Halo Wars: First Impressions

Now, which looks better, Forge mode, or this? I'd say the one with playable Scarabs.

Now, which looks better, Forge mode, or this? I'd say the one with playable Scarabs.

Normally, when I boot up a demo, power my way through it then write it up on FTGG, I’m usually not majorly impressed, nor am I interested. However, when I saw Halo Wars up on the demo Marketplace, I giggled, then mashed the A button as fast as I could to start downloading. To combine three of my favourite things, those being the Halo universe, RTS games and amazing levels of units on screen at once, is a dream come true. Not to mention the fact that the heroic struggles in this title are probably fairly incomparable to the struggles Ensemble Studios faced trying to finish the damn game before Microsoft shut them down. Fear not, DLC is still indeed on the way, but as with Bungie before them, I think Ensemble will be better off out from under Bill Gates.

As with all demos, it comes with a tutorial to break you in on the controls and gameplay mechanics, and with a console-based strategy title, this is fairly necessary, as it’s no longer a simple point and click venture anymore. However, after playing this for a good solid while, I’d say I prefer this title without the mouse. Even though games as hectic as StarCraft and Dawn of War II require mice to keep up with the rapid selection, deployment, redeployment and organisation of troops, Halo Wars does it so swiftly it’s insulting to the other two titles. A click of the right bumper selects all units on screen at the present time, and the opposite button selects all units on the battlefield. Fantastic for convergence tactics, and if you’re after more specific groupings of your units, then bam, either hit A over one, or hold it down to drag-select.

Though I mourned the loss of the ability to set groups of units to the numbers one through nine on my keyboard for easy access in the heat of things, Halo Wars makes building everything a breeze, and the resource system couldn’t be more logical. I’ll run you through the last skirmish match I played to give you a better idea.

Stage One: I deploy my base, and with my one spare warthog, start collecting some supply crates, the only resource you’re ever going to need in the game.
Stage Two: I then slot some Supply buildings into two of the pre-allocated building areas around my base, to increase income, and begin working on some Power Plants to give me enough energy (one per plant) to upgrade my base to a fortress, aiming for a defense-based victory here.
Stage Three: Turrets are up next, and none too soon, as a Prophet of Truth and a few Elites make their way into my base and start smashing the lone warthog to bits before making tracks for my buildings and turrets, though they fall eventually to my defenses.
Stage Four: I then start with some Barracks building, before beginning to organise a production line of a few warthogs to keep my base defended. Upgrading them with a turret and then a grenadier marine in the passenger seat is two clicks of the A button away.
Stage Five: I am now on four Supply buildings, each simply upgraded to double their output, and I start amassing an army of Warthogs to crush the enemy, while ranking my turrets up.
Stage Six: I run my warthogs round a side route to the Covenant base, take out any unit production facilities to oppose any chance of Covenant reinforcements, and proceed to demolish everything they built. Who said the best defense was a good offense?
Stage Seven: I then slaughter the enemy units dotted around the map with the help of an Orbital MAC Cannon, two clicks of the gamepad away, and claim my victory.

This all took ten minutes. In ten minutes, I had eight warthogs gunning around the map, turrets taking out Ghosts from four hundred feet, and a battleship in orbit rearranging the geography of the Covenant base. Bearing in mind, no matter how many units were on screen at once, there was no slowdown, no lagging, and the enemy AI was seriously devious, even on Normal. They’ll flank you, retreat, attack in stages, waves, some will come in squadrons, some will use distraction tactics. It’s fantastic, like watching a match in Total War.

The storyline looks very creative, with a far more down-to-earth approach than Master-Chief’s superhuman antics would offer you, and I feel better for it. Though you can make Spartan soldiers, and they are seriously powerful in comparison to marines, don’t expect one of them to hijack a Scarab and take out the enemy force while chatting to a cyber-pal sitting in his suit interface. It’s raw, and you’ll lose a ton of troops, but backing them up with more though a linear reinforcement system devoid of any punishment for not saving enough resources makes it a lot easier on you, the player. Marines will actually organise themselves; lose enough of one squad, and the remaining marines will split up into existing ones to make managing them easier.

The game looks absolutely incredible, and if I can manage to slot myself into a review position anywhere, you’ll definitely hear a ton more about it from this particular journalist. It’s a shame Bungie aren’t doing any more Halo 3 DLC after the ODST expansion, but frankly, I’m more interested in pitting a Spartan against a Scarab and watching what happens. See how he likes it on Legendary.

Not-So-Free Radical

Aww. Feel the love.

Aww. Feel the love.

Joyous tidings abound, as Free Radical has found a home; Crytek. The PC game developers, famous for the original Far Cry and the much-lauded Crysis have saved over forty jobs by sealing the deal last night, though it’s not clear whether or not any IPs have been saved along with the company just yet. It’s a wonderful start to a bit of news-hunting, as it would have been a huge shame to see not only a home-country based developer, but a developer of the legendary Goldeneye 64 go down amongst others in the wave of layoffs hitting the videogame industry this year so far. Hopefully we’ll see a few more titles from them yet to regain their position as FPS geniuses after the shockingly disappointing Haze. Fingers crossed for a next-gen TimeSplitters.

