Thursday, January 28, 2010

Men of War: Red Tide




Being a Black Coat must have been very annoying. This is one of the lessons we’re taking away from Red Tide, a WWII RTS with an eye for historical accuracy and realism that focuses on the exploits of these little-known yet resourceful Russian marines. Here’s another lesson we’re taking away: the Black Coats had to quicksave all the time.

That Red Tide selects Easy mode by default is telling. While plenty of missions provide an enjoyable challenge (on Easy, once you know what you’re doing), some don’t. The astonishingly unfair second mission could put you off for life: you and eight guys are dropped in a forest outside a village with 60 or so enemy soldiers, who have two machinegun emplacements, an armoured APC, a tank and two armoured cars.

In a house is a Romanian POW. You wipe out the enemy troops, get the POW, and then a convoy rolls up and you have to obliterate it. Then you jump into some vehicles to escape, but your route is littered with obstacles. By the end of it, your eight men have slaughtered an army. Imagine an orange, and when you peel the skin off it there’s more skin underneath – and then when you get that skin off too, underneath it is a bomb. Our quicksave finger is calloused.

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Rise of Flight: The First Great Air War




In Rise of Flight the brutal honesty is confined to the physics, damage models and virtual cockpits. Russian outfit Neoqb have created a fleet of fake Fokkers, Albatrosses, Spads and Sopwiths that deceive the inner ear as consummately as they do the eye. We’ve flown every WWI sim since Red Baron and have never experienced anything quite this raw, exhilarating or believable.

The first air warriors perished in numerous hideous ways and RoF lets you try most of them. Burn alive after taking a gas tank hit, drop to your doom after shedding your wings in an over-eager dive, or break every bone in your body after spinning out of a duel. Piloting these wiry war machines is actually pretty straightforward, even with realism options such as engine management active. The challenge is flying them at their limits while some bedroom Boelcke riddles your tail with sizzling lead.

Multiplayer is at the heart of the sim, and most of the servers are ‘full realism’ and crawling with canny aces. The good news is that half those aces will be on your side. Until Neoqb patch-in a dogfight mode, all scenarios are team-based.

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Ninja Blade




Urgh, what a slog. There’s just no joy at all to be had from playing this game, even though you’ve got all sorts of whizz-bang action and swords chopping at enemies with wanton abandon. But there’s no soul there, none at all.

Ninja Blade is as corporate a game as you’re likely to ever play, with virtually nothing to identify it from the hundreds of other games that block up the shelves with their inane drudgery. And, on top of all of this, it’s riddled, nay, infested with quick time events, those three dreaded words that plague all right-minded individuals.

You play a character called Ken Ogawa, who likes to wear ninja clothes and do ninja things. The question of why global organisations are recruiting ninjas to battle ‘infected’ creatures across the globe is left unanswered. (Argh, even the choice of bad guy is so thoughtless, it makes us angry just to write it.) Anyway, as our Ken chops up shambling entities, upgrades his weapons and presses Space when prompted to by the game, he has to contend with that most hideous of things: the shoddy console port effect. Yes, when you save the game it says, “Do not turn off your console”. Would it have been too much trouble to change that word to “machine”? Really?

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God Of War Collection




God of War Collection – comprising the original PS2 games, repackaged on one handy blu-ray disc and remastered in HD – looks like a PlayStation 2.5 game. It may be a purely cosmetic overhaul – astutely handled by Bluepoint Games, the developer behind PSN’s Blast Factor – but Kratos’ PS2 adventures have lost little of their brutal substance.

The disc comes with the brilliant God of War and the even better God of War II, except the visuals are delivered in 720P. Nothing has been lost in translation from the PS2 version to PS3, so it plays exactly the same. For the uninitiated, GOW set the benchmark for hack and slash ultra-violence, twinned to epic screen-size boss battles. Oh, and anti-hero Kratos is a mad man. Armed with the Blades of Chaos (read: massive slicey blades) and coated with – in a plot twist that goes some way to explaining why he’s so furious – the ashes of his scorched family, he wades through harpies, minotaurs, screaming sirens and most other mythical beasts you care to mention. He’s also packing magic spells including Poseidon’s Rage – an electric blast radius that fries all within it or Typhon’s Bane – basically a glorified bow and arrow.

