Monday, December 10, 2007

Devil May Cry 4 Demo Confirmed for Early '08


Capcom has announced that a demo for the fourth iteration in the Devil May Cry series will be available on both Xbox Live and the PlayStation Network sometime in early 2008.

While details on what the demo will include haven't been revealed, Capcom has stated that the demo will introduce the new protagonist Nero and feature levels "chosen to showcase Devil May Cry 4's varied locales and allow gamers to familiarize themselves with Nero's unique abilities."

Devil May Cry 4 is currently scheduled to ship in February 2008.

Wednesday, December 5, 2007

PlayStation Network Update: 11/21/2007

Any day we see new and original games on the PSN is a good day in my opinion. Today we see the release of the anticipated PAIN, a PSN exclusive as well as some content for Resistance: Fall of Man, Motorstorm, Guitar Hero 3, Rock Band and the full Shivering Isles expansion for the amazing game Oblivion. Rounding out the update is a number of videos, trailers and wallpapers. Great update Sony, but I am still waiting for official themes and the Assassin's Creed patch, keep reading for details on all the updates. Note, unless it says (free) next to the title there is a cost associated with the content, login to your region's PSN store to see the cost to purchase the features/games/content.

Downloadable Games

Pain
A hilarious original title for the PSN, in PAIN you load characters into a super-sized, ultra-powerful slingshot and launch them into an active, physics-controlled environment filled with unreal yet incredibly funny situations. You score points by stringing together PAINful collisions and unleashing chaos on the environment. There are multiple single player game modes and then you can take the action online against others to out crazy each other.

The Elder Scrolls IV: Shivering Isles
Shivering Isles, the full official expansion for The Elder Scrolls IV: Oblivion is available to download on the PSN. Enter a massive new realm in Oblivion with unique locations, dungeons, and dozens of quests. There are all new creatures, weapons, clothing; you can even have custom armour forged for you.

Add-on Game Content

Resistance: Fall of Man - Map Pack 2
This map pack contains two new multiplayer maps - Bracknell and Axbridge. Both maps will support all Resistance multiplayer game types. You must own Resistance: Fall of Man to play either map. As this is the second map pack there is also a bundle with Map Packs 1 and 2 if you have never purchased the original map pack.

MotorStorm Vehicle & Skin Pack
Continue expanding the MotorStorm experience with these new vehicles and skin packs for the in your face racing game. This pack adds two new vehicles, each with three different paintjobs, and two new Team Paintjob sets, each with a new skin for seven classic MotorStorm vehicles.

Guitar Hero III: Boss Battles Track Pack (free)
"Devil Went Down to Georgia" as performed by The Charlie Daniels Band; "Original Composition by Slash" as performed by Slash; "Original Composition by Tom Morello" as performed by Tom Morello.

Rock Band
DAVID BOWIE!! Yowza, now all we need is Prince downloadable tracks and for me to own Rock Band
- "Heroes" - Made Famous by David Bowie
- "Moonage Daydream" - David Bowie
- "Queen Bitch" - Made Famous by David Bowie
- all three in the David Bowie Track Pack 01

Game Videos

Ratchet & Clank BTS - Weapons (free)
Get a behind the scenes look at the amazing and fantastical weapons of Ratchet and Clank Future: Tools of Destruction.

Timeshift FPS Differently Video 2 (free)
Watch this series of videos on how you can Master Time to become the Ultimate Weapon!

Movie and Blu-ray Disc Trailers

Stop Loss Trailer (free)
Decorated Iraq war hero Sgt. Brandon King makes a celebrated return to his small Texas hometown following his tour of duty. Available in SD, HD and 1080p HD

Resident Evil: Extinction (BD Trailer)
Milla Jovovich is back to kill more zombies in the third chapter of the hit Resident Evil franchise! Available in 1080p HD

Memoirs of a Geisha (BD Trailer)
A Cinderella story set in a mysterious and exotic world, this stunning romantic epic shows how a house servant prevails against her upbringing, a war and tumultuous times to become one of the most captivating Geishas of her era. Available in 1080p HD

PS3 Wallpaper

Aquatopia Wallpaper (free)
Customize the background of your PS3 system with this new Aquatopia Wallpaper.

PAIN (free)
Customize the look of your PS3 system with six new PAIN Wallpapers.

Resistance: Fall of Man Wallpaper (free)
Customize the background of your PS3 system with five new Resistance: Fall of Man Wallpapers.

Monday, December 3, 2007

Need for Speed ProStreet


Unlike the last two Need for Speed games, which told the story of an underground street racer through campy yet entertaining cutscenes, ProStreet follows the legal street racing career of Ryan Cooper. The game still uses cutscenes to try to instill some story into the proceedings--something about Ryan getting dissed by a big-time street racer--but it's uninteresting thanks to terrible voice acting and unlikable characters. Ignoring the story, it's your goal to head to different events, dominate them, challenge the best of the best, and then take on Ryo, the man who disrespected you after your first race.