Electronic Farce

Sadly, the same cannot be said for Electronic Arts, who are planning to shut 12 different studios, resulting in the redundancies of over a thousand employees. I’m speechless really, if I was working on a development team right now, I’d be horrified to even step foot in my office for fear of getting fired. If studios keep up the rate of layoffs there’s not going to be anyone to lay off. I know the industry employs millions of people, but at a rate of over a thousand a month, they’re making a sizeable dent in their employee turnover.

The Wild Wild West Coast

It seems Rockstar are busy with their next title in a batch of new games, as Red Dead Redemption has been announced for autumn 2009. The title sees a return to a series started on the previous generation of consoles, described by the publisher as a “Western epic, set at the turn of the 20th century when the lawless and chaotic badlands began to give way to the expanding reach of government and the spread of the Industrial Age.”

The game focuses on one John Marston, former outlaw turned cowboy adventurer, allowing you to explore, get into gunfights, ride horses and a variety of other “distractions”, to quote the publisher once again. I’m very much intruigued, it’s been a while since a decent Wild West title, and I’m hoping it’ll provide the same amount of open world freedom and fantastically showboating storyline that GTA IV did earlier last year.

Personal Ads

In a really bizarre turn of events, it seems the crew in charge of Lord of the Rings Online are offering five pound Amazon vouchers to every single gamer who introduces a friend to the MMO. So, presumably, I’d be a hundred pounds sterling up from where I was simply by getting 20 friends to join and start rampaging around Middle Earth yelling “lol” and “ganked” at eachother. This stinks of desperation, guys, and I have no idea how you intend to equate someone purchasing something worth a lot more than a fiver, to then play a game so someone else can squander a voucher the value of half a bucket of KFC. Not that you can buy KFC on Amazon, but that’s not a bad idea. Online games are appearing on their store, so why not chicken?

Prototype No Longer a Prototype

Prototype is shaping up for a June launch date, it would seem, and anticipation couldn’t be higher for the “we modeled our world on the real Manhattan, har har Rockstar” title, involving everything from an inspired freerunning system to Venom-esque morphing of appendages for collosal damage on tanks, monsters and soldiers. Think Assassin’s Creed meets Spiderman 3 with a Brooklyn accent. Sadly, said New Yorker has lost his memory (shock horror) and must therefore figure out his origins. Ignoring my jibe at the uninspired plot obstacle, it seems like a title really worth taking a looking at, and with the ability to disguise yourself as literally anyone, with their looks, voice, powers and other miscellaneous aspects, it seems an interesting blend of stealth and destruction, without the need for 10 hours of cutscenes. I’m looking at you, Kojima.

P.S.: On another note, the new Plot Wholes column is up for this week. You can find it here.

Second-Hand Ideals

Normally I’d start a weekday update by recapping some news, and then verbally plodding onwards to whatever takes my fancy in the gaming industry’s press environment. But not today. Today, I’m going to take a closer look at something I found while doing some price comparison research for a new DS Lite.

So, the first choice, even though HMV and Gamestation both do trade-ins, is GAME. I log onto the website, and bam, Valentines Day products. I don’t know about you, but I can’t see myself turning up with Lips and expecting my missus to kiss mine. But regardless, I went a-looking to satisfy my morbid curiosity of what games they could possibly have dreamt up as suggestions in place of a “here’s our top ten sold games, these are probably a fairly good idea.”

Here’s the “For Her” section:

game-advert-female

Now, let’s take a look. The first thing that stands out to me is FIRST TIME GAMER proudly displayed on the web-page. So, we’re instantly assuming if you have the ability to bear children, it hasn’t occured to you to play videogames. I don’t understand the correlation. Party Girl I don’t really understand, and Gamer Girl seems redundant. I’m a guy gamer, but I’m simply referred to as a gamer. I refer to my missus as a gamer, and anyone else who plays, as a gamer. In a world where we no longer say “women voters” or “black man”, why is “Girl Gamer” seen as acceptable? Here’s the male section.

game-advert-male

Oh look! What a surprise! No FIRST TIME GAMER section, and lo and predictably behold, no Male Gamer section either? Instead, we’ve divided the sections up into:

Action Gamers, described as men with serious inferiority complexes and a Freudian phallic obsession.
Strategy Gamers, described as people too serious for social interacton and people who like their gameplay “tactical”. What? Since when did Madden, FIFA or Gears of War not require tactics? Even Pong requires tactics. The word you were looking for, businessmen, was strategy-centred.
Social Gamers, because we all know the previous two categories of male videogames fans are losers. Social gamers are, suprise surprise, curry obsessed alcoholics who play FIFA and Pro Evolution Soccer.