In GOW he’s a mortal working with the Gods to knock Ares – the original God of War – down a peg or two. Problem is, Ares stands taller than the Empire State building, which is pretty tall. Thus begins an adventure through Athens and down to Hades in search of the tools to eff him up. In GOW II, Kratos is tricked into relinquishing all his powers by the vengeful Gods, so he teams up with the Titans to teach his old holy chums a lesson in revenge. Across both games you’ll kill thousands of enemies without batting an eye-lid. OK, maybe you’ll wince a little when he pulls an archer apart with his bare hands.

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Dark Void




Groan, groan, groan to the high heavens. Is this truly all we have to look forward to for the next 10 billion years? Do we just have to watch some guy who looks pretty much the same in every single game trudging about scenery rendered in Unreal Tournament 3’s engine? Are developers deliberately failing to come up with anything new whatsoever to shape their games? And no, we don’t just mean “make the same game and then stick some bloody gimmick into it so people think it’s different from the last one.”

That’s exactly what’s happened here, yet again. Dark Void, a game that had the potential to be something special if it hadn’t been crushed underneath the hammer of unoriginality. Just because you’ve got a jet pack in the game doesn’t mean it’s going to hide the fact we might as well be playing Dark Sector, Damnation, or Terminator: Salvation or... well, you get the picture. It doesn’t help that said jet pack sections are very difficult to control effectively using the traditional mouse and keyboard setup. It’s better with a pad, but it’s still pretty weak and imprecise. We’ll concede that when it does work it feels pretty cool, but it’s so fiddly, you always feel that this facade could shatter in the blink of an eye.

The best thing about the game is the plot and setting. While the idea of “humans stranded in rebellious bondage seek saviour to break free of chains” isn’t an original one, the whole tie-in with the Bermuda Triangle is interesting. You feel more could have been made of this – why didn’t they really play on this aspect and have more than just a cameo from a scientist based on Nikola Tesla? There’s all sorts of missing celebrities they could have had, but enough of that. We could go on for a long time about it. So yeah, the setting is good and you just wish the game could back it up, as is usually the case with these over-the-shoulder titles we’ve been seeing so much of.

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The Secret World




Unlike their last effort, Age of Conan, Funcom is using an original setting for this online game: the real world. But don’t worry: this isn’t a game that has you washing +1 dishes before travelling to the supermarket to purchase increasingly nutritious vegetables. Like the classic shooter/RPG Deus Ex, The Secret World is grounded in our most intriguing urban legends, myths and secret societies. This gives Funcom the chance to create lore that’s accessible to everyone, but lets them apply their own interpretations.

Funcom’s focus is on the hidden orders popularised by the likes of Dan Brown, National Treasure, and the tinfoil-hat-wearing lunatics who fuel conspiracy theories. The factions – the Illuminati, Templar, and the Dragon – give players the chance to explore material that’s ripe for development.

Each faction will have home cities – New York, London, and Seoul respectively – based in reality, so don’t expect to see much strange architecture to begin with. Although, that’s not saying it’s going to be an everyday experience. Vampires, Atlantis, and the end of the Mayan calendar (2012) will all play a role in the game.

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Dante's Inferno




God of War meets Dead Space in Hell. That’s how we first described Dante’s Inferno and it wouldn’t be risking the wrath of Hell to suggest that’s how EA’s infernal epic looks now.

However, reducing the game to comparisons no longer does it justice. Sure, it plays like God of War – something the developers admitted to us – and it’s made by the same studio that handled Dead Space, but thanks to the game’s unique vision of Hell, it’s unlike anything we’ve seen before.