Thanks to the sheer number of race days you'll need to win, it will take a long time to get to Ryo. Each race day consists of a number of different events. Most of these will be familiar to anyone who's played previous Need for Speed games. Grip races are standard races with eight cars on the track, and your goal is to finish first. Other events have you trying to get the fastest time or highest speed through checkpoints, or the best time out of your class of cars. Drift racing is back, but has been revamped and is actually fun this time around since you don't lose all your points for going off the track. You'll also be doing a lot of drag racing. It's fun for a bit, but gets old quickly thanks in no small part to the preceding minigame in which you have to heat up your tires; it's lame, and you have to do it before each of the three rounds. While there's no shortage of events, there isn't a whole lot of variety. Many of them feel the same--you just want to go fast. This makes the game grow old quickly, a problem when there are so many events to slog through before you reach the end.

The game also grows tiresome because the action on the track just isn't that exciting. Some of the later cars you unlock, like the Lamborghini and Zonda, are superfast, but for the first 50 races you'll be racing some rather pedestrian vehicles. Since you're on a track there are no shortcuts, so many of the courses end up feeling the same, especially since a "new" course is just an old one with a few different turns. Most importantly, there are no cops. Getting chased by the five-0 was easily the best part of the last few games, so its omission here is huge. Damage plays a more pronounced role this time around; you'll have to repair damaged cars, but you always have enough damage-repair markers to take care of things. We encountered a fair amount of lag when we used a controller with the game, which made car damage a more significant factor with the PC version.
While you always want to win a race day, that's not your only goal. You'll need to dominate as many race days as possible to unlock new events. After each race you're awarded points based on where you placed, how fast you finished, and how much damage you took. If your combined score for all the events breaks the old record, you've dominated the race day and you're awarded with a prize like cash or parts for your ride. You don't always have to race perfectly, but you'll have to win most of the events to dominate. This is made difficult because you can bring only a few cars into each race day--one for each event--so if your car can't hang with the other rides, you're in trouble. All is not lost, though. Like in other NFS games, you can purchase new cars or upgrade your ride to improve performance. And like in the last game, you can sculpt certain aspects of your cars' bodies to make them more aerodynamic. This time you even get to use a wind tunnel. It looks cool, but it's not that useful. Nor are all the visual customization options, because it seems that you can't use your rides online. The tool for putting on decals and vinyls is similar to what is found in Forza 2, but not quite as deep.

On the PC you can create your own race day by picking a location, race types, and even what cars can participate. You can then play these race days online in ranked and unranked matches. There was some lag, the racing was a bit choppy, and we had difficulty finding opponents, but it was still fun--you can really build up some good rivalries by racing the same people in multiple events during an online race day.

Every platform gets a piece of the avalanche of advertising that permeates the game. Sure, races in real life are heavily sponsored, but ProStreet takes it too far--there's nary a stretch of track where there's not some sort of advertisement for motor oil or car insurance. It doesn't seem possible, but 360 and PC owners get to enjoy even more advertising thanks to dynamic ads that will be downloaded when you start the game up for the first time. Even better, some of the achievements are sponsored by a car insurance company. It's too bad that the cost of the game and the ridiculous amount of advertising isn't making EA enough money--on the Xbox 360 (and according to EA, soon on the PS3) you can use real cash to unlock cars and upgrades. Every single time you go to buy a car, you're asked if you want to use in-game cash or real money. You don't even need to have unlocked a car to be able to purchase it with real cash, which is really unfair since you can use that unlocked car to zoom right to the top of the leaderboards on the early courses.

If you've got a rig that can handle it, the PC version of Need For Speed looks just as good as the PS3 and Xbox 360 versions. With all of the visual options enabled the game looks very nice--particularly its cars, which look fantastic. They look great when they're shiny and new, but they look even better when they're all smashed up. It hurts your wallet when you total a car, but it sure is entertaining to watch the windshield shatter, the bumper fall to the ground, and the hood peel away like a sardine can lid. Unfortunately, enabling smoke effects, car damage, and bumping up the detail causes the game to run poorly. As mentioned earlier, the game doesn't give off a tremendous sense of speed, even with all of the bells and whistles turned off. This is partially because you'll spend a lot of time driving slower cars, but also because the frame rate isn't very fast and is frequently choppy. Everyone gets in on the terrible career menu, which is ugly and difficult to navigate. We also experienced numerous crashes, regardless of the visual settings.
ProStreet's audio isn't very good. This is mostly the fault of the game's announcers, who are poorly voiced, have a terrible script, yell into the microphone, insist on calling you by your full name every time they refer to you (which is hundreds of times over the course of the game), and basically do everything they can to get on your nerves. The cars sound OK, but there's not a whole lot of variety to the engine noise. The music isn't anything exciting, either, and you'll hear the same songs dozens and dozens of times over the course of the fairly lengthy career.