I’m at a loss for words, here. Well, not quite, you unlucky people. This is gender stereotyping like I never thought I’d see in the games industry. This kind of thinking was what lost women the vote for so long, and what puzzles me most is that statistics have indicated women earn more than men in the games industry. Hardly “first time gamers”, are they?

Before you buy anything from these people, remember what they stand for. I’m no vegitarian, but I understand why someone who is wouldn’t want to buy a salad from a steakhouse. I’m not a hardcore feminist, mainly because it’d involve stabbing myself in the groin repeatedly, but I do believe in gender equality, and this just isn’t it. Things like this, no male-only relationships in Mass Effect, the Western games press and their occasional tendency to poke Final Fantasy characters for dressing too camp, is becoming an issue.

And to think, all I wanted was a black DS Lite and the Phantom Hourglass.

DeveloperSplitters

Hopefully the name isn't an indicator of the price.
Hopefully the name isn’t an indicator of the price.

Sadly, it looks like yet another developer is running the risk of being shut down mercilessly, and this time it’s on my side of the pond. Free Radical, creators of Goldeneye 64, the fantastic TimeSplitters series and the not-so-well-recieved Haze have their future balanced on a knife edge. Now, I can understand a company making a seriously poor product and going down in rankings until they bring out something better, but is shutting down the developers of the first true console 3D-FPS really the answer to a few sub-par reviews? Hopefully, interest in purchasing Free Radical will continue, and with their parent company more than happy to help them move to someone else, they won’t be another to add to the list of Ensemble, amongst others.

Ensemble Reassemble

Speaking of the creators of the much-anticipated Halo Wars, Ensemble Studios are rising from the ashes as two different development companies; one to keep up DLC and support for Halo Wars, and another planning on a different project altogether, which has already been shown support by Microsoft’s Game Studios. My guess, along with Eurogamer, is another Age of Empires title, presumably the fourth in the series. It’s nice to see them power on through it, and I think them, along with the former 1UP staff are setting a good example for those in the industry now without a job. Don’t give up just yet, Ensemble. MGS will realise its mistake once Halo Wars gets a lot of sequel demand.

E3, June, BYOB, RSVP

The list of exhibitors for E3 has gone up, and what a wonderfully full list it is, which is just as well with huge games conventions like the GDC and the brand new GAMEScom to compete with. You can find the full list here, courtesy of Joystiq, but I’ll prod the few I’m interested in on here regardless. Activision Blizzard is the one I’m most interested in, as I imagine by June we’ll be seeing a lot more content for Diablo III not to mention some more WoW content. Another heartening attendee would be Midway, as we’ll get to see whether they’re ready to display any new attempts to save themselves from an Ensemble-esque oblivion. That said, they wouldn’t even be registered if this wasn’t the case, so hopefully we’ll get something that isn’t just Mortal Kombat with Spiderman in it. In fact, scrolling through the list I can’t think of anyone who isn’t there, so this year might be the stuggling convention’s saving grace.

Deus not quite Ex

Thanks to the gaming press of the Czech Republic, we’ve now got a fair bit of information on the new tite in the Deus Ex franchise, and it all looks shiny and very next-gen. The cyberpunk world of the franchise in question are taking things over to cities such as Detroit and Shanghai, providing that “globetrotting” feel that we enjoyed so much in everything from Bond films to Army of Two. The abundance of water and neon in the screenshots, added to the, and I quote (in English) “Renaissance” aspect of the game’s revitalised art style are either going to be wonderfully realised, or look like a Bioshock clone.

One of the interesting aspecta of the new title is a a method of social progress that requires the player to watch a talking NPC’s body language in order for, assumably, clues amongst other benefits. I’d recommend it to Bioware for the next Mass Effect sequel, as with the best dialogue system in the business, their Paragon and Renegade choices in conversation could benefit a lot from this.

The most intruiging aspect, however, is the fact your actions throughout the game’s narrative choices will affect the difficulty of boss battles. Personally, I can see this going in the evil = harder difficulty direction, but we’ll have to play it or recieve more information to find out. Consider me interested, Eidos.

P.S.:

How often does London get weather effects like these? I’m off to make a snow angel.

snow

Fallout with the Old, in with the New.

"So why don't I level up? What're my perks?" "No leash. Now kill that raider."

"So why don't I level up? What're my perks?" "No leash. Now kill that raider."

It seems Bethesda, in a moment of utter genius (and I mean this with no sarcasm) have decided they’ve learnt a couple of things from Fallout 3′s reviews and audience feedback. Todd Howard, the title’s executive producer, has been quoted as saying the following; “Greatest lesson? Don’t let the game end, don’t have a level cap”. These two things are the only problems with the game I can think of. The game ends with a bizarre choice; sacrifice yourself by standing in radioactive gas to stop a bomb from going off, send someone else in to do it for you who will also succumb to the airborne toxins within, or run away and let it blow up.

