Showing posts with label Game Reviews. Show all posts
Showing posts with label Game Reviews. Show all posts

Monday, 18 October 2010

Rental Review Roundup

Another month has gone and I’ve plundered my way through more rentals gaining achievements and the seeing that occasional moment of brilliance in amongst a sea of mundanity and shoddy level design.



Metro 2033


Moscow 2033: we're gonna need more vodka...

The genesis of Metro 2033 is actually quite interesting when compared to the majority of other titles that are spit balled across a boardroom. It is adapted from a novel by Russian author Dmitry Glukhovsky, that is to say, that it is not adapted from a film or a series, it is not a sequel, a remake or a reboot it is in fact one of those rare things : a new intellectual property! With that said, it is far from the most original game out there, it can be filed next to Stalker and Fallout in the category of post-apocalyptic dystopian FPS with varying RPG elements.


In a plot, that is nowhere dissimilar to Fallout, the world has been nuked and you play as one of the remnants of humanity existing in the vast subterranean environments of the Moscow metro. War never changes of course, and the metro tunnels are rife with an array of irradiated beasties as well as a couple of gun toting factions of communists and Nazis. This is a problem for the normal people that live in the tunnels, and so you are called into action to restore order to the world or at least just to survive it. Now I love Fallout, but what Metro 2033 nails brilliantly, is a sense of atmosphere. Perhaps this comes from the novelistic source material because the environments just have a greater sense of realisation. From the feeling of warmth and comfort in the human populated areas to the howling frozen wastes that exist above ground. The world of Metro 2033 feels believable, as well as harsh and alien.


Graphically, Metro 2033 is adept, but it will not win any awards. The character models are very dated. Combat can also feel stuck in the past. You have the option of taking the stealthy approach over the conventional auto-shotgun Rambo mode but the enemy AI is so flawed that taking the stealthy option is basically pointless. Fighting the various monsters is handled a lot better than the human opponents. There are several new ideas implemented into the games design. The game’s economy is based on bullets. You have your usual surplus amount of bullets and then you have your higher quality military grade bullets, which are worth more, and deal more damage. This causes you to think before you fire your weapon, which is a very interesting idea to implement when other games cause you to unload enough lead to kill God.


There is a very clear narrative drive in this title as well as a highly atmospheric tone and a handful of genuinely interesting mechanics, generally this proves Metro 2033 as being worthy of the thinking gamer’s time and money. There is a sequel in the works of course. Glukhovsky has already written Metro 2034 and with a bit more focus, we could be getting an even better game out of this.



Alan Wake


I've seen real sunsets that don't have as good graphics...
 Alan Wake was one of those blockbuster games, that every xbox fanboy was expected to buy on day one without question. I however, instinctively felt that I would not like Alan Wake. I did not care much for Remedy’s two Max Payne games, stripping away its clichéd noir plot it was essentially a third person shooter with a bullet time mechanic which was revolutionary when the first Matrix came out. I also hate so called horror games that try in earnest to scare you, but end up failing. The marketing hype surrounding the game sold mystery and horror, though despite all this the clue to the game’s story was already within the game’s title.


To my surprise then, I played through Alan Wake and actually found it quite good, even riveting. You play as Alan Wake, a prolific horror writer in the vein of Stephen King, who is suffering from writer’s block. In an attempt to ‘remedy’ this, Wake has agreed to take some time out in a remote mountain town called Bright Falls, with his wife. Taking that distinctly American Thoreau approach, they take residence in a log cabin on the shores of a lake. Needless to say, soon after arriving, spooky stuff starts happening, things go bump in the night, Wake’s wife gets kidnapped and the whole area is attacked by a dark shadowy presence. The plot is pure Stephen King of course, whilst Max Payne was influenced by film noir; Alan Wake is a character in a Stephen King novel. Luckily, I’m a sucker for King, and enjoyed all the injokes and realisation of his fiction.


The first thing that I liked about the game is its scale. Alan Wake has been in development for nearly a decade, going through various incarnations, showcased at several E3s past. Somewhere in the earlier processes, the game was sketched as an open world game, though the finished product is not, the scale has the essence of a sprawling world. Bright Falls is a fantastically realised environment, from the grand mountain ranges, to the down to earth portrayal of small town America. As with other games, Elder Scrolls 4 and Farcry 2, Alan Wake is a game that relishes in the beauty of natural landscapes.


The pacing of the game is also good. During the day, things are normal though obviously not without menace. Wake tries to bring the townsfolk into some kind of awareness whilst trying to maintain his own sanity. At night, however, the game adopts the more conventional survival horror aspects. Shadowy axe wielding psychopaths come at you and your only defence is to fight them or to just leg it. Combat is handled ever so differently from other third person shooters. Light becomes a feature, of which you use to weaken your enemies before you pelt them with shotgun fire. You are equipped with a torch, but you will also come across flares which act a bit like grenades, and flare guns which effectively become RPGs. Occasionally the game will go into slow motion mode revelling in the illuminated carnage of it all.


So is the game scary? Well it certainly has its moments, usually generated when provisions are scarce and you are faced with an onslaught of murderous darklings. It doesn’t have the brooding horror of the early Silent Hill games or even the more recent Amnesia: The Dark Descent and there is nothing as mentally draining as the derelict shopping centre level in the first Condemned game or LISA TREVOR in the Gamecube remake of Resident Evil. There are parts of the game when inanimate objects come to life under the influence of the darkness, and though this adds variety to the legions of axe murderers it wasn’t very scary, coming across like an episode of Garth Marenghi’s Darkplace. As a filing cabinet comes soaring across the room hitting you in the face. It’s pure slapstick.