What it all boils down to is that without the story, cop chases, and open world of the last two Need for Speed games, ProStreet is just another racing game. Other than a nice online mode, its only truly distinguishing feature is its amount of advertising, which makes an already uninspired game feel even more soulless.

Call of Duty 4: Modern Warfare


It took awhile, but Infinity Ward finally got the message that World War II is played out. With modern times and international affairs becoming more and more, shall we say, interesting in recent years, the 1940s just don't carry as much weight as they used to. Perhaps that's why Call of Duty 4 has a new subtitle, Modern Warfare. By bringing things into a fictionalized story that still seems fairly plausible, the developer has made a much heavier game. But COD 4 is more than just an updated setting. It's also an amazing multiplayer first-person shooter and a great but brief single-player campaign with the visual chops to make it a standout shooter in an era filled with seemingly dozens of standout shooters.
The only real catch is that the single-player is almost shockingly short. If you've been keeping up with this style of game, you'll probably shoot your way to the credits in under five hours. While you can raise the difficulty to give yourself more of a challenge, the main thing this does is make the enemies frustratingly deadly, which sort of detracts from the fun.

While it may have a lack of single-player quantity, it makes up for most of it with its quality. The game tells its story from multiple perspectives, and you'll play as a new British SAS operative as well as a US Marine. The campaign takes you from a rainy night out at sea on a boat that's in the process of sinking to a missile silo where it's on you to save millions from an unsavory nuclear-powered death. Along the way, there are plenty of jaw-dropping moments where you'll look around the room for someone to whom you can say, "I can't believe that just happened." In a world filled with war games in which the good guys come out unscathed and the world is left at total peace, Call of Duty 4 will wake you up like a face full of ice water.

The action in the campaign is usually very straightforward. You have a compass at the bottom of your screen, and the direction of your current objective is very plainly marked. But getting from point A to point B is never as simple as running in a straight line, as you'll be conducting full-scale assaults in Middle Eastern countries by moving from house to house, taking out what seems like a never-ending stream of enemy troops along the way. You'll also get an opportunity to raid Russian farmhouses in search of terrorist leaders, disguise yourself as the enemy, and, in one sequence, don a brushlike ghillie suit and crawl through the brush as enemy troops and tanks roll right past you. It's a breathtaking moment in a campaign filled with breathtaking moments. Unfortunately, it's about half as long as the average shooter, and there are plenty of sequences where you wish there were just one or two more hills to take.

Of course, if you're looking for longevity, that's where the multiplayer comes in. Up to 18 players can get online and get into a match on one of 16 different maps. Many of the levels are taken from portions of the single-player and they offer a healthy mix of wide-open, sniper-friendly areas and tight, almost cramped spaces where grenades and shotguns are the order of the day. There are six game modes to choose from. The old standby is team deathmatch, though you can also play in a free-for-all deathmatch, which isn't as much fun as the team modes. The other modes are more objective-oriented, and a couple of those have you lugging bombs across the map to blow up enemy equipment, or preventing the enemy from blowing up your base. Others have you capturing control points. Lastly, you can change up the game rules a bit with a hardcore setting that makes weapons more realistically damaging or an old-school mode that puts weapons on the ground as pickups and generally moves away from the simulation side of things.
In addition to just firing your weapon or tossing grenades, you earn some more interesting tactical moves for skilled play. If you can shoot three opponents without dying, you're able to call in a UAV drone, which basically is an upgraded radar that makes enemy positions show up on your onscreen map for 30 seconds at any time. Normally, enemies blip up onto the map only if they fire their weapon to make their location known. If you can go on a five-kill streak, you can call in an air strike, which brings up a shot of the entire level map and lets you place the air strike wherever you like. When combined with a UAV sweep, this can be really devastating. If you can make it all the way to seven kills--which is actually easier than it sounds--you can call in a helicopter for support. It'll buzz around the map and automatically open fire on enemies, though enemies can shoot it down, too. These additions to the normal first-person shooter gameplay really open up the game a lot and make it superexciting to play.

Dragon Ball Z: Budokai Tenkaichi 3 Updated Hands-On


Recently, we got some hands-on time with the latest offering in the Dragon Ball Z game franchise--Dragon Ball Z: Budokai Tenkaichi 3--the third in the Budokai Tenkaichi series being published by Namco Bandai for the PlayStation 2.

Our last look at Dragon Ball Z: Budokai Tenkaichi 3 was at this year's Leipzig Games Convention, and while that taste focused largely around the playable character selection and controller gesturing for the Wii version of the game, this time around we'll be looking specifically at the gameplay, some of the characters, and what they can do.

Atari Australia also tells us that Tenkaichi 3 will be the last instalment on the PlayStation 2 platform, and as a result rolls all the features of the previous games into "one ultimate DBZ fighting package".

So what can Dragon Ball fans look forward to in this version? Plenty from the looks of it, with over 40 hours of gameplay, 10 game modes that relive the original Dragon Ball saga, and original Japanese voiceover work. Developer Spike has also thrown in more than 90 unique characters for a total of over 150 forms, playable on more than 20 battle stages. Unfortunately, since our preview code was a work in progress, we were limited to a handful of each.

