Showing posts with label preview. Show all posts
Showing posts with label preview. Show all posts

Wednesday, November 08, 2006

Previews (Warhammer, PC FPS titles)

PC back catalogue

With a gaming PC in the house after a long hiatus, I've naturally seeked out demos of interesting PC titles I've missed over the years. Some initial impressions, then:

Far Cry: highly interesting. Runs super-smooth with high settings and looks lovely. The sense of freedom is something I haven't previously experienced in a shooter title and it really feels like you can approach situations any way you care. I was initially lured by the bright, tropical graphics, but the gameplay feels like a winner, too.

I played the demo through obsessively, delighted at how challenging it was. As a sidenote, I remain a fan of the checkpoint system. I don't want to break my immersion with quicksaves - which often leads me to forgetting to save my progress if the game doesn't have a checkpoint system. Checkpoints also split the game into bite-size chunks. This demands further play.

FEAR: FEAR is perhaps the PC title I was most looking forward to, but I'm a little disappointed. The controls feel as off as they did with the 360 version (a Monolith mainstay, unfortunately) and the graphics stutter more than they do on the Xbox. I remain intrigued by the premise, so I'll likely look more into it, but with diminished expectations. It could be I'd be better off with the 360 version, which runs smoother.

Half-Life 2: that's correct, I haven't played Half-Life 2 yet, though the original game is among the best games I've ever played. I intend to, especially after playing the demo. The game still looks good and runs super-smooth.

Gameplay feels more like, well, playing than running and gunning in the classic FPS sense. With limited ammunition and the environment-manipulating gravity gun, you're left thinking of other ways to solve the problem of staying alive. The aesthetic design is so cool, too.

Warhammer: Mark Of Chaos

I only briefly treid the demo of the new Warhammer real-time strategy title. It felt a lot like actual, miniatures-based Warhammer, which is only a good thing. I'm not sure, but it looked like they were even playing by the "real" rules. Units are counted in models, not "men", and that kind of thing. There is an option customize some unit colors, although it would be awesome to be able to actually "paint" the models.

I was worried they'd go the popular Warcraft way of candy colors and high fantasy, but it seems they've kept the premise down low and gritty. My other fear was that they'd go all Warcraft on the gameplay, too, with base-building and whatnot, but this seems unfounded. You pick forces, set them up and go at it.

This is very much the way I envisioned a computer-Warhammer back as a kid when playing around with the models. Only that with a computer game, you can field a thousand-strong army and it'll only cost you the 50€ for the game.

Tuesday, October 24, 2006

Taking down Las Vegas (Rainbow Six Vegas)

The same night I checked out the very promising Tony Hawk's Project 8, I got to get a taste of the Rainbow Six Vegas demo. I've been a fan of the Tom Clancy's series since Rogue Spear on the PC, and especially the original Ghost Recon I played far too much of.

Put simply and based on the demo, R6 Vegas is the game I always imagined when playing Rogue Spear back in 1999. It looks so good, the animation puts you right in the midst of things, the effects (especially being wounded) are great. The action feels believable and played on the "realistic" setting, there's quite enough of a challenge. After the disappointing but popular Rainbow Six 3 on the original Xbox, I was cautious about this, but I'm a convert. (In case you're wondering, I'm not going to touch Lockdownafter the reviews it got.)

I imagine that this will be a Live hit, too, but the single-player experience feels a very worthwhile effort on its own.

It's a little hard to put your finger on any single facet of the game to explain why it leaves you breathless. The excellent cover mechanic and animation are important, the instantly spot-on controls are certainly a part of it. Ragdolls are done well and you can even collect enemy weapons, always a pet gripe of the series' fans. Facial animation is a big thing, as are the excellent weapons.

Based on demo versions, this is probably the game Ubi was hoping Ghost Recon Advanced Warfighter would've been, if it had more time to polish.

Goddamn! (Tony Hawk's Project 8)

If there was something I felt fairly certain about in the videogaming world, it was that I really was not going to buy another Tony Hawk's title. Underground, in my opinion, was just boring, and its predecessor Tony Hawk's Pro Skater 4 really had everything I wanted.

Until Tony Hawk's Project 8's demo rolled out in Xbox Live. Skating never felt this good. Sports never felt this good. Indeed, I daresay videogames have very rarely felt this good. I noticed I was breathless after I figured out how to Nail The Tricks.

The new instalment is "next-gen"; it looks a lot better than last-gen skating titles did, but that's not a lot said about a Tony Hawk's title, which never looked that good. The physics are a lot better, but nothing exceptional. Animation, if anything, is truly good. They say the gameworld (naturally, a city) is entirely seamless, which sounds promising. It feels a lot more realistic, with less over the top air.