The game is engrossing. There is an element of absurdity to it all and certainly a degree of the American gothic. The graphics are the best of recent memory, through all the desperate running through the forests you may remember when trees were composed of nothing more than two sprites. The might pine trees on display reflect the immensity and the antiquity of the American landscape. Combat is satisfying, scoring the darkness of a target with your torch before unleashing that final bullet to the head is satisfying. Better yet, when you reload your gun, you can actually tap the ‘x’ button to reload faster. More shooters need to do this, especially most horror shooters. The game perhaps goes on longer than it needs to and the climax has something to do with a hulking great aquanaut. Remember this game’s development probably predates Bioshock and its development. And what was with the collection of thermos flasks? The only reason I can fathom is that coffee is a stimulant and prevents sleep. But still, an unnecessary collection element.



Prince of Persia: The Forgotten Sands


Ah!  Skeletons!

Like any self respecting gamer, I loved Prince of Persia: The Sands of Time. Its sequels were nowhere near as good of course, though I did admire the 2008 reboot for simply taking a risk and doing something different with the franchise, namely by adopting an enchanting new art style. Despite my admiration for the series, I have little intention of seeing the recent film adaptation starring Jake Gyllenhaal. Big action blockbuster movies just don’t cut it for me anymore. Why settle for a third rate action movie, whilst I can have a more involving experience actually playing an action adventure game where I am the hero? There is no way that the experience of watching Jake Gyllenhaal leap from rooftop to rooftop is going to compare to the satisfaction of pulling off fluid movement and acrobatics via a control pad in the original Sands of Time.


The Forgotten Sands was released as a product to support the film release and has you returning to the role of Datstan, the prince from the sands of time trilogy. Fans of Nolan North’s Prince from the 2008 remake will have to wait a little longer for its sequel I guess. The story involves you infiltrating a temple with your brother before you unwittingly release an evil force upon the place, again. Hardened players of Persia will not blink an eye. Same old story, but so long as there is platforming right? Well, about half an hour into the Forgotten Sands, you realise that this game is not as well thought out as previous titles. Navigating the temple becomes an exercise in merely pressing buttons. You press right trigger to freeze water, you press left bumper to turn those transparent platforms into solid objects. And if you mess it all up, you use the sands of time to rewind time. Previous instalments have never felt this routine and dull.


Combat has never has been the series’ strength and it returns with the added complexity of MORE ENEMIES ON SCREEN. These enemies are all clones of one another, exactly identical. There is no variation at all. They hardly pose any kind of threat even on the hardest difficulty and require little effort to despatch. Everything about this game is undercooked. It is more of the same, almost four years after the Two Thrones. A highly derivative title in ubisofts otherwise above average roster. There may actually be more enjoyment in watching Jake Gyllenhaal parkouring it in live action instead of playing this unnecessary fourthquel. A limp slap in the face then. Bring back Nolan North’s Prince.


Singularity
lovely...

Singularity does not have the production values of some of the more popular shooters of our time. The plot is strictly B-movie, the aesthetics very similar to the retro 50s schtick of Fallout and Bioshock. You won't really care about the time travelling story line, in which upon doing a run of the mill black op mission upon a top secret Russian research facility, your jarheaded marine accidentally goes back in time and inadvertently changes the course of history. The ability to use time as a weapon is a fun distraction as opposed to the usual FPS armoury, however. As you fast forward the aging process on all those assault wielding foot soldiers that stand in your way.

Graphically, the game is quite ugly when you compare it to other games currently on the market. Textures sometimes have that shiny gloss look to them, like a roasting chicken. Graphics aren't everything of course, and if you stick with the game you will find yourself getting sucked in. The pacing is particularly good, one minute you'll be fighting your way out of a sinking ship, other times you'll be battling a large insect monster upon a train. The game throws you against a variety of different foes ranging from enemy soldiers, zombies, patasitic bugs and inter dimensional beings. Nothing you haven't seen before, but mixed and matched effectively during the course of the game. It also gives you an array of weapons to play with, including a spear gun and a rifle that fires bullets that you guide towards your enemies. There is also a decent explorative element in the game, much like Bioshock, which more FPSs should use. The game shares further similarities with that game by including collectible audio logs, the difference being that you don’t pick them up, you have to instead stand around and listen to them.

Essentially it is a decent game that you will pick up and play and complete over the course of a weekend. There is a multiplayer mode that tries to ape L4D's versus mode, but it is nowhere near as enjoyable or balanced. The monsters don’t particularly give you any form of empowerment. Maybe development should have concentrated on the single player. Regardless, Singularity is a decent rental if you are into the genre and B-movie thrills. Love it and dump it. Feel like a real man, why don’t you...

Monday, 20 September 2010

Rental Review Roundup

A couple of months ago, I started an account with LoveFilm with the sole purpose of renting out various video gaming titles that I have missed out on, partly through financial frugality, but also because of the sheer awesome torrent of activity that modern life forces upon me in spite of gaming. In short, renting is great. You don’t have to commit anything, if a game is rubbish, you can send it back in the mail and get the next title. You also get a serious boost to your gamer score. An apt metaphor would be presented as a happy marriage between prostitution and penis enlargement basically.

 Heavenly Sword.