Now, as I played this section standing next to Fawkes, an intelligent Super Mutant who was immune to radioactive substances, if not healed by them, I was a little confused. Why couldn’t I send him in? And even if you don’t send yourself in to die, and stop the bomb using someone else, the game still ends. This hurt a lot of players because unless they reverted to an earlier save, as I did, they could no longer play their current character. Whether I went back for achievements or simply more fun content is irrelevant; games like these should follow the example set by Fable and its sequel; continuous play after the narrative’s conclusion. The level cap is also a good idea that needed nixing, as I can only grin with glee at the thought of having every skill to maximum, and every perk in the game. You’d squash things flat.

Need for Need for Speed?

Need for Speed started off as one of the most promising franchises in arcade racing, along with the likes of Burnout and the industry standard, Ridge Racer. And yet somewhere along the line, it hit its head and woke up convinced it was a game adaptation of the Fast and Furious trilogy (read: farce), and things went a little awry. The live-action FMV sequences didn’t help, either; if it didn’t work for Command and Conquer, it sure as hell isn’t going to work for you guys. I won’t touch upon NFS: Pro Street, as I intend never to include profanity in the blog, and that would have me break the rules a few sentences into the paragraph. However, in a suprising turn of events, EA is attempting to revitalise the franchise with three new titles, each aimed at a very different audience.

Three titles, ladies and gentlemen. The first, Need for Speed: Shift, is the NFS title for the fan of more realistic racing experiences such as Gran Turismo and Project Gotham Racing. The second is Need for Speed: Nitro, geared towards fans of the arcade-style racing experiences of old, though EA is keen to stipulate it won’t be “a Mario Kart clone”, though whenever someone needs to deny plagarism prior to anyone even seeing the content, it’s usually a sign that they’re lying through their teeth. The third title, most intruigingly, is Need for Speed: World Online, a play-for-free online racer hitting the East at 100mph, then cruising on over to Europe and the USA if it works out.

I think this is a brilliant idea, but honestly? I think EA is seriously shooting themselves in the foot considering how astonishingly well Burnout Paradise is doing at the moment. Every time I even mention Criterion’s open-world racer I feel the urge to buy it to once again feel the rush of demolishing barriers at warp ten while spinning through the air and listening to DJ Atomika, someone I’ve missed since his SSX 3 glory days. I don’t think it’ll outdo Paradise, but it’s a welcome addition and here’s hoping they drop the sex and focus on what made NFS such a groundbreaker in its genre; the rush of the cityscape at illegal speeds, the customisation, and of course, the nitrogen injection.

Dead as a… Dinosaur?

It seems Turok isn’t being continued by Disney, in the latest round of redundancies for game developers. 70 employees were laid off the project, as the developer Propoganda is being pushed by Disney to cut costs and focus on one project, of which there still is one, albeit completely hidden from view. I can’t say I’m surprised, the game was a complete farce, horrible to play, and in all honesty, if I want scary moments, gunplay and dinos, I’m going to watch the Jurassic Park trilogy. Disney, when a twenty year old man would rather play Wall-E on his 360 than Turok, I think you need to take a serious look at how badly marketed, designed, and written it was. But fix it. Upgrade it. There’s a reason it was a staplemark of FPS gaming on the N64.

A Sad Day for Ensemble

In this blog post, Ensemble Studios co-founder Bruce Shelley said goodbye to all of us from the creators of the exciting new RTS experience, Halo Wars. It’s a damn sad day when a team of people can work that hard on a title, promise to do DLC (and they’re still doing it, bless them) and update with patches and new ideas constantly, and still get canned by Microsoft. This isn’t just the team who piddled around in the world of Master Chief, this is the team who worked on Age of Empires amongst other things. They’ve done a lot for the RTS genre, and to see them go like this is as insulting as it is aggravating.

ATTENTION GAME DEVELOPERS: The recession is resulting in an increase in entertainment sales figures. The reason for this is because more and more people are staying indoors as going out is too expensive. What does this mean, amongst other things such as books and DVDs? It means more people are playing Gears, Wii Sports and World of Warcraft. What it doesn’t mean is that you can lay off hundreds of staff in the industry, then expect any decent content with developers scared out of their wits they’re going to be canned at every moment. The higher-ups will learn eventually. I just think all of us in the industry are sick of waiting for them to do so.

The Fresh Prince

The new DLC area; scary, evil, and apparently, higher in difficulty.

The new DLC area; scary, evil, and apparently, higher in difficulty.

As Ubisoft were so kind to email me personally today, it would seem the latest Prince of Persia title is getting some downloadable content on Febuary 26th. As my review would indicate, I’m a big fan of the title, it was a fantastic visual achievement, nicely paced puzzle work and some interesting storytelling in points. I’m definitely looking forward to exploring the DLC, as it it includes not only a brand new area as an epilogue to a storyline that, let’s be honest, needs and deserves a continuation, but also new moves for both characters. However, the real genius comes in the form of new costumes, taken from concept designs for both characters. This is fantastic for people like me who see concept character and outfit designs and wonder “I wonder what that’d look like to play?”. Many thanks, Ubisoft, and even more thanks to the official Xbox.com site that allows me to set up downloads like this while not even having to touch a controller.