The new thing is the Nail The Trick mode, which is initiated during any aerial, including your most basic ollie (tap A), by clicking both control sticks. This zooms the view into your feet and deck and engages a very slow motion effect. In Nail The Trick, the sticks no longer control your spin or speed - instead, they directly control your feet, one for each stick. Then you kick the deck to make it spin and time it correctly to land with your deck upright. Naturally, you can combine half-spins and using both feet, kicking the deck into another direction in mid-spin. Everything is directed and animated to perfection.

You use Nail The Trick all the time and it feels sublime. The most basic leap down a curb feels so right when you add a perfectly executed simple spin to it. I couldn't stop doing the basic tricks.

Something comparable can be found in Amped 2's style meters, which encourage balletic, slow arcs, timed to perfection with your landing. Those felt very good, too, but Project 8 finally tops the sensation. Do yourself a favor and check it out.

Wednesday, October 18, 2006

Phantasy Star Universe beta, Lumines Live outrage

Phantasy Star Universe

So I played one night in the PSU beta on Live. I loved the character creation. I made a chick robot. I like the setting a lot - it's so unpretentious: you have a dedicated shopping mall/lobby, you select a mission and get to it. The unplausible yet aesthetically pleasing mix of fantasy and science fiction appeals to me.

The graphics are lame. They do the job and the design is very good, but you really do expect more on a next-gen console. The visuals are basically Dreamcast era graphics moving smoothly and somewhat smoothed over with anti-aliasing. Textures are poor and the models have nothing going for them... but on the whole, it's a pleasing sight.

Based on that one evening's play, I'm not going to pay the separate online fee Sega is asking for the privilege. There isn't enough variety of stuff to do and for me, the social elements wouldn't be enough, since I definitely wouldn't be hanging online every day.

Lumines Live

Lumines finally came on Live. It caused an uproar. First there was the price of 1200 points (around 14€) and then it turned out that the so-called full game is anything but. There are mere samples of most game modes, with only the time attack and online versus modes completely unlocked for your 1200 points. I could stomach that, if the basic "challenge" mode featured more than seven skins (levels), which is really pushing it. They're going to release a lot more skins for a further 600 points, with individual game mode packs coming later, too.

I can see what they're trying to accomplish here (besides money), and I applaud it. However, the decision to ask for a record-breaking 1200 points for the demo version ("Base") is an unwelcome move. I'd buy the bits and pieces happily if the base pack was a lot cheaper or indeed free.

The game does seem worth of 14€, I really like the demo, but they should never have called it a "full game". Obviously Live Marketplace is a still evolving thing, but incidents like this don't really help people's willingness to indulge in micropayments. And, well, 14€ isn't exactly "micro" in any fashion.

Tuesday, October 17, 2006

Profit, weird dream, Burnout Revenge

Profit

This article sheds light on the retailer side of things on the console war front. I was surprised to see how little the retailer makes on the sale of a single console. I'm not sure what I was expecting, but certainly more than $15 for an Xbox 360.

Dream

I had a weird videogame dream last night. There was an article on Eurogamer or Joystiq (both of which I follow daily) that an Insert Credit (which I read irregularly) forumite from Finland (where I live) had declared a competition to come up with four-letter words used as combat phrases in a JRPG. You know, like "ATTK", "PASS" and so on. Can't say what was significant about that. No, I haven't been thinking about JRPG combat phrases lately. Weird. I remember my dreams very rarely.

Burnout Revenge

I got Burnout Revenge for Xbox yesterday. Based on a single sit-down with the game, it's cool enough. None of that darkness I witnessed in the 360 demo, which I dare to guess is an issue with 360 games being designed for HD displays, which are most of the time (back-lit) LCD, not CRT.

The game is entirely in Finnish, which is hilarious. The voice-over doesn't much impress, but otherwise it really brings another level of absurdity to it all. As to why I chose the Xbox version over the 360 version, well, you can't say no to 10€.

It's weird how fast I've become accustomed to the 360 being online all the time. I was so let down that I didn't get to see global leaderboards after a race in Burnout Revenge. And I got no Live achievements for my time investment, what's up with that?

Tuesday, October 03, 2006

Online leaderboards (feat. Doom), 3D platformers (feat. Sonic), Defcon

Doom

I purchased the 360 version of classic Doom at 800 MS points (roughly 9€). It's a no-frills conversion, exactly what I wanted - no tricks done to the original graphics or sounds, all four episodes, controls work very well. It's a great game. I have one thing to complain about: the map is utterly worthless on a non-HDTV. Really, you need to take the massmarket (like all of Europe) into account when designing your game views.