This is a man's world

Originally released in 2007 and exclusive to the PS3, Ninja Theory’s Heavenly Sword has been on my list for a while because I am always interested in a Sony exclusive, being a playstation kid at heart. Ninja Theory are back in recent news, with new game Enslaved: Odyssey of the West coming out in early October and a reboot of Devil May Cry currently in development. The studio have built strong ties with actor Andy Serkis, who leant his acting experience with motion capture technology to both Heavenly Sword and their next game Enslaved: Odyssey of the West, which he not only directed but starred in, as a beefcake version of himself.
You play as Nariko, a red haired Amazonian woman voiced by Anna Torv who finds herself wielding the heavenly sword, a weapon of great power that is prophesised to rid the world of great evil, though in so doing, it corrupts the mind of the warrior using it, lord of the rings style. Sought after by Andy Serkis’s big bad emperor, King Boham and his colourful axis of evil, Nariko must protect the heavenly sword whilst battling evil constantly. This all takes place in a colourful fantasy world that is influenced by Eastern oriental imagery.


Nariko has the potential of being one of those rare things in gaming, a balanced heroine that is not overly sexualised like Lara Croft or characteristically mute like Samus Arran. Most crucially she is a woman in a man’s world. The back story of the game reveals that Nariko is identified by this, a disappointment to her father for being born a woman, her birth resulting in the death of her mother. The heavenly sword itself is a weapon to be wielded by a man. The feminist gamer could read into the opening of the game, a flash forward sequence in which Nariko fights a losing battle against a horde of enemies, all men.


Gameplay wise, combat is the name of the game. Essentially, Heavenly Sword is an action/combat game that uses the popular God of War template of accessible combat, quick time events and ‘brutal’ finishers. The combat is effective though predictable, you use light/heavy attacks interlaced with acrobatic evades and the odd finishing move which usually sees her thighs breaking his neck. The sword you wield essentially functions as three different weapons, fast attacks, ranged attacks and heavy attacks, different enemies require different strategies and the controls of the game keep the combat relatively easy to fight, whilst giving a degree of depth and development as you fight harder enemies. Simply it works.


Unfortunately, In the style of most of the early PS3 exclusives the game places much emphasis on using the six axis controls where ever necessary. Thusly you get these annoying sections where you take control of Nariko’s sidekick Kai who fires arrows which you control individually with the sixaxis. It is certainly not a broken mechanic but it becomes tedious and is really the only deviation from the more conventional combat that comprises the bulk of the game.


One of the game’s saving graces is Andy Serkis, who really adds character and humour to the game. Though Nariko’s quest is formulaic and overtly serious, some cut scenes centres upon King Boham and his plotting with his axis of evil. These scenes are genuinely funny, a bit like those scenes with Doctor Evil in the Austin Powers movies. These cut scenes are well acted and wittifully written and are even worth playing through the lacklustre levels just to watch. Though you could just Youtube them...


Heavenly Sword is a functional brawler to be sure. Combat is tight and satisfying. Cosmetically the game even after three years still holds up well. In the end however, I felt the game was a bit too shallow in gameplay. Ninja Theory went to great lengths to create this big bright world and all these remarkable vistas, but the controls do not even grant you a jump button. The game, world and story could have benefited from explorative elements. Even God of War grants you a certain degree of freedom between each choke point, in which you battle against enemies. Heavenly Sword is too linear for its own good, going from arena to arena via one of the terrible six axis ventures leading finally up to a boss fight.


FEAR 2
F.E.A.R. 2: Project Origin znamy wymagania minimalne
OH DEAR...
I had played the first FEAR a couple of years ago, but was put off by the game’s sterile environments and tacked on scare tactics. Regardless the fire fights were impressive and there was a certain satisfaction slow-mo kicking some hapless goon in the face. With this in mind, I tried FEAR 2 with an open mind and suddenly realised just how competent an FPS it really is.


This is an amazing feat particularly when there is nothing in FEAR 2 that strikes me as unconventional of the genre. We have seen the same settings: deserted offices, apocalyptic urban environments and dark pipe lined sewer tunnels in hundreds of other games, the first FEAR being a good example in itself. We have seen the same mechanics, a slow motion bullet-time ability that gives you an edge over your enemies. We have fought against the same enemies, a faceless mercenary bunch and the odd monster or two. What makes FEAR2 brilliant is its combat, its frenetic and visceral fire fights. The developer clearly realise which elements go into a great shooter. The guns all feel powerful, there is a technique to using each. The enemies are controlled by a decent AI system, which has them run for cover and throw grenades. On hard difficulty, these enemies pose a significant challenge and you constantly feel blessed when you have the ability to go slo-mo and see each of your shots landing. Killing said enemies is a gory business particularly if you fire a shotgun at close range for example. Then there are the environments, which all react realistically in the middle of a fire fight. Glass shatters, paper flies, and bullet holes puncture the walls. Of course when guns fail there is possibly no better feeling than roundhouse kicking a guy to the face.


The game is let down by the horror elements which try in earnest to scare you at every possible moment. The game is called FEAR, so I guess the developers thought that this is the direction they were supposed to go in but it is all so woefully contrived. I paid no attention to the plot or the various bits of information you pick up throughout the game, but you are followed by Alma, a supernatural entity that is basically the girl from the Ring. Essentially she covets you, messes with your mind, floating objects in front of you, whilst killing off other people for the sheer hell of it. Sometimes she grabs you from out of nowhere and you have to rapidly press the B button just to get her off. Along with Alma, you will also be tasked with fighting off other supernatural entities including puppet master beings who bring the corpses of the dead to life and ghost like beings that are almost invisible save from the faint flicker of their form. Fighting these enemies offers a different experience but is nowhere near as good as fighting the generic soldiers.


