merely surviving a series of over 300 rooms where death lies waiting like a snickering kid. Each room has an exit and a switch to open it, getting to them alive is your goal. In your way lies a multitude of robots, mines and death defying leaps, and you don't have a sword.
Fusing old school 2D platforming with modern rag doll physics and momentum based gameplay, n+ is a wonderful minimalist game that orders you to master the art of jumping and seat-of-the-pants acrobatics, or pay with your comedic ragdoll death.
Using momentum, n+ allows your ninja to pull off spectacular jumps with careful timing. With wall jumping, improvised platforming and a touch of panicked luck, n+ at your best is a graceful ballet between homing rockets, death lasers and a twisting ninja. At your worst it's an exercise in frustration that thanks to polished programming, is always your fault.
Littering each room is a series of yellow dots that increase your time limit (disguised as an ever decreasing health bar). It's not imperative to collect them all before finding the exit but the collect-em-up nature of score chasing can often turn the simplest level into the most difficult - a choose your own difficulty level if you will.
Oddly addictive yet simplistic, n+ is a polished experience with expansive features like online multiplayer, a map editor, the all important leader board and saved replays (for when you pull off that seamless, super human run).
Initially debuting on the PC and darling of the indie scen, n+ proves how worthwhile Xbox Live Arcade is by bringing such gems to the masses. A ninja achievement indeed.

February 12, 2008

Burnout Paradise


Platform: Xbox 360, also PS3
Verdict: A brave new Burnout
Rating: 4½/5

Always one to champion gaming's ability to let you do things that in real life would see you hospitalised, incarcerated or dead, the Burnout series has featured highly on my list of greats. The high octane, crash fetishising gameplay is second to none (and thankfully nothing to do with J G Ballard), and puts chills into anyone I give a lift to after they've seen me play it (fear not, my aging Nissan Sunny doesn't have nitro).
After four iterations it's easy for a series to tire - just look at other yearly updated EA games like Need for Speed. Criterion were obviously aware of this and have worked to a bold new vision to reimagine Burnout while keeping it essentially the same. And what is this vision you ask? Paradise City.
Burnout Paradise drops you into a massive sandbox city where you can drive where you want (think GTA without the legwork or gun crime). No longer choosing between static tracks in a menu, you haphazardly determine the route yourself - from the traffic lights where you choose to initiate a race to the finishing line, the city lays naked to your improvised navigation.
Different car classes seek to replicate iterations in the series - from the speed based, burnout chaining of Burnout 2 to the aggressive, insanely fun takedowns of Burnout 4, there's something for every individual fan.
Graphics and mechanics are stunning as always, with spectacular emphasis on slow motion crash physics whenever something as trivial as a wall gets in the way.
The other feature Paradise wears proudly on its sleeve is online play. With a few presses of the D-Pad your friends can seamlessly drop into your game and meet up for impromptu races while Live Cam support spices things up with takedown snapshots of their mug, or worse.
With such progress comes disappointments though - the lack of quick restarts are divisive in their omission and the necessary reliance on improvised navigation means too much time can be spent with one eye on the mini-map instead of the road. Extended play soon sees you adapt though and in the face of how plain awesome the rest of the game is, they're minor grumbles. Much like the criticisms of my driving.