A couple of things came up during playing the first episode through in one sitting.

First and foremost are the online leaderboards, viewable per level. All games need this feature. It plays straight to my competitive spirit. It feels so good to be the best player among your friends and to, say, finally break the global top-1000.

Leaderboards are what keeps me playing Geometry Wars, too. It bugs me that I'm sitting right on the average level (according to MyGamerCard.net). I need to break that half a million to get above the crowd!

Then there are Doom's controls. As per the original version, there is no Y-axis; you don't aim up and down. The character automatically targets monsters above and below you, provided that they line up with your gun. I'd really like to see a modern shooter do the same. Sure it needs some clever level design (Doom's essentially flat), but it would keep things much more free-flowing and immediate.

I recall the makers of the original Unreal Tournament's Xbox version attempting something in this vain, via level design. I don't know how that worked out, though.

I didn't buy Doom merely because I loved it as a kid. I imagined that it would be a great game, period. And it is. If anything, provided you can look past the low-res graphics, it's even better today. It absolutely wipes the floor with so many modern shooters, despite being released in 1993. The lighting is very effective, the level design is engaging, the overall aesthetic design hasn't aged at all.

Oh, and like reviewer Kristan Reed on Eurogamer put it, this game features bodies which do not disappear. Thirteen years ago. Get with the times, shooter designers.

Sonic: The Hedgehog next-gen

I've said it before and this latest offering only enforces my position: platform games should never have made the jump to 3D presentation. It doesn't work! I tried and tried and tried and simply could not hit the lines of rings with any confidence. The automatically aimed spinning attack does work, but as usual, the camera is worthless (you wouldn't believe how slowly it spins).

There's been a single instance of 3D platforming working well - Prince Of Persia: Sands Of Time - but even that one stellar example of the genre had some problems with the camera.

So in a nutshell: kill 3D platformers, kpls.

Allegedly the original Sega Megadrive/Genesis Sonic is coming to XBLA in the near future. That's an almost guaranteed sale right there and I imagine it will work much better than this entirely competent, but by its nature, awkward offering.

Defcon

I've liked Introversion ever since I found Uplink, the awesome hacker game they released in 2001. Their latest release Defcon has generated a lot of hype. The game was released a few days ago and the demo is now out, too, go get it.

I had trouble imagining how the game would play out in practice, but having played through the tutorial, it's all clear now. I've yet to try a full-fledged game, but it's pretty safe to say at this point that it's a sure sale for me (PC hardware permitting, my home machine's ancient). At 14€ for a brand new game, I really can't complain. Although I might go for the boxed copy, which is priced a little higher, but even that's a ridiculous 21€! And it feels good to know that you're paying straight to the developers themselves.

It's also interesting how cool and distinctive Introversion's games look, despite the authors claiming that it's all "programmer art". Their soundscapes are thoughtful, too. I hear that Defcon sports "situation room ambient" consisting of cigarettes lighted, coughs and so on, which is really a magnificent idea. Can't be witness to that myself, yet, because I didn't have audio on the laptop I tried it on.

Update: Defcon runs just fine on my 900 MHZ/512 MB RAM home system. I've taken a beating from the computer twice, now. Well, at least it runs fine with only two players, that is.

Thursday, September 28, 2006

Guitar Hero 360, the lack of a PS2 and Tenchu Senran, DS

All right, Guitar Hero II is coming to the 360. This is very cool, now there's no pressure to finally get that PS2 I still haven't bought. However, as you can see from the link, the proposed controller looks hideous. That cannot be the finalized product.

PS2

While I'm on the subject, let's see why I still have a craving for a PS2, despite not sating my hunger years ago. I'd like to say why I don't have one yet: because I'm cheap. I haven't been able to justify paying so much for one when the technology is so outdated and Sony are being so arrogant. I know I'll have to, eventually, but I've put it off for a long time, now.

I already have a PS2 game I really want to play: Atari's Transformers.

Then there's a bunch of games I think I need in my game library: Metal Gear Solid three, R-Type Final, Gradius V, Dragon Quest VIII, God Of War, the Devil May Cry series and the platform also has the best versions of the Dancing Stage series. There are a whole lot more, but these are among the titles I'm most looking forward to.