In conclusion, FEAR 2 offers a challenging and engaging shooter experience, that works brilliantly at conveying John Woo style shoot outs. It caught me completely by surprise and easily stands up against Halo, Modern Warfare and Killzone 2 in the heavily populated FPS arena. Combat is satisfying and endlessly replayable. It is let down only by the tacked on 'horror' sequences but I'd still recommend any shooter fan to check this game out.


50 Cent’s Blood on the Sand
Mr Cent shows the US Army how its really done.

I rented this game after laughing about it and then hearing several favourable reviews. I am no fan of 50 Cent's music, and the game didn't make me any more partial. I am white, with a capital ‘why’. In fact what I ended up doing was playing classical music through my xbox hard drive and thusly playing the game accompanied by Canon in D minor.
50 Cent: Blood on the Sand is a third person shooter starring Mr 50 Cent, various members of G-unit and even Lance Reddick from Lost and The Wire! The game takes place in some anonymous war torn middle eastern country, where 50 is performing a gig through which he is paid by means of a priceless diamond encrusted skull. Of course things do not run smoothly, 50 is ambushed, and some strange woman runs off with his skull, to which 50 responds with the immortal line - 'Bitch stole my skull!' This puts in motion an epic quest through city streets, and ancient ruins fighting off waves and waves of bad guys and no less than five helicopter gunship boss fights.


As a third person shooter the game works remarkably well. Shooting is satisfying and addictive as the game throws many mini-challenges throughout each of the levels, boosting your score. The game is let down by a dodgy cover system which often feels transparent to bullets and perhaps a lack of commitment to the cause. The game’s saving grace is that it does not take itself seriously, the game is so obviously tongue in cheek. Seeing 50 cent finish a bandanna wearing bad guy with a knife to the chest is hilarious rather than grim. 50 Cent and his accompanying G-unit sidekick fire off various insults (insults you can UNLOCK through points!) whilst spewing out all the conventional military verbatum. You begin to wonder where 50 Cent and G-unit received all this military training. Life on the streets must have been tough, and though Mr Cent was famously shot nine times you still question his involvement in Middle Eastern affairs.


In conclusion, this game is well worth a rental at least. It has co-op so you can enjoy the gangsta rap lunacy of it all with a friend and a degree of replayablility as you rack up more and more ‘ice’ to get the gold medal for each level. It pushes all the right buttons and if you do actually like 50 Cent then this will probably be the best game ever made.


Dante’s Inferno
I'm absolving him.  Honest...


In keeping with the winning formula of God of War series, Dante's Inferno seeks to emulate a piece of classical literature through ultra violence and minor titillation. Visceral Games, the makers of Dantes’ Inferno also made Dead Space, which used the conventional survival horror formula to great effect and actually bettered Resident Evil 5. Unfortunately, in emulating the God of War formula, playing Dante's Inferno only reminds you how good those games were in comparison. It isn’t just the combat and the green health orbs, the entire story is told in the exact same way as the original God of War. Of course what Dante’s Inferno also adds to the mix is actual shit. Not just through shoddy level and tasteless monster design but some of the enemies do actually attack you with their own excrement...


In a nutshell, you play as Dante, a knight fighting through the crusades, who may or may not be guilty of one or two of the seven deadly sins. His beloved Beatrice is killed and taken to hell, thus Dante must battle through the nine circles of Hell and come out on top against serial wanker Lucifer. You are made to fight various monsters and demons ranging from the usual undead footsoldiers, siren like entities that shoot scythed tentacles out of their vaginas and these gluttonous worms that are essentially penises with teeth, a concept which people are naturally supposed to find fearful at a deep psychological level. The boss for the lust level also produces attack babies out of her breasts. Yeah, it is that kind of game... Dante’s Inferno’s problem is that it tries too hard to shock the player. Whilst God of War is violent in a gleeful way, Dante’s Inferno just tries too hard. In attempt to deepen the combat, Dante’s Inferno gives the player the choice over whether to punish or absolve your enemies. The former being the way to the dark side whilst the latter is effectively a stairway to heaven, giving you points which unlock more powerful moves. Ramping up the difficulty only increases the amount of hits it takes to bring down an enemy. Effectively, the various demons begin to feel like super absorbent sponges rather than an actual challenge.


Though rated as an 18, Dante's Inferno feels inherently juvenile. If there is a hell, it is probably being made to play Dante's Inferno for all eternity. There are so many better God of War clones to play now. If the God of War trilogy didn’t satisfy you, there is Wolverine’s Revenge, Force Unleashed and the actually really good Darksiders by Vigil games. I’ve talked too much about this game. Let’s talk about something else...

Sunday, 13 June 2010

Tom Clancy's Splinter Cell: Conviction

* SPOILERS AHOY!!!


"Huzzah!!!"



The subtle art of not being seen is one of the hallmarks of the stealth 'em up genre, a genre whose creation is usually accredited to Hideo Kojima's Metal Gear series. Popularised by the release of Metal Gear Solid on the PSone in the late Nineties, the stealth 'em up offered a different style of gameplay to the 'overkill' mentality that has and continued to characterise a large slab of the gaming market. It required a different approach, a degree of strategy and patience, and rewarded the player with a sense of satisfaction after a successful infiltration. The problem, specifically with the Metal Gear series, was the overbalanced ratio that the player experienced between actually playing the game and watching it through lengthy cut scenes. A year after the release of Metal Gear Solid 2 in 2002, Tom Clancy's Splinter Cell offered an alternative experience to the cinematic grandiose of Kojima's series.