“When it comes to the environments in the game, we’ve tried to be as faithful to the poem as we could,” explains Jonathan Knight, executive producer on Dante’s Inferno. “Some sections, such as the Wood of the Suicides, or the Styx Marsh and the lead-up to the City of Dis, are pretty accurately re-constructed in the game, based directly upon Dante’s descriptions of what he imagined.”

To give you some idea of what that might be, the trees in the Wood of the Suicides are made up of people who took their own lives, constantly twisted and petrified in torment. The road to the City of Dis is a similarly cheery place: here, sinners are trapped inside burning coffins, eternally scrabbling to escape. Sure beats warehouses, docks and generic urban sprawls.

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BioShock 2




There’s more than one Big Sister. For whatever reason, 2K Marin had been leading us to believe that the lithe nemesis of BioShock 2 was a lonely thing. Sure, she’d pull you through iron doors with psycho-kinetic powers, whirling you up into a violent cloud of debris before slamming you to the floor, but there was a sense that when she wasn’t nearby, she’d be sitting alone and crying, trying to read a book but skewering it with her bayonet forearms.

But the Big Sister is, in fact, many. Now when we can’t see them, there’s the fear that they might be throwing parties and talking about how shit we are. Terror is no longer tainted by pity, and so when you do encounter one of the skittish, wall-leaping assassins, you’ll fear them completely. You’ll also be able to win, which is partly the reason why the Big Sister became a sorority rather than a solo foe.

 “As of last time we spoke,” explains Jordan Thomas, creative director, “we were talking about a Big Sister who was at the centre of the fiction. There’s still a character in whom the soul of that narrative still exists, but as BioShock 2’s narrative must exist in harmony with the gameplay, we decided to give the player that feeling of victory that comes from actually defeating this foe when she comes for you. So the Big Sisters are Sofia Lamb’s, our new villain’s, mightiest enforcers. Yet as you go through the game, you’ll learn more and more about this character who is at the centre of that fiction.”

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Dust 514




EVE Online is serious business for a serious number of players so devs CCP are treating Dust’s place in their universe with care. Every war fought on Dust’s battlefields will impact on the EVE universe, affecting trade, politics, and warfare throughout the space-based PC MMO.

With this power placed in the hands of console gamers, CCP are doing their best to keep the riffraff out. The first few months with the game will largely be spent in battles against AI or in skirmishes which have no effect on EVE’s universe of New Eden. Later, players will form alliances and will be hired by corporations and individuals operating in EVE Online, temporarily paid to seize control of a rival faction’s cities or military structures.

Each battlefield clocks in at around five kilometres with servers supporting a ‘significant’ number of players. Missions begin on board your faction’s War Barge overlooking the planet to be assaulted and detailing your commander’s load-out for the mission. Commanders provide shape and order to the battle – each faction’s leader remains on board the Mobile Command Centre, a sky fortress which hovers high above the battlefield. While grunts and squad leaders engage at ground level, commanders issue orders, deploy vehicles, and place waypoints, while positioning and re-positioning the MCC to keep it safe and effective.

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Aliens vs Predator




In space no-one can hear you scream. But in the gaming room of Oxford-based developer Rebellion’s head office everyone can. Sitting mere meters away from the world’s largest TV screen with the lights down low and the volume up high, Aliens vs Predator is a very scary game.

It’s also a very ambitious game. Each species (humans, Aliens and Predators) gets its own campaign, control method and even screen furniture. Clearly Rebellion has gotten under the skin of these creatures to bring them to virtual life as accurately as possible. The result is a game that can by turns leave you feeling slightly sick with fear or giddy with power.

That each species has been fine-tuned for just the right balance of vulnerability and toughness is also impressive. Humans have access to greater firepower, the Aliens are quick and stealthy and the Predator is a master of the hunt. None are invincible and all can be deadly when used effectively.