February 01, 2008

Project Gotham Racing 4


Platform: Xbox 360
Verdict: Rocket racer
Rating: 4½/5

Undoubtably the crown in the 360's launch lineup, Project Gotham Racing 3 was a sharp wake up to the world of Hi Def gaming. Featuring visuals that veered close to photo realism, its high-speed gameplay was also top notch yet as a sequel it disappointed many hardcore fans with its flawed balance.
After Sega Rally's over the top power drifting and mud splattering insanity, PGR4 initially feels too reserved with its tight controls and sterilised aesthetics. Perseverance however proves most rewarding.
Completely revising the handling model for the exotic bunch of cars on offer, Bizarre Creations has finally tweaked the series to perfection. Awarding speedy or technical driving, the new Kudos system helps broaden the games appeal to players of differing tastes while the handling models are at once forgiving for beginners, yet sufficiently deep enough for pro players to find rewarding.
Visuals have been further stepped up, creating a jaw dropping game that looks even better when the new weather effects kick in. The game's attention to detail is second to none too – from real cities accurately recreated to the colour of the speedometer in a Lotus' cockpit view, PGR4 is a sight to behold. Replays and a photo mode help cement how good the game really looks when your eyes aren't fixed on the vanishing point.
PGR4 also takes a large step outside its comfort zone by including motorbikes for the first time. Potentially game breaking, it was a brave move that has generally paid off, as they open up new areas of Kudos to explore. Handling does take some getting used to while riding a motorbike online is brave thing considering the ease at which an opponent can send you tumbling with a gentle shove of his car.
As well as reams of evolutions, gameplay modes and online components, PGR4 also includes the wondrous neon rage of Geometry Wars Waves as an arcade machine in your garage. The inevitable PGR5 will no doubt include the kitchen sink.

January 18, 2008

Mutant Storm Empire


Platform: Xbox 360 Live Arcade, 800MS Points.
Verdict: Squelchy, shooty stuff.
Rating: 4/5

When all attention is turned towards the stars in search of new and wondrous, imagined forms of life, there lies plenty of undiscovered ickyness in the depths of our oceans. Things you could only dream of flit by in the darkened abyss, nightmarish in their composure, sickening in their alien nature and possibly closer to us genetically than any creationist would ever admit. Such globular, squelchy, tentacled spawn is also what makes Mutant Storm Empire so great.
Sequel to Mutant Storm Reloaded, Empire scurries across familiar ground using the ever so popular twin stick controls to shoot independently of movement. The same organic monstrosities are there, this time accompanied by some mechanical beasts and the same frenetic action is present, this time made all the more tense by gameplay changes.
To warrant the sequel’s existence beyond feeding the mouths of hungry programmers, Pom Pom Games have evolved Mutant Storm by cross breeding it with some classic shooters. Removing the all powerful smart bomb (replaced by a super directional attack), Empire also introduces colour based combo chaining (think Ikaruga) and replaces the abstracted series of rooms with a coherent, seamlessly loading world (like Smash TV).
Fusing these ideas from other shooters into one neon soaked gloopy hue, Empire manages to redefine itself with a new play style, initially unsettling Reloaded veterans yet inspiring new challenges and techniques.
Colour based combos up the difficulty for score chasers while the lack of a smart bomb removes an easy get out clause for the novice - things may sound tougher but a multiple lives system that replenishes at the end of each area eases the pressure somewhat, creating a chaotic shooter that can be blasted through with little grace or played like an artiste with pin point accuracy and a thirst for the razor’s edge and topping the online leaderboard.
Full of aquatic character, Empire has some of the best audio design this side of an amplified petri dish and is made all the better by the inclusion of an online co-op mode, which is just what you need when the going gets a little too squishy.

January 02, 2008

Scene It? Lights, Camera, Action

Platform: Xbox 360.
Ostensibly the 360’s mimic of the PS2’s Buzz! Hollywood, Scene it? comes with four wireless big button pads for that ‘i’m on telly in a real quiz show’ feeling.
Featuring 1800 questions, Scene it? is rammed full of trivia to challenge the film buffs out there and keeps track of which ones have been asked to keep things fresh on repeated playthroughs.
Game types range from innovative Pictionary style questions to plain dull ‘guess the order of release dates’ for films you’ve never heard of.
At this point it becomes clear that Scene it? isn’t an ideal family game as many questions go over the heads of the young or casual film watcher although memory based quizzes using film footage help level the playing field.
7/10

Call of Duty 4: Modern Combat

Platform: Xbox 360, also PS3 and PC.
Going head to head with shooters like Halo 3 would leave many games trembling in the dust but CoD4 merely shakes the mud from its boots and soldiers on, bringing it’s own brand of chaotic realism to the mix.
As the suffix suggests, CoD4 is set in the present day, with a close to the bone fictional story of terrorists and nuclear bombs.
Ditching the bolt action guns of WWII for state of the art weaponry, CoD4’s action is refined yet retains the chaos of previous iterations.
Undoubtably one of the best looking games around, the battlefields are awash with smoke and bloodied inevitability with the FPS action claustrophobic and tense.
The tale may be a relatively brief affair and the endlessly respawning enemies a blot on gameplay but the addictive, RPG laced online modes more than make up for it.
9/10