The game's opening cinematic, character models, and environments look great on the aging PlayStation 2 hardware. A lot of work has obviously gone into the game's creative assets, leaving the cel-shaded art style and lighting effects looking fresh and crisp. Outdoor grassy environments are lush and green, while desert areas are sparse and rock laden. Audio hasn’t been skipped in the process, with our copy offering 21 battle-themed tracks with names like "Caution!", "Shootout in Meteor", "High and Scream", and "Heat Capacity".

Our playable character list consisted of: Goku, Piccolo, Nail, Goku (GT), Vegeta (Second Form), Future Gohan, King Vegeta, King Cold, Babidi, Demon King Dabura, Kid Buu, Android 13, Broly, Bojack, Nuova Shenron, and Spopovich. Once you've selected your base character, there's an additional level of customisation, with Goku available in GT, GT Super Saiyan, GT Super Saiyan 3, GT Super Saiyan 4, or Gogeta form following the various series and movies. Not all characters had forms in our code, although they may appear in a later build, or as unlockable characters through the story mode. Character models also offer between one and four colour variations, so you'll be able to tell who's who in two-player battle.

Even with all the story modes, Budokai Tenkaichi 3 and indeed the Dragon Ball Z that spawned it is obviously rooted in fighting, so how does it handle? Fans of the series shouldn't encounter any major surprises picking this one up, and all the frantic mid-air thrashing you've come to love is still here. Fifty-hit combos are par for the course, but there's plenty of other ways to dispatch your enemy, and using the skills list menu, you can plot out and learn your special attack, signature and rushing techniques, and their associated button presses.

This is one for the button mashers, even if you can't string together advanced combos, you'll have fun with Tenkaichi 3 by repeatedly pressing the square button to punch when your target is in range. Pressing X will make your player dash towards your opponent--useful for after you've dealt a devastating knock back blow and want to get another one in. Triangle fires your ranged weapon, dealing a moderate amount of damage, but using up your energy which you'll want to save for combos. Holding and releasing either the melee or ranged attack buttons will charge up a more powerful attack. R1 and the right shoulder trigger are assigned to flying, and will make your character either zoom into the air or descend back to earth.

Auto lock makes a return in this game, and so far seems to be plagued by the same issues found in Tenkaichi 2. Once players leave your field of vision, usually by flying above you, although still locked on, you won't know where they are without either backing off or flying to meet them.

Vertical split-screen multiplayer too is back in Tenkaichi 3, and unfortunately even on a large television set simply doesn't offer enough visual context per player with the locked shoulder camera. With such expansive environments, we understand why they've done it this way, but the problem is only compounded further by the height field of vision issue.

The game still has development time before it ships in November this year, and we're hoping that what has been such a solid series until now can go out with a bang with a few minor tweaks.

MotoGP 07 (PS2) Updated Hands-On


MotoGP 07 for the PlayStation 2--Capcom's first stab at motorcycle racing after acquiring the MotoGP licence from Namco earlier this year--is just around the corner (bad racing pun intended), and we recently got some more hands-on time with a near-complete version. As we experienced when we first played the game at E3 this year, MotoGP 07 is aiming for realism in this one, with all of the riders, teams, and tracks of the official MotoGP circuit for 2007 represented.

Of course if realism in a motorcycling sim isn't your thing, then Capcom has you covered, with three difficulty levels included in MotoGP 07. In fact, gamers will be able to decide right off the bat which control scheme they're most comfortable with, thanks to an introductory race that can be played through when first starting the game. During this race, MotoGP's AI will assess how you're handling your bike, and make suggestions on which control scheme is best for your skill level (as well as giving text-based advice on how to stay on the track). With arcade controls, all a player has to worry about is steering, accelerating, and braking. The advanced mode is the next step up, and gives players control over a rider's body by pushing the left analog stick to lean forward or back. Simulation mode is the most realistic, with a much more strict physics model coming in to play (which basically means that almost every excursion off the track will result in falling off your bike).

The crux of MotoGP 07 will be this year's actual real-life competition, with all of the riders and teams having to compete on 18 different tracks around the world. While the game's controls are definitely more geared towards sim, the main MotoGP 07 mode is sim-lite. Once you choose a racer and team for the season, there doesn't seem to be much you can do apart from race. Before each race, players have fairly limited customisation options with their rides, such as tyre type, suspension, turning speed, and gears, but that's about the extent of it. The game also has quick race and time attack modes, but it's probably in the challenge mode where players will spend most of their time outside of the main season mode. This challenge mode--and we saw 100 listed in our preview build--will range from simple training-based tasks such as passing through checkpoints at a certain speed to more complex and difficult tasks. Each challenge defeated will unlock pictures, movies, and more.