It‘s a supremely authentic feeling title. There are various nods to the movies, from iconic weaponry such as the pulse rifle to the horrible clicking sound the Predator makes. There’s even a terrifying Predalien too.

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Battlefield: Bad Company 2




If you’re reading this, then you’ve managed to find a spare few minutes to drag yourself away from Modern Warfare 2. Yes, we know, it’s difficult – you’ve just got the Ninja perk and launched your first Tactical Nuke. But you also have the intelligence to appreciate that Modern Warfare 2 isn’t the absolute and final word in war-based online multiplayer.

Battlefield: Bad Company 2 was always likely to be dogged with comparisons to Call of Duty. But the simple fact is that the Battlefield series has always presented multiplayer on a much grander scale, and for a longer period of time.

The dusty, bleached-looking level we sampled, set on America’s Pacific coast, has typical Battlefield magnitude. An evolution of the original Bad Company’s ‘Gold Rush’ mode (now just called ‘Rush’), your mission to defend or destroy two important locations will, as always, rely as much on transport as on-foot soldiers.

Gordon Van Dyke, producer of numerous Battlefield titles, admits to us that vehicles have felt a little fragile in past games. Not so here – tanks feel thunderous and weighty (not to mention devastating), while armored trucks and quad bikes are rapid but not quite so unstable. Of course, the finely honed ‘paper, scissors, stone’ nature of Battlefield games (Bad Company 2 being “the best tuned Battlefield to date”, according to Van Dyke) means these vehicles aren’t invincible.

Each of the four classes (Medic, Assault, Recon and Engineer) has explosive methods to dispatch armor. Plus, tactically maneuvering the fight from open, treacherous land to intense street combat is a specialty that DICE have been perfecting nicely since Battlefield 2 back in 2005.

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Tom Clancy's Splinter Cell: Conviction




A choke hold is a great bonding experience. Not between you and the man who’s holding a gun to your head – there’ll always be a tragic, longing awkwardness in that relationship – but between you and your fellow player, the guy flitting from shadow to shadow, circling around to spring up behind your captor and snap his neck like a bony pencil.

Or maybe, if he’s got one of his execution moves prepared, your friend will poke a hole between the eyes of the guard with Bauer-like aloofness. For these situations Splinter Cell Conviction needs a Manly Hug button, because when one spy helps out another, the mutual appreciation for one another’s usefulness is almost tangible.

We’re playing the third map in Conviction’s co-operative campaign, Yastreb Complex, a small part of a five-hour long prologue to the events of the single player game. The two-player campaign is a game in itself, taking in new locations and seen through the luminescent goggles of two new characters. The story goes that Third Echelon notices that three Russian EMP bombs have vanished, and must jump into bed with their Russian-counterpart, Voron, in order to track them down and save the world. It’s James Bond in spandex with big thigh muscles.

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Command & Conquer 4: Tiberian Twilight




Can it be true? Is this the last ever Command & Conquer? Has Kane finally met his match? Respectively: Apparently, ditto, and it would appear so. We’ll believe it when we see it, but according to assistant producer Matt Ott, “We’re really going to wrap it up this time.”

It’s mildly terrifying to consider that the first C&C game came out in 1995 but it’s one of those rare games that can genuinely claim to have pioneered a genre. Real-time strategy may not be the poster boy for the PC it once was, but the development team at EA are refusing to rest on their sizeable laurels, and are indeed introducing fundamental gameplay changes for this fourth and, allegedly, final fling.

As any fools knows, one of the key concepts of C&C is fortifying your base, hunkering down and clinging on for dear life, repelling all that the enemy throws your way. Not anymore. Step forward the crawler mobile base, which as the name suggests, can stagger to a point on the map and unpack into a fully working base. Furthermore, should your base be destroyed, you can simply redeploy the crawler, even switching to a different class. Yes, there are three classes, namely offence, defence and support. Bluff traditionalists needn’t panic however: “There’s a lot of classic elements in there,” says Ott.