Splinter Cell, put you in the sneak boots of Sam Fisher a retired super spy voiced by Michael Ironside who is called back into action for that ‘one last mission’. The stealth mechanics required the player to adopt a predatory approach to espionage, relying on hiding within the shadows and keeping noise to a minimum. Fisher was always armed with his trademark nightvision goggles that effectively turned the player into Buffalo Bill at the end of Silence of the Lambs. Whilst his enemies could not see you, you could see them giving the player an inflated sense of power. There were night vision goggles in Metal Gear, but there were also card board boxes, strategically placed softcore magazines and tranquilizer guns. Splinter Cell gave you a much more linear style of gameplay rooted in high tech gadgetry. Progressing through a mission was often a slow and highly methodical paced experience as you picked off guards one by one, hiding their bodies and tip toeing through the shadows towards your objective. The game proved successful, and a franchise was born on an annual production cycle.

With the release of Double Agent across all platforms including the newly released Xbox360 in 2005 the formula was beginning to feel stale. At least, that is what I thought, I remember sitting down to playing the game and constantly screwing up my stealth approach. I didn't feel like a superspy, I felt like a retard playing as a superspy. Admittedly this was probably the reality of the situation, but the game failed to immerse me to the extent of the first three games. I no longer had the patience for the slow methodical approach of infiltrating levels, evading mouthy guards in a constant crouched position, only to screw it all up because I wasn't hidden behind the wall. Ubisoft obviously were on a similar wavelength, it was time for Splinter Cell to receive a drastic rehaul, to be adapted for the next generation. Afterall, it had worked for Capcom with Resident Evil 4.

Splinter Cell: Conviction has been in production for almost four years. The game has experienced many delays and has gone back to the drawing board on many occasions. Early screenshots released in 2007 revealed a bearded Sam Fisher on the run, a la Harrison Ford in The Fugitive. The gameplay was drastically different to that of the previous titles, involving a more practical approach to stealth a world away from the series’ usage of gadgetry and silenced weapons. Early previews revealed an emphasis on the crowd, Sam would have to blend in with crowds to avoid enemy patrols, when he was spotted and bullets were fired, the crowd would start running for safety, obviously this was an aspect that was incorporated into Ubisoft's Assassin's Creed franchise. Ironically, the finished version of Conviction is not as drastic a change to the series as the game previewed in 2007. However, it is a leaner more fast paced game than feels more highly evolved than its predecessors.

One thing that has not changed is the overall plot, a generic paranoid conspiracy narrative that we have seen in other splinter cell games as well as other thrillers. You once again play as Sam Fisher, a man very much on the edge due to the untimely demise of his daughter that happened in the last game. At the beginning of Conviction, you are informed by a new contact that the circumstances concerning your daughter’s death may be part of a larger conspiracy and so is set in motion a new mission in which Sam is fed tidbits of information from the table as he does the government's dirty work. For all the shortcomings of the plot, the gravity given to Fisher by Michael Ironside really succeeds in humanising the character despite his obvious imperfections as a man with the fitness and flexibility of a twenty year old though the physical appearance of a forty year old man and the voice of a sixty year old man, Sam Fisher is at least a genuine character who is worth rooting for unlike that annoying prick you play as in Just Cause 2.

However, the real strength of Conviction undoubtedly lies within its execution, both in the plot and the gameplay. Whilst Uncharted 2 was essentially an interactive action comedy experience in the vein of Indiana Jones, the latest Splinter Cell serves up an interactive version of a slick 24/Bourne esque thriller. Unlike Metal Gear Solid 4, essentially five levels padded out with hours of cut scenes; Conviction succeeds in completely immersing the player within the story as it happens, rarely taking the level of interactivity from out of the player's hands. There is no checking your PDA for your latest mission objectives; instead they are boldly displayed within the game world. Rather than deviating from the flow of the narrative, flashback sequences are projected through grainy filters onto the walls of corridors. The game’s plot is developed through a wealth of interrogation scenes, where you are forced to retrieve information from an unsavoury character through lashings of the old ultra violence. These scenes are characteristically brutal and also humorous in that they involve little to the imagination. Controlling Fisher, you hold the bad guy by the throat and will be confined to move around a small area with several objects that you can interact with. When you see a big plasma screen you know it is just waiting to be busted in by some goon's head. All these little changes keep the narrative of the game extremely streamlined and focused within the pacing of the game itself. The player is always moving forward with a clear mind with what he or she has to do next.

This dynamic pacing extends into the gameplay as well. Conviction embraces current trends in gaming, such as cover based combat and close range one button knockouts. Whilst previous Splinter Cells relied on a methodical approach to stealth, Conviction has mostly sacrificed that for a more bombastic approach that thrives on how quickly you clear an area of bad guys. Though you will still very much be moving around in a crouched position, seeking the protection of darkness and cover; dispatching guards is fast, efficient and brutal, the silenced pistol essentially becoming an extension of Sam’s fists. More than ever you realise just how much a badass Sam Fisher really is. Heads and lights can be easily taken out safely from cover, there is no delay between pulling the trigger and popping out of cover to aim, like in Gears of War for example. You just point the crosshair in the right direction and Sam just makes the shot, it is all so efficient and easy. Added to this new found slickness in combat is the mark and execute mechanic. This takes the mechanic as seen in the Rainbow Six Vegas games, where you will prioritise targets for your team mates to kill by marking them with a touch of the back button. By despatching a guard in close combat you gain the ability to execute, by pressing the y-button you dispose of each of the targets with a perfect head shot. On paper, this may make the game sound easier or at least take away the satisfaction of performing a perfect head shot with manual aiming. Not so. Each weapon has a set amount of marks. I preferred the five-seven pistol, which gives you four marks. I remember there was one room with about five guards, I marked the four guards furthest away from me and walked into plain sight to take down the fifth guard in close combat. This alerted the guards but I had earned my ability to execute, and so with a four presses of the y-button I cleared the entire room in a manner of seconds. Incredibly satisfying.