Tenchu

I went to the trouble of getting myself a Japanese Xbox Live account in order to download the demo of Tenchu Senran, published at Tokyo Game Show this week. I'm sorely disappointed. It looks like a mediocre Xbox game, albeit with a good draw distance and a solid framerate. The animation is shoddy, the controls are clunky and it's still constructed from the same blocks of scenery that made up the game way back in the original Tenchu on the Playstation.

I really liked the first and second installment of Tenchu on the PS, but I did expect the series to mature and evolve by now. If the only change is draw distance, I just can't get excited. I'll stay posted for reviews, though, because this is a game I really want to like. And the trailer (pop-up warning!) was so exciting!

However, the DS ("Dark Secret", heh) version is interesting, if only because it doesn't use the same age-old presentation of the series. Instead, it takes the old Metal Gear Solid top-down viewpoint, which might fit the series very well.

Tuesday, September 26, 2006

On fearsome controls

While I understand that development time is limited and you have to make sacrifices, your game's controls simply cannot be at stake.

I've waited for FEAR's 360 demo with baited breath. Granted, I've only yet played it for fifteen minutes, but they have some polishing to do with the controls. There are two big problems.

One: you need to hold the left stick in to crouch. Never do this. It has to be a toggle: crouch/stand up. Even if it's intentional because they don't want you to move while crouched (I doubt), it's a pain.

Two: unless tweaking the sensitivity of the sticks alleviates the problem, the movement and aiming feel horribly off. I tried upping the sensitivity a lot, which didn't help at all. It feels to me like they've copied the PC original's control scheme directly - movement doesn't feel analogue, which it really has to be on a twin-stick setup, and aiming feels like you're using a mouse. Which doesn't work at all. You need to factor in a little auto-aim, you need to make the smallest movement of the stick to register, you need to fine-tune the acceleration until it's natural. I spent many a frustrating second trying to move my aim a head's or a limb's width to get a shot at a stationary target. I didn't have a hope landing shots without the use of the - incredibly nifty - slow-motion power.

Halo did the twin-stick console FPS control scheme so well that each and every FPS designer needs to study it. If you can't make it any better, just copy it. There have been examples of working alternatives; for instance, I never cringed at Battlefield 2's controls. You can look past spotty graphics, but if you don't feel like you're in control, you just can't enjoy the game.

All that said, I remain enthusiastic about the game. Maybe I can learn to live with the controls, but that's really the wrong way around.

Regardless of controls, there were also quite a few graphical glitches, but I'm willing to look past that to bask in the glory of the supremely satisfying bullet-trails, particle effects and chunks blown off the environment. We'll see how it all hangs together after a couple of play-throughs of the demo.

Edit: All right, taking the sensitivity down a lot helped with the aiming. The movement still feels clunky, but I believe I can live with it, now.

Come to think of it, I shouldn't be surprised. Monolith's games have always felt weird to control, all the way back from Shogo and No One Lives Forever. Regardless, those two titles are among my all-time favorite games, which just proves that a game is more than the sum of its parts.

Friday, August 18, 2006

So pointless

This is so pointless that I love it! 360voice.com gives my Xbox 360 its own blog. Not only can I check via Microsoft's official offering what my 360 is doing right now (say, from work), now I can also check out what it's thinking about.

We laughed very hard at the Lego Star Wars II trailer on Live and promptly decided that we need the original game. Sadly, it's all sold out at Play.

In other news from a galaxy far, far away, Darth Vader is an ass.

Update: We got the original Lego Star Wars for the Xbox used from the local EB Games. Based on a half an hour's play, it's cool, but a little slow and unpolished. The easygoing nature is very much appreciated, though, and it really does feel like playing with Lego! I especially like the way they gloss over the plot. Much like the Clone Wars animation series, this is Star Wars at its best - condensed so much you don't even cringe at the acting, the writing and the pacing.

It's my vacation, by the way. I've watched some telly (Miami Vice, Over There) and taken it so easy that I've been pestered by a headache all day. Maybe I'll play Oblivion all day tomorrow and not feel bad about it, since I don't have to work the next day.

Friday, August 11, 2006

Gundam: Operation Troy

After the disappointing From title Chromehounds, my hopes are set on the 360's Gundam title, last known as Mobile Ops: One Year War. It's now apparently called Gundam: Operation Troy, and it's looking much better than previously. See for yourself over at Xboxyde (warning: annoying pop-ups ahead). I am especially enthusiastic about the first-person mecha piloting.

Tuesday, August 08, 2006

Lots of stuff

Regarding difficulty

I've been playing more Perfect Dark Zero and Oblivion. Both have proved to be challenging. PDZ's (default) Secret Agent difficulty has me retrying levels a lot, which I don't mind, but the stealth sections are beginning to grate. I like the multiplayer DarkOps, in which you play several rounds of a given gametype and get money to buy equipment with between rounds. Infection and Onslaught are my favorites. I'm wondering whether the map pack would be worth its price on the Marketplace.