In other news today, the GDC seems to have moved, ever so slightly, to Cologne. While still in Germany, the conference will now seemingly be bigger and more streamlined. GAMEScom, the new, slightly scarily loud title for the convention hosting the new GDC, has support from SEGA, Sony and Nintendo, and hopefully in time, Microsoft as well. It runs from the 19th to the 23rd of August, and as it’s in Europe, is instantly far, far more accessible to people such as myself, who enjoy huge press events, but would prefer to avoid the cost of a week long trip to Los Angeles for E3 - if it lasts till this summer, that is.

Ensemble Studios, the wonderfully devoted team who worked on Halo Wars then got told they were being canned and liquidated because Microsoft seem to have a current fetish for firing people, have announced not only their intentions to start another company with the same staff (take note, those at 1UP), but to produce a shedload of DLC for the title they poured their heart and soul into for several years. Good on them, I say, and I’m looking forward to the title as one of my top ten of its year of release. Best of luck to them, and we’ll see how it plays out.

It seems Square Enix are getting into gear, as Star Ocean: The Last Hope is hitting shelves this spring in Europe, even though the USA and Japan get it in less than a month *grumble*. The title acts as a prequel to the series, and for those of you beginning to wonder if both the name and purpose of this is at all dissimilar to Star Wars, then yes, it is. Although it does follow a sci-fi habit of spaceship exploration, it seeks to found a base storyline to reinforce an existing franchise, a tactic which was worked as well for the Skywalker clan as it has for Vin Diesel and his Chronicles of Riddick titles. Hopefully we’ll be seeing a Japanese Mass Effect-meets-Final Fantasy experience, though it’s still open to speculation as Square Enix are, as always, a closed door when it comes to plot and game information until nearer the time of release. Which, considering they’re gracing the industry with the title’s presence within a calendar month, should be now, really.

Skateboarding Zombies: Resi 5 and Skate 2 Demo Impressions

The sad thing is, had skateboarding zombies been the premise for either game I might have been more excited. Sequelitis seems to be the biggest epidemic in the games industry, and it was with boredom and a heavy head I trudged back to the Xbox Marketplace to check out demos for titles that should have changed things a little; perhaps with innovation, perhaps with serious improvement.

Undead, or just angry? Who knows.

Undead, or just angry? Who knows.

 

 

Resident Evil 5 is, by and large, from a series of games that don’t actually need improvements. The first three were solid shooters that complemented sound with visuals to bring a sense of the horrifying need for nothing but survival to its audience. It released a fourth that switched things up a lot, however; gone were the immovable camera angles and the odd shooting system, and in came an over the shoulder context-sensitive button masher that really brought the franchise back into the limelight.

The thing is, Capcom, innovation is only going to get you sales figures the first time you do it. The exact same formula doesn’t work as well the second time. Yes, it’ll work to some degree, no one came back to the Gears of War franchise expecting a farming sim, but there’s only so much copy and pasting you can do before the end user begins to wonder why they didn’t just keep playing the title’s predecessor.

This is essentially Resident Evil 4, with a side order of Army of Two, while trying to be Left 4 Dead. The problem is, as anyone who’s played the recent Valve team shooter will know, there isn’t actually a storyline in any of the four campaigns in L4D, but there’s supposed to be one in this title. This is where the game falls flat on its face a bit. You start out by edging your way into a compound, where a supposedly non-infected man is giving a speech to zombies on a loudhailer. So, from the outset it already seems like these aren’t zombies anymore, they’re just “crazed humans”. It seems Capcom has killed off, for want of a better, the one thing that made all of their undead truly scary; the fact that they’re actually dead.

The only intimidating mob I encountered was a rather scary fellow who stood at eight foot tall, dressed like an executioner who had an accident with a nail gun, and carries an axe more suited to the weapons scale of Final Fantasy than a title that’s actually supposed to promote a realistic sense of the laws of physics. Cloud Strife may be a soldier, but he’s not kidding anyone with the size of that blade. So this fellow will follow you around, and smash you into the floor with his axe. The speed and accuracy with which he does this is pretty intimidating, until you realise that by simply pressing B after he does so, you won’t die, and neither will your female compatriot.

This brings me to my next problem with this title; where did the sense of “holy crap, I’m completely alone against the horde” go? Left 4 Dead is frantic, but it’s not scary because you’ve got three other people with you. Three people the crazed flesh-eating hordes could gnaw on instead of you. the Resident Evil franchise had you, on your lonesome, with everyone around you infected with the T virus or about to be, regardless of how much you try to save them. Yet in this title, it not only seems completely impossible to die, it’s also impossible to run out of ammunition, as every time I did, my partner threw some at me, which I then had to pick up off the floor. I’m not sure why this is; he can cap a zombie at fifty yards, but he can’t catch a box the size of his fist at two meters. Worrying.