The Orange Box

Platform: Xbox 360, also PS3 and PC.
Verdict: The future’s bright.
Rating: 5/5
Now that my belly is fat with cake and my thumbs blistering from the excessive list of quality pre-Christmas games, it’s time to kick back and catch up on those titles I missed. They’ll handily help fill the gaming drought in this most depressing of months too.
With plenty of great games for Santa to choose from, The Orange Box was the most conspicuous omission from last year’s reviews, especially as it should have been one of my top 5 games of 2007. Time to make amends then.
The Orange Box isn’t a collection of citrus flavoured chocolates or some ill advised Dragon’s Den ‘innovation’ but a rather fine compendium of Valve made games. Included in this bumper package is the seminal Half Life 2 (the game that defined physics based puzzling) and its two highly rated episodic sequels. As if that wasn’t enough you get Team Fortress 2 (a super stylised multiplayer game) and Portal (a mind melting, space bending FPS puzzler) thrown in too. Both of which are inspiringly innovative in their own right and juicy, brandy soaked cherries on the already sumptuous cake.
For such AAA generosity there must be a catch right? Wrong. Unless you have some guilty complex that makes you insist on paying full price for every game in the (orange) box. Instead, pay your £30 and be glad Gabe Newell has seen fit to deliver his quality slices of prime gaming beef at a discount price. Be very glad.
So, you might have guessed I like it. You’re wrong (again), I really like it. I want to hug it, buy it presents and take photobooth shots of us on our perfect day. If that was any day in particular it’d be the day I finished the regrettably short Portal - the most perfect slice of gaming pie there possibly ever has been. Innovative, perplexing, amusing and downright marvel at the infinite vastness of space, mind bendingly brilliant. All in the pursuit of cake too.

December 12, 2007

Mass Effect

Platform: Xbox 360.
Verdict: Stars and wars.
Rating: 4/5
Conversation has never been considered a skill of the stereotypical slack jawed, square eyed gamer. With our Grandparents adopting gaming through the likes of Brain Training, that mistaken cultural perception is thankfully on the way out. For those that still need convincing, perhaps Super Deluxe Conversation Simulator can help, otherwise known as Mass Effect.
Created by Bioware, the highly respected developers who made one of the only decent Star Wars games (Knights of the Old Republic), Mass Effect is a similarly epic Sci-fi, telling the Solar System spanning tale of civilisation’s stand against an ancient robotic nemesis.
With a state of the art spaceship and the fate of the solar system on your shoulders, you can travel galaxies as you choose, investigating leads, battling robotic monsters and talking your way into or out of situations.
Trading the light sabres and space cowboys of Star Wars for a cleaner aesthetic and emphasis on guns, Mass Effect still treads similar territory as George Lucas’ modern mythology while borrowing from 3rd person shooters like Ghost Recon.
With squad based gunplay and cover based mechanics, Mass Effect differs through its use of under the bonnet RPG elements. As well as levelling up through experience and upgrading skills, action can be paused at any time to issue Biotic and Tech commands (otherwise known as Jedi powers).
Touting a much hyped conversation system, Mass Effect allows you to talk (almost as much as shoot) with a convincing degree of flexibility. Although it can rest a little too much on friendly/neutral/aggressive branches, the freedom to choose if you’re a Luke or Anakin provides satisfyingly different results.
As engrossing, epic Sci-fi goes, Mass Effect ticks all the right boxes at creating a living, breathing universe through sublime art direction. Unfortunately it’s ultimately let down by a graphics engine that struggles to keep up with the action, some frustratingly placed restart points and combat that doesn’t quite work as well as it should. Still, there’s plenty to talk about.

November 30, 2007

Kane and Lynch: Dead Men (18)

Platform: Xbox 360, also PS3, PC.
Verdict: More bark than bite.