I've got the collector's edition of PDZ. The bonus disc is utterly useless, but the tin can is sweet indeed.

In Oblivion, as I have levelled my character (I'm at level 11 12 13), trolls have cropped up everywhere and they're so much tougher than the wolves and the like I've had to deal with so far. Will o' wisps are also a pain - empty magicka on low-damage spells, run away to recharge, repeat around ten times... Of course you get better at casting spells while at it, but still.

I do like the way the new threats make you think and evolve. Last morning I had to retrieve some items from a burial complex. The faded wraiths patrolling the place are far too hard for me, so I took off my boots and sneaked through the grave barefoot (it's easier to sneak without shoes) and upon discovery, legging it. It was fun, and I improved my sneak skill by quite a few points.

Nevertheless, Oblivion is still very good. Only the conversation system has proved to be utterly pointless - once you figure it out, it's no more engaging than hammering away on the A button.

There's quite a bit of things to do in the game. I only realized today that you can apply poison to your weapons!

Speaking of hard games, I tried my trusty old Ninja Gaiden on the 360. It works just fine, but the Hurricane Packs proved way too hard for me; I can't even reach the first boss! I guess I have to complete the basic game again (fourth time) to pick up my skills for the new challenge.

Next gen rising

So far the biggest next-gen vibes I've got are coming from the recent demo of Dead Rising. It's simply... fun. I like everything we've been hearing about the game, the first reviews are very positive, it looks good, it plays great, it's an absolute laugh. Its looks aren't really anything you could not achieve on an Xbox, but there are hundreds (hundreds!) of zombies on-screen, all moving smoothly. Bodies and blood splatters don't disappear anywhere - indeed, your clothes get stained rather convincingly as you plow through the horde. I've played the demo quite a few times, looking for new weapons (bowling balls, gold clubs, cash registers...) and comedy opportunities (cream cakes). You can even spit at the undead. I really didn't expect a basically very simple "zombie game" to be this good.

Capcom looks like it's got its next-gen development in capable hands. In addition to Dead Rising, their Lost Planet is very promising. I trust that more stuff is on the way.

Random observations

As a geek pursuit, I like checking out what Google searches people are coming to my site from. Yesterday one guy was looking for whatever the King Tut mask is for in Animal Crossing Wild World. Nothing much, really, but it looks awesome!

I'm also getting back into tabletop gaming after a dry summer. Miniatures, too, especially Heavy Gear (check these out... I'm salivating here), but also Warhammer 40'000.

So they chose a director for the Halo movie. Interesting! That short movie he's done is quite something else. I'm getting more and more positive about the whole endeavour. The new comic book seems like it'd be worth the (little) money they're asking for it.

[Edit: so cool! In addition to the rather neat short movie above, the Halo director has also done this excellent Transformers-alike Citroën film, which would be first of the three car commercials I can recall from the top of my head.]

I got a new portable music player yesterday. The 512 MB Philips I had was not only lacking in storage capacity, it's bugged, unreliable and cumbersome to use. My wife's Creative Zen player seems like the right stuff, so I got a Creative Zen Nano Plus (white, 1 GB). I would've liked a black one instead, but what's with charging +5€ just for the color? I haven't used it much yet, but initial impressions are good.

Update: since someone's been Googling stuff on faded wraiths in Oblivion, I finally found something that works: an ehchanted sword which does fire damage (15 pts) on strike. Unfortunately, it runs out of charges pretty quickly, but you can follow up with damage-dealing spells to conserve charges. I cleared a ghost ship I've been trying some dozen times with this. These swords started dropping from looted enemies at around level 14. If only I had the strength to carry several!

Also, after some more use of the Zen Nano Plus, I can say it rocks. It's very well-designed and the battery life is impressive, compared to the pitiful one of my previous Philips machine.

Monday, July 31, 2006

Fire on slopes, fighting chicks, consistent soundtracks and throwing enemies


Completely non-game-related stuff: I was going through my photo archives and stumbled upon my cellphone photos of the Makasiinit fire this summer. It was an old railroad warehouse complex, used for flea markets and concerts, which was scheduled to be demolished this same summer, to much controversy. It used to cater to young people and the fight to keep them as they were was very much a struggle between the leftist and right-wing types. We happened to go by just as the fire was picking up in ferocity. They still can't say whether the fire was intentional or not.