The demo finishes with you waiting for a helicopter. Not only is there no given indication of where the damn thing is, there’s also an infinite respawn of zombies, and the axe-man is unkillable, so you end up kiting the whole horde around the small market area you play in as you wait. This was so pointless I turned it off. Nuts to the helicopter. The only great helicopter wait was in the No Mercy campaign in L4D. There’s no sense of urgency any more, no sense of the undead, and no sense of punishment for injury or wasting ammunition. Well, wasting ammunition would be harder if the targeting system wasn’t as poor as this. The final code may be better, but this was just frustrating.

It's like Burnout Paradise, just without the car. Whoops.

It's like Burnout Paradise, just without the car. Whoops.

 

 

Skate was a revolution in the games industry when it came to extreme sports titles. We’ve all played the Tony Hawk’s series to death, and I don’t know about you but I enjoyed every minute of it, finishing my time with the franchise around the point of Tony Hawk’s: Underground, the first title in which you could run around, and drive cars, like a Grand Theft Skater of sorts. However, the problem with Skate was it tried to go forwards whilst slipping backwards at the same time; it tried to take skating back to the streets, to those who had nothing, no KISS stadiums to put half pipes all over, and no celebrity pushing the title.

The problem with this, is, and brace yourselves, people do walk around on them. Skate 2  tries to remedy this somewhat, as it allows you to get off your board and walk around. Sadly, they’ve kept the control system from when you were on your deck, and this therefore means that you turn like the Titanic. It’s abysmal in how poorly thought out it was, and makes me wonder if anyone who skates, or even walks on a regular basis didn’t see the glaring errors in how poorly the movement comes across in this title when you’re on foot. The concept of being able to drag items around with your avatar is an ingenious one though, and one I give the developers some credit for.

The control system is, in my opinion, the best thing about the Skate titles. The Flickit system of control is actually fairly simple, though it seems complex at first; the left stick controls your movement, such as steering and leaning forward and back, while the right stick controls your feet. Flick the right stick down, then up, and your character will ollie. Flick it up, then right, and he’ll kickflip. It really feels like you’re controlling your toon so much more than you would in other skating titles, and although it then renders the tricks more realistically constrained than Tony Hawk’s 1080 degree melon spins, it gives a better sense of realism to the title. Something new, something more mature, and it works well.

However, the main failing of this title is the main failing of all titles relating to skateboarding, and for the sake of gamers everywhere, I’m calling you developers out on this farcical practise. Start actually thinking about your narrative and dialogue. It’s generic enough that my character just got out of prison and the only way he can get himself rich is skating, but the stoner dialogue and pointless amount of characters introduced is absurd. One. Focus more on his backstory. Get rid of the character customisation, give me an actual pre-made character, and write some dialogue for him. Give him a dark past. Perhaps he used to be a Tony Hawk’s developer who questioned what input the skater had on the title if any at all, and was thrown out. Give me something to work with here. I can accept silent characters; Gordon Freeman, Master Chief for the most part, Link – these all work, but they work because the rest of the story is so well written, not because they’re “silent and therefore cool, lulz”.

Skate 2 is beginning to make me wonder why games developers bother releasing demos that are basically tutorials. Start releasing levels that are around the middle of the game. Half Life 2‘s demo starts on the first level, then skips to Ravenholm, halfway through the game and just after you get the Gravity Gun. Not only does this then encourage me to get the gun by playing those first four chapters, it then gives me the sense of variety in the title, between being politically downtrodden and a victim of survival horror. Skate 2 does neither. It sits around looking petulant and bored, throwing pointless challenges for scores at me whenever I demand something more in depth. I don’t care how many different colours of wood I unlock. I care whether my character cares about unlocking new colours of wood.

Two demos, two disappointments. 2009 is going to be a year full of the opposite I’d hope.

On a lighter note, the third Plot Wholes is up, you can check it out here.

Operation: Audience

One of the DLC Ninja outfits. Bethesda must've confused "VATS" with "BDSM".

One of the DLC Ninja outfits. Bethesda must've confused "VATS" with "BDSM".

The first in a few bits and bobs of DLC for Fallout 3 is released soon, and reading through a scathing review on Eurogamer, I can’t help but feel all DLC is being slagged off simply because people had issues with the first game. I don’t really think something that’s trying to improve on original content should be tagged as bad because of the questionable quality of content already included in it as part of the main experience, but that’s just me. The new content explores a virtual reality simulation of content centred around the Chinese and their attack on the United States in a fictional war. While it all sounds absurd and entertaining in a Command and Conquer sort of way, I can’t help but wonder why war is the theme for anything entertaining recently, though I’ll cover that in more depth in my Plot Wholes column tomorrow.

In other news, Banjo Tooie is making its way to the Xbox Marketplace in the form of another 1200-point arcade title, further showing up its next-gen cousin as a complete failure to recreate the tradition of bear and bird. I’m not sure why they seem so keen to churn out their old games, but if the next logical step is Donkey Kong 64 then bring it on. Sadly, purely Nintendo content is never going to grace a Microsoft console, but I wait with baited breath nonetheless. Grow a pair, Rare.