Sunday, September 9, 2007

HP Unleashes Gaming Monster


HP has reportedly unveiled its first gaming PC named "Blackbird 002", which marries HP innovation with Voodoo PC expertise. A Black Aluminium monster, the "Blackbird 002" can be configured as per user choice. With a 1.1-kilowatt power supply; separate thermal chambers for processors, GPU, and PSU; and a full liquid-cooling system; HP claims the gaming PC will keep its cool even in the most heated gaming scenarios.
The "Blackbird 002" features completely open BIOS, removable side panel, and interior and back-panel LED lighting, among others. It can be configured with high-end hardware, including AMD (X2 6000+) or Intel (Core 2 Duo 6750 Core 2 Extreme QX6850) processors, two graphics cards, up to five HDD (160GB 10,000 RPM 750 GB 7200 RPM), up to 8GB system memory, and HD optical drive (Blu-ray or HD DVD). A limited edition "HP Blackbird 002 Dedication Edition" will be available starting September 15, with a pre-set performance configuration, unique side panels, free games, and more. However, the system will be available for configuration at http://www.hp.com/blackbird starting October 1, and pricing will range approximately between $2,500 (Rs 101,712) and $7,100 (Rs 288,863).

Saturday, September 8, 2007


While on the surface it might look like little more than a very pretty first-person shooter, BioShock is much, much more than that. Sure, the action is fine, but its primary focus is its story, a sci-fi mystery that manages to feel retro and futuristic at the same time, and its characters, who convey most of the story via radio transmissions and audio logs that you're constantly stumbling upon as you wander around. All of it blends together to form a rich, interesting world that sucks you in right away and won't let go until you've figured out what, exactly, is going on in the undersea city of Rapture.


BioShock opens with a bang, but the overall plot focuses more on making an emotional impact than an explosive one. The year is 1960, and you're flying over the Atlantic Ocean. One mysterious plane crash later, you're floating in the water, apparently the lone survivor, surrounded by the flaming wreckage of the aircraft. But there's a lighthouse on a tiny island just at the edge of your view. Who in their right mind would put a lighthouse this far out? You swim closer and discover a small submersible called a bathysphere waiting to take you underwater. After catching a breathtaking view of what's below, you're sent into the secret underwater city of Rapture. Masterminded by a somewhat megalomaniacal businessman named Andrew Ryan, this city is driven by its own idea of total freedom, with capitalism completely unhindered by governmental meddling and science unhinged from the pesky morals of organized religion. Sounds like the perfect society, right? Well, even before you step out of your bathysphere and into the city, it becomes obvious that everything has gone horribly wrong down here. The city is trashed, and genetic freaks called splicers roam around, attacking anything that gets in front of them. At the heart of the matter is a powerful, corrupting substance called ADAM, which makes all this genetic tinkering possible and allows you to get your first plasmid power, the ability to shoot lightning out of your fingertips.
Character customization is a key trait in BioShock. You have a limited but increasable number of spaces in various customization categories, and you can totally reconfigure all of your different plasmids and tonics at will, at no charge, at specific locations in-game. Plasmids are the active, weaponlike genetic enhancement. Many of these are very straightforward. Incinerate lets you burn things and melt ice. Telekinesis lets you use your left hand as if it were Half-Life 2's gravity gun. But others are a little more subversive. Security bullseye is a little ball you can toss at enemies, causing any nearby security cameras, turrets, or sentry bots to point in his direction. Enrage can cause enemies to fight one another. Insect swarm causes your arm to shoot bees at your enemies, which unfortunately is far less cool-looking than it sounds. You can also place decoys, plant swirling wind traps for enemies, and so on. While it's fun to mess around with a lot of the indirect attacks, facing your enemies head-on with the more direct plasmids feels a bit more effective.
Tonics are skills that are slotted just like plasmids, but they have passive effects, like sportboost, which increases your movement and melee attack speed, or natural camouflage, which makes you turn invisible if you stand still for a few seconds. So if you want to make your swinging wrench attacks more powerful, you can slot up things like wrench jockey and wrench lurker, which increase your wrench damage on all attacks and when catching opponents off-guard, respectively. Add bloodlust, which gives you some health back every time you club someone with your wrench, and you're a melee master with health and plasmid energy (called EVE) to spare. You can also slot some defensive stuff, like static field, which zaps anyone who touches you with a electric radius effect, and armored shell, which reduces the damage you take from physical attacks. There are more than 50 tonics to collect, giving you plenty of options to play around with.