An unrelated, but gamer topic: more backwards compatibility experiences with the Xbox 360! I threw in Amped 2, which I dearly love, and found that it worked without additional patches. I created a new snowboarder and signed into Xbox Live. It wouldn't let me download the, well, downloadable content, presumably because it hasn't been upgraded for current Live standards. Oh well, I can live without that, I was primarily looking forward to some King of the Mountain action. No "quick matches" were to be found, so I set up my own. I had gone at it solo for one round (two minutes), when the first two guys joined me on the slope. Sweet! I was rather worried that there were no players of Amped 2 online any longer, but it seems that's not the case.

The gamer community has been vocal about the demise of E3 as we know it. Just as well. Every respectable game media I know of keeps complaining about how horrible it is, and you get hundreds of games you should care about: it just doesn't work. Please do drip the news all over the year, don't waste money and energy on catering to "professionals". I know I get a sort of "oh no, here we go again" -feeling, opening one of those E3 special editions of my favorite magazines.

Dead Or Alive 4. I've been playing the demo, thinking whether I should buy the full game or not, and I'm still undecided. The AI seems to be broken. One morning I breezed through the time attack in under two minutes, not losing once, later in the afternoon I got kicked around so hard that I was about to give up. I finally cleared the time attack in 13 minutes. Many times, I couldn't land a single blow! The AI blocked, threw and kept the pressure on faultlessly. This has been complained about in the retail game's reviews, too, so apparently there really is something wrong with the AI. Still, it would be primarily a Live game for me, provided that lag isn't a problem. Too bad I can't test that with the demo.

I played the DOA4 demo to the rhythm of Paradise Lost's One Second album. I love the 360's way of letting me listen to my own music within any game, at any time, replacing the game's (often crappy) soundtrack effortlessly. It even works with backward-compatible games, although you need to kill their built-in music manually.

They released a demo of Ninety-Nine Nights. The aesthetic design is unexciting (indeed, rather bland), but plowing through hundreds on enemies like Sauron on fast forward is good fun. I can see that it might get too reptitive in the long run and it seems to be all the same whether you just hammer the attack buttons randomly or concentrate on executing precise combos, but it's sweet that there ate literally hundreds of combatants on-screen at once and the framerate never suffers.

Update: Oh, and we're past one thousand visitors now, if my Statcounter is to be believed. Go audience! Also according to the same data, some of you are returning visitors. Go regular audience! An average of seven people comes to the blog each day, although recently we've seen peaks of twelve about twice a week.

Friday, July 07, 2006

Aloha

I've been looking forward to Test Drive Unlimited. The whole Hawaiian island of Oahu modelled for driving, realistic roads and traffic, garage full of sports cars (and motorcycles), what else would I need? Based on the demo, not very much. It's as good as they promised.

It's fun just to... drive. There's a great sense of freedom to drive along nice and slow, keep to your own lane, pick your own path and then slam down the accelerator when you feel like it, dodging traffic and hear the engine scream in joy. Bliss.

However, a couple of niggles worry me. First, is there enough to do? While free roaming is fun for a couple of days, sooner or later you'll want some objectives. There will be taxi missions and such in the retail version, but I wonder if it's enough. Of course there are online races, too, but keeping just one location - no matter how delicately reproduced - fresh, is quite a task.

Second, excessive speed equals danger. The danger element is completely missing from this game. If you career out of control and slam at oncoming traffic at full speed, the traffic just flies out of your way, denting some metal while at it, but you merely spin a little, if that, and continue on your way completely unaffected. Rubbish! If the game is based on a "realistic" experience, I want to live with the consequences of my actions. If licencing contracts forbid the thrashing of the sports cars, fine: send me back to my last checkpoint or something, whatever to feel like it's a bad idea to crash.

Allegedly there are Hawaiian cops who chase you if you hit other cars. I haven't seen them, though. All I get is a textbox informing me that I've been fined. Police chases would be an essential element of this package.

UPDATE 11 JULY: There are cops. I don't know why I didn't see them once during my first plays of the demo. They're a little easy to shake, though, at least in the demo's Lamborghini. It's good fun to play Getaway In Stockholm, waiting to let them close in and then lose them in a successful run. The protagonist's whimpering "Oh no" when the police lady comes in to write a ticker is pathetic, though.

The environment looks convincing, but not very next-gen. Blocky shapes, not much in the way of HDR goodness in lighting, no pedestrians. The cars do look sweet and I love the way sunlight plays in my in-car view. The driver models are all right, but not realistic and regardless of their very limited posing, they exhibit clipping problems.