Rating: 3
½/5
The standard genus hero of videogaming’s short and accelerating history has been that of the unflinching beefcake of justice. You know the type - chiselled jaw, gruff voice and bullet proof skin with the ability to drop cliched catchphrases at the exact hour of cheese o’ clock. Admittedly some shooters have played the anti-hero card but they usually involve leather attire and nu-metal. Kane and Lynch’s over stated direction flys in the face of all that by introducing two ‘heros’ who are anything but.
Meet escaped convicts Kane and Lynch, one a mercenary heading for the chair for mass murder, the other a medicated psychopath prone to seeing pig faces. Freed by The 7, an elite mercenary group who want their stolen money back from Kane, Lynch is thrown in as his unpredictable watchdog and together they must fight to get the cash, save Kane’s family and avoid being killed by The 7, or most likely - each other.
Playing much like Io’s previous Freedom Fighters, Kane and Lynch mixes basic squad based mechanics with daring heists and the unpredictable nature of Kane who can flip at any moment and kill a room full of hostages at the whiff of bacon.
The story is initially executed with considerable flair as Kane and Lynch argue their way through the tourette filled missions, but regrettably becomes hum drum as quickly as their banter begins to tire.
Multiplayer avoids the me-too crowd with Fragile Alliance which pits you and online friends as a group of robbers after some cash. With loot separated evenly between the fellow criminals, it’s possible to turn on your friends at any point, kill them and take their stash. It’s admirable in it’s intentions but games can quickly turn into an unsatisfying scrap.
Unfortunately the high production values and obvious effort that has been poured into the single player script are dashed against the rocks of accolade by the element most essential to get right - gameplay. With clunky, counter-intuitive controls and a glitchy cover system, Kane and Lynch is reduced to mediocrity in one foul swipe. Perhaps Kane should have got the chair after all.

November 22, 2007

Virtua Fighter 5

Platform: Xbox 360, also PS3.
Verdict: The king of fighters.

Rating:
4½/5
As the very first 3D beat-em-up, the original Virtua Fighter was a blocky mesh of simple polygons that held gamers entranced with it’s primary colours, innovative gameplay and promises of what the future held. Fast forward almost 15 years and the latest iteration of this refined and polished series arrives, surpassing 93’s teenage visions, promising unparalleled gameplay and future arthritis.
Originally released on the PS3 a year ago, the 360 version has been a long time coming but the wait has been well worth it - based on the Version C arcade revision, it surpasses the PS3’s version with important gameplay tweaks, improved graphics and the killer addition of online play.
Regarded by many as the best 3D fighter, Virtua Fighter’s combat system is held highly and with good reason.
From simple button mashing to ‘sit down with a manual and revise em’ combos, VF5 allows beginners an easy entry into its hardcore fold, while the experts dip their resin covered virtual fists into the broken glass of high level play and showboat their skills online.
Those unfortunate souls without Xbox Live (hurry up Paul) or friends can take solace in the play modes on offer - alongside the traditional Arcade mode lies the addictive and balanced Quest mode where you tour virtual arcades, enter tournaments and unlock clothing and items for your fighter as you rank up the leaderboards.
Different arcades represent differing levels of difficulty and unlike the Arcade mode’s steadying increase in difficulty (to rock hard) it’s easy for the beginner (or expert) to settle into a Quest mode arcade and fight a continual queue of like-skilled opponents.
Online play may be the jewel in the 360’s crown but it’s also where the game is weakest - restricting you to single matches against strangers with the inability to switch characters when playing with friends, VF5’s offering is frugal at best but thankfully lag free.
Alongside the deep and satisfying gameplay, gorgeous graphics and wide variety of martial artists and moves, any gripes quickly fade away in a flurry of fists.
I’m 3rd Dan, come fight me.

October 25, 2007

Sega Rally

Platform: Xbox 360, also PS3 and PC.
Verdict: Pure, filthy racing.