Most of those plasmids and tonics will have to be purchased using the raw ADAM that you collect from harvesting vessels called little sisters. They're little girls with a big needle that they use to collect the sought-after stuff from dead bodies, and they're protected by the baddest enemies in the entire game, hulking armored monsters called big daddies. This is where the game makes you decide to be selfless or selfish. If you harvest the girls, they die, but you get 160 ADAM from them. If you free them and return them to normal, you get only 80 ADAM. There are a limited number of girls to deal with in the entire game, making it very possible that you won't be able to collect every single purchasable plasmid and tonic, so choose wisely. Either route has benefits and consequences, and there are story considerations as well.
Before you start thinking this is some kind of role-playing game or something, let's stop right here and say that in addition to all the toys that plasmids and tonics for you to play around with, you're also going to be carrying around some more conventional firepower. Your melee weapon is a wrench, and you quickly collect a pistol and machine gun. Being that this is 1960 filtered through the isolation of an undersea world that has the art deco style of the first half of the century, the weapons aren't nearly as high-tech as the genetic code in your body. The machine gun is your basic tommy gun, and the grenade launcher appears to have been cobbled together from coffee cans and other spare parts. You'll also get a shotgun, a crossbow, and so on. You can also collect different types of ammunition, such as exploding buckshot for your shotgun or missiles for your grenade launcher, and upgrades that increase damage, speed up reloads, and so on. The weapons are functional and the upgrades are pretty good, but the firing action isn't nearly as exciting as a combat-focused first-person shooter would be. The weapons are loud but don't feel especially right, and seeing shotgun blasts not even do 50 percent damage to an unarmored human target (on the default difficulty setting) just feels wrong. But that might also say something about the general lack of enemy variety.


There are five types of splicers to deal with, and these are your primary enemies. The splicers are humans who have messed around with ADAM too much and have essentially lost their minds. Now they wander around the city like junkies in need of a fix. The only real difference among them is what they're carrying. Leadheads have guns, thugs have blunt objects, nitros toss explosives, Houdini splicers can teleport and shoot fireballs, and spider splicers can crawl on ceilings and toss hooks at you. As you go through the game, they get tougher to kill, but there's no real visual indicator as to why that's so, leading to some of the weapons feeling a bit weak. Headshots simply shift from killing enemies immediately to not killing enemies immediately. This makes smart use of a combination of plasmids and conventional weapons the best tactic, though even those tactics don't involve much. The same one-two punch of shocking enemies to stun them and following up with a whack with the wrench is a perfectly viable tactic throughout the entire game, depending on how you've placed your tonics.


You'll find more important human characters at certain points in the story, and though these are set up like boss fights, these guys are just more powerful and resilient versions of existing splicers. You'll also have to deal with security robots, turrets, and cameras, though these can all be hacked via a neat little hacking minigame to bring them over to your side, allowing for more indirect combat options.
Then there's the big daddy, which comes in two configurations. The bouncer has a huge drill arm that is used to, you know, drill into people. The rosie likes to launch explosives in your general direction. Both of them are fairly nasty, because they move quickly and dish out a lot of damage while not taking very much from most of your attacks. They protect the little sisters, who are invulnerable to your attacks and can only be dealt with once their protecting big daddy is dead. The big daddy is hardly unbeatable, though you may die a few times while facing your first few. Death in BioShock is barely even a setback. When you die, you're reconstituted at the nearest vita-chamber and sent on your way with your inventory intact and most of your health.
This isn't a reload, so everything is as you left it, even the damage that you've already done to any surviving enemies. So you can wear down a big daddy by just running at it again and again with little or no care for your health. That can get tedious, of course, but having that possibility is a blessing--and a curse. On one hand, you're free to try out new things, like plasmid and tonic combinations, with no penalty if you equip some bum techniques. On the other, there aren't any real gameplay consequences, so playing with skill isn't rewarded. You could fumble your way through the 15 or 20 hours it'll probably take to properly explore Rapture and still see everything there is to see. This, along with three selectable difficulty settings, leaves you with the impression that the game was made to cater to a wide audience, but the hard difficulty setting doesn't actually impact things like artificial intelligence or force you to play any more skillfully to succeed. The enemies still mostly run at you mindlessly while attacking, occasionally getting into scraps with one another or breaking off to find a healing machine, but they take longer to kill and hurt you more when they hit.
While the world of Rapture is rich and filled with interesting little tidbits, the game does a tight job of keeping you on track. Aside from two cases where you must collect a certain amount of specific items in order to proceed, you always know exactly what to do and where to go to do it, thanks to a handy map screen and an onscreen arrow that points you directly at the next objective. These helping hands feel almost a little too helpful, but in the event that you get really stuck, you'll appreciate the additional hint system that very plainly explains what you need to do and where you need to go to move forward.
You won't miss a ton of locations by sticking to exactly where the arrow points you, but the story fills out a lot more when you find and listen to as many audio diaries as possible. Hearing various characters talk about the problems leading up to Rapture's current disheveled state really fills in the blanks nicely and should be considered mandatory if you intend to play the game. Hearing the voices of these wide-eyed idealists as their world falls apart makes the whole game feel more human. Playing through without listening to any of these optional audio clips would make the game quiet and, actually, fairly confusing, as you'd be proceeding with no sense of backstory about Andrew Ryan, fish magnate Frank Fontaine, and the bit characters who comment on their increasingly hostile struggle.
It certainly helps that the environments you find throughout the game look amazing and practically beg to be explored. For something as potentially dingy as an underwater city, you sure do get a lot of different looks as you move along, from the boiler rooms and workshops of the city's core to the forest that helps keep the entire thing oxygenated. You'll also get a lot of great views of the sea through windows. In addition to a terrific artistic design that ties the visuals together, the game has a very strong technical side, provided you have a machine that's built enough to handle it. Unreal Engine 3 is under the hood, and all the requisite bells and whistles are along for the ride. If there's one thing you need to know about BioShock's graphics, it's that the water looks perfect. As an underwater city that's slowly falling apart, it's no surprise that you'll find plenty of leaks. Whether it's standing water on the floor or sea water rushing in after an explosion, it'll blow you away every time you see it.
But BioShock isn't without flaw. The game has been released with a host of technical issues, ranging from a total lack of audio on some machines to issues with the SecuROM online activation, which under normal circumstances is designed to prevent you from activating a retail copy on more than two machines. The game is also available through Steam, though all of the same audio stuttering and other issues that some players are experiencing in the disc-based version carry over to the digital version as well. While it's a sad truth that no game is ever released in a completely bug-free state for 100 percent of its users, these issues appear to be pretty widespread, and if you're at all skittish about waiting for a patch after you've purchased something, you might want to wait until at least one patch is released before buying BioShock. In our experience, we got the game running with some minor audio stuttering on a Windows XP PC, and can't get any audio at all on our Vista test machine. All of this makes the Xbox 360 version's stuttering issues (which seem to only happen on some consoles) pale in comparison.
Aside from having different technical problems, the differences between the Xbox 360 and PC versions of BioShock are fairly minor. The mouse and keyboard support works exactly as you'd expect, and using a mouse makes the combat a touch easier, since aiming for the head is usually easier with a mouse than with a gamepad. But if you're after that console-style gamepad experience, BioShock has full support for the wired Xbox 360 controller. If you're at a loss for which version to purchase, it comes down to the quality of your PC. If you're running a high-end DirectX 10 machine, the game looks better on the PC. It also has DirectX 9 support, and even running this way, it's possible for some facets of BioShock, like texture quality, to look sharper than the 360 version if your machine can handle it. But when you factor in the current bug list for each version, or if your PC isn't especially recent, the Xbox 360 version is a safer bet.