A sad announcement, as Fable II has been confirmed as never coming to PC. Imagine the user created content that could have been created given an engine like Valve’s Source Development Kit or even the GECK engine for Fallout 3. Hours of new fun, dog runs, hidden items, new clothes, new armour, all wasted because they can’t be bothered to port a simply-made game. It’s a shame really, as something that has no statistics bar the number of prostitutes you’ve molested (mine will always reside at zero, the pointless addition to the game that it is) can’t be that hard to reconfigure for a platform that could run it on a variety of different specs, as graphically all it’s really got going for it is an absurd amount of bloom effects.

Satoru Iwata, the current Nintendo president, is making an appearance at GDC, it seems. Given that last year’s was an abundace of games for consoles wide in variety, but lacking any Mario or Donkey Kong, it’ll be nice to see Big Red making a saving grace announcement or two. Though, I’m still secretly hoping it’ll be eclipsed by a LEGO MMORPG running on the Crysis engine and asking a monthly fee of two red bricks. You heard me. It’s coming.

Elitist Attitudes

Master Chief and friends on their "where are they now?" photoshoot.

Master Chief and friends on their "where are they now?" photoshoot.

ODST troops are, if the official fiction is anything to go by, complete and utter headcases. They all read like Cole from Gears on steroids, and love throwing themselves through the atmosphere into a hostile planet, with nothing but a thin shell of metal between them and the outside (often hot or airless) void. This instantly makes me want to play them more than Master Chief, but not for the classic “insecure male” reasons that most people take to Marcus Fenix, for example. It’s because they’ve got nothing to lose. They’re rank and file, small cog in a big machine kinda fellas, and it makes you take to them, or rather your specific one, more simply because they’re okay with failure, falling back and not demolishing everything inside before tebagging a brute while laughing over Xbox Live.

So as for why Bungie have gotten rid of Elites baffles, surprises and disappoints me a bit. Baffles, mainly because the Elite race are fantastically well designed, well spoken, indifferent to gender, and most of all, are the most imposing physically due to their two sets of jaws. I’m surprised because they’re a cornerstone of Halo, but then again, they are the only combat equivalent (or the Arbiter is, anyway) to a Spartan of the second generation, and as he’s not in this particular title, it makes sense that they’d either be redundant or overpowered. Disappointed, because brutes are really, really boring enemies. If you want to make my blood pound in my head, face me off against a cloaked team of Elite commando troops with energy swords, and have me as an ODST marine with only a silenced battle rifle and no shields. Brutes look like Donkey Kong first thing in the morning, and it’s just not intimidating. They’re stupid, and I know the only way you’re going to get a mere human past ten of them is to make them stupid, but this feels excessive. Oh, well. Halo Wars it is, then. Not that I won’t be playing ODST, I’d be lying if I said I wasn’t excited.

Midway are gearing up for another Mortal Kombat title, which is shocking considering how close they are to really falling down the financial rabbit hole as it is. That said, their last title sold over a million units, it seems, and that’s good enough funding for another title regardless of risk. I remember interviewing Hans Lo, MK Vs. DC’s producer, and thinking about how nervous him and his coworkers seemed. They loved their franchise, that was clear, but if it failed to deliver they knew they weren’t going to bounce back. But if the new title lacks any innovation (once again, I’m talking game-changing innovation here), I think it’ll be both the finance and design departments thinking along the lines of Sub Zero figures.

I’m beginning to get depressed by the sheer volume of game industry layoffs this year so far. It’s not like fledgling writers, programmers and game designers don’t have it made difficult enough for them by it being one of the most popular and competitive industries in the world, but now almost entire staffs on websites, Windows Live and many, many developers are being laid off, in the name of what exactly I’m not sure. Microsoft just fired the head of Games for Windows Live. I can count the amount of titles in that category without running out of fingers and toes. This would seem, to me, to be a new business venture for the software/OS giant. So why damage it by firing your leading man? If he was doing that badly industry journalists would have picked up on it by now, me included. Oh well, it’s all contributing to the rise of indie companies regardless, and eventually, Braid II will be released and people will be able to go back in time and assassinate Bill Gates anyway. Not that you can kill an advanced holographic AI entity someone so important to the industry. Oops.

First Impressions: F.E.A.R. 2:

She never could contain herself upon seeing the new Argos catalog.

She never could contain herself upon seeing the new Argos catalog.

The horror genre is, by and large, a complete and utter farce. The only good recent example of horror, or something resembling horror enough to neccessitate new undergarments, was Bioshock. Oddly enough, so far this game borrows from various sources, doing some things well, some things sychophantically, and somethings downright laughably. But I’ll dissect each as I come to it, as I’ve got steaming mounds of criticism and praise for different aspects.