The in-car view kicks ass. You can even adjust the seat and play with the windows. It may be that Hawaii wins Need For Speed: Most Wanted in the shopping list priorities.

Tuesday, July 04, 2006

As For The Launch Titles

I have now tried Project Gotham Racing 3 and Perfect Dark Zero, both launch titles for the 360.

Project Gotham Racing 3 didn't make much of an impression: it's just as good as I thought it would be, no surprises there. On a standard-definition 4:3 CRT TV, the graphics don't seem much better than on the original game on the Xbox. But the in-car view is excellent, the presentation is flawless, the cars handle well... this is very likely the one car game you need in your 360 library. Of course, the take on the car theme is very different from Need For Speed, and I don't see them as competitors.

Perfect Dark Zero, Rare's much-lamented 360 launch title, was something of a surprise for me. No, it's not the Halo-killer it was set up to be, but I really can't find reason for the kind of beating it's taken in the gamer community.

The demo is good fun, presented very well indeed, it looks nice and plays well. Sure, it's basic FPS action with secret agent overtones, but I don't see anything wrong with that. The Live gamemode Dark Ops feels like a lot of fun, too.

There are plenty of nice touches. The comic book -like character design is cool, and they blend with the game's (excellently) ragdoll-powered ultraviolence in a fine manner. The way the enemies' body armor blows off as if launched by springs when shot is very satisfying.

Seeing that PDZ's being sold for last-gen prices just about everywhere, I might have to pick one up.

As a sidenote, Quake 4 did not pass the demo test. It's Doom 3, only without the pacing, the design aesthetic, the mood or the technical flair. I do not expect to see an Xbox-engine creak and stutter this way on the 360. Bleugh.

Xbox Live Arcade continues to be the main use for our 360. Yes, Hardwood Hearts and Geometry Wars, on a 500€ console. Forget about the processing power, the real generation leap is the Live connectivity.

Speaking of Live, Live Anywhere could be a really neat thing, once it matures. No, I don't need to see what my friends are playing at this very moment once I'm on the go myself, but if I could, say, manage my character's shopping while in commute, that could be cool.

Last night and this morning I've played some Total Overdose, an Xbox title that came and went with little fanfare. It's good fun: basically Max Payne in Mexico, with more fun and less plot. The developers give me what I need, including instant access to missions via a menu, available at any time, without wandering aimlessly on the GTA III -alike map. There are cutscenes, but they can be skipped, as I have done. Needless to say, the plot is so basic that you get the hang of it regardless.

I find I'm having little patience for crappy stories these days. If you want to force-feed me a storyline in a game that doesn't need one, at least either make it entirely skippable or integrate it into the gameplay in a way that doesn't hamper my playing.

Car games don't need storylines. Why do gunplay games need one? The Rainbow Six series are a fine example of what's wrong: these games consist of separate scenarios, in which you kill terrorists. There is no need for a story, indeed, it takes away from the suspension of disbelief as you have to accept that there's this global terrorist conspiracy with hundreds (thousands) of members you take down in successive missions. Please, cut the crap and pass the ammunition.

I really like Max Payne 2's storytelling, but it just doesn't cope with replay. I want to play out the action scenes again, not take in the storyline all over again. There's the survival gamemode, but it's not the same. Give me a separate story mode if I'm into that kind of thing and you really deem it necessary - otherwise, please, just the gameplay, in a separate "arcade" mode if need be.

For a positive example, Doom 3 does this well. There's a story of sorts, but it really never gets in the way of playing the game. You can view the story bits in audio logs and diaries when you want to, but there's no need to do that. The setup is so simple that the level design and the mission prompts tell you all you need to know. There are cut scenes, but they're short and they don't really force any bad drama on you: they're there just to show you what's going on.

Wednesday, June 28, 2006

New games! Well, demos, actually

Amped 3 is one of my personal biggest letdowns ever. I've played Amped 2 to bits, it's one of my all-time favorite games. The next-gen sequel absolutely ruins it. It's disgusting. I can sort of get the humor (not quite, but sort of), but it handles horribly, the camera is awful (what's with the jumping? Huh?) and it even doesn't look considerably better than its predecessor - I would've expected decent shadows and some proper snow. In a word, I'm shattered. I deleted the demo after a couple of runs. My wife was equally disgusted. What a shame! And I was so looking forward to this.

Speaking of letdowns, Blazing Angles didn't do anything for me, either. One of the most boring tutorials I've had to endure, lazy gameplay, visuals didn't much impress. Pass. Top Spin 2 and the latest Tiger Woods also did not impress. Boring, boring. Might've been better with real company, maybe.