In addition to some nice period music that plays from jukeboxes or record players, you'll get some terrific music that helps set the creepy, uncertain mood. The weapons sound good and loud, and everything else just sounds right. The voice acting, which you'll hear plenty of throughout the game from both living characters and their posthumous audio recordings, really brings the story together and helps give it all an emotional impact that most games lack. You'll also hear splicers mumbling, humming, and singing to themselves as they scavenge the environment, which helps give the game a creepy vibe. The quality and depth of things like this are what set BioShock apart from other games and make it something really special overall.
If you're the kind of player who just wants yet another action-packed shooter, BioShock probably isn't for you. Its weak link is its unsatisfying no-skill-required combat, which might aim this one just over the head of the average Halo fan. But if you want to get a little fancy, there's a lot of fun to be had with some of the game's more indirect fighting methods. It builds an amazing atmosphere by using terrific graphics and sound to set a creepy mood. But BioShock's real strengths are as a compelling work of interactive fiction, and as a unique ride through a warped world with some great payoff built into its mysterious plot. If that description has you even the least bit interested, you'll definitely find BioShock worth playing--but you still might want to hold off for a patch or two, just in case.

Monday, September 3, 2007

Wild ARMs 5 Review




"Butter my butt and call me a biscuit," says a character in XSEED's new Wild ARMs 5. Well, calling him a character is a bit of a stretch--he's really one of the immobile town dwellers you see in every RPG who delivers a single line and nothing else, the gaming equivalent of a Hollywood extra. But in a way, that makes him emblematic of Wild ARMs 5--a game like every other Japanese RPG this side of Final Fantasy, with a few extremely weird differences.
Wild ARMs, in case you're new to the series, is composed mostly of traditional role-playing games in which a main character and friends battle a great evil to save the environment, while learning to share, keep promises, and generally come of age. The series' two trademarks are the hex battle system (a simple tactical battle grid) and ARMS, aka guns. In practice, these guns are just like the weapons from any other series. For example, the main character in Wild ARMs 5 uses his twin pistols like tonfa, hitting enemies with them rather than shooting them.


