October 14, 2008

Brothers in Arms: Hell’s Highway - PC Review

Filed under: News and Reviews, FPS — Steve @ 2:56 pm

BIAHH

How long was World War 2! Seriously, if you were to play every WW2 FPS out there it would probably take you twice as long as the bloody war. In saying that though the Brothers in Arms series has been alittle different in its approach to the WW2 FPS. This is mainly due to its hint of RTS.

Unlike convensional FPS games in BIA you also control squads of troops. With each squad rocking their own specific weapons and abilities. This simple game mechanic has always made the series stand out from the wave of games in the genre. And once again its what keeps the series fresh and fun.

Gameplay = 9

As i’ve explained, BIA is alittle different from your standard FPS. You play as Sgt.Matt Baker, Baker’s been the lead character since BIA:Hill 30 or in timeline terms since Normandy.The 101st has reached Holland and you rejoin Bakers squad just at the cusp of Market Garden. While playing as Baker you will have control over between 1 and 3 squads. They range from Assault teams (Used to flank and attack suppressed enemies), MG Teams (Used to suppress enemies), Bazooka Teams (Used for taking out tanks and MG emplacements) and Standard Fire Teams (which double as both suppression and assault teams).

Of course Baker can also bag a few Nazi’s himself but you will quickly find that in BIA numbers make a major difference. Trying to rush an MG emplacement single handed is a sure fire way to get ripped in two. You really have to take advantage of your men to progress. Suppressing, flanking or finding higher ground is just a few of the examples of tricks you’ll need to use to get the drop on your enemy.

There is some change ups in the gameplay though. During some missions you may be seperated from your troops. These instances probably pose some of the biggest challenges in the game. You also get to man a tank for several missions. While fun the tank missions just seem like filler in an already short game.

The gameplay has held up quiet well since the first title. Also the minor tweaks, such as improved aiming and additional teams really add some spice to BIA:HH.

GFX = 8

The only way to describe the graphics in BIA:HH is ‘adequate’. At times the game can look outstanding and at others dated and alittle ugly. This may be down to the long delay with the release. But when your working with probably the best engine on the market at the moment, Unreal 3, there’s really no excuse for having average GFX.

The overall design is gritty and rustic which is fine but unlike something like Gears of War the style wasn’t captured with the same level of graphic quality. The game looks more basic or dull then realistic. In saying that though dispite this cinematics look great, aswell as character animations and explosions. So although the GFX are alittle dated they still do the job well enough.

Sound = 9

No complaints here. Weapons and enviromental sounds come across as authentic. Also the voice work is exceptional, with stellar performances from both Baker and Hartsock.

Longevity/Replay Value = 6

Unfortunitly this is where BIA:HH really suffers. With a measly campaign lasting only 6-7hrs, there really isn’t awhole lot of gameplay here. Although the story is well written there is alot of intrusive cinematics that cut into that 6hrs, so gameplay wise it might boil down to 5hrs. Also on the downside is the story, it progress’s the previous games well but new players coming in late will probably be completely lost.

On the multiplayer front the game will hold your attention for awhile but given both previous multiplayer games died a quick death don’t expect to have many players to play with in the near future.

Conclusion

Brothers in Arms: Hell’s Highway is a good game. It has its problems sure, but as a fan of the series i’m happy enough with this iteration. If your new to BIA i’d definitly advise you to play the first two games before playing HH. Their now available on several systems including a double pack on the Wii.

Verdict = 8

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Fallout Preview

Filed under: News and Reviews — Steve @ 12:39 pm

Boxart Fallout

Brief preview of Fallout 3 on the Xbox 360 (First 10 Levels)

The christmas rush is here again. Developers around the globe are working round the clock to have
games on store shelves for the holidays.And as always with this time of year we’re spoiled for choice
with dozens of games battling for our cash.One such game is the new offering for Bethesda, makers of ESIV: Oblivion and now Fallout 3.

First off i’d like to clarify, i have never played the original Fallout games. But judging from screenshots that really doesn’t matter as this new title seems to be nothing like its predecessor’s.
Of course we have a similar setting but apart from that gameplay, view and pretty much everything else has been changed for this new outing.

Outline/Gameplay

The game kicks off in typical RPG fashion as you design your character and lay the ground work to mold him into a certain class. I have to say i was really impressed with how Bethesda freshened this experiance up. When you start the game you literally start at your character’s beginings. After ploping out of your mother you are greeted by your father (Liam Neeson). And through him you make choices on sex and apperance. You then get to experiance a gaming first as you take your first baby steps around and discover your skills using a pop-up book. There’s more progression iinside the vault as you move up through childhood, teen years and finally become an adult.