There will be times when you get spotted of course. Times like these usually see you going loud. As well as his pistol, Sam will be armed with a main weapon, a shotgun or an assault rifle for example. But these prolonged firefights are ill advised. It does not take very many bullets to kill Sam and quite often when faced with these situations you are dead. It really forces the player to adopt the stealth panther approach. Should you be spotted you can use various grenades you pick up to make a speedy get away. Though heaven forbid you confuse the throw grenade button with the reload button and unleash an EMP pulse before you plan your attack, which literally harbours all the subtlety of the world’s most malevolent fart. Yes children, to reload you click in the left analogue stick not the ‘x’ button. Though I imagine you can probably change that in the controller layout.

My main discrepancies with the game do not seriously hinder the gaming experience overall. Upon entering a new location you begin to plan your attack in a manner that evokes early Metal Gear Solid, where each area is a puzzle. This illusion is spoiled when you realise that there is a climbable pipe in the corner and maybe a precariously positioned piece of scenery that screams to be brought crashing to the ground by a single bullet as it hangs dangerously above a group of guards all met in the same place, probably discussing whether or not they liked the ending of Lost. On the subject of your adversaries, the AI of the enemies feels stuck in the past. They will notice dead bodies, shine torches in the absence of light, sometimes act startled to the sound of disturbance, and sometimes they’ll even get the better of you. Most of the time however they effectively serve as walking talking headshot receptacles. They also talk a lot, in fact they will not stop talking. They talk in the familiar unsympathetic tones of the overtly masculine jock strap who seeks only to further his own masculinity by killing you. Obviously, we aren’t supposed to be rooting for these guys and taking them down is made all the more satisfying when Sam figuratively castrates them with one of his brutal finishing moves. But still, it begs the question, just where did the government get these bunch of cretins from? Why can’t they stay silent when they know a super spy is coming their way? What happened to all that military sign language? Wouldn’t silence give them at least an air of menace?
Eventually, the game pits you against various goggle wearing peeps who effectively serve as visions of a younger Sam Fisher that appeared in previous games. Yet they just can’t do subtle. Mostly these guys announce their arrival in the noisiest way possible either by smashing through glass or using smoke grenades and flashbangs. The guards from Metal Gear never did this. They didn’t talk, they just had the red exclamation mark when they saw you, maybe a deep seated suspicion of boxes. At least the bloody FROG guards from MGS4 attempted to create an illusion of fear through their tortured screaming. When training up Fisher, Third Echelon seemed to have got it right. He remains silent in the act of killing, or at least charmingly suave as he gets an enemy by a chokehold.

Then there is the plot. There are memorable moments, such as the section proceeding a key revelatory scene in which Sam becomes aware of what has actually been going on, breaking out of Third Echelon in the vivid colours of an adrenaline induced burst of rage. Another is a particularly inspired chase scene at the Washington Monument. There are points when the game’s narrative doesn’t work so well. For instance, the game includes a fairly uninspired Iraqi flashback that essentially plays like a poor man’s ghost recon. Which I guess is no big thing, its not like these two franchises are linked to one another in any particular way...
Then we come to the whole dilemma surrounding Sam’s dead daughter. At the beginning of the game, we are reintroduced to the game’s emphasis on darkness through a flashback between a younger Fisher and his daughter, as he teaches his young daughter not to fear the dark. I thought the game would have more of these scenes, strengthening Sam’s relationship with his daughter over time, in a similar way to the original God of War, which gradually revealed the tragic history of Kratos the further you ventured through the game. But I guess that would have only worked up to a point, namely the point when you find that Sam’s daughter, the one you thought dead, isn’t actually dead at all. It feels like a cheapened resolution, I signed up to this game, thinking we were getting a vengeful fuelled version of Sam Fisher, a man on the edge with nothing to lose, a loose canon firing on anybody stupid enough to cross him. This was the ideology that Double Agent was based on, and the plot was the only thing which that game had going for itself. But hey, for fulfilling the fantasy of being a super spy, you’re not really playing the game for the story.