The story takes place in the Western-themed world of Filgaia (can't you tell by the name?), where a teenager named Dean and his best friend Rebecca discover a giant, severed robot arm with an amnesiac girl named Avril in its palm. Avril remembers only two words, "Johnny Appleseed," and is clutching two pistols, which she gives to Dean. And so the three embark on a globe-trotting, gunslinging adventure to learn about the fabled folk hero, the meaning of perseverance, and the incredible economic iniquities spawned by technological power, not to mention its socioecological ramifications. Well, butter my butt...
Though Wild ARMs 5 starts shallower than most (Barney and Friends comes readily to mind in the early going), the themes it raises later have real-world roots. Indeed, older players will recognize references to the Berlin Wall and be surprised by a succinct, coherent explanation of political schadenfreude. But in true adolescent form, the game oversimplifies its adult themes. In one conversation, for instance, a wicked concentration camp boss who has slaughtered hundreds if not thousands of people repents his wicked ways and is completely forgiven by the party, who knew he was a hero all along. He just had the wrong attitude...about genocide.
The same clumsiness that causes Wild ARMs 5 to fumble big ideas yields strange but delectable fruit elsewhere. For example, in the same game, there are characters named Avril, Rebecca Streisand, and Elvis (for a pop-cultural hat trick) as well as characters named Duogrammaton and Fereydoon. And then there are talking-bird save points, each of which wants to discuss a deadly sin. Or, as one bird puts it: "Well now, you're one handsome looking fellow. You here to take a dip with me into the sea of lust? Or do you want to save?" Horny talking-avian save points, Batman!
So Wild ARMs 5 is pretty weird and tells an interesting, if out-of-control story. Even better, its pace is brisk, so you'll never go more than a half hour without some new piece of narrative gristle to chew on. This is very important, because the game follows your usual town-dungeon-town-dungeon flow. You go somewhere, someone tells you to get something from a dungeon, you enter said dungeon, battle through a hundred random encounters, kill bosses, get item, return to town, buy better weapons, move to next town. It's the E=MC² of RPGs.

Wild ARMs 5 deviates from this formula in subtle but important ways. For one thing, each dungeon generally has three or four bosses, not one. And each contains a statue known as a Sol Niger, which when cleansed allows you to turn on or off random encounters. Each door is marked by whether it's been entered, recently exited, or used (but not recently) for navigational purposes. And every save point, including those horny little birds, will provide a hint as to where you're supposed to go next. How convenient!
Your guns also come into play in the dungeons, where you can shoot treasure chests and pots to open or break them. The guns are also worked into the game's environmental puzzles, some good some bad, and you eventually accrue seven different kinds of bullets to help you make your way through rooms full of switches, boxes, buttons, and torches.
The battle system uses a small grid with one space in the middle, and six surrounding it. Three of the outlying spaces have an elemental property (spells cast from them assume that element), and figuring out your enemy's weakness then capturing the space that can exploit it is the name of the game--or at least, the boss fight. It's a pretty deep system, but the overall effect is that random encounters are more dynamic than usual (though no less frustrating), and boss fights play out like chess matches. Except that while you play chess, the enemy plays checkers, routinely making unaccountably stupid choices. If you miraculously lose to its Fisher Price artificial intelligence, you can elect to start the battle over, or return to your last save point. This is also very convenient.
Like the Hex system, character development is a blend of the intuitive and the arcane. There are items called mediums, which are essentially equippable classes. They have names like sea, sky, mountain, and sword (so much for consistency), but they boil down to normal RPG roles--blaster, tank, thief, healer, and so on. However, when you equip one of these, based on your level, you can allocate points to combat, magic, or special meter regeneration. (By the way, your party has a special meter that fills during combat, which lets each characters use class-based special moves as well as multiple-character team attacks.) You can switch all of this at any time, and while some characters are better fighters or casters, the point is, it's a simple class system with an underlying level of customizable detail. You can set it and forget it, or nerd out with micromanagement--the choice is happily yours.
That sounds good, but it doesn't look good. From the field, to the fights, to the menus, Wild ARMs 5 looks like a much worse game than it is. The artistic style is bush-league anime. The big eyes, crazy hair, and skimpy clothes are there, but nowhere are the signature touches of a professional artist. The hex system is an eyesore, and the menus are full of acronyms, numbers, and weird meters, all of which have substance, but zero style. And then there's the game engine. You don't fully realize how broken this is until you gain a one-wheeled motorcycle to, in theory, quickly traverse terrain. In practice, it's like having a seizure in a bumper car. Invisible walls abound, and the wheel is governed by truly fantastical laws of physics. Still, it beats all the random battles.
But what would a Wild ARMs game be without horrible, repeating sound bites? Rather than assault you with the full, telephone-book-size list, allow us to reveal the most offensive instance of audio gone awry: ladder climbing. That's right, when you climb a ladder, the game's sound files go berserk and fire off like a string of firecrackers. Within two rungs, your character will grunt, shout "Yeah!," grunt again, and yell "Here we go!" while simultaneously cheering. The music, on the other hand, is outstanding. There is a solid steel-string guitar track, another one that features flutes, and, of all things, a whistled travel tune.
Wild ARMs 5 is a tripolar blend of the good, the bad, and the ugly, but most importantly, it's odd enough to distinguish itself from other RPGs, and well-designed enough for you to enjoy playing. While its wacky foibles stretch a little thin after hour 25 (the game takes roughly 30 to beat), this teriyaki Western is worth checking out, especially if you can get it at a bargain or rental price.