Rating: 4/5

As iconic to some as Sonic the Hedgehog, Sega Rally has always been regarded as one of Sega’s sweet spots - the hardware was cutting edge, the gameplay was sublime and the arcades still had some life left in them. Cut to today - the arcade is left for dead, Sega self imploded in the console race and the synonymous Sonic has fallen from gaming grace.
Thankfully, the latest Sega Rally is a shining beacon to past glories on current hardware. Like the Outrun remake of recent years, it shows that despite the arcade’s demise, Sega still know how to make pure arcade games that pack plenty of no-frills punch.
Stripped of the usual feature rich make-up of modern racers, Sega Rally is racing at it’s purist - pick a tournament, pick a car and off you go. Shaved of the weight deemed essential these days it’s a refreshing experience, further enhanced through its gameplay.
Initially, handling can feel exaggerated and twitchy, especially when coming straight from a session on the tighter PGR4. Once it clicks though you’ll be powerdrifting through troughs of mud at impossible angles and preposterous speeds with wide grinned glee. Online multiplayer proves a hilarious abuse of physics and gloriously rendered mud.
Travelling a variety of beautiful landscapes (safari, alpine, jungle etc), each adds its own particular nuance to driving as the differing terrains react uniquely under the wheels of the car. With deformable tracks where each wheel cuts grooves into the mud, each lap plays out differently while mud sticks to the car adding weight, removed all too briefly by pools of water before the next muddy bend.
It’s this added depth to the experience that sets Sega Rally apart from other racers. With a recent glut of exceptional racers like PGR4 and Colin McRae: DiRT, it finds it’s voice through this feature and its accessible arcade simplicity. That said, it’s this brevity of features and distinctly old school approach that could turn some against it.
Now all I need is to install it in an arcade cabinet and the cycle is complete.

October 09, 2007

Super Puzzle Fighter II Turbo HD Remix

Platform: Xbox 360. 800 MS points.
Verdict: Fight with your brain, not your fists.

Rating: 4
½/5
Capcom have really outdone themselves this time – obviously pitching to get into the Guiness book of records for silliest video game title, this latest Puzzle Fighter iteration takes things to the extreme. Thankfully it’s a tongue in cheek, self-mocking nod to the 90’s and the million versions spawned of Street Fighter II.
While not strictly a new game, SPFIITHDR (to abbreviate) is a greatest hits, combining the latest arcade version with the last Dreamcast release, tarting it up with crisp HD visuals, redrawn character animations (by Udon Comics) and online play. Gameplay remains the same as it always has with varying modes offering different twists on the core mechanics.
For those not familiar with the addictive puzzler, on surface it’s an unlikely coupling of Columns and Street Fighter II but delve a little deeper and you’ll find a perfect mix of puzzling and competitive action. Based around the traditional concept of matching colours, randomly generated gems fall from the top of the screen allowing you to rotate them and decide where they land. Matching groups of colours together shatters them, preventing your screen from filling up towards crystal death.
Designed as a 2 player game (either against AI or a human opponent), Puzzle Fighter’s emphasis on competitive gameplay creates new twists on the genre. Shattering groups of gems sends Counter gems onto the opponents screen and the larger the group, the more gems get sent (complemented by animated attacks from your character). Counter gems don’t become smashable for five turns so they cause a whole lot of grief to whoever is on the receiving end of them.
Obviously building large groups of gems can be risky as they fill your screen, so perfect timing, quick thinking and a daredevil nature is essential to reap the rewards of the satisfying risk/reward gameplay and submit your opponent to another Shinkuu Hadouken laced defeat.
For the princely sum of £6.80 you can’t go wrong, unless you prefer games with punchier titles of course.

October 08, 2007

Halo 3

Platform: Xbox 360.
Verdict: 3 is the magic number.