Its then that the game really kicks off as you leave the safety of the vault and enter Capital Wasteland. Once outside you really get the Oblivion feel about the game. Lots of open world to explore and NPC’s to meet. You really have to take alook around your surroundings to find what to do. The story isn’t sppon fed to you. Its all around you, on the radio, in books and notes or just picked up by earwigging on NPC conversations.

Now on to the fun part, the combat. This is where Fallout really sets itself apart from Oblivion. Combat is handled in two ways. As a basic FPS, relieing on your own skills to take down opponents. Alternatively you can use V.A.T.S, this feature basically lets you target specific parts of your enemy with the hit percentage based of distance and your skill with the equipped weapon. Its comes in really handy when the surrounded as you can target multiple opponents to attack. It also works as a kind of overview/command tool, giving you the chance to think about your strategy before attacking.

There is a downside to V.A.T.S though, it relies on AP (Action Points). This means you are limtied to a certain number of shots. The amount per shot depends on the weapon equipped. Once you expend your AP you need to wait from them to replenish. I think this was a smart idea by Bethesda, if you had infinite AP the game would be more like an RPG from FP than an FPS/RPG.

GFX

Graphically Fallout looks gritty and dull, but in a good way. Th art design matches the setting very well and although it wouldn’t rival Crysis it suits the game. Of course the version tested was on the 360 so add some AA on the PC and it will look even better.

What really stood out so far is the graphic ways to kill your enemies. There’s lots of bloody murder with arms, legs, torso’s and heads flying especially when using V.A.T.S. There’s also the Bloody Mess skill which basically devastates your opponent to bits, this has been one of my favourites so far.

As with any RPG there’s not much to say about the GFX apart from they lend themselves well to emersing you into the gameworld.

Conclusion

So far i’m really enjoying the game. Although it is very reminescent of Oblivion it brings enough to the table to keep me involved. I think the best way to describe it is as a lovechild of Oblivion and Stalker. After 8hrs i’ve barely cracked the surface of the main story and i feel there’s a hell of alot more to experiance. Expect a full review soon.

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October 2, 2008

S.T.A.L.K.E.R Clearsky, a step back from the core, almost a flight out of the zone

Filed under: RPG, FPS — Administrator @ 4:43 pm

S.T.A.L.K.E.R Shadow of Chernobyl was an excellent idea for a game. The setting was perfect gaming material, however the implementation was flawed. The game had far far too many bugs out of the box, but became an absolute GEM with the application of a few well chosen patches!

I was delighted when GSC announced a prequel. My initial thought were: Just redo S.T.A.L.K.E.R Shadow of Chernobyl, with new content and the bugs fixed (PERFECT). It was with this preconception that I awaited the release of Clearsky (big mistake!!!).

When it hit the shelves Clearsky was a game with HUGE problems. From what I have seen so far, it has far more bugs than SOC had out of the box. My first encounter with some bandits resulted in one of them walking off a tower (along an invisible floor) in midair, and throwing grenades down at me. When I finally gunned his ass down, the body disappeared and re-appeared back in the tower. What’s that I hear? It’s the sense of immersion in the game world flying out the window!

BUGS!!!! Has anyone seen the “Walk into the floor bug”. In the Duty base, and also in the STALKER base I have seen friendly and neutral stalkers walk into the ground, as if there is an invisible staircase. Have not managed to catch it on FRAPS but I never really have it on with CLEARSKY as im afriad I will cause it to crash even more than it already does!

CONFUSION!!! Confusion is how I would sum up the missions in Clearsky. You are frequently told to recapture a point. You charge to the point and kill all the enemy, only for NOTHING to happen. The point is not captured, and you are told to “Hold the point until help arrives”. Well this never happens. After a certain amount of time the mission either gets canceled or completes? Would it not be simple enough to start a timer at a control point once all enemies are dead. If no new enemies enter the area the point is then captured?

BLOWOUT!!! Stupid game design choice. Force the player to drop everything and run like a hare towards a shed, that protects them for a radioactive emission? Led walls methinks….

ARTIFACTS, I would have to disagree with Jim Rossignol’s review over on PCG. I actually think artifacts in SOC where far too plentiful…with no real work involved in finding or acquiring them. The detector at least makes you work for what are the most powerful and expensive items in the game! I therefore agree with this design decision, Jim did GSC not fill you with enough Vodka?

So all in all, what do I think? This is not an improvement on the first game. It has the same complaints as the first, and the developers must be questioned for not learning from the previous game. I don’t think we are asking too much too see a game that has been play tested to the point where it is possible to finish the game without a patch! SHAME ON YOU! I must commend the developers again for their ambition, I just think a game like Far Cry 2 will nail the open world shooter/rpg genre….when it should have been GSC’s crown with Clearsky.

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