The main issue with first person shooters when telling a story, is everything has to be very visually obvious. While this is disappointing to those seeking a David Lynch-esque plot device, this probably appeals more to those who don’t want to spend twenty years on the internet trying to find out why the ball was red. F.E.A.R. 2  is all about ghosts, psychic soldiers (somehow simultaneously psychic and unintelligent), and the hallucinations that follow on from these two premises. From the beginning of the single-player experience, you’re dumped into the shoes of a named male protagonist, which automatically indicated something very clear; plot elements of this title will be completely lost on you if you haven’t played the first incarnation of the series.

Blundering on, as I hadn’t played the first game, mainly because I don’t usually have a lot of time for titles like this, I discovered one thing to my complete and utter horror. Nothing, whatsoever, was destructible. I was wearing a reinforced suit of armour, covering a very muscular arm. I smash this arm into a thin bit of wood, twice. Nothing happens. Not even a dent. As a fan of Valve’s titles, I was bemused. For a soldier, I certainly didn’t feel very strong. However, it seems I’d just emerged from the wreckage of a helicopter, so I wasn’t about to judge yet. This, by the way, is shortly after a surreal scene in a devastated cityscape, where you follow the spirit of the creepy little girl on the cover into a big lava-like hole in the floor. Makes sense, doesn’t it.

Can I just stop for a minute? When did little girls suddenly become something to fear? I’ve read my Freud, I am at peace with the concept of das unheimlich and other Gothic and horror techniques; making something natural, unnatural scares us as human beings, because we’re not used to it, as opposed to actually being afraid of something rational, say, a lion. But little girls, for all it’s worth, aren’t scary anymore. Resident Evil tried it, Bioshock tried it, though their method was a lot more original; the Little Sisters and their Big Daddies were adorable in a macabre sense of the word, but nonetheless, videogame developers seem to be very much under the impression that after seeing Splicers run across a ceiling, in the pitch dark, laughing and crying at the same time, with nothing but a wrench to defend yourself with, that little Alice Jones from down the road is going to make you scream.

Back on topic; the actual focus of the title itself, the gunplay, lends itself marvellously to the experience, providing some very intense battles with, assumably at this point, evil soliders, and pulling off an old, old, old technique we’ve come to love since Max Payne and Neo; the slow-motion button. It works well; your bullets hit harder, for one, making it not just a “lower the stress” button, and all the soldiers begin to glow, telling you where they are and what they’re doing by the position of their anatomy silhouetted to you in gold-yellow. Though, how gold-yellow is supposed to stand out in an environment that seems primarily comprised of dirt brown and headteacher grey, is yet to be explained.

The last voice actor they used wasn't so enthusiastic about his lines.

The last voice actor they used wasn't so enthusiastic about his lines.

Moving through the silent corridors, your character, psychic by the way (a better explanation for flashbacks and hallucinations than other titles working with such ideas), will encounter ghosts. Some are simply memories, and some will actively try to brain you with their ephemeral fists. This is, in theory, quite terrifying, as you wouldn’t expect bullets to be of much use, and you’re given no psychic powers or means of exorcism. However, I shot several and they went away. Admiteddly they came back repeatedly, but it just felt a little odd that they could splatter entrails up the walls and ceiling, drag people through foot-thick concrete floors, but one 9mm piece of metal and they suddenly become so weak.

The only thing I could name weaker than the average ghost mobs, is the storyline, and the dialogue. I can’t remember the last time I actually played a game alone, and ridiculed it out loud out of sheer incredulity at the horrible scriptwork. “I can see a girl, she looks like she’s crying” says the gormless soldier on your radio, not quite deciding whether he’s in F.E.A.R. 2 or Left 4 Dead. “I’m going to go and check her ou-OHMYGODWHATTHEFSSSSSS-*static*” Grow up. This is pathetic. I understand the need to increase caution around what seems to be the main evil lurking in this particular area of the game, but you don’t have to throw stupid soldiers at it. I walked through a corridor where a halogen strip bulb was swinging slowly from the ceiling, all but torn from its moorings, with blood coating every surface, and the odd bit of human here and there. That was effective, especially considering (credit to you for this, I’ll admit) the fantastic lighting present in the experience. What’s not terrifying is being midway through thinking “Jesus, what caused that?” only to be interrupted by another comms broadcast along the lines of “Oh look, a dangerous looking woman, I’m so glad I brought my poking stick”.

If it’s gunplay you want, you’ll get it. There’s even a section of the first level where you jump into a mech and stomp around for a while devastating everything in your path, only to face off against an equivalent evil mech nearer the end of that particular segment. It has nothing to do with the rest of the game, feels disconnected and pointless, but it was more fun than I had playing through any other part of the single-player demo level. It’s worth a try, to be honest, even if you just test the waters using the demo as your S.S.Hopeful. But don’t expect to be scared. This isn’t scary. Big Bird is scary. Clowns are scary. Fans of Steps are scary. But not this.

Odd. I’m stuck inside this blog post. I think I can see something in my screen. What’s that? Oh my God! Help! It’s a seven point five for a game that wants a ten! Hah. Good luck. Psychic soldiers. There’ll be a psychic summer camp next. Oh wait. That was good.