The new Tomb Raider is decent. Nothing fancy, but it looks good and plays well. Might be on the buy list from the used or budget bin, one day.

I'm getting better in Geometry Wars. I'm in the top 33K now on the global leaderboard (for some reason, 22K according to Mygamercard.net), having pushed myself up a good 30K positions this night with a good run.

The Chromehounds demo is up. I'm downloading it now, but first impressions are extremely weak. I would've expected at least some customization and multiplayer, not two slow-moving single player missions. Still, I remain a fan of From Software, so here's to hoping it's all good anyway. And multiplayer's clearly where it's at with a title like this.

Update: I played a round of the Chromehounds demo. Sadly, it's almost impossible to get excited about it. It moves very slowly - travel is tedious. Weapons don't feel powerful, accurate, weighty or adequate. The scale isn't there. The graphics are all right, except for lackluster effects. Combat is... dull. You just stand there, firing inaccurate, underpowered weapons at faraway targets, incapable of dodging return fire. The HUD is nonexistent - you feel like you're piloting a WWI-era tank. Still, the highly customizable multiplayer might be another thing entirely, but I find my hopes considerably lowered.

Update 2: Apparently the Chromehounds demo is from the retail game's training missions. According to first reviews, the game indeed does open up very slowly, but one you've got the customization options available and an online group going on missions together, it's all good. Hmm, will have to see if it attracts a dedicated community or not. If it does, this could be sweet indeed, singleplayer drudgery or not. And, hey, Famitsu liked it.

Friday, June 23, 2006

Need For... killing time online

Yesterday I was nursing a hangover and once mandatary work was out of the way, I had to get my mind off my sorry state. Seemed like the perfect time to learn the ropes with Rainbow Six 3 on Live. I played a small warehouse level for so long that I learned it adequately. To my surprise, I did manage myself after some time. It still does take a lot of lead to take down a Tom Clancy trooper, which explains why fragmentation grenades are the order of the day.

With the 360's headset I finally got to sample Rainbow Six 3's single player with the voice command system. Ordering flashbangs and regroups and so on is great fun, but I'll be damned if I can get the boys to move where I want to. I tried some dozen pronunciation variations of "go to" and didn't find one that would've worked twice in a row. A bit frustrating, yes, but maybe I'll feel less like a fool pointing the ground and repeating "go to" all the time (and instead just pressing A).

Oh, and I also tried out the famed Halo 2 multiplayer. Seemed a lot like Unreal Tournament without the craziness, which I'm not sure is a good thing. It was smooth and fun, but kinda been there - done that. Can't see myself playing that a lot, although I have to say the match I was given via the "optimatch" system was pants. Something team-oriented with vehicles might be another thing entirely.

Moving on to more contemporary pursuits, the Need For Speed: Most Wanted demo on Live Marketplace totally surprised me. I was so let down by Burnout Revenge that I certainly didn't have my hopes up. I've played Need For Speed: Underground a lot, but the shoddy framerate, weird handling model and unforgiving gameplay finally put me off it (Xbox version). Seeing that Most Wanted is basically an up-specced Underground (with cops), it is weird to admit that it's actually all good.

As next-gen games go, Most Wanted looks stunning. It is only let down by a disappointing framerate. It's not unplayable by any means, but I do expect better from a 360 driving game. In this respect only, Burnout leaves it choking.

The scenery is just beautiful. The fall setting, with a small-town mentality, falling leaves, flocks of birds and sunsets to die for make this one driving game setting I'd like to live in. The only problem is that the town's deserted; there are no people and so little traffic you'd think the area was quarantined. The cars are, of course, lovingly crafted. Bloom and speed blur are used with care.

What really puts this one over Burnout (based on demo versions, now) are the tracks. In Most Wanted, they're wide enough for racing. You can see the bends and forks. In Burnout I kept hugging the walls all the time. This was never an issue with my long-time loved one, Burnout 3.

The Most Wanted demo is hefty. There are plenty of tracks, game modes and cars to check out. The police chase is great fun, and speedtrap checkpoint racing is all good, too. You can even opt to disable the elastic AI, which slows down cars ahead of you and speeds them up when they're behind you - this is what made Underground so frustrating: in later levels you couldn't make a single, tiny mistake or the opposition (which you could never lose) would zoom right past you to the finish line. It was nerve-wrecking. By the by, Burnout 3 did elastic AI very well, and I never had qualms with it.

I even like the slow motion super power they've given you. It enables you to make very tight corners and generally give you a second to gather your wits in a tight situation.

This one goes on the shopping list, pronto-like.