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Prince of Persia: The Forgotten Sands




Like precious drops of life-giving water in a barren, dust-strewn landscape, details on Ubisoft’s new Prince of Persia game – slated to launch across all major gaming consoles in just a matter of months – have been excruciatingly scarce. Even the teaser trailer below left fans choking in the desert sands, desperate for real information. After chatting with Director of Level Design Michael McIntyre at a recent Ubisoft press event, however, we’ve managed to scavenge a few draughts of early intel on the game to temporarily slake your thirst.

Forgotten Sands ties back into the Sands of Time trilogy and features the titular Prince from those games, rather than the rebooted Prince character from 2008’s Prince of Persia title. This new tale takes place during a gap between Sands of Time and Prince of Persia: Warrior Within. “[During that gap] there were all these adventures that the character went on that we never really talked about, so now we’re making a game based on one of those adventures,” McIntyre says. “It doesn’t have anything to do with the whole time story.”

Without going into a lot of specific detail, he outlined Forgotten Sands’ initial story premise for us. “Our prince character is going to visit his brother’s kingdom, and when he arrives he finds the kingdom is under attack. He’s essentially trying to help out this brother.” This better explains the action found in the trailer footage above, with scenes of a desert city under siege. Billowing clouds of smoke emanate from the battleground, while combatants are gutted by a surge of undead warriors. Amidst the chaos and crumbling buildings, the Prince nimbly darts his way through the wreckage and climbs to the top of a tall spire where he’s greeted by a massive, demonic-looking sand beast that towers over the ruined city. Yes, the “dark secret” the narrator professes to be hidden within the sand does not appear to be a friendly one.

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Supreme Commander 2




A Monkeylord has steamrollered the front lines, Titan bots are overwhelming your point defence, and a Sky King Extreme just pelted your Commander so hard he had to eject his own head to survive. And your secret weapon, an automoton the size of the Empire State, is only 70% complete. In any other RTS, game over. In Supreme Commander 2.

“Activate.... the Universal Colossus!”
“But sir!” your robot engineers would say if they could, “it’s not ready yet! It’s never been field tested! There could be catastrophic consequences we-”
“SILENCE! You have your orders!”

It stirs. It turns. It stomps. Lasers shoot from its eyes, obliterating whole lines of enemy units. Graviton generators in its hands suck tanks into the air and crumple them. It goes toe to toe with the damaged Monkeylord and smashes it into a burnt-out wreck. And then, it stops. It’s crashed.

SupCom was good at two things: massive experimental units, and making you feel inadequate about your PC. SupCom2 is no good at the latter: it runs faster on a given PC than its three-year-old predecessor (as for Xbox 360, well we haven't seen how it runs yet). But it’s gone nuts with the former: it has 27 Experimentals to the first game’s 9, and you can Half-Bake one before it’s complete. The result is fully functional, but every ten seconds it runs the risk of complete and permanent failure.

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Twin Sector




Twin Sector is doubly disappointing. It begins by stealing some of the best ideas from other physics-based puzzle games, which would be bad enough, but then it adds an extra layer of aggravation by not actually doing anything interesting with those ideas. The end result is an exercise in wasted potential, where the few small bright spots that you do stumble across are quickly obscured by sloppy mechanics, a dull story and a succession of boring environments. The sad part is that there really are the makings of an enjoyable game here, but it fails on nearly every level.

You begin the game with a very stiff and awkward cutscene that sets the tone for the game's tedious story. It seems that all of humanity has been placed into cryogenic suspension to wait out some sort of crisis. The player takes on the role of Ashley Simms, a star athlete and hero of a recent cave rescue, who is awoken from her cryogenic sleep by OSCAR, a HAL-like computer program, who warns that a generator failure will soon cut of life support to all the cryo units. Ashley has ten hours to get down to repair the generator before all of humanity dies. Of course, a series of twists and new challenges will appear along the way to drive the story in a new direction.