Aside from the main campaign, there is also the co-op multiplayer which serves as a prequel to the events of the single player. Splinter Cell has always managed to do multiplayer well. First introduced in the second game Pandora’s Tomorrow was the spies versus merc mode, which had two players tasked with infiltrating a base whilst the other two defended the objective. The spies played from the conventional third person view, possessing all the acrobatic abilities of Fisher whilst the mercs were limited to a first person perspective. It was a completely original take on multiplayer. Since Co-op seems to be all the rage at the moment, I am pleased to report that the developers have put as much time into crafting the multiplayer as they have with the single player. Resident Evil 5 should take note. For all the changes made to the Splinter Cell formula it all works incredibly well in co-op, in fact I’d go to say that the multiplayer attachment is worth the full price of the game alone, far more enjoyable as the single player. You and a friend assume the roles of Archer and Kestrel, an unlikely partnership between the US and Russia who are tasked with tracking down a couple of EMPs that have annoyingly gone walkabout. My experience was a bit like the odd couple, I was the cold calculating one carefully taking out guards silently whilst my friend preferred to kick down all doors and go in all guns blazing with a boomstick. Despite my organised approach, I would always risk my own neck when I was inevitably tasked with reviving with my magic defibrillators of curing. Messing about aside, there comes the time following several failed attempts when both of you knuckle down and decide to take the level down as a team, and when this happen the game soars. Aside from the co-op story, the game ensures replayability by various different game modes from a Gears of War styled horde mode and a conventional deathmatch mode.

In conclusion, Splinter Cell: Conviction is an excellent rejuvenation of the series. Some die- hard fans may mournfully recall the old times which allowed for a more organised approach, but for me personally I think the changes to the game revitalise the series and the genre as a hole. In the wake of Metal Gear Solid 4 especially, the fifth Splinter Cell game provides a far more linear approach to the stealth ‘em up genre that rarely sacrifices time spent playing the game against watching the plot unfold. As much as I love the Metal Gear Solid series, Conviction is more efficient as an interactive experience. Given the choice between watching the latest thriller at the cinema or playing Conviction alone or with a friend, I know exactly which experience I would choose.
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Friday, 28 May 2010

God of War III: a classic example of style over substance.

*This review is to be read by people who have completed the game and maybe the first two games. There be spoilers ahead, is what I am trying to say.



Without a shadow of a doubt, God of War III is a beast of a video game. Sony Santa Monica Studios have clearly outdone themselves by creating the gaming equivalent of a cyclops monster, that can be likened to one of the many specimens the God of War series has been gleefully throwing at you since 2005. You know the type. Lumbering towards you at an accelerated rate, gigantic in size, foaming at the mouth and roaring at you angrily. It stares at you with singular vision through one big eye whilst attempting to reduce your manly composition into mush by means of a big old stick, and all running at a cool 1080 frames per second.

The thing is with monsters is that whilst they are, for lack of a better word cool to look at; a manifestation of repulsive and/or attractive elements that linger and affect the dark places and recesses located somewhere within the psychological spider web of the human mind, they are ultimately destined to be destroyed by a heroic champion of some sort. What I am trying to say, is that we, like Kratos, or any hero of Greek antiquity for that matter have to face this monster that Sony Santa Monica Studios has created. Since its release in March, God of War III has been heralded as a masterpiece by some of gaming's most respected critics. There are set pieces in this game that have to be seen to be believed, a final twist in the narrative that forces the player to view Kratos, surely one of the greatest antiheroes of recent times, in a completely different light. Whilst God of War III is by no means a bad game, it is nowhere near the quality of the original God of War or even the mongrelish sequel that was released in 2007 and it is my labour today to explain why.

My main problem with God of War III is that there is a distinct lack of imagination on display that seems to infect vital aspects of the game from narrative, to pacing, to tone, down to level and general aesthetic design. You may not think so immediately, certainly judging by the spectacle of the game's opening twenty minutes. The God of War series has always managed to do introductions. From the hydra fight in the first game to the Colossus fight in the second. It is a simple template, a tightly choreographed fight against an enemy of grand scale. Such is the spectacle of the obligatory God of War prologue, that we can argue that each title fails to match the spectacle throughout the main body of the game. This is definitely and disappointingly the case with God of War III. Save perhaps from an excessively gory fight with Cronus in the second act, though this feels more like one big QTE. The third act is devoid of any kind of set piece of comparable scope, the final fight with Zeus is a damn squib compared to the fight in God of War II. As a result, completing God of War III is ultimately an unsatisfying experience. But maybe this is what the game designers are trying to convey through the whole revenge plot. Or maybe not.

As far as the story goes, you goal is to kill Zeus. As was your goal in the second game. A goal you would have accomplished had you not accidentally killed Athena. God of War III begins with Kratos on the back of Gaia, an army of titans climbing Mount Olympus to wipe out the gods. After the stellar opening, however, you are quickly dismissed by the titans and so find yourself swimming the river Styx robbed of all your power (again) and still full of rage against Olympus as well as the titans. Since Kratos is lacking in any guiding force, Athena comes back in ethereal jedi garb to help you stop Zeus, which sort of defeats the point of having her killed at the end of God of War II. Essentially it is another flippant video game plot, annoyingly made complex compared to the simple but effective plot of the original.

The main body of the game simply treads water with lack lustre level design. There is the obligatory trip to Hades and the occurence of Daedalus's labyrinth, which is reminscent of cult horror movie Cube. The game is built around the premise that Olympus is connected to hades via a great big chain. A chain you are often called to climb or fly between using your icarus wings. In the first two games, you would often have moments in which you would walk into the distance and the camera would pan back until Kratos was but a spec, usually to the melody of the game's genuinely brilliant soundtrack. These kind of moments, as you head into the Desert of Lost Souls in the first game or walked along the chain towards the Steeds of Time in the second game, are absent from the third game. Whilst the game earnestly attempts to convey a sense of scale, you never fully grasp the sense that you are indeed scaling Mount Olympus, to kill Zeus. Instead, you feel you are doing generic fetch quests whilst fending off the remaining famous figures of greek mythology foolish enough to pick a fight with you. Despite the processing power of the Playstation 3 there is sadly never a sense in God of War III that you are actually going anywhere, but then you could argue that this is the whole point since the whole world is going to hell in a hand basket since Kratos is all pissed off and everything.