Rating: 5/5

When Bungie first came up with the idea for an Apple Mac based Sci-fi strategy game they could never have predicted it would become a media phenomenon, a record breaker and a console FPS. Years down the line, after the original Halo defined console FPS' and Halo 2 defined online console gaming, Halo 3 has arrived to define the 360's future and tie up the story of intergalactic warfare, alien religion and one green suited man's legendary heroics.
After the abrupt and unsatisfying cliff-hanger of Halo 2, the sequel picks up almost immediately. Master Chief has returned to find Earth over run by the Covenant (alien races united under religion) who are unearthing the Ark, an ancient alien installation in the middle of the African desert. The Elites have disbanded from the misguided Covenant and sided with humanity to stop the activation of the Halo rings which will wipe out all life in the universe. With Cortana the AI missing and the threat of the Flood (a deadly parasitic species) the odds aren't looking good.
Taking its cue from criticisms of Halo 2's Campaign, Bungie have tried to recreate the feeling of their original classic – huge open battlefields, a single character narrative (no more playing as the Arbiter) and a more satisfying and coherent story thankfully address them with great success.
With cutting edge HDR lighting, physics reactive water, improved AI, an emphasis on the Brute's pack mentality and some incredible sound design the most immediate enhancements, the controller layout has also changed to assign the X button to new 'Equipment' items.
Equipment are rare items scattered across the maps and add new depth and strategy to the combat. The Bubble Shield, Power Drain, Trip Mine and Grav Lift all seek to encourage even more improvisational gameplay without disrupting the careful balancing of Halo's fine tuned weapon sets.
As well as Equipment, new weapons and vehicles have been added - Spike Grenades are strategical genius, the Brute Choppers are brutal, the Spartan Laser is devastating and the welcome return of the Assault Rifle as a start weapon sees Halo 2's emphasis on dual wielding thankfully reduced. The final inclusion of a flame-thrower and the ability to rip turrets out of their fittings and carry them from the hip like Arnie in Terminator 2 are also more than welcome as is the comical Gravity Hammer.
While all these additions and enhancements are welcome in the campaign, their true test of worth is discovered in the peerless multiplayer. Halo 2 set the standard, Halo 3 picks up the baton running. After the successful Beta and the data mining that was undertaken, Bungie have delivered another rock solid matchmaking system full of superb multi level maps, inventive game types and teenage smack talk - thankfully it's now easier to mute those poor losers.
As well as the Campaign (which allows for 4 player co-op play online and competitive scoring) and traditional multiplayer, there are two new modes to Halo – Forge and Theatre.
Forge is a unique variant of custom games that allows anyone to edit a multiplayer map mid game, in real time and create new game variants for sharing. With Halo 3's already massive community in it's infancy, it'll soon blossom into a hub of creativity where new game types can be uploaded to Bungie.net, downloaded by others, tweaked and evolved into perfection.
Theatre mode allows you to watch previous sessions, changing camera angles, slowing time, recording clips (to send to friends) and saving screenshots. Beyond that, controls are fairly limited it's but still an excellent feature to showboat your skills, create machinima and find out how exactly those players got the drop on you.
While gameplay may not be as revolutionary as hype implied (and as a 3rd iteration in a series, such a divergence wouldn't be welcome), it's such a finely tuned, polished and perfected experience with a raft of unique and excellent features, that it's an FPS at the top of it's game and will still be played in years to come. Legendary indeed.

September 28, 2007

Bioshock

Platform: Xbox 360, also PC.
Verdict: Art Deco horror.
Rating: 4
½/5
Every once in a while a game will come along and take your breath away – be it the enchanting Ico with its minimalist design or the brutal Gears of War with its destroyed beauty. Both games excel beyond mere aesthetics but they’re always the first thing you notice about a game. Bioshock is one of the most stunning games yet and thankfully its qualities also extend far beyond eye candy.
Set in the underwater city of Rapture, a 1930’s vision of utopia, Bioshock tells the tale of a lone survivor of a plane crash seeking refuge amidst a city gone to ruin. Guided over short wave radio through the sumptuous Art Deco nightmare by the uncannily persuasive Atlas, you’re a fish out of water in a world gone insane. Signs of a civil uprising are apparent and the hedonism that fuelled the city has spiralled out of control as its inhabitants found themselves hooked on genetic upgrades that lead to madness.
Playing much like the unsurpassed Deus Ex, Bioshock is an FPS with an RPG edge. Mixing 30’s aesthetics with sci-fi technology and genetic modification, it gives you plenty of tools to fight with. Your eventual arsenal of modified guns is backed up by Plasmids, the DNA scramblers that re-programme your genetic structure and grant you abilities like telekinesis and lightning attacks - but will they send you mad?
The inhabitants of Rapture are a dangerous bunch but none more so than the lumbering Big Daddies that moan like blue whales as they escort the Little Sisters – GM girls sent out into the city to harvest corpses for rare genetic material. This unlikely pair are central to Rapture and its story and provide the game’s moral crux and subsequent ramifications – to harvest or rescue the sub-human sisters.
With shades of Metropolis, 1984 and Atlas Shrugged, Bioshock is a horrific dystopian vision with one of gaming’s most triumphant narratives (and twists), buoyed by stunning Art Deco aesthetics, fantastic voice acting and carried by solid and occasionally innovative gameplay.
Now would you kindly play this game…