The story itself is pretty thin and the exposition doesn't really give you much to go on. The unexpected developments in the story aren't really that unexpected. A sentient computer program wants me to run an errand? And seems completely unable to turn off the automatic security defenses along the way? Having never seen anything like this before in my life, that sounds totally reliable to me. By the time you reach the first big twist halfway through the story, you'll hardly care.

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Serious Sam HD: The First Encounter




If you're tired of all the sophistication and nuance in modern first-person shooters, you may want to take a trip back to simpler times with Serious Sam HD. There is no cover system, no elaborate story, and no characters to care about. What it does have is testosterone to spare and plenty of cheesy action movie one-liners delivered by our meathead hero, Sam. All you do is run around blowing the crap out of everything in sight, an activity that remains entertaining some 15 years after we first blasted our way through Doom's corridors. The whole thing has a very low budget B-movie feel to it and, despite the title, it definitely doesn't take itself too seriously.

Monsters from another dimension are here to kill us all, and Sam 'Serious' Stone is the one-man wrecking crew who will save us. You'll guide Sam through mostly linear levels set in ancient Egypt, stopping to solve only the most simple of puzzles along the way. In the spirit of Wolfenstein 3D, though, there are plenty of secrets to find.

As the focus is on shooting stuff, there are several fun weapons you'll find lying around. In addition to your standard shotguns and machine guns you'll find a Predator-style portable mini-gun, an effective laser blaster, and a cannon that shoots giant cannonballs that instantly take down just about anything. Regardless of your weapon of choice, fallen enemies explode in a very satisfying splatter of meat and gore.

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Wednesday, January 27, 2010

The Lord of the Rings Online: Siege of Mirkwood




You are about to enter the first true battle of what will likely be our last war in Middle-earth." With that pronouncement, you enter the Mirkwood. From the golden shores of Lothlorien, we cross to the eastern shore of the Anduin where the forests have been corrupted by the forces of Sauron. It is a dark, dreadful place, filled with patrolling goblins, orcs, poisonous spiders, dank forests, and murky swamps. The foothold the elves have carved out is a pitiful bridgehead barely holding its own and we are assisting the elves in assaulting the orc fortresses and defending the ground they have gained.

The content in The Lord of the Rings Online is much more linear and focused on narrative than many other MMOs, based as it is on the works of Tolkien. There is an overarching storyline to follow in the War of the Ring, and Turbine has done a great job in bringing the story and the atmosphere of it to The Lord of the Rings Online. From the Shadows of Angmar to the Mines of Moria, Turbine has created a game and a world that is at once both familiar and unpredictable. The Siege of Mirkwood is no different. The next chapter of the story as it were, we are brought into Southern Mirkwood. Dol Guldor is occupied by one of Sauron's lieutenants and that is what we are pushing for.

Turbine has created a sense of impending doom as we move from the glorious sunlit wonder of Lothlorien, right into the frontlines of the battle. The atmosphere, the ambient sounds, the music, the immediate quests, all assist in creating that visceral urgency of being in the frontlines of a war zone. This then, is what we've been training for. All through the Shadows of Angmar, even through the "long dark" of the Mines of Moria, the War of the Ring has been a backdrop to our adventuring, but this, this is the frontline. No longer are we singing to trees; now we are patrolling the pickets, defending camps and assaulting the enemy.

The Siege of Mirkwood has been termed a "mini-expansion" by fans and certainly, it seems to be that as there's only one region, Southern Mirkwood, with nine areas within it. They are all dark, even in the day cycle, but still quite different from each other. Canyons and valleys and ruins mark one region, putrid swamp gases rise from another and the sense of being watched is high as you encounter goblins and orcs behind dead tree stumps and rocks. A high level expansion, The Siege of Mirkwood raises the player level cap to 65 and the Legendary item cap to 70. It also brings with it, several welcome changes to the game.

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