That said, the game is certainly not short of 'moments', moving from boss fight to boss fight each punctuated with a horrific finisher. The fight against Hades for example, involves you sawing of his tit and love handle, two pieces of meat he desperately attempts to regain through lame force powers!? Another scene includes you ripping off one of Cronus' fingernails, whilst the long awaited fight with Hercules ends with mashing the character's face into a bloody pulp. Gore is one of the staples of the series. It is only with the power of the PS3 that the series' trademark usage of the 'ole ultra violence becomes a bit tasteless. It is as if the game is moving on to one shock moment of gratuitous violence to the next via a sex mini-game with the goddess Aphrodite. Believe me, I feel a bit of a softie for saying all this, but moments in this game had me thinking that I was too old for all of this juvenile ultra violence. Which is something I'd never thought I'd say about a God of War game. But then again, this could be the point of the game designers... Oh never mind.

Fortunately the overall combat is massively improved from the first two games. Not that it was ever broken. Regardless decisions have been made to make the whole process of monster twatting more fluid and accessible. You can now switch weapons on the fly with the D-pad, with each weapon holding a magic power. In previous God of War games, new weapons were always secondary to Kratos's trademark blades. In God of War III however, I did find myself using the Nemean Cestus as much as I could. The combat grapple insures that you can always get back into the fight without worrying about loosing your combo. A new move in which you grab a hapless undead minion and piledrive your way through the horde is brilliant. The combat works, as it always has done and if you play God of War simply as a monster twatting game, you won't find anything else wanting and perhaps this is the best way to play the game.

There are occassional moments of brilliance. As is already known, the game's introduction is a feast for the senses, let down only by the sight of Gaia's giant wooden mammaries. The payoff of this scene, after the heart stopping scene in which you are launched into the watery deity by Gaia's clenched fist, has you witness the death of Poseidon from his own perspective. It is an ingenius way of portraying the brutality of Kratos, the absolute bastard you've been made to play as. The ending, when you finally kill Zeus in first person is also well done. On top of a cliff in a world plunged into chaos, you as Kratos mercilessly beats the God of Thunder to death prompted by the series iconic pulsing circle button. The clever thing with the scene is that it is that there is no prompt to stop punching, save for the blood that covers the screen, it is then that the player makes the choice to stop pressing the circle button and so bring Kratos' epic quest for revenge to an end. But these are the only two shifts in perspective, at the beginning and the end. The game would have been made more interesting if it made more use of these kind of scenes. Imagine if you could actually play as one of the gods, like Hermes trying in vain to flee from Kratos? There would be no objective of course, just the looming sense of futility. Violence with substance, which I remember from the first game at least. These kind of possibilities would have put God of War III above the generic action adventures that the series has inspired.

Which brings us to the game’s ending. Essentially they attempt to make Kratos into a bonafide good guy. This had been developing throughout the course of the game, his insistence that he would not allow Pandora the child to die, even though his wrathful sense of revenge causes him to kill her anyway. The game makes a point that Zeus was made mad ever since Kratos opened Pandora’s box in the second game, so by killing Zeus, Kratos is actually doing everybody a big favour. Like putting down a rabid dog. That said, Kratos unwittingly causes mass genocide in the opening twenty minutes alone! How many women and children get wiped out when the death of Poseidon causes a giant tidal wave to wash away most of the world at the foot of Olympus? I always admired God of War for giving the player control of a character who wasn’t necessarily a bastion of moral principle. It was as if Sony Santa Monica realised that most gamers when given the chance are dicks and so created a character who would be the king of dicks, who would make all other dicks shrink in comparison. Thus, you have a definitive badass, a particularly heinous warrior, a Spartan unstoppable and ruthless in the pursuit of his labours. You almost feel sorry for the hapless minotaur as your force him to gargle on cold steel. God of War III seems unsure of how to portray their lead character. The ending reeks of Hollywood sentimentality. Against the wishes of Athena, who seeks to use the power of hope invested within Kratos to restore a new rule, Kratos sacrifices himself, setting free the latent hope that was stored inside him into this chaotic world that is now at least free from the rule of Olympus. I guess it could be open to interpretation, either Kratos chooses once and for all not to be manipulated by a higher power or for all of his sins, he chooses to end his life thereby in one grand redemptive act of creation. But the whole thing just does not sit well with me. It all feels confusing and horribly contrived. Then you sit through the end credits and find out that Kratos may not be dead at all! Well I guess death has never stopped him in the past. But what now? Will some other religion utilise him in a fight against evil. Maybe Horus, will use him to get back at Anubis. Maybe God will pick him up and send him down to Hell and teach Satan a lesson. But then again, maybe Kratos should stay away from the whole Dante’s Inferno vibe.


In conclusion, it may seem petty to attack a better than average video game in such a way, particularly a sequel, but then video gaming is the only medium where sequels do seem to improve upon their forbears. As a fan of the first two God of War games, I found myself disappointed after concluding the third instalment. Despite all its graphical presentation, its epic set pieces, God of War III is ultimately marred by inconsistency in the story and level design. Although it is sometimes brilliant and competent in the art of monster slaying, the game is derivative and lacking imagination. It is probably best that this is the last entry in the God of War series (discounting the PSP titles). Maybe Sony can move on to create another genuine masterpiece like it has done many times before.

*Hoping to have a more comprehensive video review soonish...