September 06, 2007

Space Giraffe

Platform: Xbox 360. 400 MS points.
Verdict: Psychedelic Marmite.
Rating: 4/5

Few games rarely generate such divisive opinions yet Jeff Minter’s latest animal inspired opus has exploded the gaming community alight with vitriol and praise in almost equal measures. With its distinctive visual style, sense of humour and dance music, Space giraffe has much to please or offend the gamer.
Taking the classic Tempest 2K (Minter’s popular remake) as its starting point, Space Giraffe is a psychedelic shooter concerned more with synchronised audio/visuals and complex gameplay strategies than actually shooting.
Placing you in control of the titular Space Giraffe, an auto-firing abstracted shape that can move left and right along a floating neon web, you have to destroy enemies floating up towards you. Shooting them is the obvious solution, yet use of the Power Zone, Jump Pods and Bulling technique will net you a far greater score and that’s what dangles in front of Space Giraffe like a virtual carrot made of psychedelic gold.
Points may not mean prizes but they certainly go a long way in giving you an incentive and you can even attempt to topple Minter’s own high score off the leader board. To do so, certain techniques (that notably stray from the Tempest formula) are necessary - charging up the Power Zone allows you to ram enemies off the web when they reach the top. Shooting enemies or using Jump Pods charges the Power Zone so a careful risk/reward balance has to be struck in order to reap the benefits of point heavy Bulling.
Online leader boards, a constant (and in my case damning) assessment of your progress by the game and the continual hypnotic mix of pulsating visuals and synchronised music (including your own custom soundtracks) all serve to egg you on to that next multiplier bonus and brain melting moment of gaming zen as you enter the zone.
Such glory comes at a price though as Space Giraffe is no simple shooter to pick up and play. The tutorial could be more clear cut in its instructions and the ‘trippy’ visuals can get in the way of gameplay but despite its niche shooter status and love it or hate it stylisation, its budget price and sheer exuberance means it should at least be given a chance to puke its addled charms out of your TV.

August 28, 2007

Blue Dragon

Platform: Xbox 360.
Verdict: Deep but dated adventure.

Rating:
3½/5
Cracking the Japanese games market has so far been difficult for Microsoft’s console division - with the 360 faring little better in the land of the rising sun than the original and far uglier Xbox, all hope is pinned on the Japanese love of RPGs and releases such as Blue Dragon, Lost Odyssey and Eternal Sonata.
Blue Dragon tells the epic, 3 disc long tale of Shu, Kluke and Jiro, on a mission to save the world from evil. Advised to swallow glowing blue orbs (just say no kids!), the hapless trio find their shadows transformed into mighty creatures that fight on their behalf.
Full of turn based battles, levelling-up and light hearted adventuring, Blue Dragon is as traditional as it gets and with a team made up of Japan’s RPG glitterati it’s hardly surprising. Notable Final Fantasy stalwarts Hironobu Sakaguchi and Nobuo Uematsu accompany Akira Toriyama (of Dragon Ball Z fame) for an RPG dream team line up, bringing iconic design, music and character art with them.
Beside the traditional gameplay, Blue Dragon attempts to be unique through its distinct CG style graphics and subtle variations on genre mechanics. Shadows are key to these variations and are the gameplay and visual hook to differentiate it from its peers.
Assigned classes such as Black Mage or Assassin, they can swap and change to different ones, learn class specific abilities then change back, cannily retaining the newly gained powers and allowing you to design a team of your own choosing.
Random battles are also thankfully missing, allowing you to pick and choose what you fight but beyond that little is new.
On paper Blue Dragon ticks the right boxes and with such a stellar line up it’s easy to see why so much was expected of it but at its heart lies a game so traditional it’s beyond cliche and, as solid as it is, has been far superseded by its peers - in both Japan and the West.